Deep DungeonPilgrim's Traverse

Introduction

Pilgrim's Traverse is an ever-changing dungeon whose architecture is never quite the same each time players enter. All players will begin at level 91, and only by fighting the enemies within will they be able to gain the strength and experience needed to explore its expanse.

Requirements

Quest: Pilgrimage of Light

Guide for the base of deep dungeon: Play guide (Lodestone)

Preperation

To help you complete the PT increase your aetherpool to the maximum and use the following consumables :

Recommended youtube channel for solo clear videos from floors 1 to 100 : Angelusdemonus (EN)

Votive Candelabras


Votive Candelabras

Players may encounter votive candelabras along their journey through Pilgrim's Traverse. Lighting them will affect the area marked by the next traverse stone. While some effects are beneficial to party members, such as healing over time or weakened enemies, others may provide additional challenges, such as an increase in the number of hidden traps.

On floors 1 through 30, which are required to complete the initial quest, votives will only produce positive effects, so we encourage you to use them whenever you can.

After floor 30, votives have a chance of producing negative effects as well, so you might choose to avoid them depending on your situation.

Chests

Gold Coffers

Gold Coffers

Gold Coffers may yield pomanders. The coffer will remain even if these items already exceed the inventory limit.

Warning : This chest can transform into Mimic, the higher you go up the floors, the more chances that they will transform into Mimics will be increased.

Silver Coffers

Silver Coffers

Silver Coffers may strengthen aetherpool arms and armor or a bonus from Feo Ul with the Juniper Incense. However, there is a possibility that the strengthening effects will not take hold even if players' weapons and gear are not at maximum level.

Opening these coffers will have no effect if the players' weapons and gear are at their maximum level of strength. Weapons and armor are strengthened separately, and one or the other will be randomly selected for each player.

Warning : This chest can explode, which causes enormous damage, the more you go up in the floors, the more the chances that they explode will be increased. This can be useful to the solo tank when they want to finish off a monster faster.

Bronze Coffers

Bronze Coffers

Bronze Coffers may yield normal items such as potions or fragments of illumed aetherpool glass, which can be exchanged for special items with "Ose Wyd" in Il Mheg (X:29.9 Y:5.9).

Floor Effects

Floor Effects Description
Auto-heal PenaltyAuto-heal Penalty HP regeneration for all part members is disabled.
Damage PenaltyDamage Penalty Damage dealt by all party members is reduced.
GloomGloom Enemy movement speed is increased. Enemies also deal more damage while taking less.
HasteHaste Weaponskill recast time, spell recast time, and auto-attack delay for all party members are reduced.
HP/MP BoostHP/MP Boost Maximum HP and MP of all party members are increased.
HP PenaltyHP Penalty Maximum HP of all party members is reduced.
Item PenaltyItem Penalty Use of items (including pomanders) is prohibited for all party members.
Knockback PenaltyKnockback Penalty Knockback and draw-in effects for both enemies and allies are disabled.
SprintSprint Movement speed increases for you and your teammates.
Incense PenaltyIncense Penalty Unable to burn incense.

Traps

Impeding

Impeding

Silences and applies pacification to anybody in the radius (including mobs). Both are removable with Esuna, and Echo Drops can remove the silence.


Away with the Fae

Away with the Fae

Turns the person who stepped on it into a Away with the Fae for 30 seconds, who has reduced HP and cannot use any skills/items. You should never run into a room when fighting.


Land Mine

Land Mine

Deals 80% current health damage to anything in the vicinity. Can be used to clear out a lot of mobs quickly.

If you use a tp or jump spell directly when approaching the mine, you can avoid damage and only monsters take damage.


Luring

Luring

Summons 3 random monsters from the room (including patrols). All will attack the person who hit the trap, it will take a few seconds after being summoned to move.

Above floor 90+, as a party, stay away from the person who will advance first. If he triggers the trap, do not attack the monsters, let the person die in a corner to reset the aggro of the monsters that appear and resuscitate the person.


Enfeebling

Enfeebling

Applies a 1 minute debuff to the person who stepped on it, increasing damage taken by 20% and reducing damage dealt by 20%. Not removable with Esuna.


Traps will spawn randomly in any floor except the starting room. To minimize the chance of stepping on a trap, hug the walls and trace paths that your teammates take.

Mimics

When opening a chest, it can turn into Mimic. These monsters automatically attack with high damage, and can apply a nasty 10 minute debuff Accursed Pox on one random player on their aggro list. This debuff is only curable with the Pomander of Purity, and prevents HP from regenerating (even out of combat) while reducing damage dealt by roughly 10%.

Avoid opening chests unnecessarily when you don't need them. Mimics appear from the following specific chests :

  • Floor 1 - 30 : Bronze Coffers
  • Floor 31 - 60 : Silver Coffers
  • Floor 61+ : Gold Coffers

Their casting of Accursed Pox can be interrupted using spells that apply silence.

Pomanders

Pomanders

Accumulate as much Pomander as possible at the start of your ascent, you need to be at the maximum Pomander in each category when you start floors 71+.

Keep as many Safety, Sight, Strength, Steel, Affluence, Flight, Haste, Purification, Devotion, and Incense as possible for floors 91+.

Use Pomander mainly when you have too much of it and can't pick up the one you find.

Keep the Barkbalm Incense you find to use one if needed on boss 90 and one on 99 if you are just in time. Because these do a lot of damage and heal a lot in addition to doubling your HP.

The Mazeroot Incense will be very useful for revealing map, showing all traps, removing penalties, healing, transforming monsters to make them harmless.

The Poisonfruit Incense will be useful for clearing the entire floor of monsters present.

Pomanders Description
Pomander of SafetyPomander of Safety Removes all traps from the current floor.
Pomander of SightPomander of Sight Reveals the current floor's map and the location of all hidden traps.
Pomander of StrengthPomander of Strength Increases damage dealt and HP recovered via healing magic by 30%.
Pomander of SteelPomander of Steel Decreases damage received by 40%.
Pomander of AffluencePomander of Affluence Increases the number of treasure coffers on the next floor.
Pomander of FlightPomander of Flight Decreases the number of enemies on the next floor.
Pomander of AlterationPomander of Alteration Changes the enemy occupying a random room on the next floor into a mimic or a mandragora.
Pomander of PurityPomander of Purity Removes the Pox status.
Pomander of FortunePomander of Fortune Increases the chance enemies on the current floor will drop treasure coffers.
Pomander of WitchingPomander of Witching Transforms all targets within range into a frog, imp, or chicken.
Pomander of SerenityPomander of Serenity Removes all enchantments from the current floor.
Pomander of IntuitionPomander of Intuition Reveals the current floor's hidden treasure.
Pomander of RaisingPomander of Raising Instantly raises the first party member to be KOd.
Pomander of HastePomander of Haste Renders party able to swiftly execute weaponskills, spells, and auto-attacks.
Pomander of PurificationPomander of Purification Removes all curable status ailments from the party, and erects a barrier against the next status ailment suffered.
Pomander of DevotionPomander of Devotion Guarantees a votive candelabra in the next area.
Barkbalm IncenseBarkbalm Incense Juniper incense burned by the deceased in accordance with First Light funereal practices. Summons the faerie king for blessing of rejuvenation.
Mazeroot IncenseMazeroot Incense Juniper incense burned by the deceased in accordance with First Light funereal practices. Summons the faerie king to illuminate the path ahead.
Poisonfruit IncensePoisonfruit Incense Juniper incense burned by the deceased in accordance with First Light funereal practices. Summons the faerie king to sentence all foes to death.

Information

Each monster will have a danger level assigned party or solo as well as the type of aggro.

Difficulty level

  • Easy

    One of the easiest monsters to face in a large number of classes. It is recommended to attack there as a priority in order to access the next floor.

  • Caution

    These monsters should be attacked with caution, some can do heavy damage to you.

  • Scary

    These monsters alone can wipe your party, be very, very careful.

  • Impossible

    Do not touch it, unless you are using Pomander of Witching.

Aggro type

  • Sight Sight

    Monsters that aggro on sight can only aggro people who pass in their field of vision, therefore in a small cone in front of them. It will sometimes be necessary to wait until they turn around to be able to pass behind them.

  • Sound Sound

    Monsters that aggro by sound will attack you if you run near them. If you don't move, or if you activate the walk mode, you can easily dodge them, as long as you don't touch them because it remains sensitive to the touch. You can even use your skills next to them without them attacking you. Be careful not to trigger a trap nearby, they will hear it and attack you.

  • Proximity Proximity

    Monsters that aggro by proximity are difficult to avoid if you enter their detection range. This varies depending on the monster, for example, Mimics have a very large one.


Ah, my little sapling ! This time, your beautiful branch will help you ! I'll tell you which action each monster uses. So if you see me next to the name, click on it to display the information !

Floor 1 - 10

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Phooka 1 - 3EasyEasy Sight Sight ✖ No
Traverse Echevore 1 - 3EasyEasy Sight Sight ✖ No
Traverse Morpho 1 - 3EasyEasy Sight Sight ✖ No
Traverse Shrub 2 - 4EasyEasy Sight Sight ✔ Yes
Traverse Hawker 3 - 6EasyEasy Sight Sight ✖ No
Traverse Moss Fungus 4 - 6EasyEasy Sound Sound ✖ No
Traverse Lorikeet 4 - 6EasyEasy Sight Sight ✔ Yes
Traverse Rowan 5 - 7EasyEasy Sight Sight ✖ No
Traverse Clematis 6 - 9EasyEasy Sound Sound ✖ No
Traverse Killer Bee 6 - 9EasyEasy Sight Sight ✖ No
Traverse Rosebear 7 - 9EasyEasy Sound Sound ✔ Yes
Traverse Basket 8 - 9EasyEasy Sound Sound ✖ No
Traverse Etainmoth 8 - 9EasyEasy Sight Sight ✖ No
Ornamental Leafman

Boss Floor 10 : Ornamental Leafman

When he casts Hedge Mazing, before the end of the cast move away from the middle and the direction where the adds are going, they will make a large AoE equivalent to that of the boss at the location where they will stop. For Leafmash, wait next to where he will jump first, once he has jumped the first time, head to where he was to dodge the AoEs. (Be careful the AoE is quite large)

Spells :

Branch Out : Spawns three Striking Shrublet around him that will move around in the ground, once they have finished moving they will cast Hedge Mazing.

Hedge Mazing : Large telegraphed circle AoE around the caster that deals magic damage and a stack of Vulnerability Up.

Leafmash : Prepare to jump to different locations around the arena. A large circular AoE will appear at each location where the boss lands, dealing physical damage and a stack of Vulnerability Up.

Add Floor 10 : Striking Shrublet

Spells :

Hedge Mazing : Large telegraphed circle AoE around the caster that deals magic damage and a stack of Vulnerability Up.

Floor 11 - 20

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Puck 11 - 14EasyEasy Sound Sound ✖ No
Forgiven Conformity 11 - 14EasyEasy Sight Sight ✖ No
Traverse Tot Aevis 11 - 13EasyEasy Sight Sight ✔ Yes
Forgiven Ignorance 11 - 13EasyEasy Sight Sight ✖ No
Traverse Peaseblossom 13 - 16EasyEasy Sight Sight ✖ No
Forgiven Deceit 14 - 16EasyEasy Sight Sight ✔ Yes
Forgiven Folly 14 - 17EasyEasy Sight Sight ✖ No
Forgiven Complacency 15 - 18EasyEasy Sight Sight ✖ No
Traverse Topiary 15 - 17EasyEasy Sight Sight ✖ No
Forgiven Disobedience 16 - 19EasyEasy Sight Sight ✖ No
Forgiven Contempt 17 - 19EasyEasy Sight Sight ✔ Yes
Forgiven Conceit 18 - 19EasyEasy Sight Sight ✖ No
Forgiven Violence 18 - 19EasyEasy Sight Sight ✖ No
Forgiven Emulation

Boss Floor 20 : Forgiven Emulation

When he casts Touchdown, you will be thrown from the center of the arena. Be careful, the legs will also do AoEs. So look at which leg will attack last, push yourself in its direction, after that go towards the leg that exploded to dodge the other AoEs. For Bare Root Planting, a player will be targeted by a marker, at the end of the incantation roots will appear where he was. To make it easier, place the roots on the edge of the arena, this will make it easier for you to dodge the AoEs that will follow just after all over the arena.

Spells :

Touchdown : Prepares to perform a bump from the middle of the arena that will inflict light physical damage, while preparing the Burst attack on each of its legs.

Bare Root Planting : Target a random player with a marker, and the marker will place roots beneath their feet at the end of the cast. The roots will inflict Heavy on those who walk through them, as well as Wood's Embrace.

Dense Planting : Casts random telegraphed circle AoEs across the arena and certain players that deal physical damage if you are hit.

Wood's Embrace : Deals significant physical damage to players who pass through one of the roots.

Burst : Large untelegraphed circle AoE that deals massive magic damage and Vulnerability Up to those hit.

Floor 21 - 30

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Forgiven Bribery 21 - 23EasyEasy Proximity Proximity ✔ Yes
Traverse Tragopan 21 - 23EasyEasy Sight Sight ✖ No
Forgiven Insult 21 - 23EasyEasy Sight Sight ✖ No
Traverse Morgawr 21 - 23EasyEasy Sight Sight ✖ No
Forgiven Hesitance 23 - 26EasyEasy Sight Sight ✖ No
Traverse Clionid Be Careful with his enrage which can cause a lot of damage. 24 - 27CautionCaution Sight Sight ✖ No
Forgiven Jealousy 24 - 26EasyEasy Sight Sight ✔ Yes
Forgiven Venery 25 - 28EasyEasy Sight Sight ✖ No
Forgiven Ambition 26 - 29EasyEasy Sight Sight ✖ No
Forgiven Cruelty 26 - 29EasyEasy Sight Sight ✖ No
Forgiven Dissonance 27 - 29EasyEasy Sight Sight ✔ Yes
Forgiven Intolerance 28 - 29EasyEasy Sight Sight ✖ No
Traverse Statue 28 - 29EasyEasy Sight Sight ✖ No
Forgiven Treachery

Boss Floor 30 : Forgiven Treachery

For the Liturgy of Light, the AoEs can be at different levels from the boss, dodge accordingly, whether for discs or donuts. For the Grip of Salvation, position yourself on the opposite half of the fist that lights up, once the attack has passed, go directly to the level of the fist that is illuminated to dodge the next attack which will be either forward or backward depending on the direction of the palm.

Spells :

Liturgy of Light : The two-form attack either drops donut AoEs around the boss at different levels of the arena, or spawns discs of light that will rotate around the arena at different levels.

Grip of Salvation : Charges an arm, once the cast is complete it will do a large AoE across half of the arena on the side of the arm that was charging. The attack can be directly followed by Salvation's Reach.

Divine Favor : AoE that chases a random player that deals significant magic damage and Vulnerability Up.

Salvation's Reach : Attacks over approximately 200° of the arena, depending on the orientation of the palm of the hand, if the palm is facing forward, the attack will come from it in the same direction, or backward if the palm is facing backward.

Floor 31 - 40

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Bird of the Traverse 31 - 33EasyEasy Sight Sight ✔ Yes
Traverse Jaculus 31 - 35EasyEasy Sight Sight ✖ No
Forgiven Extortion 31 - 34EasyEasy Sight Sight ✖ No
Traverse Pegasus Be Careful with their AoE around them that they can cast after their Gallop, move away if necessary. 31 - 33CautionCaution Sight Sight ✖ No
Forgiven Mockery 31 - 33EasyEasy Sight Sight ✖ No
Forgiven Perversion Watch out for his Unto Dust which he will cast in a loop once he is low on HP, kill him quickly. 33 - 35CautionCaution Sight Sight ✖ No
Forgiven Hypocrisy 34 - 36EasyEasy Sight Sight ✔ Yes
Traverse Lionstone 35 - 37EasyEasy Sight Sight ✖ No
Traverse Soldierstone Be Careful with their double AoE when they cast Fists of Rage, the second one will land in the same spot and almost the same size, move away if necessary. 36 - 39CautionCaution Sight Sight ✖ No
Traverse Inquisitor 36 - 38EasyEasy Sight Sight ✖ No
Forgiven Plague 36 - 39EasyEasy Sight Sight ✔ Yes
Forgiven Petulance 37 - 39EasyEasy Sight Sight ✖ No
Forgiven Prejudice Be Careful with their gaze, if you look in their direction, you will suffer a Petrification, the next attack will be fatal to you. 37 - 39CautionCaution Sight Sight ✖ No
Forgiven Naivety

Boss Floor 40 : Forgiven Naivety

The boss will occasionally cast Blown Blessing, followed by the first and second add right after. If the jet is yellow, there will be a large circle AoE to avoid, if the jet is blue, it will be a push that will eject you to a part of the arena. In the case where the attack is yellow, go to the add that will launch the attack last, and move directly towards the first explosion once it has passed. In the case where the jet is blue, get pushed towards the add that will make the next attack then get pushed towards the last add. The boss will do Near or Far Tide right after, for the Near move away, for the Far move close. Quickly kill the adds before they use Self-destruct.

Spells :

Blown Blessing : Prepares his attack, if the jet above him is yellow, the attack that follows will be a large AoE in an untelegraphed circle around him. If the color of the jet is blue, it will be a push from his position.

Near Tide : Large untelegraphed circle AoE around him that deals magic damage and a stack of Vulnerability Up.

Far Tide : Untelegraphed donut AoE that will only leave its safe hitbox that deals magic damage and a stack of Vulnerability Up.

Add Floor 40 : Forgiven Adulation

Spells :

Blown Blessing : Prepares his attack, if the jet above him is yellow, the attack that follows will be a large AoE in an untelegraphed circle around him. If the color of the jet is blue, it will be a push from his position.

Self-destruct : Sacrifices himself and inflicts massive magic damage to all players in the arena and a stack of Vulnerability Up.

Floor 41 - 50

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Termite 41 - 44EasyEasy Sight Sight ✔ Yes
Traverse Mantis 41 - 43EasyEasy Sight Sight ✖ No
Traverse Anaconda 41 - 44EasyEasy Sight Sight ✖ No
Traverse Lizard 41 - 43EasyEasy Sight Sight ✖ No
Traverse Weapon Be Careful with their Whirl of Rage which inflicts stun if you stay too close to them. 42 - 45CautionEasy Sight Sight ✖ No
Traverse Troubadour Tortoise Stomp very heavy damage if you stay too close, especially if you have additional stacks of Vulnerability Up on you due to its auto-attack. 43 - 46CautionCaution Sight Sight ✖ No
Traverse Pincerbeak 45 - 47EasyEasy Sight Sight ✖ No
Traverse Cliffkite 45 - 47EasyEasy Sight Sight ✔ Yes
Traverse Triffid With your party, remember to dodge the attack of their double vines that they make behind them. 46 - 49EasyEasy Sight Sight ✔ Yes
Traverse Antlion 46 - 49EasyEasy Sight Sight ✖ No
Traverse Germinant 46 - 49EasyEasy Sight Sight ✖ No
Traverse Petreffigy Be Careful with his Magnetic Shock which will attract you to its feet because it is followed very quickly by an AoE under its feet, move away if necessary. 46 - 49CautionCaution Sight Sight ✖ No
Traverse Agave 47 - 49EasyEasy Sight Sight ✖ No
Ogbunabali

Boss Floor 50 : Ogbunabali

Stand on the rocks to avoid sinking into the sand. If the boss chases you with Sandpit, stand on the rocks to the outside, and go all around the arena. The boss will perform his Pit Ambush attack four times. Be Careful with the Windraiser which will place a whirlwind in the middle of the arena, if you are not placed in the whirlwind at the end of the countdown, you will be expelled to the edges of the arena, which will leave you with a dot that will inflict damage.

Spells :

Liquefaction : Creates quicksand across the entire arena, players gradually sink into it if they are not on a rock.

Sandpit : AoE that chases a random player. It will indicate Pit Ambush attack locations.

Pit Ambush : Hides in the sand and attacks at each location indicated by the Sandpit, inflicting physical damage and a stack of Vulnerability Up.

Windraiser : Create a whirlwind in the middle of the quicksand. When the countdown ends, players not inside the whirlwind will be blown to the edges of the arena and suffer Windburn.

Tutorial Solo Boss (Video) (EN)

Floor 51 - 60

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Hyssop 51 - 53EasyEasy Sound Sound ✖ No
Traverse Phorusrhacos 51 - 54EasyEasy Sight Sight ✔ Yes
Traverse Pachamama 51 - 55EasyEasy Sight Sight ✖ No
Traverse Tawnyclaw Be very careful not to get hit by his Tail Screw which will take away 80% of your HP. 51 - 54CautionEasy Sight Sight ✖ No
Traverse Beetle 51 - 53EasyEasy Sight Sight ✖ No
Traverse Monitor 54 - 57EasyEasy Sight Sight ✖ No
Traverse Caracal 55 - 57EasyEasy Sight Sight ✖ No
Traverse Fallen Aevis 55 - 57EasyEasy Sight Sight ✔ Yes
Traverse Guardian 56 - 59EasyEasy Sight Sight ✖ No
Traverse Gigant When this one is aggro, it will directly attract all the people in front of him, and will shortly after launch an AoE under his feet. 56 - 59CautionCaution Sight Sight ✖ No
Traverse Howler After his charge, he will quickly cast either the Scythe Tail which will be an Out safe, or the Master of Levin which will be an In safe, if in doubt, hide behind a wall. 57 - 59CautionScary Sight Sight ✖ No
Traverse Saichania 57 - 59CautionCaution Sight Sight ✖ No
Traverse Sand Serpent When he cast his attack, position yourself directly in his hitbox, behind him or hide behind a wall. 57 - 59CautionScary Sight Sight ✔ Yes
Ancestral Maliktender

Boss Floor 60 : Ancestral Maliktender

For the Spineshot and the Spinning Needles, stand to the side, for the Spinning Needles, the boss will turn, you will have to turn at the same time to avoid being hit. For the Branch Out, you will have two patterns, either pampas will appear in a line on the arena, or they will all appear at the same time everywhere, for the first pattern, stand on the 3rd or 4th ranger who will explode, while moving away from the large pampas who will attack on nine squares unlike the small pampas who will attack on one square. Once the first ranger has made her attack, move to put yourself in the safe zone while watching the remaining large pampas to avoid being attacked by them. For the second pattern of Branch Out, the pampas will turn one to two squares depending on the Stone March, look at the location of the 3 large pampas to position yourself according to them and be as far away as possible from where they will be placed, you will have an indication on the ground to know in which direction the pampas will turn.

Spells :

Spineshot : Large untelegraphed cone AoE in front of and behind the boss that deals heavy physical damage and a stack of Vulnerability Up.

Branch Out : Either he spawns pampas in a line on the arena which will launch their attack Several Thousand Needles on a single square (For small pampas) or Long-range Needles on nine squares (For large pampas) in the order in which they appeared. Or he spawns pampas on the entire arena at the same time, these will rotate according to the given Stone March.

One-stone March : The pampas rotate one square in the direction indicated on the ground.

Two-stone March : The pampas rotate two squares in the direction indicated on the ground.

Spinning Needles : Large untelegraphed cone AoE in front of and behind the boss that rotates in the indicated direction and inflicts heavy physical damage and a stack of Vulnerability Up.

Long-range Needles : Attacks nine squares around the caster, dealing physical damage and a stack of Vulnerability Up.

Several Thousand Needles : Attacks on the caster's square, dealing physical damage and a stack of Vulnerability Up.

Tutorial Solo Boss (Video) (EN)

Floor 61 - 70

Starting on this set, mimics can no longer be stunned.

Autoattacks start to hurt from these floors.

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Cliffmole 61 - 63EasyEasy Sight Sight ✖ No
Forgiven Doubt They will use Concealed which allows them to be invisible at a certain distance while out of combat. Be careful with their Body Press after they jump on you, move away. 61 - 64ScaryCaution Sight Sight ✖ No
Traverse Gnome 61 - 63EasyEasy Sight Sight ✖ No
Traverse Talos Be very careful with their Accelerate which will be a circle AoE on a player, move away a little at the start of the cast, but it will be followed directly after by a donut AoE around him. So either return to where he hit if you are close, otherwise move even further away. 62 - 69CautionCaution Sight Sight ✔ Yes
Forgiven Riot Watch out for their left and right attacks, as they will do the other side directly after. 62 - 65EasyCaution Sight Sight ✖ No
Forgiven Mischief 63 - 64EasyEasy Sight Sight ✔ Yes
Forgiven Imparity Be careful with their Rockslide which will be a very large cross AoE, position yourself far in the inter-cardinals or behind a wall. 64 - 66CautionCaution Sound Sound ✖ No
Forgiven Grudge They have an enrage that does a huge AoE, kill them quickly once they are low on HP. 64 - 69EasyEasy Sight Sight ✔ Yes
Forgiven Attachment They won't be very hard solo because you will always bait their attack from the same side, but in a team pay attention to the orientation of their two members, this will tell you if the attack will be forward or backward, or move away. 65 - 67EasyCaution Sound Sound ✖ No
Traverse Queen Don't let her have low HP, otherwise she'll throw a Final Sting. 66 - 69EasyEasy Sight Sight ✖ No
Forgiven Contention Don't stand in front when it casts. 66 - 69EasyEasy Sight Sight ✖ No
Traverse Ngozi Don't stay ahead during the Landslip. 67 - 69EasyEasy Sight Sight ✖ No
Forgiven Voracity Don't stand in front during Stone Gaze and move away for Body Slam. 68 - 69EasyEasy Sight Sight ✖ No
Forgiven Zea

Boss Floor 70 : Forgiven Zea

When he does Zealous Glower he will do an AoE on the arena, his gradual appearance on one side then the other will give you the order in which the orbs that will appear will make their attacks. The orbs will always make a large donut AoE around it, so position yourself on the first orb, wait for it to make its attack, then move on to the next one. His Ardorous Eye will be a donut AoE that will place orbs all around him, in the same principle for the order of attack. Towards the last orb he will either do a 2000-mina Swing, where you will have to stay away from the boss, or a Disorienting Groan where you will have to go to the middle of the arena because it will be a push. Octuple Swipe will tell you the attack order of the 8 AoEs in a cone on each side, don't bother remembering all the sides, position yourself to his right or left, remember the attack order of both sides and switch from one side to the other once he does the AoEs.

Spells :

Zealous Glower : Large column AoE that crosses the arena and will spawn orbs. The direction of the AoE will determine the order of attacks from the orbs immediately after, which will create large donut AoEs across the entire arena.

Ardorous Eye : AoE donuts all around him that will spawn orbs. The direction of the AoE spawn will determine the order of attacks from the orbs immediately after, which will one after the other create large AoE donuts all over the arena.

2000-mina Swing : AoE in a circle under the boss's feet, move away towards the edges.

Octuple Swipe : Prepare a series of AoE cones on each side, north, south, west, east. He will attack twice on each side, so he will do his cone attacks eight times.

Disorienting Groan : He will kick players out from the center of the arena.

Tutorial Solo Boss (Video) (EN)

Floor 71 - 80

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Scissorjaws Don't stand in front of him when he's casting. 71 - 73EasyEasy Sight Sight ✖ No
Forgiven Unbelief Don't stand in front of him when he's casting. 71 - 74EasyEasy Sight Sight ✖ No
Traverse Stone Eater 71 - 79EasyEasy Sight Sight ✔ Yes
Traverse Huldu Don't stay close when they cast, and when they die stay away to avoid their self-destruct AoE. 71 - 73CautionCaution Sight Sight ✔ Yes
Traverse Diplomat Cream 71 - 73EasyEasy Sight Sight ✖ No
Forgiven Spite He will either do a "Growing Circles of Ablution" or you will have to be far away from him, and it will be directly followed by an donuts AoE, so you will have to not be too far away to go to his hitbox after. He can reverse the order of attacks, so be careful with the name of the incantation. Go hide behind a wall if necessary. 72 - 75EasyEasy Sight Sight ✖ No
Forgiven Arrogance Don't stand in front of him when he's casting, be careful he'll do his attack four times in a row. 73 - 76CautionCaution Sight Sight ✔ Yes
Traverse Worm Don't stay close to him while he's casting. 74 - 77EasyEasy Sound Sound ✖ No
Traverse Amemet Don't stay close to him when he's casting. 75 - 79EasyEasy Sight Sight ✖ No
Forgiven Dissention Don't stay close to him when he casts Mighty Spin, and don't stay in front of him, or hide behind a wall if necessary to dodge his Trounce. 75 - 77CautionCaution Sight Sight ✖ No
Forgiven Corruption Be careful, he casts a huge AoE around him without being in combat. Be careful before going into a room if he is already busy casting. If necessary, wait behind a wall, or you can aggro him to interrupt his casting. 76 - 79EasyEasy Sight Sight ✖ No
Forgiven Slander Don't stand in front of him when he casts Metamorphic Blast, and watch out for his Orogenic Storm which is an AoE on a random player, move from the position where he is aiming. 77 - 79EasyEasy Proximity Proximity ✖ No
Forgiven Vanity They do big AoEs, either cross or donut, stay close to dodge easily or hide behind a wall. 77 - 79EasyCaution Proximity Proximity ✖ No
Forgiven Profanity

Boss Floor 80 : Forgiven Profanity

Either he will cast Roaring Ring or you will have to be close to him, or Perilous Lair or you will have to be far away. He will make an AoE of light with his whiskers on the entire front half or the back, watch the direction of the whiskers to dodge it. He will sometimes cast Stalking Static which will make electric orbs appear which will connect to each other, do not stay on the trajectory of the orbs and go opposite the last orb because it will make a large explosion around it. For the Prowling Death, the boss will apply either a Nowhere to Run debuff or a Shadow of Death, in the first case you will have to move as little as possible to avoid reaching 8 stacks otherwise it will be certain death. And in the case of the second debuff you will have to undergo the boss's light attack to remove it, if you do not undergo its attack, it will also be death at the end of the timer.

Spells :

Roaring Ring : Donuts AoE all over the arena below the boss, stay close to him. He will simultaneously do a light attack in a semicircle in front of or behind him, watch the orientation of his whiskers to know the direction.

Stalking Static : Spawns a series of electric orbs on the arena that will connect to each other, dealing damage where they connect. The last orb to connect will do a huge circle AoE.

Perilous Lair : Circle AoE around the boss, move away. He will do his light attack at the same time, either in front or behind, watch the orientation of his whiskers to know the direction.

Prowling Death : Applies a debuff to players, either a Nowhere to Run, whose stacks will increase depending on your movement, and if you reach 8 stacks, you will die. Or you will suffer the Shadow of Death debuff, you will then have to be hit by the boss's light attack to dispel the effect, otherwise you will die at the end of the debuff.

Tutorial Solo Boss (Video) (EN)

Floor 81 - 90

If you are just in time use a Barkbalm Incense on the boss.

Most monsters can be stunned, so paladins will be very useful!

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Rider When he casts Valfodr, stand against a wall or use your anti-knockback because he will charge you multiple times in a row. For Storm Slash, move away from him. 81 - 84EasyEasy Proximity Proximity ✔ Yes
Traverse Gnoll Don't stand in front of him when he's casting. 81 - 83EasyEasy Sight Sight ✖ No
Traverse Cubus Don't stand in front of him if he casts Dark II. 81 - 84EasyEasy Sight Sight ✖ No
Invoked Gremlin Don't stand in front of him when he casts Claw. 81 - 83EasyEasy Sight Sight ✖ No
Invoked Satana Move away from him when he casts Blizzard Trap. 83 - 85CautionCaution Sight Sight ✖ No
Invoked Arch Demon Don't stand in front of him while he is casting. 84 - 86EasyEasy Sight Sight ✖ No
Traverse Cama Do not stand in front of him or behind him when he is casting. 84 - 86EasyEasy Sight Sight ✖ No
Invoked Succubus Be extremely careful with his Passions' Heat cast, which will apply Pyretic. Don't move until the end of the cast until the debuff ends. If you take a single action near the end of the cast or during the debuff, it will be fatal. You can also hide behind a wall to prevent her from applying the debuff on you. 84 - 86ScaryCaution Sight Sight ✔ Yes
Invoked Caym Be careful of his gaze. 85 - 87CautionCaution Sight Sight ✖ No
Invoked Troubadour Do not stand in front of him when he casts Dark II, and do not stand near him when he casts Inner Demons. 86 - 89CautionCaution Proximity Proximity ✖ No
Invoked Baal He casts a very large explosion while out of combat, hide behind a wall if necessary before entering the room. Go behind him for his Abyssal Ray attack. 86 - 89ScaryScary Sight Sight ✖ No
Invoked Humbaba Deals multiple hits in a row, at the end of the three or four hits depending on the attack, he will launch a cone attack in front of him, move behind him at the end of the hits. 86 - 89CautionCaution Sight Sight ✔ Yes
Invoked Cerberus Move away from where he's aiming with Lightning Bolt, don't stay in front of him for Hellclaw, and don't stay behind him for Tail Blow. 87 - 89CautionCaution Sight Sight ✖ No
Malacoda

Boss Floor 90 : Malacoda

For his Backhand, go to the side of the fist that will be lit (not the arm side, but in front of the fist).
For the Twin-winged Treachery he will attack on the sides, you will have to go in front or behind him.
For the Fore-hind Folly it will be an attack in front and behind him, you will have to go on the sides. Be careful that there will be attacks in lines that start from the edges of the arena at the same time, look on both sides of the arena where the circles are and position yourself accordingly on the squares that will not be hit.
When it will be Hot Iron, a meteorite shower will fall on the arena, he will jump on the edge of the arena at the same time. Dodge the meteors while getting closer to the edge of the arena where the boss is because he will push all the players from this edge shortly after. As you blast away from the edges of the arena, it will make circles appear on the edge of the arena. Place yourself on the line that has no circles to dodge the attack that follows.

Spells :

Backhand : AoE of nearly 300° around the boss. Position yourself on the side of the fist that will be lit to dodge the attack.

Twin-winged Treachery : Cone AoE on the left and right sides of the boss that inflicts a stack of Vulnerability Up in addition to damage. Position yourself in front of or behind him to dodge the attack.

Fore-hind Folly : Cone AoE in front of and behind the boss that inflicts a stack of Vulnerability Up in addition to the damage. Position yourself on the sides of the boss to dodge the attack.

Hot Iron : The boss will rain down meteorites on the arena and jump to the edge of the arena at the same time.

Skinflayer : The boss will push all players away from the edge of the arena where he is and he will spawn 3 Arcane Cylinders on the edge of the arena at the same time which will cast their Arcane Beacon quickly after.

Add Floor 90 : Arcane Cylinder

Spells :

Arcane Beacon : Column AoE across the entire ranger in front of the Arcane Cylinder that inflicts a stack of Vulnerability Up in addition to the damage. Position yourself in a square where there is no light on either side.

Tutorial Solo Boss (Video) (EN)

Floor 91 - 99

If you have kept Safety/Sights well, use them in separate ways one per floor, this will make 6 floors where you can feel a little quieter (use them as late as possible to have absolutely some on the last floors for example 93-98).

If you have affluence, pop it as soon as possible.

Be very careful of patrols and pick off mobs in areas where you know you will have a place to hide from patrols.

Steel req: For DPS (in general). Tanks can get away with mostly anything.

If you have still a Barkbalm Incense, you can use it on the boss.

Most monsters can be stunned, so paladins will be very useful!

If you have 3 Pomander of Devotion, use one in the 93+, and don't hesitate to use the others around floors 95+, the candelabras appearing with the Pomander will give you very useful bonus to clear the floors quickly.

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Traverse Ya-te-veo Move away from where she's aiming with Gold Dust. Don't stand in front of her when she casts Rotten Stench, and don't try to hide behind a wall. 91 - 92CautionCaution Sound Sound ✖ No
Traverse Triffid Move away from where he's aiming with Entangle and don't stand in front of him when he casts Creeping Ivy. 91 - 93EasyEasy Sound Sound ✖ No
Invoked Poppet Don't stay close when she casts Whinge. 91 - 94EasyEasy Sight Sight ✔ Yes
Invoked Dreamer Don't stand in front of him when he casts Dark Vision and move away from him when he dies because he will do a large AoE around him. 91 - 93CautionCaution Sight Sight ✖ No
Invoked Sawtooth She will do right/left side and frontal attacks, dodge to one side or the other depending on the name of the incantation. 93 - 98EasyEasy Sound Sound ✔ Yes
Invoked Acheron Don't stay on the side where he raises his sword, he will do a very large semicircle AoE on that side, you can hide behind a wall if necessary. 93 - 98CautionCaution Sight Sight ✖ No
Invoked Destrudo Be careful with his gaze spell, which will apply a Doom if you look at him; you can remove it with a cure. Go behind him or hide behind a wall when he casts Stare. 93 - 98CautionCaution Sight Sight ✖ No
Invoked Dahak Don't stay in front of him when he casts Lithic Breath and in party don't go behind him otherwise he can kill you with an instant AoE in a cone behind him. 93 - 95EasyScary Sight Sight ✖ No
Traverse Warg Deals multiple hits in a row, at the end of three or four hits depending on the attack, he will launch a circle attack around him, move away from him at the end of 3 or 4 hits. 94 - 98CautionCaution Sight Sight ✖ No
Invoked Archaeodemon If you can't interrupt his Unholy Darkness cast, quickly move away from the spot he's targeting as he'll do a large AoE where you were. Don't stand in front of him for the Karma cast. 95 - 98CautionCaution Sight Sight ✔ Yes
Invoked Bachelo Be careful with her Arachne Web, which will leave a web under your feet, use sprint if necessary to dodge the AoE that will follow right after. You can hide behind a wall to cancel her web. 95 - 98ScaryScary Sight Sight ✖ No
Traverse Malevolence Don't stand in front of him when he does his Smashing Blow. 95 - 98CautionCaution Sight Sight ✖ No
Invoked Gusion Watch out for his left/right attack which will be followed directly by the same attack on the opposite side. 96 - 98CautionCaution Sight Sight ✖ No
Eminent Grief

Boss Floor 99 : Eminent Grief

You will need the light debuff to attack him.
When he casts Ball of Fire, you will have AoEs that will appear under your feet at the end of the cast, if you are in a group, stay together, wait until the end of the cast to bait the AoEs then move.
When he casts Chains of Condemnation, at the end of the cast, do not move, you will have a debuff on you that will inflict damage in case of movement, you can continue to attack.
For the cast Spinelash, it will be an AoE that will appear in a line on the marked player when the marker disappears, move to the sides as soon as the marker disappears.
When he casts Drain Aether, you must have the light debuff on you, otherwise you will die, go into darkness right after (be careful with the casting speed, either he will attack first or it will be the Devoured Eater).
When he casts Abyssal Blaze, shortly after he will open vortexes in front of him, he can open them horizontally or vertically, the vortex will be transformed into crystals on the arena. These will explode 40 seconds later and will cause AoEs to appear which will move either vertically or horizontally depending on the indication given by the opening of the vortex, you will always have a safe strip either NE/NW/SE/SW, look at the horizontal crystals, they will condemn either the west or east part, and look at the vertical crystals, they will leave only a small safe zone on the edge of the arena either north or south, by combining the attacks in vertical and horizontal, this will give you the safe corner. You can place your markers like on the image to give you the position of the safe zones.

Spells :

Attack : Deals magic damage to the main target.

Ball of Fire : Spawns a circular AoE under the player's feet at the end of the cast.

Spinelash : Puts a marker on a player, when the marker disappears from the player an AoE will appear in line where the player was when the marker disappeared.

Abyssal Blaze : Creates a vortex twice in front of the boss that will open horizontally or vertically. Immediately after, the vortex will transform into crystals on the ground. The crystals will explode later, making AoE attacks that will either go horizontally or vertically depending on the indication given by the vortex just before. Before exploding, they will emit a red glow.

Drain Aether : Will deal massive damage to anyone without a Light Vengeance debuff.

Chains of Condemnation : Deals magic damage and applies the Chains of Condemnation debuff which will deal damage if you move during the debuff's duration, you can continue attacking.

Add Floor 99 : Vodoriga Minion

Spawns an AoE under the feet of a random player, eliminate them quickly to avoid being bothered by their AoE on certain mechanics.

Spells :

Bloody Claw : Deals heavy physical damage to the main target.

Terror Eye : Does a telegraphed circle AoE on a random player.

Add Floor 99 : Devoured Eater

You will need the dark debuff to attack her.
When she casts Blade of First Light, look at what weapon she is holding, if it is a sword, it will make an AoE all over the middle of the arena in front of him, you will then have to position yourself on the sides. If it is daggers, it will make an AoE on the sides of the arena, then position yourself in the middle.
When she cast her attack Bounds of Sin, you will be pulled to the middle, as soon as the Bind debuff dissipates, leave the middle by passing over the last AoEs that will have appeared, because shortly after crystals will appear, you will be trapped in the middle and you will die.
When she casts Drain Aether, you must have the darkness debuff on you, otherwise you will die, switch to light right after (be careful with the casting speed, either she will attack first or it will be the Eminent Grief).

Spells :

Blade of First Light : If the Devoured Eater is holding a sword, it will be an AoE in the middle of the arena with the sides safe. If the Devoured Eater is holding two daggers, it will be an AoE on each side of the arena with only the middle safe.

Bounds of Sin : Pulls all players to the center of the arena and applies Bind to them. Simultaneously spawns a series of AoEs around the center of the arena that will turn into crystals and trap any players who remain in the center, killing the players inside shortly afterward.

Drain Aether : Will deal massive damage to anyone without a Dark Vengeance debuff.

Marker positions for safe zones for exaflares :

Eminent Grief Markers

Congratulations if you made it to the end!

The Final Verse (Quantum)