The Ruined City of Arah Path 4: Seer

Level: 80.

Reward: 1.26 g + 100 tokens.

Average length: 45 minutes.

Difficulty: Hard.

Enemies: Undead.

Time: Day.

Use Potion of Undead Slaying, Sigil of Force and Sigil of Frailty.

Video guide (Banter Bill).

Current record: 34.

Use Sigil of Undead Slaying instead of Frailty.

First run per day gives 1.26 gold and 100 tokens, Shards of Zhaitan. Next runs give only 26 silvers and 20 tokens. Tokens can be Converted to gold.

Every run gives 23% experience towards your next level and 30 Empyreal Fragments.

There is a high chance to get Amulet of the Dead, Orrian Artifact Shards or Risen Spineguard from enemies and chests. All can be traded but aren't valuable.

There is a very low chance to get an account bound Recipe: Bloodstone Fragment from the final chest. The recipe allows you to craft Bloodstone Fragment which gives a much better gold return for your tokens.


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Start

Use the nearby waypoint immediately. If you want to walk, watch your step because there is a hole right front of you with full of Orrian Spiders and Spider Hatchlings. If you fall down keep running while dodging until you reach allied NPCs.

Talk to Odgen Stonehealer to start the path selection. Choose Randall Greyston to find secrets of Seer. After the selection, go through the debris and go forward. Don't bother with Servants, Farmers or Villagers because they constantly respawn.


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Way to Kaisar, High Priest of Balthazar

At the start you will get ambushed by lots of Orrian Spiders. You should kill them for loot and sigil stacks.

After gate you will face lots of normal Risen. Just kill them. After that wait a bit for Undead Knight to appear. Just do not tank his melee attacks and he should be easy to kill.

If you waypoint back to the camp after aggroing Undead Knight, he will teleport with you. Unfortunately he isn't very strong so NPCs survive pretty well against him.


Kaisar, High Priest of Balthazar

To make him appear you have to kill 3 Hounds of Balthazar and bring their remainings to torches on middle.

Kaisar should be very easy to kill. Just avoid AoEs. If you range then just keep him slowed and kite him. Melee is also easy if you have good reflexes (or just predict). Just dodge through him when he spins.


Way to Vahid

First you will see moving green glowing balls. Just avoid them because they kill quite fast. After that you get ambushed by ~4 Vile Oozes. Then ~5 elite Spectral enemies and then bit more green glowing balls. After that a group of ~5 elite Risen. They are quite hard to kill so people just skip them.


Vahid, High Priest of Melandru

The room has 3 Orrian Gorillas at the middle. They keep respawning so you shouldn't kill them unless your group has a high damage. Instead, dedicate one player to kite them at back of the room. Kiting them is pretty easy with swiftness and a stun break as a back up.

Rest of the players should use buckets on tree stumps which are located on small rooms. Successful usage causes a tree to appear which starts shooting glowing balls to middle. After reviving all trees Vahid will appear at the middle. He is surrounded by lots of moving green balls which knock you back and deal lots of damage on hit.

Use weapons with a high range and try to find a spot where green balls don't move.

He occasionally summons Trees which apply immobilized once in a while. With Gorillas away it's nothing to worry about. Summon also has some initial damage so avoid falling asleep.

The room has 3 Orrian Gorillas at the middle. They keep respawning so you shouldn't kill them unless your group has a high damage. Instead, dedicate one player to kite them at back of the room. Kiting them is pretty easy with swiftness and a stun break as a back up.

Rest of the players should use buckets on tree stumps which are located on small rooms. Successful usage causes a tree to appear which starts shooting glowing balls to middle. After reviving all trees Vahid will appear at the middle. He is surrounded by lots of moving green balls which knock you back and deal lots of damage on hit.

Consider using ranged weapons. Melee is very hard and unforgiving unless you have a good team and can find the safe spot from green balls. He has an attack which launches nearby targets so you need to have stability, blocks or evades which don't make you move. If you move you may get killed by green balls.

He occasionally summons Trees which apply immobilized once in a while. With Gorillas away it's nothing to worry about. Summon also has some initial damage so avoid falling asleep.

Stack at the melee safe spot. Use group stability so you don't launched or knocked down by Gorillas. Burst the boss and Gorillas down.

Alternative safer tactic is to kill Gorillas first and then move to the melee spot. If Gorillas manage to respawn, move back to kill them again.


Way to Farnaz

You will get ambushed by ~4 Risen. If you want to skip them you need to move really fast, use stealth or burst really hard.

At the end of road there is a closed door. You need to kill Undead Abomination to open it. Rally from normal Risen if needed.

After gate you will end up on wide area. There is patrolling a Giant. There are also lots of Risen Hands. There are 3 ways to go on, left, forward or right. Forward is never used because it has a group of 6 elite Risen and 6 normal Risen.

On both left and right way you get ambushed by a Orrian Spider and 2 Orrian Spiders. Left way is often used because you can more easily lose aggro by running to nearby ledge (right next to Mage Crusher). These enemies should be easy to skip.


Farnaz, High Priestess of Lyssa

She is really easy with party wide condition removal and if you pay attention. When she summons clones she will shatter them and cause 25 confusion party wide. You can kill yourself in seconds so stop attacking and remove them.

Her basic ranged attack does some damage and inflicts conditions but should not be a threat. When she glows purple she morphs one player to a Moa. Try to dodge it. She also summons illusions based on targets profession, just cleave/AoE them.

Farnaz may not spawn if Whispers Agent died during her dialogue or something similar. To prevent it, use stealth to skip spiders or lose aggro before approaching the statue. There is no known fix.


Corrupted Light

Underwater tunnel is filled with Rotten Mouths. They barely do any damage and the only threat they present is getting in combat slowing your move speed down. Once you resurface, there will be 2 Orrian Gorillas and 2 Orrian Gorillas. Their knockdowns last very long, take stun breaker or stability to counter them.

To open next pair of doors you need to bring "Corrupted Light"-bundle taken from the nearby globe to the holder near the closed door. While holding the bundle you receive constant damage. To complete this part you have to pass it to the other players. Keep in mind that throwing the bundle is a ground targeted skill - aim behind your target so he catch it. You can use mobility skills, teleports and swiftness to move faster.

After you complete it, there are another closed doors with exactly same mechanics to open it, except you have to bring the bundle much further.

Underwater tunnel is filled with Rotten Mouths. They barely do any damage and the only threat they present is getting in combat slowing your move speed down. Once you resurface, there will be 2 Orrian Gorillas and 2 Orrian Gorillas. Skip them, run quickly towards first globe and complete both parts without failing. Otherwise angry gorillas will catch you.

Lightning Flash gives you additional mobility.

Interact with the light without accepting it. Turn your character appropriately, use Ride the Lightning and quickly take light before getting too far.

You can use Ride the Lightning while catching the bundle to move much faster while holding the bundle.

Rocket Boots give you additional mobility.

Interact with the light without accepting it. Turn your character appropriately, use Rocket Jump and quickly take light before getting too far.

You can use Rocket Jump while catching the bundle to move much faster while holding the bundle.

Use Symbol of Swiftness and "Retreat!" for mobility.

Use Virtue of Resolve for an extra heal.

Interact with the light without accepting it. Turn your character appropriately, use Leap of Faith and quickly take light before getting too far.

You can use Leap of Faith while catching the bundle to move much faster while holding the bundle.

Portal (utility) is extremely useful, especially for 2nd "Corrupted Light".

Blink gives you additional mobility.

You can plant a Flesh Wurm to work like Portal.

Use Spectral Walk in the middle of the run. Run up to the light, pick up the bundle and use spectral walk again to teleport with the bundle.

Shadow Step gives you additional mobility.

Interact with the light without accepting it. Use Infiltrator's Arrow and quickly take light.

You can use Infiltrator's Arrow while catching the bundle to teleport with it.

Use Defiant Stance when at low health for big healing.

Interact with the light without accepting it. Turn your character appropriately, use Rush and quickly take light before getting too far. Follow up with Bull's Charge.

You can use Savage Leap, Rush, Bull's Charge, Whirlwind Attack while catching the bundle mid-air.

Video of a solo.


Way to Lupicus

On big open area there are lots of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and Orrian Warrior.

Killing them takes a lot of time so you should try to sneak through. Stick to left side and take out Turrets, preferably by utilizing projectile reflections or absorptions. Pay attention to enemies on the middle. There are some spots where you can aggro enemies due to their movement. If any enemy is close enough wait until it goes away and then proceed. If any enemy aggroes, try to pull it to you and kill it.

When you reach the door you have to kill 2 Undead Abominations. Their charge is really dangerous so get out of its way or interrupt them. Their attacks are slow so you can easily dodge them all. Focus Abominations even if you aggro something. Once they are dead, the door opens and you can run in. It should be easy to kill any following enemies then.

On big open area there are lots of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and Orrian Warrior.

If you decide to clear the area, try to pull mobs one by one if possible, avoid stepping on corpses and use projectile reflections to destroy Turrets.

When you reach the door you have to kill 2 Undead Abominations. Their charge is really dangerous so get out of its way or interrupt them. Their attacks are slow so you can easily dodge them all. Focus Abominations even if you aggro something. Once they are dead, the door opens and you can run in. It should be easy to kill any following enemies then.

Run past the first few turrets and use Wall of Reflection on the rock or in the corner by the door to destroy problematic Turrets.

Use Binding Blade to pull any aggroed enemies closer.

Rotate blind and aegis when killing the Abominations.


Giganticus Lupicus

This boss fight consists of 3 distinct phases. In the first phase, Lupicus remains mostly stationary and does three different moves (but one is only used if you are within melee range). If you want to play it safe and simply range it, have your party stack in one spot. Its first move, the roar, summons 0-4 Locusts which will start moving towards your group. They can only damage you if you stay stationary but if you have 1-3 people with melee weapons you can kill them really fast when they come within your melee range.

Its last skill infects the targeted player. Infected players glow with a dark green light. After roughly 4s this player will be knocked down for about 5s and spawn an inactive Grub (Passive), which will move towards Lupicus, and get eaten by it after a few seconds (or immediately after Lupicus finishes its current animation if you are in melee). This will give him 1 stack of Empower, granting him more damage and armor. What you have to do is to either dodge or use an immunity skill (this skill is unblockable) when his hand is up to prevent the infection. If you fail to do so, burst the grub down before it starts moving.

At 75% HP, after finishing its current animation, Lupicus turns invulnerable for 5s and infects the closest target (even NPCs, this infection is unavoidable), entering phase 2.

This boss fight consists of 3 distinct phases. In the first phase, Lupicus remains mostly stationary and does three different moves. Its first move, the roar, summons 0-4 Locusts which die really fast to cleave damage. They can only damage you if you remain stationary so try to stay mobile throughout the whole phase.

Its next attack is the kick. Lupicus leans on his left foot before kicking but it is quite fast, making it difficult for inexperienced players to dodge. Try to predict it - if it does not do anything for about 3s he might try to kick. This move can instantly down players with low defensive stats.

Its last skill infects the targeted player. Infected players glow with a dark green light. After roughly 4s this player will be knocked down for about 5s and spawn an inactive Grub (Passive), which will move towards Lupicus, and get eaten by it after a few seconds (or immediately after Lupicus finishes its current animation if you are in melee). This will give him 1 stack of Empower, granting him more damage and armor. What you have to do is to either dodge or use an immunity skill (this skill is unblockable) when his hand is up to prevent the infection. If you fail to do so, burst the grub down before it starts moving.

At 75% HP, after finishing its current animation, Lupicus turns invulnerable for 5s and infects the closest target (even NPCs, this infection is unavoidable), entering phase 2.

This boss fight consists of 3 distinct phases. In the first phase, Lupicus remains mostly stationary and does three different moves. Its first move, the roar, summons 0-4 Locusts which die really fast to cleave damage. They can only damage you if you remain stationary so try to stay mobile throughout the whole phase.

Its next attack is the kick. Lupicus leans on his left foot before kicking but it is quite fast, making it difficult for inexperienced players to dodge. Try to predict it - if it does not do anything for about 3s he might try to kick. This move can instantly down players with low defensive stats.

Its last skill infects the targeted player. Infected players glow with a dark green light. After roughly 4s this player will be knocked down for about 5s and spawn an inactive Grub (Passive), which will move towards Lupicus, and get eaten by it after a few seconds (or immediately after Lupicus finishes its current animation if you are in melee). This will give him 1 stack of Empower, granting him more damage and armor. What you have to do is to either dodge or use an immunity skill (this skill is unblockable) when his hand is up to prevent the infection. If you fail to do so, burst the grub down before it starts moving.

At 75% HP, after finishing its current animation, Lupicus turns invulnerable for 5s and infects the closest target (even NPCs, this infection is unavoidable), entering phase 2.

Use stability and time your dodge to avoid spawning the final grub.

Use Aegis to protect your team from its kick.


Giganticus Lupicus (Phase 2)

Try to kill the last Grub (Passive) but if not possible let Lupicus (Phase 2) eat it. Kill any remaining Locusts. Lupicus (Phase 2) has 4 different abilities.

Its first attack is the Dash. It shadowsteps slowly towards an enemy, damaging and knocking down everyone nearby upon reaching its target. A simple dodge or block is enough to avoid it.

Its next move is Lupine Blast. It is a slow-moving projectile which can either be dodged at closer range or evaded by zig zagging when at higher range. If you stay within melee range, this attack cannot hit you.

Its close range move, mighty Blow, is very distinct and is often used after Lupicus (Phase 2) finishes his Dash and someone gets knocked down.

Its last and most dangerous attack is Frenzied Blast. Lupicus (Phase 2) puts its hands on its chest, launching a barrage of projectiles all over the arena. Those projectiles first hit those standing closer to it, hitting targets in melee range almost immediately. Projectiles also come in 3 waves. On top of that, if more than 2 players are fighting Lupicus (Phase 2), some red circles are not drawn, and at long range the circles might disappear before the projectiles hit the ground. To counter this move, try to either move towards him while dodging or move towards the walls of the arena. You may also use block/immunity skills and anti projectiles skills, but keep in mind that personal reflects are ineffective if you do not use them in conjunction with immunity skills. Prepare to dodge Lupine Blast afterwards as he may use it shortly after finishing casting Frenzied Blast.

At 50% HP, Lupicus (Phase 2) once again turns invulnerable, casts a less dangerous version of Frenzied Blast and enters Phase 3.

First thing you should do is kill the last Grub (Passive). Usually, there are two ways of dealing with it. Either get some distance from Lupicus (Phase 2) and burst it while waiting for Frenzied Blast, or use anti projectiles skills and kill the grub before Lupicus (Phase 2) finishes its animation.

This phase is really straightforward and fast if your team has projectile reflections. Lupicus (Phase 2) has 4 different attacks.

Its first attack is the Dash. Lupicus (Phase 2) shadowsteps slowly towards an enemy, damaging and knocking down everyone nearby upon reaching its target. A simple dodge or block is enough to avoid it. If your whole team is in melee range, he will never use it unless on an NPC.

Its next move is Lupine Blast. It is a slow-moving projectile but still hard to dodge at close range. Try to keep anti projectile skills up so you don't have to worry about this.

Its close range move, mighty Blow, has a distinct and slow animation - Lupicus (Phase 2) swipes with its arms. It is possible to simply move through it behind its back with swiftness to completely avoid its damage. Otherwise, a dodge is enough.

Its last and most dangerous attack is Frenzied Blast, especially so if you are in melee range. Lupicus (Phase 2) puts its hands on its chest,launching a barrage of projectiles all over the arena. Those projectiles first hit those standing closer to it, hitting targets in melee range almost immediately. Projectiles also come in 3 waves. On top of that, if more than 2 players are fighting Lupicus (Phase 2), some red circle are not drawn, and at long range the circles might disappear before the projectiles hit the ground. To counter this move, use your AoE projectile reflects, duration-based blocks, immunity skills or dodge twice. Projectile reflects are extremely effective here and it is even possible to immediately trigger phase 3 if the whole party stays in melee range.

At 50% HP, Lupicus (Phase 2) once again turns invulnerable, casts a less dangerous version of Frenzied Blast and enters Phase 3.

With 3 or more players every AoE circle of Frenzied Blast won't get drawn. Try to have full health so you won't get downed if you get hit.

Swirling Winds will protect your team from Frenzied Blast.

Mist Form and Obsidian Flesh are effective against Frenzied Blast.

Using Mist Form or Obsidian Flesh in conjunction with Magnetic Wave or Magnetic Aura can reflect a portion of Frenzied Blast.

Toss Elixir U can either reflect or absorb Frenzied Blast or Lupine Blast.

If you push Lupicus to the wall, Toss Elixir U at the wall to reflect all of the projectiles for massive damage.

Use Gear Shield to block Frenzied Blast.

Use "Stand Your Ground!" to prevent the infected player from getting knocked down by the final Grub.

Use Wall of Reflection when in melee to reflect some damage, but do not count on it to keep you safe, unless everyone standing near you will stack in its field (if a projectile hits the ground nearby, the splash may still damage you).

If you push Lupicus to the wall, use Wall of Reflection with Consecrated Ground at the wall to reflect all of the projectiles for massive damage.

Shield of the Avenger and Shield of Absorption will protect your team from Frenzied Blast.

Shelter, Renewed Focus or two dodges with Shield of Wrath help against Frenzied Blast.

Use Aegis against melee attacks when reviving or if yor team is doing full melee.

Feedback protects melee players from the big AoE and deals extreme damage. Use it when Lupicus (Phase 2) starts the animation and then try to get inside the bubble or blink inside.

If you push Lupicus to the wall, use Feedback to reflect all of the projectiles for massive damage.

Whirling Defense protects you and reflects a lot of damage if you time it correctly, consider traiting Off-Hand Training to also protect your team.

Lightning Reflexes gives you an additional dodge.

Using Smoke Screen may protect your team but it is not a perfectly safe option.

Infiltrator's Strike and Shadow Return can be used to safely avoid its Frenzied Blast by teleporting out-and-in of melee range.

Withdraw, Roll for Initiative and Signet of Agility give you additional dodges.

Shield Stance and Riposte are every effective against Frenzied Blast. Just keep in mind that you have to get some distance from Lupicus (Phase 2) to avoid counterattacking with riposte.

Endure Pain might help you against Frenzied Blast.


Giganticus Lupicus (Phase 3)

After the transition Lupicus (Phase 3) will start to chase its targets, It will still use Lupine Blast, albeit not as frequently. Apart from Lupine Blast, Lupicus (Phase 3) replaces its moveset with 4 new moves.

Its first new skill is an Life Drain during which it will rise in the air and float for a few seconds. This ability hits every target in range twice every second. Try to get outside its range as fast as possible, utilize dodges, teleports and other mobility skills. You can also use this attack as an opportunity to go out of combat for a brief period of time as Lupicus (Phase 3) will not reset that quickly.

Its next move is called Life Drink. Lupicus (Phase 3) makes a horizontal motion with its right arm. Since this attack hits 4 times in 2s, targeted player has to dodge twice, use 2s blocks or both to completely negate the damage, which is high enough to kill most professions. Keep in mind that this attack has much longer range. Lupicus (Phase 3) prioritizes ranged players when using this attack. Both this and former attack, as their names suggest, heal it. Should it use them at the very start of phase 3, it is possible for it to heal itself above 50% and go back to phase 2.

Its medium range skill, Frenzied Blast (same name as one of its P2 abilities), shoots multiple projectiles over a medium sized area. Dodge once or twice if you are in the center of its effect, use anti projectiles (personal reflects are ineffective) or simply block with skills that give duration-based blocks. Have in mind that, like all of the Giant's projectiles, those also explode on impact meaning that you can be hit outside of the red circle.

Lastly, its most dangerous attack, called Necrid Trap, as the name suggests, entraps target player and everyone around them, dealing high amounts of damage. The targeted player cannot leave the dome without using stability, immunity skills (blocking does not allow you to leave the trap), normal teleports or using mobility skills in the opposite direction to Lupicus (Phase 3), while non-targeted players can try to dodge outside of the place where the dome is about to appear, combined with the same skills as the targeted player. If you cannot leave the trap, try to use blocks or dodge within the dome without touching its borders to reduce the damage taken. It is also possible to get out of it by using a stunbreaker at the right time when being pushed back inside on contact with the border, but it is very unreliable. Lupicus (Phase 3) prioritizes moving and downed players when using this skill, try to remain still as much as possible.

Lupicus (Phase 3) usually focuses on a single target, who might end up downed because of that. Try to revive as fast as possible but make sure you do not get your entire team killed in the process. Try to pull the boss away from downed teammates. Most of its attacks have medium range, making kiting an effective tactic. Keep in mind, however, that it is immune to Cripple and Chill/Immobilize last shorter on it.

After the transition Lupicus (Phase 3) will start to chase its targets, It will still use Lupine Blast, albeit not as frequently. Apart from Lupine Blast, Lupicus (Phase 3) replaces its moveset with 4 new moves.

Its first new skill is an Life Drain during which it will rise in the air and float for a few seconds. This ability hits every target in range twice every second. Try to get outside its range as fast as possible, utilize dodges, teleports and other mobility skills. You can also use this attack as an opportunity to go out of combat for a brief period of time as Lupicus (Phase 3) will not reset that quickly.

Its next move is called Life Drink. Lupicus (Phase 3) makes a horizontal motion with its right arm. Since this attack hits 4 times in 2s, targeted player has to dodge twice, use 2s blocks or both to completely negate the damage, which is high enough to kill most professions. Keep in mind that this attack has much longer range. Lupicus (Phase 3) prioritizes ranged players when using this attack. Both this and former attack, as their names suggest, heal it. Should it use them at the very start of phase 3, it is possible for it to heal itself above 50% and go back to phase 2.

Its medium range skill, Frenzied Blast (same name as one of its P2 abilities), shoots multiple projectiles over a medium sized area. Dodge once or twice if you are in the center of its effect, use anti projectiles (personal reflects are ineffective) or simply block with skills that give duration-based blocks. Have in mind that, like all of the Giant's projectiles, those also explode on impact meaning that you can be hit outside of the red circle.

Lastly, its most dangerous attack, called Necrid Trap, as the name suggests, entraps target player and everyone around them, dealing high amounts of damage. The targeted player cannot leave the dome without using stability, immunity skills (blocking does not allow you to leave the trap), normal teleports or using mobility skills in the opposite direction to Lupicus (Phase 3), while non-targeted players can try to dodge outside of the place where the dome is about to appear, combined with the same skills as the targeted player. If you cannot leave the trap, try to use blocks or dodge within the dome without touching its borders to reduce the damage taken. It is also possible to get out of it by using a stunbreaker at the right time when being pushed back inside on contact with the border, but it is very unreliable. Lupicus (Phase 3) prioritizes moving and downed players when using this skill, try to remain still as much as possible.

Lupicus (Phase 3) usually focuses on a single target, who might end up downed because of that. Try to revive as fast as possible but make sure you do not get your entire team killed in the process. Try to pull the boss away from downed teammates.

General strategy is to stay in melee range, remain still, absorb/reflect/block Frenzied Blast, run away from his AoE Life Drain and return into melee range as quickly as possible afterwards.

Use Lightning Flash to get out of the AoE Life Drain.

Armor of Earth, Mist Form, Obsidian Flesh and Lightning Flash allow you to escape Necrid Trap.

If you are caught by the trap some distance away from Lupicus (Phase 3), you can use Flashing Blade or Judge's Intervention to teleport out of the bubble.

Use Wall of Reflection to reflect lots of damage or Shield of Absorption to negate its Frenzied Blast attack.

Use "Stand Your Ground!" to help your teammates get out of Necrid Trap. You can also use Renewed Focus to walk out of it. Use Shield of Wrath if you are unable to get out to tank some of the damage.

Use Shield of Wrath to block 3 out of 4 hits of its Life Drink.

Dodging twice and using Shelter allow to you to survive the Life Drain without getting out of its range. Wait until Lupicus (Phase 3) finishes channeling the skill before going back into melee range to avoid knockback.

Use Feedback to reflect Frenzied Blast for massive damage.

Blink can get you out of its Life Drain.

Prepare Mantra of Concentration and have Blink ready to escape Necrid Trap.

With full endurance you can dodge twice and then use Blurred Frenzy to completely negate the damage done by Life Drain without getting out of its range. Wait until Lupicus (Phase 3) finishes channeling the skill before going back into melee range to avoid knockback.

Use active Flesh Wurm to escape Necrid Trap or Life Drain.

Trait your Death Shroud to grant stability to easily escape Necrid Trap.

Use your elite transformations to get stability.

Whirling Defense allows you to deal massive damage by reflecting Frenzied Blast.

Lightning Reflexes helps get out of the Life Drain quickly.

Infiltrator's Strike and Shadow Return make avoiding its Life Drain much easier.

Withdraw and Roll for Initiative gets you out of its Life Drain very fast.

Use Shield Stance or Riposte to block his Life Drink or tank the damage if inside the bubble.

Whirlwind Attack in conjunction with one dodge offers additional mobility and evade to get out of its Life Drain without getting hit.

With a Sigil of Energy and full endurance bar you can use three dodges with Whirlwind Attack to evade all Life Drain hits without getting out of its range. Wait until Lupicus (Phase 3) finishes channeling the skill before going back into melee range to avoid knockback.


Air Towers

The objective here is to destroy 3 Orrian Air Towers. First tower is guarded by few elite Risen, second one by Orrian Drakes and Orrian Drakes while the last one by Undead Grubs and Undead Abomination. There's also a Giant patroling the area between the second and the third tower.

You can do it without aggroing a single enemy by using ranged weapons though the first tower can be destroyed from melee range as well, just stick to the left wall and start attacking it while you get closer to it.

At the door there are 2 Turrets with a nearby reflection crystal laying on the ground nearby. As usual, use that bundle, anti projectiles skills or use ranged weapons while constantly moving in zig zag patterns.

The objective here is to destroy 3 Orrian Air Towers. First tower is guarded by few elite Risen, second one by Orrian Drakes and Orrian Drakes while the last one by Undead Grubs and Undead Abomination. There's also a Giant patroling the area between the second and the third tower.

You can avoid getting aggro on the first tower even if you attack in melee range if you stick to the left wall. For the second tower, run in and destroy it as fast as possible and then, while sticking to the left wall to avoid Giant, move towards 2 Orrian Guard Turrets. For the last tower just use ranged weapons.

At the door there are 2 Turrets with a nearby reflection crystal laying on the ground nearby. As usual, use that bundle, anti projectiles skills or use ranged weapons while constantly moving in zig zag patterns.

Protect your team from Turrets with the help of Swirling Winds.

With the help of Toss Elixir U you can easily destroy Turrets from melee range.

Destroy Turrets by using Wall of Reflection.

Use Feedback, Phantasmal Warden and Temporal Curtain traited with Warden's Feedback to deal with Turrets (stucture).


Ghasem, High Priest of Grenth

After the gate you will be amushed by few Orrian Spiders, Orrian Spiders and one Risen Elementalist. You will enter new area with 3 groups of mobs (tough 2 are hidden) you should clear before attempting to finish this encounter.

Start with the rightmost group, near a coffin. It's composed of 3 Undead Grubs and Risen Devastator. Try to focus on Devastator first because of his cc but watch out for small AoEs that Grubs use. After those, go to the middle and kill group of 3 Undead Grubs.

Last group is hidden on the left side and is the hardest to deal with - Risen Elementalist, Risen Mage, Risen Illusionist, Risen Hunter. Focus Illusionist first.

Once the area is clear (except Undead Wraith (Boss)) you should split up on 5 black spots. Your task here is to kill Undead Wraith (Boss) to activate statue. Every 10% he teleports to another spot and 2 normal Risen appear. If you do not hit him in few seconds he will reset so you need 1 player at each spot. Wraith reflects projectiles (buff icon) meaning you cannot use them if you want to hit him. However, if you do not have any non-projectiles weapon set pick up "Bone" from ground. It does not matter how fast you kill it as long as you hit it once before he resets. Keep in mind that some quasi-melee attacks are projectiles while some ranged attacks are not. Wraith always teleports in same pattern so you can easily predict its moves. This means melee-oriented players can go assist other players if needed. Obviously, if someone gets downed you should go to help him. If Wraith is at your spot stop attacking it and wait until situation gets better.

Once he is dead, 15 Risen Wraiths (Drain) start to appear on black spots over the time (1, 2 or 3 at the same time). Keep killing them and revive people getting drained or killed by Grenth's Mark. Move as a group kill them as fast as possible or if you party has overall high dps you can split once 2 Wraiths start to appear simultaneously.

Do not rely on staff and fire/water autoattacks from dagger against Undead Wraith (Boss).

Use Wall of Reflection and Shield of the Avenger to protect your team against deadly projectiles of elite Risen.

Last attack from sword autoattack chain counts as a projectile.

Even though greatsword is a ranged weapons, its autoattack does not count as a projectile. Though Mirror Blade does.


Way to Simin

Stick to the right side to avoid all enemies. Dodge or use blocks to get through collapsing rocks. Once you get out, stick to left-side and enter the cave with Sparks.


Simin, High Priestess of Dwayna

At the beginning, there are 5 Sparks, two of them being friendly, trapped nearby statue. To make Simin appears, you ought to lure remaining 3 Sparks to appropriate position near the statue. But before you do that, you should prepare for the whole fight.

Simin has two very distinct mechanics. Firstly, every few seconds she applies "Dead Eyed Stare"-debuff with her ranged attack. While you are under its effect, you move slower and your skills recharge slower as well. After 10s, when it expires, it will petrify debuffed character. The only way to cure this is to throw nearby "Tear of Dwayna" bundle on pefrified team mate. You can also avoid getting petrified by getting stability before "Dead Eyed Stare" ends.

You should designate a "Tear-thrower" whose only task would be to throw Tears on petrified allies. The best player for that is the one with the lowest damage and the highest amount of support. If you have "Simple Party UI" option turn on, swtich it off because simple ui does not display unique debuffs. Pay attention to debuffs and when purple "Dead Eyed Stare" starts to blink, you should prepare to throw a Tear. Green debuff means that an ally is already petrified but you can throw a Tear just before that happens to minimize the time of petrification. You can try attacking Simin if you have spare time.

Second distint mechanic she has is her cloak'n'heal. At 50% hp mark she will become invulnerable, invisible and start self-healing. Simultaneously, 5 Sparks appear and to break her invisibility and stop her from healing, you need to lure all those Sparks to 5 circles near the central statue. The common tactic here is to assign two people to lure Sparks while the rest of the part should stick to the wall to avoid getting aggro. One runner should run 3 Sparks near the start of the cave and the other one should lure 2 Sparks at the end of the cave. Both runners should posses mobility skills, swiftness and even stability if you usually get Petrified. If one runner keeps getting Petrified, consider switching him for someone else. If she was below ~65% hp when she disappeared, you have 45s to lure sparks and damage her. After that time she will disappear again.

Before the fight starts, decide on where you want to fight Simin and bring a lot of Tears so that your "Tear-thrower" does not have to move to pick it up. This boss is not threatening while at the same time having more damage makes whole fight more forgiving. That means you should use melee weapons and potions of undead slaying with offensive food buff. Defensive support can be completely disregarded in favour of offensive one. Be careful with minions/pets/clones because they might aggro Sparks which makes luring them much harder.

Once the fight starts, try to pull her as close to the wall as possible, then use melee attacks to her towards the wall. Her normal attacks are rather weak but do not stand on AoEs. The deal moderate damage but rarely they will deal much higher damage. Deal enough damage that she will disappear at 50% hp mark. Let your 2 Spark-runners lure Sparks and damage her again. Repeat this process until she's dead. If you have issues like Simin disappearing much faster than after 45s, you should just reset the fight, it may be bugged.

There have been reports of Simin constantly hiding at 50% health even with high damage and fast spark runs. If this even happens to you, please invite someone really experienced to verify the situation and let me know about it.


Way to Bloodstone Shard

Leave the cave and turn left, where there is Orrian Drake. Use anti projectiles skills when it leans back and prepares to send insect swarms. If you step on nearby egg, small Drakes spawns.

Next group is composed of elite Spectrals (2 Orrian Spectral Guards, 2 Orrian Spectral Archers and Orrian Spectral Juggernaut). They use immobilize, cripple, stuns and area of effect skills so prepare accordingly. Focus Juggernaut first moving then to Archer. When you finish with them stick to the left side. Before Undead Knight there should be a well, you know have two ways to pick.

First way is to jump down into this well. In the water there is a Risen Shark which is able to down anyone with its charging attack. Try to dodge it or use stability to decrease the amount of hits his charge would do.

After getting out of the water you will find yourself in some kind of tunnel with 4 Orrian Spiders.

Second path is to move past Undead Knight, move towards where there is a group of four elite Risen. After them, turn left where there will be 4 Orrian Spiders. You will be in area where both of those ways converge.

There are five elite Spectrals (2 Orrian Spectral Ghostblades, 2 Orrian Spectral Archers and Orrian Spectral Flamecaster) here. Your priority is to kill Flamecaster first then try to focus on Ghostblades. Once you take care of them, continue through the passage to end up in the forest with 3 Orrian Gorillas. You can kill them or simply ignore them and run past them towards the last boss.

Leave the cave and turn left, where there is Orrian Drake. Just run past him and he should not hit you. Watch out for nearby eggs which spawn Drakes.

Next group is composed of elite Spectrals (2 Orrian Spectral Guards, 2 Orrian Spectral Archers and Orrian Spectral Juggernaut). They use immobilize, cripple and stuns so prepare accordingly. When you past them, stick to the left side. Before Undead Knight there should be a well, you know have two ways to pick.

First way is to jump down into this well. In the water there is a Risen Shark which is able to down anyone with its charging attack. Try to dodge it or use stability to decrease the amount of hits his charge would do.

After getting out of the water you will find yourself in some kind of tunnel with 4 Orrian Spiders.

Second path is to move past Undead Knight, move towards where there is a group of four elite Risen. After them, turn left where there will be 4 Orrian Spiders. You will be in area where both of those ways converge.

Now you have another two options to choose. First one is to turn immediately left from the first way and stick to the wall (or run straight ahead if you picked the second path). That way you can sneak past five elite Spectrals (2 Orrian Spectral Ghostblades, 2 Orrian Spectral Archers and Orrian Spectral Flamecaster). Second way is to run past those spectrals. Either way you choose, you will end up in the forest with 3 Orrian Gorillas. Just ignore them and run past them towards the last boss.

Swirling Winds will protect your allies from heavy hits of Drake.

Use Wall of Reflection to kill Drake faster.

Utilize Feedback and and Temporal Curtain with Phantasmal Warden traited with Warden's Feedback to kill Drake with ease.

Leave Shadow Refuge for Orrian Drake and use it before first group of Spectrals.

Equip Balanced Stance or Dolyak Signet to help against stun Spectrals apply.

Have "Shake It Off!" or Charge (warhorn) ready to remove cripple or immobilize Spectrals apply.


Bloodstone Shard

To make boss killable you first need to kill nearby Risen Elementalist, Risen Mage, Risen Illusionist, Risen Hunter. You can pull them one by one, then wait for Randall to activate Shard.

This last boss is simply mix of all the previous priests. There will be green, constantly moving, miasmas (Melandru's priest) but as long as you stay in melee range or at high range they will not hit you. It can also summon Risen Wraith (Drain) (Grenth's priest) and illusions based on targets profession (Lyssa's priestess). You can mostly ignore them but kill if they cause some issues.

Pay attention to the ground for fire storm (Balthazar's priest), avoid those circles. Occasionally, someone may get "Dead Eyed Stare" (Dwayna's priestess). There are nearby Tears to help you remedy the petrify, just watch out for green miasmas that are between you and the bundle.

To make boss killable you first need to kill nearby Risen Elementalist, Risen Mage, Risen Illusionist, Risen Hunter. If your party is good enough to handle four of them simultaneously, you can try los-ing. Decent spot for that is behind them. Then wait for Randall to activate Shard.

This last boss is simply mix of all the previous priests. There will be green, constantly moving, miasmas (Melandru's priest) but as long as you stay in melee range or at high range they will not hit you. It can also summon Risen Wraith (Drain) (Grenth's priest) and illusions based on targets profession (Lyssa's priestess). You can mostly ignore them but kill if they cause some issues.

Pay attention to the ground for fire storm (Balthazar's priest), avoid those circles. Occasionally, someone may get "Dead Eyed Stare" (Dwayna's priestess). There are nearby Tears to help you remedy the petrify, just watch out for green miasmas that are between you and the bundle.

There is a very low chance to get an account bound Recipe: Bloodstone Fragment from the final chest. The recipe allows you to craft Bloodstone Fragment which gives a much better gold return for your tokens.