The Ruined City of Arah Path 1: Jotun

Level: 80.

Reward: 1.26 g + 100 tokens.

Average length: 29 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: 31.

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: Stargazer Pendant from the final chest. The recipe allows you to craft Stargazer Pendant which gives no extra 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 Varra Skylark to find secrets of Jotun. After the selection, go through the debris and turn left. Don't bother with Servants, Farmers or Villagers because they constantly respawn.


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Way to Ancient Ooze

The first door is guarded by 2 Risen.

After those two, 4 Vile Oozes will ambush you. Their only ability is a channeled attack which strikes four times, inflicting cripple with each strike. This cripple is covered by poison and vulnerability, making skills that remove a single condition less effective here. Try to dodge their attack, use skills that remove multiple conditions, full cleanses or skills and traits that specifically remove cripple.

To the left, you will see three random elite Risen. Try to avoid aggroing to them. Also watch out for 3 Orrian Guard Turrets to your right. If possible, use either anti projectiles skills or blocks and, most importantly, avoid stepping on one of the three corpses lying on the way. Those explode on contact, taking away ~90% of your HP. If you get hit a few times by the Turrets and run into one of the corpses, you will most likely find yourself downed and subsequently defeated by the Oozes.

When you see the path split, continue along the right side. If you choose to go left, you will be ambushed by 3 Orrian Spiders and twelve Undead Spider Hatchlings. This triggers the Jotun NPC, who in turn activates the first boss.

Continue further towards the next split. To your left, there are 5 Undead Spider Hatchlings, while to your right - three random elite Risen. Pick the left path. After you kill the spiders, you will reach an open area with 6 Orrian Guard Turrets and the first boss - Ancient Ooze. Try to destroy as many Turrets as possible before attempting to kill this boss.

The first door is guarded by 2 Risen.

After those two, 4 Vile Oozes will ambush you. Their only ability is a channeled attack which strikes four times, inflicting multiple conditions with each strike, most importantly weakness. Do not stay in one spot and you should not be hit more than once for every attack.

To the left, you will see three random elite Risen. Try to avoid approaching them as there is no need to kill them. Watch out for 3 Orrian Guard Turrets to your right. You can find a reflecting crystal nearby but those are very unreliable. If possible, use anti projectiles skills or use ranged weapons while sidestepping constantly to avoid getting blinded. Most importantly, avoid stepping on one of the three corpses that are lying on the way. Those on contact, taking away ~ 90% of your HP. If you get hit a few times by the Turrets and you run into one of the corpses, you will most likely find yourself downed.

When you see the path split, continue along the right side. If you choose to go left, you will be ambushed by 3 Orrian Spiders and twelve Undead Spider Hatchlings. This triggers the Jotun NPC, who in turn activates the first boss.

Continue further towards the next split. To your left, there are 5 Undead Spider Hatchlings, while to your right - three random elite Risen. Pick the left path. After you kill the spiders, you will reach an open area with 6 Orrian Guard Turrets and the first boss - Ancient Ooze. Try to destroy as many Turrets as possible before attempting to kill this boss.

Ether Renewal cleanses conditions really fast on a 15 seconds cooldown.

Magnetic Wave and Cleansing Flame both remove 3 conditions.

Use either Magnetic Aura to reflect projectiles or Swirling Winds to protect your team from the fire of Turrets.

Destroy Turrets by using Wall of Reflection.

Virtue of Resolve traited with Absolute Resolution is able to quickly remove three conditions from your team.

Use Order of Whispers Spy Kit to make sure you do not aggro the first group of Risen.


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Ancient Ooze

Try to pull the boss closer to the Jotun NPC but remember the locations of the enemies that you skipped. The Ooze has two very similar attacks. If no one is at close range, it will bounce thrice, launching and dealing high damage to everyone around its position. Dodge backward. If it is not slowed down, one dodge might not be enough. stability will protect you from the launch effect, but remember that the attack itself still deals significant damage. If the boss targets an ally at close range, it will use a slightly different version of its bounce attack. The Ooze will bounce six times instead of three, but will remain stationary when channeling. One skilled melee player can trivialize the whole fight by making it only use this attack.

After you get its HP down to 25%, the boss will drop a Blood of the Ancients, which will continuously spawn Vile Oozes. The boss will also split into 2 Vile Oozes which spam AoEs and are rather tough to kill. It is recommended to simply ignore them and deliver the bundle to the Jotun NPC as fast as possible. If your team is organized, dodge twice while holding the Blood to move faster and then drop it for someone else to pick it up.

Try to pull the boss closer to the Jotun NPC but remember the locations of the enemies that you skipped. The Ooze has two very similar attacks. If no one is at close range, it will bounce thrice, launching and dealing high damage to everyone around its position. If the boss targets an ally at close range, it will use a slightly different version of its bounce attack. The Ooze will bounce six times instead of three, but will remain stationary when channeling. stability will protect you from the launch effect, but remember that the attack itself still deals significant damage. Try to get back into melee range as soon as possible to force it to only use its stationary version of the attack.

After you get its HP down to 25%, the boss will drop a Blood of the Ancients, which will continuously spawn Vile Oozes. The boss will also split into 2 Vile Oozes which spam AoEs and are rather tough to kill. It is recommended to simply ignore them and deliver the bundle to the Jotun NPC as fast as possible. If your team is organized, dodge twice while holding the Blood to move faster and then drop it for someone else to pick it up.

There's a slight delay before the two champions spawn after the boss's death. Try to use this moment to Blast your smoke field created by Smoke Bomb (bomb kit) or Smoke Screen (overcharge skill of Flame Turret) with Magnetic Inversion, Big Ol' Bomb and denotation of any turret to get long lasting stealth. If you hit an enemy with one of your finishers, you will be the only person not stealthed.

Judge's Intervention used on either the spiders you skipped or other enemies allows you to teleport up to 1200 range with a bundle. Be careful not to aggro the mobs you used as the target for this ability.

At ~30% of boss HP, put down Portal (utility) and head back the Jotun NPC, the boss should not follow you. After the Ooze drops the Blood, have someone else pick it up and then activate your portal for instant delivery.

Use Shadow Refuge and carry the bundle without anything following you.

Use Infiltrator's Strike to easily get in and out of range (if the boss targets you, you can easily make it only use the stationary version of its attack).

Updraft gives you another dodge to quickly escape the stationary bounce.

Use Rush and Whirlwind Attack for hit-and-run tactics.


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Way to Crystalline Entities

The Oozes will chase you, making it difficult to kill enemies unless you are able to lose aggro. Most teams will decide to skip everything anyway. If you manage to leave combat, equip condition removal skills.

Guarding the exit from the open area are 4 Risen.

After you skip them, you can either stick to the left or the right side. Watch out for 3 Vile Oozes which will spawn on the way. In the middle of the path there are 2 Orrian Drakes, with two more further up the road.

After reaching a small slope, more than a dozen of Lesser Oozes (Fighting) will appear. At the end of the corridor there are three additional Drakes.

Keep running forward, ignoring Crystalline Entities. Once you reach the back wall, most enemies will lose aggro, though you may have to kill a few that have not.

It is easy to die during the skip. You can easily clear the Drakes and Lesser Oozes (Fighting) and ressurect any party members that died towards the end. If a party member died earlier they should waypoint back. In such situations, killing the Drakes and Lesser Oozes (Fighting) is advised in order to make skipping easier for those that died.

If the Oozes did not lose aggro, attempting to kill any enemies is ill-advised. In this case, skipping is recommended.

Guarding the exit from the open area are 4 Risen. This is a hard encounter for an average party, try to first focus on the Illusionist while hiding behind anti projectiles skills. Do not stand in chaos storms or corrupted geysers and dodge wave of corruption.

After dispatching the Risen, you can either stick to the left or the right side. In both cases 3 Vile Oozes will ambush you. In the middle of the path there are 2 Orrian Drakes, with two more further up the road. anti projectile skills, especially reflections are highly effective against this type of mobs.

After reaching a small slope, more than a dozen of Lesser Oozes (Fighting) will appear. At the end of corridor there are three additional Drakes. Deal with them as usually.

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

Virtue of Resolve traited with Absolute Resolution is able to quickly remove three conditions from your team.


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Crystalline Entities

The objective is to kill the nine Crystalline Entities wandering around the area. They are resistant to damage and conditions.

In order to be able to damage them, you need a debuff which is acquired by standing in the spots where a green light is shining through the roof of the cave. The more stacks you have, the more damage you will deal, be advised, however, that each stack deals damage to you every second.

The Entities are extremely easy to kill if you play as a team. Group together at the first light spot and wait until everyone in the team has at least five stacks. If you attack immediately with one or two stacks, you will barely do any damage. Try not to aggro more than 3 at a time and burst them down quickly.

They only have one basic melee attack but they can quickly kill you if you try to tank them. Stay mobile and keep kiting them inside the light, with proper movement they should not be able to hit you at all.

If you take too much damage and the stacks are about to kill you, just step out of the light. If possible, use mobility skills to quickly break aggro. If you keep kiting them outside of the light other players will have a hard time hitting them (especially melee players).

Once they are dead, do not forget to get your chest near the Jotun spirit NPC.


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To Tar

All enemies are often skipped, there is no incentive to kill them as this skip is very straightforward. When you drop down from the ledge you will see 3 Orrian Drakes. Run forward until you see a Detonator. Use it to kill about thirty normal Risen further down the path.

If you stick to the right near the wreck of the ship, you will be ambushed by 3 Orrian Spiders, 5 Orrian Spiders and an Orrian Spider.

Further on the road there will be Orrian Drake and 8 Orrian Drakes on the right side which you should just ignore.

All enemies are often skipped, there is no incentive to kill them as this skip is very straightforward. When you drop down from the ledge you will see 3 Orrian Drakes. Run forward until you see a Detonator. Use it to kill about thirty normal Risen further down the path.

If you stick to the right near the wreck of the ship, you will be ambushed by 3 Orrian Spiders, 5 Orrian Spiders and an Orrian Spider.

Further on the road there will be Orrian Drake and 8 Orrian Drakes on the right side which you should just ignore.


Shoggroth

Wait for rest of the team before going to the area with geysers. Spread over the area and quickly clean up 4 corpses by walking over them when at full health. Ignore "300 years old Whiskey" bundle on the ground because its burning has a very low duration.

After a while, four geysers will activate and start spawning Tars. In order to stop them from spawning, a player has to stand on a geyser. To spawn the boss, four players have to stand on the four geysers. Step on them as fast as possible to avoid getting overrun. When the boss appears, the geysers stop spawning Tars so you can safely get off them.

The boss is rather easy to defeat as long as your team can maintain constant burning. Shoggroth has just one attack which causes multiple unblockable AoEs. If the boss is not burning, each AoE will spawn a Tar and stepping on those AoEs will give you the "Covered in Tar" debuff which disables you completely for 1 minute (downed state is the only way to break it). If the boss is on fire, its attack only causes burning, though this burning has a long duration and might down players in teams with low sustainability.

Focus Tars to reduce pressure and remember to rally off of them. Every 25% Shoggroth will hide, which will activate the geysers again. Quickly stand on 3 geysers to prevent lots of Tars from appearing. Keep the last one open if there are lots of Tars to kill or if anyone needs to be healed or resurrected.

Check Wiki for a list of skills and traits which cause burning. Coordinate with your party.

When Shoggroth appears, move back and pull him behind a corner. If you can't keep burning permanently up, time it right before he attacks.

If Shoggroth manages to escape quickly move to geysers and pull him again. If he has less than 25% health you can just kill him on spot.

Use Combustive Shot and Fan of Fire for burning.

Use Combustive Shot and Fan of Fire for burning.

Use Zealot's Flame and don't activate Virtue of Justice for burning.


Way to Lupicus

A Risen Hunter and about twelve normal Risen patrol the area. It is advised to kill them for loot and to gain sigil stacks. Try to LoS them by standing in the right corner of the wall. Further on the way there is a Risen Berserker which you can skip.

In the big open area there are a lot of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and a Orrian Warrior.

Killing them takes a lot of time so you should try to sneak through. Stick to the left side and take out Turrets, preferably by utilizing projectile reflection or absorption. Pay attention to enemies in 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 towards your group and kill it.

When you reach the door you will have to kill 2 Undead Abominations. Their charge move is really dangerous so get out of its way or interrupt it. Their attacks are slow and easily dodgeable. Focus on the Abominations even if you accidentaly aggro something else as well. Once they are dead, the door will open and you can run in. It should be easy to kill any enemies that are still following you inside the arena.

A Risen Hunter and about twelve normal Risen patrol the area. It is advised to kill them for loot and to gain sigil stacks. Try to LoS them by standing in the right corner of the wall. Further on the way there is a Risen Berserker which you can skip.

In the big open area there are a lot of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and a Orrian Warrior.

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

When you reach the door you will have to kill 2 Undead Abominations. Their charge move is really dangerous so get out of its way or interrupt it. Their attacks are slow and easily dodgeable. Focus on the Abominations even if you accidentaly aggro something else as well. Once they are dead, the door will open and you can run in. It should be easy to kill any enemies that are still following you inside the arena.

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.

Destroy Turrets with the help of Magnetic Aura and Magnetic Wave or protect your team with Swirling Winds.

Consider casting Magnetic Aura or Magnetic Wave and standing on top of a Hunter for a few seconds.


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.


Way to Korga

After leaving the arena there are 2 Risen and a corpse hidden around the corner. Next ones are 5 elite Risen. After those you will get into more broader corridor filled with even more but less dangerous mobs. That includes 2 Orrian Drakes, 3 Orrian Gorillas and later 2 Orrian Drakes and Orrian Gorilla. Lastly, you will be ambushed by 6 Orrian Spiders.

After leaving the arena there are 2 Risen and a corpse hidden around the corner. Next ones are 5 elite Risen, try not to pull all 5 at the same time. As always when dealing with elite Risen, focus on Risen Illusionist while keeping other Risen behind layer of anti projectiles skills.

After those you will get into more broader corridor filled with even more but less dangerous mobs. That includes 2 Orrian Drakes, 3 Orrian Gorillas and later 2 Orrian Drakes and Orrian Gorilla. Projectile reflection works well against Drakes while against Gorillas it is advised to equip stability to counter their 7s long knockdowns and something to remove long lasting weakness which reduces your damage capabilities significantly.

Lastly, before next boss encounter, you will be ambushed by 6 Orrian Spiders.

Both Obsidian Flesh and Mist Form give you invulnerability that helps immensely when skipping Risen.

Lightning Flash and Ride the Lightning give you additional mobility.

If your team has enough swiftness, try not to use Windborne Speed until someone gets chilled by Elementalist or Illusionist.

If your team lacks swiftness, consider equipping Signet of Air for passive movement speed bonus.

Leap of Faith, Blinding Flash and Judge's Intervention increase your mobility.

Use Symbol of Swiftness and "Retreat!" to get long lasting swiftness.

Line of Warding can be used to stop enemies from following you.

Invulnerability gained via Renewed Focus helps when skipping Risen.

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


Korga the Mighty

Quite tricky to kill because of its strong attacks and lots of Orrian Gorillas. Use Staff of Radiance that can be found nearby to lay a trap which stuns it. Cycle it between players to keep him stunned most of the time.

He dashes around which you should avoid. He also has very rapid close range attacks which you should try to predict. After 2 dashes he will try to resurrect nearby Gorillas.

Try to control direction of his dashes to keep him on about same spot. This prevents lots of Gorillas to wake up. Keep kiting Gorillas and focus Korga.

This boss is pretty much always skipped by running past it.


Way to Jotun

There's a room with two respawning Reflecting Crystals. When you get close 2 Orrian Spiders, 3 Orrian Spiders and ~10 Orrian Spiders appear. They are tough to kill so you should just grab a Crystal and run through this room.

If you want to kill them focus normal and elite enemies first while kiting both champions. Their area attack can easily wipe entire party so watch out. You could use Staff of Radiance to lay down long lasting stun field.

On next room there are "traps" which shoot projectiles to the room. You should pass it as quickly as possible. It is very dangerous and extremely hard to get anyone up (reviving locks you and you need to dodge fast).

Both Obsidian Flesh and Mist Form give you invulnerability that helps immensely when skipping spiders.

Lightning Flash and Ride the Lightning give you additional mobility.

If your team lacks swiftness, consider equipping Signet of Air for passive movement speed bonus.

Line of Warding can be used to stop enemies from following you.

Invulnerability gained via Renewed Focus helps when skipping spiders.


Jotun Stargazer

You need 3-5 Reflecting Crystals to beat him (depends on luck, your damage stats and other sources of reflections). Crystals break randomly on hit so pay attention.

Do not aggro him before everyone is ready and in near vicinity (unless you want to solo it). A Firecircle filling entire room will appear around the Jotun. It will down anyone trying to get in or out. It also gets continuously smaller so keep an eye for it.

Jotun mostly shoots homing projectiles. They will instantly kill you on hit and that's where those Reflecting Crystals come handy. Reflect projectiles by holding a Crystal. You should stand on top of the Jotun to instantly reflect them, this protects people without Crystals by body blocking a projectile.

When he starts to glow he will cast dangerous AoE. Just dodge when you see the animation.

If you need to revive someone, hold a Crystal and protect them with your body, blocking any incoming projectiles. Also, similarly take care of people without a Crystal.

If you do not have crystal you should still attack Jotun normally (hide behind people with a Crystal).

There is a very low chance to get an account bound Recipe: Stargazer Pendant from the final chest. The recipe allows you to craft Stargazer Pendant which gives no extra gold return for your tokens.

Consider casting Magnetic Aura or Magnetic Wave and standing on top of Jotun for a few seconds.

Wall of Reflection works normally while your other anti projectiles skills skills will only absorb Jotun's attacks.

You can increase the damage done by reflections by stacking vulnerability on Jotun. With Blind Exposure use attacks that blinds foes. Keep in mind about traits that increase damage done under certain circumstances like Fiery Wrath.

Normal reflections works as well, unleash your whole arsenal of reflections.

You can increase the damage done by reflections by stacking vulnerability on Jotun. Use "On My Mark!", Cyclone Axe, Crushing Blow and even Greatsword autoattacks. Keep in mind about traits that increase damage done under certain circumstances like Attack of Opportunity.