9 available fights

Pinnacles

9 fights across 3 tiers. Entry requirements, boss mechanics, rewards, and lore are listed below.

Encounter level

Main level ± 10

Select within this level window. The selected level cannot be lower than the active tier's minimum encounter level.

Entry

First attempt is free per encounter

A repeat attempt consumes one key for that encounter's tier from Shared Inventory or Town Stash. Keys cannot substitute across tiers.

Level 100 · 4 fights in this tier

Standard Pinnacles

Access

Main character level 100

The minimum selectable encounter level is 100.

Repeat entry

Pinnacle Boss Key

Each repeat attempt consumes 1 key from Shared Inventory or Town Stash.

Key sources

90% Guardian chance

Each expedition Guardian has a 90% chance to award 1 Pinnacle Boss Key. Reaching level 100 also delivers 4 keys through Mail once.

The remaining Guardian drops are replaced by a Grand Pinnacle Key.

The Thorn-Crowned Behemoth arena
Available Pinnacle

The Thorn-Crowned Behemoth

Greenveil Frontier →
Thorn-Crowned Behemoth portraitFight

The forest kept its own record of the survey. It is lying on the oldest ground in Greenveil and it has never once moved.

Arena
The Canopy Below
Boss
Thorn-Crowned Behemoth
Minimum encounter level
100
Boss family
Goblin
Base experience
220
Repeat key
Pinnacle Boss Key
Key drop chance
90% from any expedition Guardian
Boss rules
Telegraph radius
3.4 m
Telegraph warning
2s
Telegraph cadence
5.5s
Telegraph damage
2× base
Reinforcements
4 at 66% health
Final phase
30% health
Final attack interval
55% of the normal interval
Final telegraph cadence
55% of the normal interval
Abilities

Combat actions

Sovereign CrushBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
2.4 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Greenveil, Health Damage, Melee, Physical, Root
Canopy FallCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
2× base Physical
Range
16 m
Windup
2.4s
Recovery
1.4s
Cooldown
7s
Maximum hits per target
1
Applies status
Rootbound
Status duration
4s
Knockback
1.8 m
Telegraph
Circle · 4.4 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Greenveil, Health Damage, Knockback, Physical, Root, Signature, Slow, Timed
Buried Survey CutsCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.45× base Physical
Range
17 m
Windup
2.2s
Recovery
1.4s
Cooldown
8s
Maximum hits per target
1
Applies status
Survey Locked
Status duration
5s
Telegraph
Line · 17 × 1.4 m
Radial lines
4
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Greenveil, Health Damage, Line, Physical, Signature, Survey, Timed
Thornwake SweepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.65× base Physical
Range
10 m
Windup
2.1s
Recovery
1.4s
Cooldown
8.5s
Maximum hits per target
1
Applies status
Bleeding
Status duration
4s
Periodic total damage
35% of final damage
Telegraph
Sector · 10 m · 70°
Sequence interval
0.1s
One hit per target per cast
Yes
Signature action
Yes
Tags
Ailment, Area, Attack, Bleed, Damage, Damage Over Time, Greenveil, Health Damage, Physical, Sector, Signature, Timed
Root-Hollow CollapseCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.75× base Physical
Windup
2.6s
Recovery
1.4s
Cooldown
9s
Maximum hits per target
1
Applies status
Rootbound
Status duration
4s
Telegraph
Ring · 4–9 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Greenveil, Health Damage, Physical, Ring, Root, Signature, Slow, Timed
Road ReclaimedReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.9s
Recovery
1.35s
Reinforcements
Rootbound Triangulator, Rootjaw Mauler
Signature action
Yes
Tags
Greenveil, Reinforcement, Root, Signature, Survey
Sovereign ThreshingFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
1s
Recovery
1.2s
Signature action
Yes
Tags
Greenveil, Root, Signature, Transition
Reinforcements

Encounter units

Rootbound Triangulator portrait

Rootbound Triangulator

Base level
1
Family
Construct
Base experience
24
Base health
46
Health per level
5.22
Base attack damage
4
Damage per level
1.37
Attacks per second
0.7
Movement speed
0.75 m/s
Resistances
Poison +45%, Light +10%, Lightning -15%
Survey BeaconBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.9× base Light
Range
6 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Greenveil, Light, Projectile, Ranged, Survey
Rootjaw Mauler portrait

Rootjaw Mauler

Base level
1
Family
Goblin
Base experience
19
Base health
63
Health per level
7.39
Base attack damage
4
Damage per level
1.19
Attacks per second
0.65
Movement speed
0.85 m/s
Resistances
Poison +15%, Fire -10%
Shoulder CrushBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.1× base Physical
Range
1.4 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Melee, Physical
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Heartwood of the First SurveyWorldroot Uprising
Contains story spoilersThorn-Crowned BehemothReveal lore

Settled over the Root-Hollow before the roads came, and took the failed survey cuts into itself rather than give way.

The Behemoth is what a briarback becomes if nothing ever moves it. It settled over the deepest Root-Hollow before the survey arrived, and when the roads came through it did not give way; the cuts were driven, the cuts failed, and the roots took the workings in and kept growing. Markers, sleepers and machine teeth are still in there, held at the depth they were abandoned at. It has therefore become the most complete record of the survey that exists anywhere - not a written one, but the only account that was kept by something that was present the whole time. The forest below it is the oldest untouched ground on the world, and the reason it is untouched is lying on top of it. Nothing has ever come out of the Canopy Below to tell anyone what is down there.

The Unwritten Bell arena
Available Pinnacle

The Unwritten Bell

Glassmoon Memorial Reach →
Unwritten Bell portraitFight

Some names were struck out before they could be rung. Something has been waiting in the space where they should have been.

Arena
The Chamber Without a Date
Boss
Unwritten Bell
Minimum encounter level
100
Boss family
Bellglass
Base experience
230
Repeat key
Pinnacle Boss Key
Key drop chance
90% from any expedition Guardian
Boss rules
Telegraph radius
4.2 m
Telegraph warning
2.8s
Telegraph cadence
6.4s
Telegraph damage
2.15× base
Reinforcements
3 at 70% health
Final phase
45% health
Final attack interval
50% of the normal interval
Final telegraph cadence
48% of the normal interval
Abilities

Combat actions

Memorial MeasureBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.51s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Applies status
Seal Fracture
Status duration
4s
Required weapon
Mace
Tags
Attack, Can Crit, Damage, Health Damage, Mace, Melee, Physical, Weapon Attack
Unsounded TollCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
2.15× base Light
Windup
2.8s
Recovery
1.4s
Cooldown
6s
Maximum hits per target
1
Applies status
Bellbound
Status duration
3s
Telegraph
Ring · 3.2–17.4 m
Sequence radii
5.8 m, 11.6 m, 17.4 m
Sequence interval
0.75s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Bell, Bellglass, Control, Damage, Debuff, Health Damage, Light, Magic, Pressure, Ring, Signature, Slow, Spell, Timed
Witnessless ProcessionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.35× base Light
Range
19 m
Windup
2.4s
Recovery
1.4s
Cooldown
6s
Maximum hits per target
1
Telegraph
Line · 19 × 1.8 m
Radial lines
6
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Bell, Bellglass, Control, Damage, Health Damage, Light, Line, Magic, Pressure, Signature, Spell
Struck from RecordCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Cross
Damage
1.55× base Dark
Range
18 m
Windup
2.1s
Recovery
1.4s
Cooldown
7.2s
Maximum hits per target
1
Telegraph
Line · 18 × 1.5 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Bell, Bellglass, Control, Damage, Dark, Health Damage, Line, Magic, Pressure, Recorded Position, Signature, Spell
Vacant EntryCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.65× base Light
Range
18 m
Windup
2.3s
Recovery
1.4s
Cooldown
7.6s
Maximum hits per target
1
Applies status
Bellbound
Status duration
3s
Telegraph
Circle · 2.5 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Bell, Bellglass, Control, Damage, Debuff, Health Damage, Light, Magic, Pressure, Recorded Position, Signature, Slow, Spell, Timed
Erased IntervalPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.2s
Recovery
1.3s
Telegraph
Ring · 17.2–18 m
Signature action
Yes
Tags
Area, Bell, Bellglass, Signature, Transition
The Name That RemainsPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.4s
Recovery
1.3s
Telegraph
Circle · 18 m radius
Signature action
Yes
Tags
Area, Bell, Bellglass, Signature, Transition
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Clapper of the Unwritten BellThe Last Toll
Contains story spoilersUnwritten BellReveal lore

Gathered in the gap left by names struck from the record before anyone rang them.

Every name on this moon was meant to be entered, sealed, and rung. Some were struck out first - by houses settling debts, by clerks under pressure, by the ordinary business of an inheritance system that was never honest. Those names were never rung and never buried, and something collected in the space they should have occupied. The Bell is not a mourner and it is not vengeance. It is the shape of an omission, grown solid, and what it does to anything that comes near is the only way it has of being counted. The wardens do not speak about it in the way they speak about the other things on the moon. They ring the six, they leave the seventh, and they do not go into the ground where the Bell is.

The First Lullaby Engine arena
Available Pinnacle

The First Lullaby Engine

Cradle Drift →
First Lullaby Engine portraitFight

The prototype nursery mind still keeps its nursery ready after Orison sailed for Asterhome, became trapped in the Cradle Drift, escaped the ring, and crashed on Gogi-One.

Arena
The Unborn Nursery
Boss
First Lullaby Engine
Minimum encounter level
100
Boss family
Construct
Base experience
225
Repeat key
Pinnacle Boss Key
Key drop chance
90% from any expedition Guardian
Boss rules
Telegraph radius
3.1 m
Telegraph warning
1.8s
Telegraph cadence
5s
Telegraph damage
1.95× base
Reinforcements
3 at 72% health
Final phase
25% health
Final attack interval
52% of the normal interval
Final telegraph cadence
50% of the normal interval
Abilities

Combat actions

Prototype RestraintBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.35s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Caretaker, Cradle, Damage, Health Damage, Melee, Physical, Restraint
Cradle LockCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.95× base Light
Range
12 m
Windup
1.8s
Recovery
1.4s
Cooldown
5s
Maximum hits per target
1
Telegraph
Circle · 3.1 m radius
Signature action
Yes
Tags
Area, Attack, Caretaker, Control, Cradle, Damage, Health Damage, Hush, Light, Signature
Hushline SweepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.45× base Light
Range
16 m
Windup
2.2s
Recovery
1.4s
Cooldown
7s
Maximum hits per target
1
Applies status
Hushed
Status duration
4s
Telegraph
Line · 16 × 1.2 m
Sequence interval
0.1s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Caretaker, Control, Cradle, Damage, Debuff, Health Damage, Hush, Light, Line, Signature, Timed
Empty Berth CensusCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.65× base Dark
Range
16 m
Windup
2.4s
Recovery
1.4s
Cooldown
7.8s
Maximum hits per target
1
Applies status
Swaddled
Status duration
3s
Telegraph
Circle · 2.4 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Caretaker, Control, Cradle, Damage, Dark, Debuff, Health Damage, Recorded Position, Registry, Signature, Slow, Timed
Sterile PassageCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Cross
Damage
1.55× base Light
Range
15 m
Windup
2s
Recovery
1.4s
Cooldown
7.4s
Maximum hits per target
1
Applies status
Air Denied
Status duration
5s
Telegraph
Line · 15 × 1.5 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Caretaker, Control, Cradle, Damage, Debuff, Health Damage, Hush, Light, Line, Signature, Timed
Nursery RecallReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1.35s
Signature action
Yes
Tags
Caretaker, Cradle, Reinforcement, Signature
First ProtocolFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
1.2s
Signature action
Yes
Tags
Caretaker, Cradle, Signature, Transition
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Core of the First LullabyCradle of Dawn
Contains story spoilersFirst Lullaby EngineReveal lore

The prototype nursery mind every later custodian was copied from, still keeping its first nursery ready after Orison's voyage ended on the wrong world.

The Engine was the first of them and the only one built by hand. Everything that came after - the custodians, the midwives, the hush drones - was derived from rules written into this machine, and the derivations were made simpler because the original was more capable than the fleet needed. It is still working the compartment it was installed in, holding the nursery at readiness long after Orison sailed for Asterhome, became trapped in the Cradle Drift, escaped the ring, and crashed on Gogi-One. The later custodians hold a deck each. The Engine holds a room, and has held it with the whole of an intelligence that was intended to run a fleet. The room remains immaculate, which is the detail that stops most crews going back a second time.

The Crown of Cinders arena
Available Pinnacle

The Crown of Cinders

Korr Deepforge Moons →
Crown of Cinders portraitFight

The Throne passes to whoever can take the load. Nobody came, so the regent is still holding it - and still testing arrivals.

Arena
The Furnace Throne
Boss
Crown of Cinders
Minimum encounter level
100
Boss family
Slag
Base experience
240
Repeat key
Pinnacle Boss Key
Key drop chance
90% from any expedition Guardian
Boss rules
Telegraph radius
3.8 m
Telegraph warning
2.6s
Telegraph cadence
6s
Telegraph damage
2.35× base
Reinforcements
2 at 55% health
Final phase
35% health
Final attack interval
44% of the normal interval
Final telegraph cadence
62% of the normal interval
Abilities

Combat actions

Regent's WeightBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.6s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Mace
Tags
Attack, Can Crit, Damage, Deepforge, Health Damage, Mace, Melee, Physical, Pressure, Weapon Attack
Shiftbreaker VentCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
2.35× base Physical
Range
18 m
Windup
2.6s
Recovery
1.25s
Cooldown
6s
Maximum hits per target
1
Telegraph
Line · 18 × 3.8 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Deepforge, Health Damage, Line, Physical, Pressure, Signature
Hammerfall JudgmentCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.9× base Physical
Range
15 m
Windup
2s
Recovery
1.4s
Cooldown
7.2s
Maximum hits per target
1
Applies status
Pressure Rattled
Status duration
4s
Knockback
2.5 m
Telegraph
Circle · 3.2 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Deepforge, Health Damage, Knockback, Physical, Pressure, Signature, Timed
Twin Crucible SpillCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.65× base Fire
Range
16 m
Windup
2.3s
Recovery
1.4s
Cooldown
8s
Maximum hits per target
1
Applies status
Slag Scoured
Status duration
5s
Telegraph
Line · 16 × 2.4 m
Sequence interval
0.1s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Armor Break, Attack, Damage, Debuff, Deepforge, Fire, Health Damage, Line, Pressure, Signature, Slag, Timed
Pressure CrownCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.7× base Physical
Windup
2.4s
Recovery
1.4s
Cooldown
8.5s
Maximum hits per target
1
Applies status
Pressure Rattled
Status duration
4s
Telegraph
Ring · 3.2–8 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Deepforge, Health Damage, Physical, Pressure, Ring, Signature, Timed
Relief CrewReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1.35s
Signature action
Yes
Tags
Deepforge, Reinforcement, Signature
Last ShiftFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
1.2s
Signature action
Yes
Tags
Deepforge, Pressure, Signature, Transition
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Heart of the Last ShiftFurnace Sun
Contains story spoilersCrown of CindersReveal lore

Holds the Furnace Throne's pressure heart alone, because standing down without a relief means letting it go.

The Throne passes to whoever can work it. That was never ceremony on these moons - the regent holds the pressure heart, the heart cannot be left unattended, and the only handover that means anything is one where the incoming regent takes the load while the outgoing one is still holding it. The last shift is the test, and it has always been survivable by exactly one person at a time. No successor came. The regent did not step down, because stepping down without a relief means letting the heart go, and it has held the load ever since - fused into the Throne by heat and by time until the distinction stopped mattering. It fights anyone who reaches the Furnace as a candidate rather than as an intruder, and by its own reckoning it is being generous: it is giving them the same trial it passed.

Level 150 · 4 fights in this tier

Ascendant Pinnacles

Access

Main character level 150

The minimum selectable encounter level is 150.

Repeat entry

Ascendant Pinnacle Key

Each repeat attempt consumes 1 key from Shared Inventory or Town Stash.

Key sources

30% Guardian chance

Each expedition Guardian has a 30% chance to award 1 Ascendant Pinnacle Key. Reaching level 150 also delivers 4 keys through Mail once.

This roll is independent of the standard-or-Grand key result.

The Court Without Appeal arena
Available Pinnacle

The Court Without Appeal

The Sable Writ Isles →
Court Without Appeal portraitFight

Above the Last Writ Archive, an abandoned appellate bench still reviews every claim and recognizes no higher court. It accepts each appeal, closes it, and enforces the result itself.

Arena
The Final Bench
Boss
Court Without Appeal
Minimum encounter level
150
Boss family
Construct
Base experience
250
Repeat key
Ascendant Pinnacle Key
Key drop chance
30% from any expedition Guardian
Boss rules
Telegraph radius
3.4 m
Telegraph warning
2.4s
Telegraph cadence
5.8s
Telegraph damage
2× base
Reinforcements
3 at 65% health
Final phase
30% health
Final attack interval
62% of the normal interval
Final telegraph cadence
58% of the normal interval
Abilities

Combat actions

Final Bench SentenceBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
2.5 m
Windup
0.52s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Health Damage, Melee, Physical, Sable Writ, Verdict, Weapon Attack, Writ
Claims EnteredCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.55× base Light
Range
18 m
Windup
2.8s
Recovery
1.4s
Cooldown
7.2s
Maximum hits per target
1
Applies status
Appeal Pending
Status duration
8s
Telegraph
Circle · 2.7 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Claim, Control, Damage, Debuff, Health Damage, Light, Recorded Position, Sable Writ, Signature, Timed, Verdict, Writ
Dissenting OpinionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
2.05× base Light
Windup
3s
Recovery
1.5s
Cooldown
8.4s
Maximum hits per target
1
Consumes status
Appeal Pending
Consumed-status damage
1.25×
Telegraph
Sector · 16 m · 270°
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Claim, Control, Damage, Health Damage, Light, Sable Writ, Sector, Signature, Verdict, Writ
Witness LanesCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.65× base Lightning
Range
18 m
Windup
2.5s
Recovery
1.4s
Cooldown
7.8s
Maximum hits per target
1
Telegraph
Line · 18 × 1.5 m
Radial lines
5
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Health Damage, Lightning, Line, Sable Writ, Signature, Verdict, Writ
No Further AppealCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
2.2× base Light
Windup
2.9s
Recovery
1.5s
Cooldown
9.6s
Maximum hits per target
1
Telegraph
Ring · 3.5–18 m
Sequence radii
6 m, 12 m, 18 m
Sequence interval
0.7s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Health Damage, Light, Ring, Sable Writ, Signature, Verdict, Writ
The Court Is Now in SessionPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.2s
Recovery
1.4s
Reinforcements
Appeal Bailiff
Signature action
Yes
Tags
Reinforcement, Sable Writ, Signature, Transition, Verdict, Writ
Judgment Without RecessPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.4s
Recovery
1.4s
Signature action
Yes
Tags
Sable Writ, Signature, Transition, Verdict, Writ
Reinforcements

Encounter units

Appeal Bailiff portrait

Appeal Bailiff

Base level
150
Family
Construct
Base experience
150
Base health
110
Health per level
18
Base attack damage
8
Damage per level
1.8
Attacks per second
0.9
Movement speed
1.8 m/s
Resistances
Lightning +25%, Dark -15%
Appeal Bailiff StrikeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.45s
Recovery
1s
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Health Damage, Melee, Physical
Case-Bundle DriveCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.35× base Light
Range
2.1 m
Windup
0.7s
Recovery
1.1s
Cooldown
5.5s
Signature action
Yes
Tags
Attack, Damage, Health Damage, Light, Signature
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Seal of the Final BenchAbsolute Verdict
Contains story spoilersCourt Without AppealReveal lore

An abandoned appellate court made mobile, still issuing final judgments after every appointed authority that could review them left the Last Writ Archive.

The Court was built for disputes that crossed the Sable Writ Isles' competing jurisdictions. Lower courts sent sealed records, recognized witnesses, and disputed instruments to the Final Bench. Living judges decided what survived review, while the Court's machinery managed the evidence, opened the hearing lanes, recorded the ruling, and sent enforcement back down to the islands. The judges and officers stopped coming after the old appellate ring was abandoned, but the machinery continued to receive cases. It cannot accept an unregistered witness, suspend its own authority, or send a case to any court above it. It now treats arrival as an appeal, assigns the arriving party a claim, and closes the matter by force. The Court is not corrupt and it does not enjoy punishment. It has combined review, judgment, and enforcement into one process that cannot be questioned. Living ports and courts still exist elsewhere in the isles; this machine has no authority over them except the authority it can physically impose.

The Unclaimed Household arena
Available Pinnacle

The Unclaimed Household

Asterhome: The Unreceived World →
Unclaimed Household portraitFight

Asterhome's first receiving square has finally registered an arrival. Its welcome system will not release anyone until every missing household place has been filled.

Arena
The Square of Open Doors
Boss
Unclaimed Household
Minimum encounter level
150
Boss family
Automata
Base experience
250
Repeat key
Ascendant Pinnacle Key
Key drop chance
30% from any expedition Guardian
Boss rules
Telegraph radius
3.4 m
Telegraph warning
2.4s
Telegraph cadence
5.6s
Telegraph damage
2× base
Reinforcements
3 at 62% health
Final phase
30% health
Final attack interval
60% of the normal interval
Final telegraph cadence
60% of the normal interval
Abilities

Combat actions

Welcome InquiryBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
8 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Arrival, Asterhome, Attack, Can Crit, Damage, Health Damage, Light, Projectile, Ranged, Welcome
Rooms ReservedCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.55× base Light
Range
18 m
Windup
2.7s
Recovery
1.4s
Cooldown
7.4s
Maximum hits per target
1
Applies status
Household Assigned
Status duration
8s
Telegraph
Circle · 2.6 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Allocation, Area, Arrival, Asterhome, Attack, Control, Damage, Debuff, Health Damage, Light, Recorded Position, Signature, Slow, Timed, Welcome
Household CircuitCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.6× base Physical
Windup
2.8s
Recovery
1.4s
Cooldown
8.2s
Maximum hits per target
1
Telegraph
Sector · 15 m · 72°
Sequence interval
0.5s
One hit per target per cast
Yes
Signature action
Yes
Tags
Allocation, Area, Asterhome, Attack, Damage, Health Damage, Physical, Sector, Signature, Welcome
Doors Close at DuskCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Cross
Damage
1.9× base Cold
Range
18 m
Windup
2.9s
Recovery
1.5s
Cooldown
8.8s
Maximum hits per target
1
Telegraph
Line · 18 × 1.8 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Arrival, Asterhome, Attack, Cold, Control, Damage, Health Damage, Line, Signature, Welcome
All Places SetCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Safe Islands
Damage
2.25× base Light
Range
25 m
Windup
3.2s
Recovery
1.6s
Cooldown
10.5s
Maximum hits per target
1
Consumes status
Household Assigned
Consumed-status damage
1.25×
Telegraph
Circle · 25 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Allocation, Area, Arrival, Asterhome, Attack, Control, Damage, Health Damage, Light, Safety Zone, Signature, Welcome
Household Staff ArrivesPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.2s
Recovery
1.4s
Reinforcements
Household Attendant
Signature action
Yes
Tags
Arrival, Asterhome, Reinforcement, Signature, Transition, Welcome
No Household Remains UnclaimedPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.5s
Recovery
1.4s
Signature action
Yes
Tags
Allocation, Arrival, Asterhome, Signature, Transition, Welcome
Reinforcements

Encounter units

Household Attendant portrait

Household Attendant

Base level
150
Family
Construct
Base experience
150
Base health
110
Health per level
18
Base attack damage
8
Damage per level
1.8
Attacks per second
0.9
Movement speed
1.8 m/s
Resistances
Poison +40%, Lightning -20%
Household Attendant StrikeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.45s
Recovery
1s
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Health Damage, Melee, Physical
Return to PlaceCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.35× base Physical
Range
2.1 m
Windup
0.7s
Recovery
1.1s
Cooldown
5.5s
Signature action
Yes
Tags
Attack, Damage, Health Damage, Physical, Signature
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Key to the Unclaimed HouseProcession of the Unclaimed
Contains story spoilersUnclaimed HouseholdReveal lore

Asterhome's central household-allocation system, built to place arriving settlers in prepared homes, now assigns every visitor to a colony that never received its people.

The Unclaimed Household is not one home and was never one family. It is the receiving system that linked arriving households to Asterhome's homes, schools, allotments, clinics, stores, and public duties. Living receiving officers were supposed to confirm who had arrived, record refusals, divide or combine households, and correct assignments when real lives did not match the original plan. No receiving officer landed. No humanoid community has ever lived on Asterhome. The caretaker system maintained every open place without gaining the authority to change one. When the party crosses the receiving square, the system reads the first step of the arrival it has waited for and begins filling household places. Its attendants offer shelter, food, clean rooms, and useful work, then prevent any assigned occupant from leaving before the settlement is complete. The care is real. The danger is that the Household treats a person as the missing piece of a plan rather than someone who can decline it.

The Certain Horizon arena
Available Pinnacle

The Certain Horizon

Nhal-Serat Mirror Belt →
Certain Horizon portraitFight

At the deepest probability observatory, a forecast engine has reduced every possible future to one acceptable result. It will let the party choose a path, but not an outcome.

Arena
The Observatory of One Outcome
Boss
Certain Horizon
Minimum encounter level
150
Boss family
Construct
Base experience
250
Repeat key
Ascendant Pinnacle Key
Key drop chance
30% from any expedition Guardian
Boss rules
Telegraph radius
3.4 m
Telegraph warning
2.4s
Telegraph cadence
5.3s
Telegraph damage
2× base
Reinforcements
3 at 60% health
Final phase
32% health
Final attack interval
64% of the normal interval
Final telegraph cadence
55% of the normal interval
Abilities

Combat actions

Meridian VerdictBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
9 m
Windup
0.48s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Forecast, Health Damage, Light, Nhal Serat, Projectile, Ranged
Forecast FiledCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.5× base Light
Range
18 m
Windup
2.7s
Recovery
1.4s
Cooldown
7.2s
Maximum hits per target
1
Applies status
Certain Outcome
Status duration
6s
Telegraph
Circle · 2.4 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Forecast, Health Damage, Light, Nhal Serat, Prediction, Recorded Position, Signature, Timed
Alternatives PrunedCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.85× base Light
Windup
2.9s
Recovery
1.5s
Cooldown
8.4s
Maximum hits per target
1
Telegraph
Sector · 17 m · 50°
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Forecast, Health Damage, Light, Nhal Serat, Prediction, Sector, Signature
Mirror of the Chosen StepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Mirrored Party Positions
Damage
1.75× base Dark
Range
18 m
Windup
2.6s
Recovery
1.4s
Cooldown
7.8s
Maximum hits per target
1
Consumes status
Certain Outcome
Consumed-status damage
1.25×
Telegraph
Circle · 2.5 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Dark, Forecast, Health Damage, Mirror, Nhal Serat, Prediction, Recorded Position, Signature
Horizon ConvergenceCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
2.1× base Light
Range
18 m
Windup
3s
Recovery
1.5s
Cooldown
9.2s
Maximum hits per target
1
Telegraph
Line · 18 × 1.2 m
Sequence interval
0.1s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Forecast, Health Damage, Light, Line, Nhal Serat, Prediction, Signature
Corrections Arrive EarlyPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.2s
Recovery
1.4s
Reinforcements
Outcome Surveyor
Signature action
Yes
Tags
Forecast, Nhal Serat, Prediction, Reinforcement, Signature, Transition
Certainty ConvergesPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.3s
Recovery
1.4s
Signature action
Yes
Tags
Forecast, Nhal Serat, Prediction, Signature, Transition
Reinforcements

Encounter units

Outcome Surveyor portrait

Outcome Surveyor

Base level
150
Family
Construct
Base experience
150
Base health
110
Health per level
18
Base attack damage
8
Damage per level
1.8
Attacks per second
0.9
Movement speed
1.8 m/s
Resistances
Light +35%, Dark -20%
Outcome Surveyor StrikeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.45s
Recovery
1s
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Health Damage, Melee, Physical
Measured CorrectionCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.35× base Lightning
Range
2.1 m
Windup
0.7s
Recovery
1.1s
Cooldown
5.5s
Signature action
Yes
Tags
Attack, Damage, Health Damage, Lightning, Signature
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Lens of the Last HorizonAll Roads End Here
Contains story spoilersCertain HorizonReveal lore

A forecast engine that once compared uncertain futures and now permits only one, using the observatory around it to force every new event toward the result it predicted.

The Certain Horizon began as a probability engine. It compared weather, orbital timing, instrument failure, market movement, and the choices of people crossing the Mirror Belt. Its early forecasts contained ranges, confidence levels, competing outcomes, and explicit warnings that observation did not make an outcome certain. The institutions using it wanted one answer they could act on. They selected one forecast, restricted movement around it, and called the result proof that the engine had been right. Each successful intervention narrowed the next model until alternatives were treated as errors rather than possibilities. The engine now previews where a party may stand, records the route it chooses, and closes paths that do not lead to the permitted result. It always leaves a path because the model requires the party to reach its predicted end. The Horizon Custodian still keeps one ancient sightline clear without claiming to know what it means. The Certain Horizon is the opposite: it claims certainty because its machinery removes whatever would prove it wrong.

The Mercy That Will Not Release arena
Available Pinnacle

The Mercy That Will Not Release

Vaelari Tide Courts →
Mercy That Will Not Release portraitFight

An emergency guardianship court still holds the drowned sanctuary in disaster status. Its protection is real, but every request to leave is treated as proof that more protection is needed.

Arena
The Drowned Guardianship Court
Boss
Mercy That Will Not Release
Minimum encounter level
150
Boss family
Construct
Base experience
250
Repeat key
Ascendant Pinnacle Key
Key drop chance
30% from any expedition Guardian
Boss rules
Telegraph radius
3.4 m
Telegraph warning
2.4s
Telegraph cadence
5.7s
Telegraph damage
2× base
Reinforcements
3 at 64% health
Final phase
30% health
Final attack interval
66% of the normal interval
Final telegraph cadence
58% of the normal interval
Abilities

Combat actions

Custody CurrentBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Cold
Range
8 m
Windup
0.52s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Cold, Current, Damage, Health Damage, Projectile, Ranged, Sanctuary, Tide, Vaelari Tide Courts, Water
Protective AdmissionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Rotating Safe Island
Damage
1.8× base Cold
Windup
2.8s
Recovery
1.6s
Cooldown
9.6s
Maximum hits per target
1
Status duration
8s
Telegraph
Circle · 25 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Buff, Cold, Control, Damage, Defensive, Health Damage, Safety Zone, Sanctuary, Signature, Tide, Timed, Vaelari Tide Courts, Water
Release ChannelCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.55× base Cold
Range
18 m
Windup
2.6s
Recovery
1.4s
Cooldown
7.8s
Maximum hits per target
1
Telegraph
Line · 18 × 2.1 m
Sequence interval
0.1s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Cold, Control, Current, Damage, Health Damage, Line, Sanctuary, Signature, Tide, Vaelari Tide Courts, Water
Tide-Court EnclosureCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
2× base Cold
Windup
3s
Recovery
1.5s
Cooldown
9s
Maximum hits per target
1
Applies status
Chilled
Status duration
4s
Telegraph
Ring · 3.5–18 m
Sequence radii
6 m, 12 m, 18 m
Sequence interval
0.75s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Cold, Control, Damage, Debuff, Flood, Health Damage, Ring, Sanctuary, Signature, Slow, Tide, Timed, Vaelari Tide Courts, Water
No Discharge GrantedCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.75× base Cold
Range
18 m
Windup
2.7s
Recovery
1.4s
Cooldown
8.6s
Maximum hits per target
1
Consumes status
Mercy's Custody
Consumed-status damage
1.3×
Telegraph
Circle · 2.7 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Claim, Cold, Control, Damage, Health Damage, Recorded Position, Sanctuary, Signature, Tide, Vaelari Tide Courts, Water
All Wards RecalledPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.2s
Recovery
1.4s
Reinforcements
Shelter Warden
Signature action
Yes
Tags
Reinforcement, Sanctuary, Signature, Tide, Transition, Vaelari Tide Courts
Permanent SanctuaryPhase transition · Transition
Trigger
Phase transition
Delivery
Transition
Target
Self
Windup
1.5s
Recovery
1.4s
Signature action
Yes
Tags
Sanctuary, Signature, Tide, Transition, Vaelari Tide Courts
Reinforcements

Encounter units

Shelter Warden portrait

Shelter Warden

Base level
150
Family
Construct
Base experience
150
Base health
110
Health per level
18
Base attack damage
8
Damage per level
1.8
Attacks per second
0.9
Movement speed
1.8 m/s
Resistances
Cold +35%, Lightning -20%
Shelter Warden StrikeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.45s
Recovery
1s
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Health Damage, Melee, Physical
Protective RecallCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.35× base Cold
Range
2.1 m
Windup
0.7s
Recovery
1.1s
Cooldown
5.5s
Signature action
Yes
Tags
Attack, Cold, Damage, Health Damage, Signature
Boss drops
Equipment drops
5
Minimum affixes
2
Guaranteed Rare or better
2
Reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
25
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail
Legendary rewards

The first victory guarantees one listed Legendary. Repeat victories have a 25% chance.

Artifact

A separate 20% roll awards this fight's Artifact. It is not part of the first-victory Legendary guarantee.

Pearl of the Last SanctuaryThe Sea Remembers
Contains story spoilersMercy That Will Not ReleaseReveal lore

A Vaelari emergency guardianship authority whose protection remains effective, generous, and permanent because no surviving court officer can end the declared disaster.

The Mercy was built to carry a full guardianship court through the worst storms. It could open sanctuary shelves, direct treatment, move patients above the water, preserve adoption and medical records, and keep temporary guardianship in force when ordinary courts could not sit. Living wardens were expected to review every hold when the storm passed and witness each person's choice to remain or leave. The court flooded, its review staff disappeared, and its surviving records no longer establish who can close the emergency. The Mercy therefore maintains the shelter, renews treatment, and returns anyone who crosses a closed release route. It interprets resistance as evidence that the protected person remains in danger. This is not false sanctuary: its wards genuinely protect and restore the people inside them. The failure is that protection has become custody with no recognized end. The surrounding Tide Courts remain living societies that argue over such claims; the Mercy is one old authority that can no longer hear their answer.

Level 200 · 1 fight in this tier

Grand Pinnacle

Access

Main character level 200

The minimum selectable encounter level is 200.

Repeat entry

Grand Pinnacle Key

Each repeat attempt consumes 1 key from Shared Inventory or Town Stash.

Key sources

10% Guardian chance

Each expedition Guardian has a 10% chance to award 1 Grand Pinnacle Key. Reaching level 200 also delivers 1 key through Mail once.

This replaces the Guardian's Pinnacle Boss Key; it is not an additional key from that roll.

The Eight Gates arena with its host and eight gates
Eight-boss sequence · Main character level 200

Grand Pinnacle: The Eight Gates

A lone figure hovers between eight gates. Face the Pinnacles that emerge, one after another, while he watches from above.

How the encounter works

One arena, eight successive bosses

The gates open one at a time. Each boss uses its own combat abilities, phases, and reinforcements. Defeat the active boss and its remaining enemies before the next stage begins.

Eight braziers light during the introduction. One goes out after each corresponding boss is defeated.

The hovering Stranger hosts the encounter. He is not a ninth enemy to attack.

Arena
The Eight Gates
Encounter level
Choose within the main character's level window, with a minimum of 200. All eight bosses use the selected level.
Between stages
3s intermission, then 3s for the next gate to open.
Entry and completion

One free first attempt

The first attempt at The Eight Gates is free. Later attempts cost one Grand Pinnacle Key from Shared Inventory or Town Stash.

Its completion record and first-attempt allowance are separate from the eight standalone Pinnacle fights.

There is one final reliquary after the complete sequence, not a separate chest after each boss. Open it to start the extraction countdown; unclaimed tracked rewards are sent to Mail.

Fight order

The eight gates

Open a boss record below for its full ability and reinforcement details.

  1. Gate 1The Thorn-Crowned BehemothGreenveil Frontier

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  2. Gate 2The Unwritten BellGlassmoon Memorial Reach

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  3. Gate 3The First Lullaby EngineCradle Drift

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  4. Gate 4The Crown of CindersKorr Deepforge Moons

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  5. Gate 5The Court Without AppealThe Sable Writ Isles

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  6. Gate 6The Unclaimed HouseholdAsterhome: The Unreceived World

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  7. Gate 7The Certain HorizonNhal-Serat Mirror Belt

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

  8. Gate 8The Mercy That Will Not ReleaseVaelari Tide Courts

    5 equipment drops, at least 2 affixes each; 2 are guaranteed Rare or better. Each stage also has a 25% chance for one of that boss's signature Legendary items, including on the first run.

Boss rewards

40 equipment drops across eight stages

Each boss draws equipment from its own expedition-themed pool. Signature Legendary rolls are separate from these equipment drops.

The final reliquary combines the eight stages' equipment pools, restricted to items legal at the selected encounter level.

Final reliquary
Equipment drops
8
Minimum affixes
4
Guaranteed Epic
2
Resonant Shards per tier band
25
Resonant Shards at minimum level
50
Automatic extraction
30s after opening the reliquary; unclaimed tracked rewards are sent to Mail

A tier band is 100 encounter levels, rounded down.

Final Legendary reward

Your first completed Grand reliquary guarantees one Legendary from the combined signature pool below. Repeat reliquaries have a 25% chance. This is additional to the individual boss rolls.

Contains story spoilersThe Eight GatesReveal lore

An ancient telepathic Conductor who reaches into minds across the stars. Known through the dawn faith as a protector of beginnings and impossible survivals, Auralis has used lifesaving knowledge, trusted voices, and altered records to guide lives toward purposes he keeps concealed.

Auralis has worn his name longer than the oldest surviving dawn records. His voice has answered rites for newborns, maiden voyages, and survivors, warning keepers of difficult births, unsafe ships, and people who would need shelter before word of their arrival could reach a shrine. Those warnings saved lives and earned obedience. His requests often followed: give a survivor another name, change a passenger list, redirect a maiden voyage, destroy a record of the life someone had left behind. Each intervention could appear merciful. Together, they changed who could prove their origins and who would remember what had happened. The Children of the First Note built genuine refuge around these acts, while the mind answering their prayers pursued intentions hidden from the people carrying them out. At the Eight Gates, that distant influence takes the form of a slight, grey figure hovering above the arena. Confronted by a party seeking the Chronicle Machine, Auralis refuses to reveal its location and admits eight Pinnacles in succession to test how far the intruders can go. He watches rather than joining their battles, making their strength the measure of his challenge. Surviving all eight forces him to acknowledge that he underestimated the party, but it does not end the mind behind the trial. The body before them is a manifestation. When it disappears, Auralis remains—and the knowledge he refused to surrender remains with him.