Pinnacles
9 fights across 3 tiers. Entry requirements, boss mechanics, rewards, and lore are listed below.
Main level ± 10
Select within this level window. The selected level cannot be lower than the active tier's minimum encounter level.
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.
Standard Pinnacles
Main character level 100
The minimum selectable encounter level is 100.
Pinnacle Boss Key
Each repeat attempt consumes 1 key from Shared Inventory or Town Stash.
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
FightThe 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
- 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
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
Encounter units

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
- 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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 UprisingContains 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
FightSome 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
- 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
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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 TollContains 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
FightThe 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
- 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
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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 DawnContains 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
FightThe 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
- 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
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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 SunContains 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.
Ascendant Pinnacles
Main character level 150
The minimum selectable encounter level is 150.
Ascendant Pinnacle Key
Each repeat attempt consumes 1 key from Shared Inventory or Town Stash.
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
FightAbove 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
- 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
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
Encounter units

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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 VerdictContains 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
FightAsterhome'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
- 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
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
Encounter units

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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 UnclaimedContains 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
FightAt 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
- 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
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
Encounter units

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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 HereContains 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
FightAn 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
- 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
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
Encounter units

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
- Equipment drops
- 5
- Minimum affixes
- 2
- Guaranteed Rare or better
- 2
- 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
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 RemembersContains 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.
Grand Pinnacle
Main character level 200
The minimum selectable encounter level is 200.
Grand Pinnacle Key
Each repeat attempt consumes 1 key from Shared Inventory or Town Stash.
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.
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.
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.
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.
The eight gates
Open a boss record below for its full ability and reinforcement details.
Gate 1The Thorn-Crowned BehemothGreenveil Frontier5 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.
Gate 2The Unwritten BellGlassmoon Memorial Reach5 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.
Gate 3The First Lullaby EngineCradle Drift5 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.
Gate 4The Crown of CindersKorr Deepforge Moons5 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.
Gate 5The Court Without AppealThe Sable Writ Isles5 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.
Gate 6The Unclaimed HouseholdAsterhome: The Unreceived World5 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.
Gate 7The Certain HorizonNhal-Serat Mirror Belt5 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.
Gate 8The Mercy That Will Not ReleaseVaelari Tide Courts5 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.
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.
- 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.
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.
- Adoption-Court Signet
- Anchored Basalt Shield
- Arrival-Ribbon Cloak
- Bellwarden Cuirass
- Caretaker Resonator
- Cliffcourt Shield
- Cradlewire Bow
- Exposure-Shutter Shield
- First-Arrival Calling Tome
- Greenveil Longsword
- Greenveil Pendant
- Greenveil Waycloak
- Kilnward Vambraces
- Lensrail Crossbow
- Memorial Glass Reliquary
- Mercy-Tide Calling Tome
- Mirror-Belt Astrolabe Relic
- Prepared-Home Signet
- Registry Wrist Seal
- Sanctuary Floodgate Shield
- Seventh-Bell Warhammer
- Shift-Hammer Warhammer
- Verdict Greatsword
- Witness-Cord Pendant
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.




























































































