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Jailer Melitus

Moonlit Rage

All: Get out of his channeled Moonlit Rage effect before it finishes expanding. Once it resolves, four smaller slowing effects also shoot outward from him in different directions, so keep watching after the large one lands.

Bloody Geyser

All: Bloody Geyser effects appear under each player individually and relocate as you move. Do not stack with teammates, since overlapping geysers pile up in the same spot, and a slow from one hit makes dodging the next much harder.

Werewolf Bloodcallers

Tank: Taunt each Werewolf Bloodcaller the instant he releases one from the cells.

Werewolf Bloodcallers

Dps: Kill Werewolf Bloodcallers quickly. Left alive, they enrage, deal more damage, and drop an effect that enrages other enemies standing in it. Focus any Moon Hunter Archers next once the Bloodcallers are down.

Taking Aim

Dps: Dodge roll, or interrupt, a Moon Hunter Archer's Taking Aim, shown by the bow raised skyward with red line telegraphs off their body. It deals massive damage if it connects.

Greatsword slam

Dps: Interrupt him when he raises his greatsword overhead, a slow telegraphed wind-up with red lines. Landed, it kills his target, usually the tank, outright.

Hedge Maze Guardian

Spriggans

Dps: At 75%, 50% and 25% health, Spriggans hidden in the hedge maze start beaming light at the boss to heal it. The boss takes no real damage until they are all dead, so both DPS should push into the maze together and kill them quickly; follow the beams of light back to find them.

Maze Stranglers

Dps: Stay together as a pair while hunting Spriggans in the maze. If one of you is grabbed by a Strangler alone, you die before help arrives; your partner needs to be right there to bash it free.

Root Stomp

All: Dodge roll Root Stomp the instant Narazda shouts about being crushed or trapped by roots. A bundle of roots barrels toward the group and pins and damages anyone caught.

Thorn Toss (tank positioning)

Tank: Face the boss toward the entrance gate. Its Thorn Toss cone, which can pierce straight through the maze hedges, then fires away from your DPS instead of into the corridors.

Thorn Toss

Dps: Watch which way the boss is facing while you are in the maze. If Thorn Toss's cone reaches your corridor, get clear before it fires.

Heavy Attack

Tank: Block every heavy attack; an unblocked hit is instantly lethal.

Mylenne Moon-Caller

Spacing

All: Stay loosely spread out: close enough to help each other, not so close that a Pounce or a Dire Wolf catches two players at once.

Dire Wolves

Dps: When she roars at a player (the audio cue is her wanting that one feasted upon or struck down), Dire Wolves converge on them and apply a stacking movement slow. Kill the wolves quickly so the targeted player is not crippled for what comes next.

Shock Wardens

Dps: Kill Shock Wardens first, every time they are up. Their lightning effects blanket the arena and eventually hit Mylenne, enraging her, so that she takes less damage and deals more.

Enrage cleanse

Tank: If Mylenne is Enraged, drag her onto the nearest lightning pool left behind by a dead Shock Warden to cleanse the status.

Pounce

Dps: Interrupt Mylenne's Pounce; she roars with arms out and head skyward before leaping. It can kill whoever she pins outright, and anyone standing too close to them when she lands is pinned too.

Tank damage

Healer: Keep steady heals on the tank, as she deals heavy melee damage, without neglecting DPS caught out by wolves or wardens.

Archivist Ernarde

Moon Hunter Cleaver and Striker

Dps: At 100%, 80%, 60%, 40% and 20% health, a Moon Hunter Cleaver and Striker accompany him. Do not damage Ernarde at all while they are up; bring them down quickly, or they transform into a Werewolf Behemoth.

Werewolf Behemoth

Tank: If an add transforms into a Werewolf Behemoth, block its stomp effect and keep its breath attack from sweeping the group.

Targeted Lightning

All: If you are marked for Targeted Lightning, a red circle filling in on you, move away from everyone else. Unlike some similar shared mechanics, if another player is caught in the circle when it finishes filling, both of you take extra damage.

Crushing Bubble

Dps: If a teammate is trapped in a Crushing Bubble, focus it down immediately; it kills them if it is not broken by damage in time.

Symbols of Xarxes

All: About every minute he announces a spell and coloured Symbols of Xarxes light up around the room, four of each colour. Watch the seal cycling above his head (red, green, blue), and the moment it settles and the matching circles glow gold, get to your own glowing circle. Two players cannot share one; whoever is second, or has no circle, dies. Tank and healer should prioritise the circles near him; DPS take the ones toward the entrance.

Enrage circle

Tank: Keep the adds out of the red circle around him. Anything standing in it is enraged, dealing more damage and taking less.

Vykosa the Ascendant

Hard Mode: Activate the Scroll of Glorious Battle, just right of the door on entering Moon Hunter Overlook, her arena (Veteran only; achievement: The Alpha Predator). A group wipe deactivates Hard Mode; read the scroll again to re-enable it.

Pet Phase

All: During Pet Phase, when she is stationary between the two Silver Dawn standards and flanked by Ary and Zel, avoid her ground fire runes and her large frontal cone, and step out of her Fear Totem; standing in it panics you.

Wolf leashing

Tank: At each 100%, 80%, 60%, 40% and 20% health interval, taunt one wolf (Ary or Zel) and drag it over to Vykosa to pin it there. The other wolf, left un-grabbed, is forced to stay near the wall by their shared leash.

Wolf kill priority

Dps: Kill the wolf the tank has not grabbed first. Left alone too long, it pounces for massive damage on a random player.

Add Phase melee

Tank: During Add Phase, when she moves off her spot and fights unarmed, block her pounce and stay ready for her fear roar.

Corpse devour

Dps: If a group member dies during Add Phase, interrupt her if she starts devouring the corpse; it heals her.

Werewolf adds

Dps: Werewolf adds spawn at 90%, 70%, 50%, 30% and 10% health, two at a time normally and four at the 30% and 10% thresholds. Kill them quickly every time.

Execute phase

All: At 20% health both wolves break their chains permanently and roam free. Finish her from here before the loose wolves and add pressure overwhelm the group.

Stranglers

Dps: Hard Mode only. Stranglers start spawning at 80% health. Mostly a nuisance, with a poison spit, but useful for banking Ultimate between phases without pushing her health down too quickly.

Shock Wardens

Tank: Hard Mode only. From 60% health, Shock Wardens spawn and their lightning eventually enrages Vykosa, so that she deals more damage and takes less. Drag her onto a dead Warden's residual lightning pool to cleanse the enrage, the same idea as the Mylenne fight.

Shock Wardens

Dps: Hard Mode only. Kill Shock Wardens quickly from 60% health onward. Their lightning effects enrage Vykosa if she is hit, and can enrage Ary and Zel too.

Doubled werewolf adds

Dps: Hard Mode only. Werewolf spawns double: four at 90%, 70% and 50% instead of two, and eight at 30% and 10% instead of four.

Ernarde's shade

All: Hard Mode only. At 30% health, Archivist Ernarde's shade appears and repeats his Symbols of Xarxes puzzle (the same rules, one player per glowing seal) on top of everything else. If she is kept below 30% too long, a Moon Hunter Archer and Striker also spawn and can transform into a Hulking Werewolf if not killed quickly.