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| ==Walkthrough== | | ==Walkthrough== |
| ===Opening/The Grave Descent=== | | ===Opening=== |
| The opening starts in a similar fashion to the [[Pit of Heresy]], where players first start out at the entrance into [[Forum:Necromancer's Folly|Necromancer's Folly]] from the [[Forum:Court of Unmaking|Court of Unmaking]]. Hive lanterns burn with green flame as drifting '''Soul'''s emerge from fissures in the bone walls. | | The opening starts in a similar fashion to the [[Pit of Heresy]], where players first start out at the entrance into [[Forum:Necromancer's Folly|Necromancer's Folly]] from the [[Forum:Court of Unmaking|Court of Unmaking]]. There they must plunge into the depths of Necromancer's Foley by evading traps, which include pitfalls and rotating spikes pillars, and kill Hive that guard the region, including powerful Hive known as the [[Forum:Sorrow Court Guard|Sorrow Court Guard]]s, to make their way to the first encounter. Here they are also introduced to the main mechanic of the Dungeon, being runes. There are a total of six runes, specifically the ones representing '''Haste''', '''Malice''', '''Subjugate''', '''Antiquated''', '''Treasure''' and '''Judgment'''. |
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| [[Forum:Adherent of Zâtrox|Adherents of Zâtrox]] kneel beside these lanterns, channeling necromantic energy that accelerates incoming Souls. [[Forum:Deathkeeper|Deathkeepers]] patrol side platforms and fire suppressive Void blasts, creating pressure while increasing Soul movement speed if left alive. These two enemy types form the foundation of the encounter's pacing: Adherents control the ritual’s progress, while Deathkeepers dictate tempo. Defeating marked enemies grants the '''Soulbound''' state, allowing players to destroy drifting Souls. Souls move in deliberate arcs toward lanterns; if enough reach their destination, the lantern seals permanently for a short duration and spawns a Deathkeeper. | | ===Binder of Corpses=== |
| | When players reach the end of Necromancer's Folly, they will immediately notice '''[[Forum:Necrûn, Binder of Corpses|Necrûn, Binder of Corpses]]''' kneeling with is weapon raised with a contingent of Hive doing the same with him. In order to start the encounter, players must stand inside the central runic circle that functions similarly to the wells in the [[Crown of Sorrow (raid)|Crown of Sorrow]] [[Raid]], however they will give the players the '''Unholy Rite''' debuff that lasts two minutes before killing the player that acquired the debuff. |
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| To advance, players must extinguish all ritual lanterns in sequence. Each cleared chamber opens the next descent platform. The encounter emphasizes target prioritization: Deathkeepers first, Adherents second, then Soul control.
| | Necrûn and his forces will immediately stand up from their positions and begin to fire upon the players. Above Neuron's head will be one of three Hive symbols (Haste, Antiquated and Treasure) and players will need to locate one of the [[Forum:Deathkeeper|Deathkeeper]] Wizards that hold the same rune as the one above Necrûn. Only those with the Unholy Rite debuff will be able to damage the Wizards |
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| On solo runs, Soul movement pauses briefly before accelerating, giving a single player time to reposition. On Master difficulty, Souls move continuously and Deathkeepers spawn more quickly if lanterns are neglected.
| | When one of the three Wizards is defeated, the player(s) will be granted a ''Haste, Antiquated or Treasure Blessing'' that they must take back to the center of the area and cleanse themselves within the pool and be granted the '''Proven Worth''' buff. When all three Wizards are defeated and their runes cleansed, a text pop up will say '''The rite weakens Necrûn''' which he will become vulnerable to damage. The Proven Worth will then be changed into a thirty second debuff during the damage phase and the players must get into the pool of energy to cleanse themselves before the debuff kills them before Necrûn is defeated. |
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| ===The Bone Galleries=== | | ===Interlude=== |
| Emerging from the descent, players enter the rib-lined Bone Galleries — suspended corridors arching over vast hollow cavities within the Nephilim’s interior. The environment narrows considerably here, with thin bone bridges connecting rune-sealed doors.
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| [[Forum:Sorrow Court Guard|Sorrow Court Guards]] stand vigil at rune plates that block progression. Killing designated enemies drops ritual remains that can only be carried while '''Fleshbound'''. Carrying a corpse reduces movement speed slightly and disables sprinting abilities, increasing traversal risk across narrow bridges. Simultaneously, Adherents continue summoning drifting Souls that seek to empower the sealed doors. While Soulbound, players must intercept these Souls before they reach rune conduits along the walls. If too many Souls connect, the door regains strength and resets partial progress..
| | ===Rotted Chasm=== |
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| On Master difficulty, Souls spawn in overlapping waves and Deathkeepers occasionally appear at midpoints along bridges, forcing engagement in dangerous terrain. Solo flawless attempts require clearing bridge defenders completely before corpse transport begins. Once all rune plates are satisfied and Soul surges are suppressed, the central ossuary doors unlock.
| | ===Interlude=== |
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| ===The Ossuary Gates/Binder of Corpses=== | | ===The Necromancer=== |
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| The ossuary chamber is circular and layered, constructed from stacked remains embedded into the Nephilim's interior. Bone pillars rise toward a hollow ceiling, and rune altars ring the arena’s perimeter.
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| [[Forum:Necrûn, Binder of Corpses|Necrûn, Binder of Corpses]] governs this space not through Soul manipulation, but through structural control. The encounter revolves around ritual Blessings obtained by defeating Deathkeepers stationed at elevated rune platforms. Each Deathkeeper drops a Blessing tied to a specific altar symbol. Players must carry these Blessings to matching altars to activate them. However, periodically a [[Forum:Shade of Zâtrox|Shade of Zâtrox]] manifests and attempts to steal any active Blessing, temporarily disabling altar progress if successful.
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| Once all required altars are activated, Necrûn’s outer plating fractures, and he becomes vulnerable. During damage phases, the arena grows increasingly hostile. Adherents intensify Soul output toward central anchors. If Souls reach these anchors, Necrûn gains stacking resistance, visually reinforcing his bone armor. Sorrow Court Guards spawn near player positions to disrupt sustained damage.
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| On Master difficulty, [[Barrier Knight]]s spawn near active altars during damage windows, forcing players to split attention between DPS and survival. In solo tuning, only one Shade appears at a time and altar timers decay more slowly.
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| Upon Necrûn's defeat, the ossuary destabilizes, revealing a spiraling descent deeper into the Nephilim's core.
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| ===The Catacomb Spiral===
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| The Catacomb Spiral is a vertical traversal section that winds downward around the Nephilim’s hollow organ cavity. Ritual totems pulse at intervals along the descent, and narrow platforms jut outward from bone walls.
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| Here, players must activate paired rune plates at staggered elevations. Ritual corpses must be transported downward while drifting Souls rise upward along predictable paths. This creates a vertical counterflow of mechanics. Deathkeepers positioned above increase Soul velocity, making upward interception more difficult the deeper players descend. Sorrow Court Guards appear on narrow ledges, forcing players to secure safe zones before interacting with rune plates.
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| If Souls reach dormant totems below, those totems emit periodic shockwaves that knock players backward, increasing fall risk. Thus, Soul control directly impacts traversal safety. This section rewards controlled pacing. Clearing upper accelerators before descending reduces later pressure. On Master difficulty, Souls spawn in larger clusters and shockwave knockback is stronger, making recovery harder.
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| Successfully activating all spiral runes opens the cathedral chamber at the Nephilim’s core, leading into the final encounter.
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| ===The Dark Resurrection/The Necromancer===
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| The arena is divided into four quadrants, each containing a Soul Cage, a Corpse Anchor, and a ritual rune. The encounter revolves around balancing spiritual containment with physical offerings in order to disrupt Zâtrox's ritual and force vulnerability.
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| At the start of the encounter, drifting Souls begin emerging from fissures along the chamber walls while Adherents of Zâtrox channel necromantic energy into inactive runes. Players must defeat key enemies to obtain either the Soulbound or Fleshbound states. While Soulbound, players are able to damage and capture drifting Souls, guiding them into Soul Cages located within each quadrant. If Souls are left unchecked, they seek out empty Anchors and empower Zâtrox, granting him stacks of Corrupted Ascension, which reduce incoming damage during future phases.
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| Simultaneously, while Fleshbound, players may carry ritual corpses dropped by designated enemies and deposit them upon Corpse Anchors. Each Anchor must be properly fed in conjunction with a filled Soul Cage within the same quadrant. Only when both spiritual and physical requirements are satisfied does the associated rune activate. Fully charging all four runes destabilizes Zâtrox's ritual and forces him into a vulnerable state.
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| During the damage phase, Zâtrox alternates between corporeal and spectral forms. In his corporeal state, Sorrow Court Guards emerge to shield him, and they must be defeated to expose vulnerability markers that allow sustained damage. In his spectral state, Zâtrox becomes partially immune and summons Shades of himself to siphon energy from charged cages. These Shades must be destroyed quickly, or they will drain progress from active runes and prematurely end the damage window.
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| Throughout the encounter, Deathkeepers accelerate Soul movement, increasing pressure on cage control. On Master difficulty, Barrier Knights spawn near Anchors and actively disrupt corpse placement, requiring immediate attention to prevent mechanical resets. Failure to maintain control of Souls or Anchors results in escalating Corrupted Ascension stacks, extending the encounter and increasing difficulty.
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| In solo runs, only one Shade manifests at a time, and rune decay timers are slightly extended to allow a single Guardian to rotate between quadrants. However, strict prioritization remains essential: Souls must always be intercepted before Anchor placement, and Shades must be eliminated immediately during spectral transitions.
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| ==Bosses== | | ==Bosses== |