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Challenges

Boss Lairs

Private weekly fights against the great guardians, with Hard and Eclipse lairs, signature hazards and exclusive rewards.

Every region guardian waits in its own lair in the open world, and anyone can fight it there. A boss lair is the same foe in a private room, made harder, with a signature hazard and a reward you can claim once a week. There are six Hard lairs and three Eclipse lairs for level 120 heroes.

The nine lairs

LairLevelDifficultyRegion
The Moss King30HardThe Dawnlight Isles
The Tidequeen46HardLanternport and the Tidewash
The Cinderwyrm64HardThe Ember Heights
The Eclipsed Star88HardSkyspire and the Starlit Reach
The Hollow Sun108HardThe Farside
The First Dark120HardThe Farside
The Hollow Sun120EclipseThe Farside
The First Dark120EclipseThe Farside
Vorathyx120EclipseThe Undersky

All lairs take 1 to 6 heroes. You cannot enter below the level shown.

Getting in

Open Challenges from the menu and pick the BOSSES tab. Each lair has a card with its level, a HARD or ECLIPSE badge and your weekly status. Press ENTER, then ENTER again on the check that shows how many reward attempts you have left this week. In a party the leader enters and brings everyone standing on the same map. There is no ticket to pay. The lair room itself drops nothing on the floor. Your loot comes on the result card.

The open version of each guardian waits behind a portal in the field, where anyone can fight it: Mossglade Ruins leads to the Moss King, Coralreach Gardens to the Tidequeen, Cinderpeak Slopes to the Cinderwyrm, The Aurora Rift to the Eclipsed Star, The Starblood Chasm to the Hollow Sun and The Lumen Crown to the First Dark. The weekly lair is a private copy of the same place.

How a fight goes

  • Every lair has 3 shared lives. A fall costs one and you revive a few seconds later. When the lives are gone the fallen stay down, and if everyone is down the fight fails.
  • You have 15 minutes in a Hard lair and 40 minutes in an Eclipse lair. The three late Hard lairs (Eclipsed Star, Hollow Sun, First Dark) have more health and a longer clock: 25, 30 and 45 minutes. The Unlit lairs run longer too: about 30 minutes for Brightmaw, 40 for the Glass Regent, and 16 for the Mirror duel. Grade times grew with them, so the same play earns the same grade.
  • Every extra hero adds health to the boss, but a party still beats the clock far faster than a solo hero.
  • The fight is the same shape every time:
  • Until about 70 percent HP: the boss's normal moves, plus its signature hazard every few seconds.
  • At about 70 percent: three helpers join the fight.
  • At about half HP: WRATH. The boss hits harder and the signature hazard comes faster.
  • At about 30 percent: three more helpers.

Every big blow shows a warning on the ground first, for at least a second. Learn the signature and nothing in a lair is a surprise.

The signature hazards

LairHazardWhat the game tells you
The Moss KingRootsnareRoot spikes march the floor. Find the safe lane!
The TidequeenRiptideA wave sweeps in. Jump the crest or take a ledge!
The CinderwyrmMagma RainCraters are filling. Get clear before they erupt!
The Eclipsed StarUmbra CollapseThe dark is closing in. Stand in a light circle!
The Hollow SunSolar FlareThe sun charges. Hide behind a cracked pillar!
The First DarkNullfallRifts pull you in. Break an anchor to close it!

The three Eclipse lairs use the same ideas under new names. The Hollow Sun's Totality says to hide behind a cracked pillar before totality. The First Dark's The Final Absence says to break the rift anchors before the darkness closes. Vorathyx's Stormtide says to jump the storm crest or climb to a ledge. Helpers appear at the same moments, and WRATH is called TOTALITY.

The helpers are the region's own creatures, such as Briarling, Tide Stinger, Cinder Whelp and Sunspot Imp.

Weekly clears

Each lair pays its full reward once a week per hero. The week turns on Monday at 00:00 UTC, and the card shows a countdown such as "CLEARED, 3d 4h". After your weekly clear you can still run the lair to help a friend. A help run pays a small EXP share and no loot.

Rewards

A counted clear gives EXP and lumens, a faster clear earning more. On top you get:

  • Soul shards for the boss, to add to your Soul Codex (every lair except Eclipse Vorathyx). See Souls.
  • Starguard Seals: 2 on every counted clear in Hard, 3 in Eclipse.
  • A Mirror Kaleidoscope, an Anchor Pin and Blade Starstones. Hard gives them as an uncommon to common chance. Eclipse gives the Mirror Kaleidoscope and the Starstones every time, and the Pin more often.
  • A roll on the boss's own loot table.
  • The lair's exclusive accessory, an uncommon drop that is bound to you and never sold. It is guaranteed on your 3rd counted weekly clear without it, so you wait at most three weekly clears. This holds for every weekly lair.
LairExclusive accessoryFirst-clear title
The Moss KingMossbane SignetMossbane
The TidequeenTidebreaker's Pearl DropsTidebreaker
The CinderwyrmWyrmslayer's Cinder HeartWyrmslayer
The Eclipsed StarEclipsebreaker's Star BandEclipsebreaker
The Hollow Sun (Hard)Sunquencher's GirdleSunquencher
The First Dark (Hard)Darkwarden's TalismanDarkwarden
The Hollow Sun (Eclipse)Totality SignetSunless Sovereign
The First Dark (Eclipse)Firstlight AnchorBeyond the First Dark
Vorathyx (Eclipse)Stormeye DropsEye of the Eclipse

Your first clear of a lair also gives you its title and a matching aura. See Achievements and Titles.

AUTO

AUTO-hunt works in a lair, but it burns your AUTO time five times faster than in the field. See AUTO-Hunting.

The Unlit lairs

Hard lairs for Brightmaw and Orsolya, the Glass Regent, and the weekly solo duel with The Mirror, are in The Unlit Challenges. They follow the same weekly rules, so their exclusive accessory is guaranteed within three weekly clears too.

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