Dungeon Shrouded Canals

Captain Scarlight's Ring

Dimension dungeon of level 130 in Srambad, at [6,3]: a single room, five waves of Malitiamen and a boss who moves everyone around without ever hitting, Captain Scarlight. Quests to start, room, strategy, monsters, achievements and loot.

Captain Scarlight's Ring: the dungeon entrance, at [6,3]
The ring entrance in the Shrouded Canals, in the Srambad dimension

Quests linked to Captain Scarlight's Ring

The dungeon quest, A Ring to Rule Them All, is completed by beating Captain Scarlight in a single fight, then talking to him at the ring exit. Accept it before entering: a fight won without the quest in progress doesn't count.

Dungeon quest

A Ring to Rule Them All

Level 130 quest

It's completed on Captain Scarlight. El Rumo is investigating the death of two Voyagers: talk to the ring's bouncers then to Jay Lurr, beat the Captain in a single fight, reach the ring exit and talk to him.

Start
El Rumo, Srambad
Prerequisites
Catch-22

Elsumo Pants iconElsumo Pants3 pairs of pants, a Rusty Hook, 25 Orichor and 9,508,000 XP

For later

Totankama's Curse

Tot's Ring

Level 130 quest

Tot's Ring ends up in the Captain's hands. Follow its trail from Nanoc Elyod to Kard, then to the trafficker at the Torturer tavern, before beating Captain Scarlight in a single fight and talking to him.

Start
Kerub Crepin, Astrub

Elsumo Pants iconElsumo Pants5 pairs of pants, 5 Minoskito Skin and 11,409,600 XP

During events

  • Tiwotokar Simulation level 20, repeatable
    Tiwotokar may assign you Captain Scarlight as a guardian to defeat. Astrub, .

Catching a Break gives 5 Millimaster Scarf, an ingredient of the key.

The room of Captain Scarlight's Ring

A dimension dungeon: a single room, but five waves of Malitiamen, with the next one arriving sooner if you clear the previous one. The scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Talk to Jay Lurr, in the right-hand wall, to enter the ring, and to Captain Scarlight to leave it after the victory.

Captain Scarlight's Ring: room 1 map
Room 1 — map
Captain Scarlight's Ring: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Defeat Captain Scarlight

As long as he lives, nothing holds

Starting Cell teleports you and removes 6 AP, Endancement swaps places with you and removes 4 MP, Turbulol pulls characters in around him, Fumigation moves him from a distance. As long as he lives, your positioning won't hold: make him your first target.

Captain Scarlight

Captain Scarlight

Level 130

  • Health Points5,700 HP
  • AP12 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth 23%
  • FireFire 7%
  • WaterWater 14%
  • AirAir 31%
  • NeutralNeutral 12%

With 7 MP and four displacement spells, he teleports, swaps, pulls and removes AP and MP from you, but none of his spells strike. He is the one to kill first. His lowest resistance: Fire, at 7%; avoid Air, at 31%.

  • Starting Cell icon
    Starting Cell2 AP · 5 RNG · Symmetric teleportation · Teleports to the start-of-fight position · AP-6 AP

    Teleportation and -6 AP: your next turn is cut short, and so is your positioning.

  • Turbulol icon
    Turbulol2 AP · on himself · Pulls 3 cells · Pulls 2 cells · Pulls 1 cell · Heals the attacker: 0% of damage

    Pulls nearby characters toward him, up to 3 cells away: don't stay grouped around the Captain.

  • Endancement icon
    Endancement2 AP · 6 RNG · Switches positions · MP-4 MP · Gravity State

    Place swap, -4 MP and Gravity: you can't escape by teleportation afterwards.

  • Fumigation icon
    Fumigation2 AP · 10 RNG · Teleports to the targeted cell · -100 Power

    The Captain teleports up to 10 range: you can't keep him at a distance for long.

The four-step strategy against Captain Scarlight

The Captain first. He throws your positioning off while his Malitiamen hit. Focus everything on him from the start: once he's dead, he only bothers you for the first two or three turns, and the fight becomes stable.

Keep your distance. Turbulol pulls characters in around him: don't group your allies next to him, and keep an escape line. Distance limits his manipulations.

One wave at a time. Each wave has as many monsters as there are fighters. Finish each target before opening another: the Kartridge and the Blundergus punish range, while the Millimaster erodes and removes AP in melee.

Play the weaknesses. Each Malitiaman has a -24% weakness: Air for the Elsumo, Water for the Kartridge, Fire for the Millimaster, Earth for the Sramurai, Neutral for the Blundergus. Adapt your targets to your elements.

Five waves in a single room

The fight opens with the Captain and three monsters at four characters, one more per character beyond that; each wave then has as many monsters as fighters. Kill the current wave quickly so you never face ten monsters at once: the next one arrives right away, but you keep control.

The monsters of Captain Scarlight's Ring

Five Malitiamen of level 122, all with 2,500 HP, each weak to a different element, at -24%. They arrive in waves: kill them one by one, without spreading your damage. The resistances in red are their weaknesses.

In which order to kill the monsters

  1. Kartridge, then Blundergus — they hit from afar: Progressive Throw gains damage with each cast, Dirtebucs covers the whole map.
  2. Millimaster — in melee, he erodes, applies Gravity and removes 5 AP.
  3. Sramurai, then Elsumo — one pulls, the other teleports, but both hit up close.
Kartridge

Kartridge

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth -14%
  • FireFire 16%
  • WaterWater -24%
  • AirAir 26%
  • NeutralNeutral 6%

Progressive Throw hits up to 10 range and gains damage with each cast, Fuse hits at 6 range, Divearth pushes back in melee. Don't let him live long. Weak to Water and Earth.

  • Divearth3 AP · melee · Earth35 to 39 Earth damage · Pushes back 2 cells · Steps back 2 cells

    Pushes back 2 cells on contact, and the Kartridge falls back by the same distance.

  • Progressive Throw icon
    Progressive Throw3 AP · 10 RNG · Fire21 to 24 Fire damage · Progressive Throw: +5 base damage

    His base damage rises with each cast: kill the Kartridge early.

  • Fuse icon
    Fuse3 AP · 6 RNG · Water31 to 34 Water damage
Blundergus

Blundergus

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 26%
  • FireFire 6%
  • WaterWater -14%
  • AirAir 16%
  • NeutralNeutral -24%

Dirtebucs covers the whole map, Earth Cross removes 4 range. His trap can push you back 2 cells, a danger for positioning achievements. Weak to Neutral and Water.

  • Dirtebucs3 AP · 63 RNG · Earth21 to 24 Earth damage

    Infinite range: no corner of the room is safe.

  • Earth Cross icon
    Earth Cross3 AP · 4 RNG · Fire27 to 30 Fire damage · -4 Range

    -4 RNG at short range: a nuisance for ranged characters.

Millimaster

Millimaster

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 16%
  • FireFire -24%
  • WaterWater 26%
  • AirAir 6%
  • NeutralNeutral -14%

Feintrigue teleports him and removes 3 MP; in melee, Plantonym removes 5 AP and Slapressure erodes and applies Gravity. Keep him away from fragile characters. Weak to Fire and Neutral.

  • Feintrigue icon
    Feintrigue3 AP · 4 RNG · Teleports to the targeted cell · MP-3 MP

    Teleportation and -3 MP.

  • Slapressure icon
    Slapressure3 AP · melee · Neutral35 to 39 Neutral damage · Gravity State · 15% Erosion

    On contact: 15% erosion and Gravity.

  • Plantonym icon
    Plantonym3 AP · melee · Water35 to 39 Water damage · AP-5 AP

    In melee: -5 AP.

Sramurai

Sramurai

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth -24%
  • FireFire 26%
  • WaterWater 6%
  • AirAir -14%
  • NeutralNeutral 16%

Reel Sly pulls 3 cells, up to 4 RNG, and Windbreaker steals life up close. Do not stay within its reach. Weak to Earth and Air.

  • Windbreaker3 AP · 2 RNG · Air35 to 39 Air life steal
  • Reel Sly3 AP · 4 RNG · Neutral28 to 31 Neutral damage · Pulls 3 cells

    Pulls 3 cells, up to 4 range.

  • Sense of Duty icon
    Sense of Duty3 AP · on self
Elsumo

Elsumo

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP2 MP
  • Resistances (%)
  • EarthEarth 6%
  • FireFire -14%
  • WaterWater 16%
  • AirAir -24%
  • NeutralNeutral 26%

Only 2 MP, but Moon Jump teleports him as he strikes, and Kimarite hits hard in melee. Don't let him reach a fragile character. Weak to Air and Fire.

  • Moon Jump icon
    Moon Jump3 AP · 3 RNG · Air36 to 39 Air damage · Teleports to the targeted cell

    Teleportation and an Air strike, at 3 range.

  • Kimarite icon
    Kimarite3 AP · melee · Fire56 to 60 Fire damage

    Heavy Fire strike in melee.

Preparing your run through Captain Scarlight's Ring

A medium-difficulty dimension dungeon for teams of level 120 to 130: a single room, five waves and a boss who moves you around more than he hits. You come here for A Ring to Rule Them All, for the achievements and for Captain Scarlight's Heart, which drops at 29%: Captain Scarlight can't be captured.

How to enter Captain Scarlight's Ring

The entrance is in the Shrouded Canals, in the divine dimension of Srambad, at . Talk to Jay Lurr, in the right-hand wall, to enter. You need a Key to Captain Scarlight's Ring (consumed) or the automatic group search: the keyring doesn't work here.

Crafting the Key to Captain Scarlight's Ring

It's crafted at a handyman's. Five ingredients drop from the dungeon's Malitiamen, at 29%: Millimaster Scarf, Kartridge Bag, Blundergus Bandage, Sramurai Bone and Marbled Meat. The Malitiaman Badge costs 1 Orichor from Collector Tess ; Blue Ray (fishing) and Pandkin Seed (harvesting) complete the recipe.

Ingredient Quantity Level
Millimaster Scarf iconMillimaster Scarf 2 130
Kartridge Bag iconKartridge Bag 2 130
Blundergus Bandage iconBlundergus Bandage 2 130
Sramurai Bone iconSramurai Bone 2 130
Malitiamen Insignia iconMalitiamen Insignia 1 130
Marbled Meat iconMarbled Meat 2 130
Blue Ray iconBlue Ray 2 130
Pandkin Seed iconPandkin Seed 3 120

Which team to bring against Captain Scarlight

Varied damage. Each Malitiaman has its own weakness at -24%, never the same: the more elements your team covers, the faster each wave falls.

A mobile team. The Captain and his Malitiamen teleport, pull and push: staying back and moving around puts you back in control of your positioning.

The six achievements of Captain Scarlight's Ring

Each achievement gives 9,508,000 XP and 2 Captain Scarlight's Heart, Duo doubles the XP; Sidekick gives 14,262,000 XP. For Special as for the rest, the Captain is killed first.

Achievements Condition Points XP
Captain Scarlight's Ring iconCaptain Scarlight's Ring Defeat Captain Scarlight in this boss's dungeon. 10 9 508 000
Captain Scarlight (Focus) iconCaptain Scarlight (Focus) Defeat Captain Scarlight in his dungeon by completing the “Focus” challenge. 10 9 508 000
Captain Scarlight (Statue) iconCaptain Scarlight (Statue) Defeat Captain Scarlight in his dungeon by completing the “Statue” challenge. 10 9 508 000
Captain Scarlight (Duo) iconCaptain Scarlight (Duo) Defeat Captain Scarlight in his dungeon by completing the “Duo” challenge. 20 19 016 000
Captain Scarlight (Special) iconCaptain Scarlight (Special) Defeat Captain Scarlight in his dungeon by completing the “Out of the Ring” challenge. 10 9 508 000
Captain Scarlight (Sidekick) iconCaptain Scarlight (Sidekick) Defeat Captain Scarlight in his dungeon by completing the “Magik Riktus Bandits” challenge 5 14 262 000

Special: Out of the Ring

Each ally must end their turn on their starting fight cell. The only difficulty: the Captain pulls, swaps places and teleports. Kill him first, and he'll only bother you for two or three turns. As long as the Blundergus is alive, always keep 2 extra MP to get back to your cell if its trap pushes you away.

Statue

Each ally must end their turn on the cell where they started it, for the whole fight. Play from a distance, with spells that don't move you, and check your cell before each end of turn. Beware of the Blundergus's trap, which pushes back 2 cells.

Focus

An enemy that has been attacked must be finished off before another one is attacked. Pick a target before each turn and finish it before switching, following the timeline closely. Avoid area spells that would hit a second monster.

Duo

Two characters maximum, fewer than 30 turns. Two characters able to hit several elements and control distance. The Captain first, then each monster's weaknesses to keep up the pace.

Sidekick: Magik Riktus Bandits

Four characters minimum, including an eligible sidekick: Riktus Swordfighter, Riktus Archer, Seasoned Riktus or Riktus Enchantress. The fight plays out as usual: the sidekick must stay present until victory over the last monster, so keep him out of the Captain's pulls.

Drops and loot of Captain Scarlight's Ring

Base in-game rates, before Prospecting bonuses.

On Captain Scarlight

  • Captain Scarlight's Heart iconCaptain Scarlight's HeartMiscellaneous Resource29 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Barrel of Scurvion Blood iconBarrel of Scurvion BloodContainer3 %
  • Marbled Carrion iconMarbled CarrionMeat1,45 %
  • Icon of Skull and CrossbonesSkull and CrossbonesMiscellaneous Resource1,2 %
  • Rusty Hook iconRusty HookMiscellaneous Resource1,2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet0,5 %

On the henchmen of Captain Scarlight

  • Elsumo Pants iconElsumo PantsGarment · Elsumo29 %
  • Marbled Meat iconMarbled MeatMeat · Elsumo29 %
  • Kartridge Bag iconKartridge BagMiscellaneous Resource · Kartridge29 %
  • Millimaster Scarf iconMillimaster ScarfGarment · Millimaster29 %
  • Sramurai Bone iconSramurai BoneBone · Sramurai29 %
  • Blundergus Bandage iconBlundergus BandageMiscellaneous Resource · Blundergus29 %
  • Rusty Hook iconRusty HookMiscellaneous Resource · Elsumo1,2 %
  • Icon of Skull and CrossbonesSkull and CrossbonesMiscellaneous Resource · Elsumo1,2 %
  • Barrel of Scurvion Blood iconBarrel of Scurvion BloodContainer · Elsumo1 %
  • Map fragment of Panthyrozy 2/5 iconPanthyrozy Map Fragment 2/5Map fragment · Kartridge1 %
  • Map fragment of Panthyrozy 1/5 iconPanthyrozy Map Fragment 1/5Map fragment · Millimaster1 %
  • Map fragment of Panthyrozy 3/5 iconMap fragment of Panthyrozy 3/5Map fragment · Sramurai1 %
  • Map fragment of Panthyrozy 4/5 iconMap fragment of Panthyrozy 4/5Map fragment · Blundergus1 %
  • Icon of OrichorOrichorTokens · Kartridge0,6 %
  • Map fragment of Panthyrozy 5/5 iconPanthyrozy Map Fragment 5/5Map fragment · Kartridge0,5 %

Where is Captain Scarlight's Ring?

In the Shrouded Canals, in the Srambad dimension, at . Talk to Jay Lurr, in the right-hand wall, to enter.

At what level should you do Captain Scarlight's Ring?

Level 120 minimum, 130 recommended, for a medium-difficulty dungeon. The Captain is level 130, his Malitiamen level 122.

Which quest should you do in Captain Scarlight's Ring?

A Ring to Rule Them All, with El Rumo . It's completed by beating the Captain in a single fight, then talking to him at the ring exit.

How do you beat Captain Scarlight?

Kill him first. His spells don't hit but move everyone around: once he's dead, all that's left is to clear the waves, one target at a time.

Which element should you use?

Each monster's weakness, at -24%: Air for the Elsumo, Water for the Kartridge, Fire for the Millimaster, Earth for the Sramurai, Neutral for the Blundergus. The Captain resists Fire the least.

Can Captain Scarlight be captured?

No, Captain Scarlight can't be captured. No soul stone is needed for this dungeon.

Does the key ring work for Captain Scarlight's Ring?

No, the keyring doesn't work here. You need a Key to Captain Scarlight's Ring, or use the automatic group search.

Can you do Captain Scarlight's Ring with two characters?

Yes, it is even an achievement: Duo, in fewer than 30 turns. Two characters who cover several elements and control distance, the Captain first.

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Captain Scarlight's Ring

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