Dungeon Eliocalypse

Eliocalypse Storm

Level 200 dungeon in the Eliocalypse, in [15,-20]: four fightless rooms, then the four Horsemen together in a single fight, with the help of the Primordial Fire. Access, quest, strategy, monsters, achievements and loot.

Eliocalypse Storm: the dungeon entrance, in [15,-20]
The dungeon entrance, where Martalo awaits you, from the Sanctuary of Last Hope

Quests linked to the Eliocalypse Storm

The dungeon's quest is The Wokening, the last act of the Eliocalypse series: it has you cross the four rooms with Martalo, then defeat the four Horsemen. Once completed, it unlocks the mount exchange at the end of the dungeon.

Each Horseman is first fought alone, in its own dungeon: Death and Renewal requires defeating Corruption, Break One's Chains Servitude, Storm Warning Misery and The Longest Day War. These four victories open access to the Storm.

The 5 rooms of the Eliocalypse Storm

Five rooms, but only one fight, in the last one: the first four are scenes ravaged by the Eliocalypse. On the first pass, Martalo walks you through them with commentary; once the Storm is defeated, he offers to revisit them or teleport you straight to the Horsemen. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Room 1 — the Valley of the Great Spirit

No fight, just a cutscene: the assassination of Queen Dayatsu.

Eliocalypse Storm: map of room 1
Room 1 — map
Eliocalypse Storm: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2 — the Last Crimson Dawn

The last fight of the king of Bonta and the prince of Brakmar, frozen in the scenery. No fight.

Eliocalypse Storm: map of room 2
Room 2 — map
Eliocalypse Storm: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3 — King Sheran Sharm's Throne

The corruption of the Sadida kingdom, around its king's throne. No fight.

Eliocalypse Storm: map of room 3
Room 3 — map
Eliocalypse Storm: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4 — the Temple of the Twelve

The network of zaaps and portals infected by anomalies. Last scene before the Horsemen.

Eliocalypse Storm: map of room 4
Room 4 — map
Eliocalypse Storm: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — the four Horsemen

The four Horsemen together, with one extra monster per character beyond four. The first character in initiative summons the Primordial Fire: the strategy is detailed just below.

Eliocalypse Storm: map of room 5
Room 5 — map
Eliocalypse Storm: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat the four Horsemen

The character who summons the Fire

The first character in initiative summons the Primordial Fire at the start of their first turn, and their fates are linked. If they die, the fight is lost immediately. Give initiative to a sturdy character and watch out for Misery's pulls as well as Corruption's position swaps.

Corruption

Corruption

Level 220

  • Health Points21,000 HP
  • AP20 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 16%
  • FireFire 5%
  • WaterWater 11%
  • AirAir 25%
  • NeutralNeutral 22%

It places its allies under Comeuppance, your characters under Rotting Skin, and its spells transmit diseases. Healing an entity in contact with Corruption removes the state from it and all its allies, and makes it get off its mount for 3 turns. The easiest to isolate: it is the first to kill.

  • Corrupted Spade icon
    Corrupted Spade4 AP · 2 Range · Effect duration: -1 · Fire34 to 46 Fire damage · AP-3 AP · Corrupted Spade state
  • Incu-Batteur icon
    Incu-Beater6 AP · 14 Range · Water48 to 56 Water damage · Triggers: Each time the target receives damage, it returns to its previous location.
  • Prolific Convalescence icon
    Prolific Convalescence2 AP · 10 Range · Air28 to 35 Air damage · Pushes back 2 cells
  • Liquefaction icon
    Liquefaction1 AP · 14 Range · Water17 to 24 Water damage · Teleports or switches places · No additional effects · Triggers: _RANDOM DISEASE

    Switches positions and gives a random disease. Once put under Gravity after getting off its mount, Corruption can no longer use it.

  • Putrefaction icon
    Putrefaction4 AP · 10 range · Fire56 to 68 Fire damage
  • Bacteriological Bomb icon
    Bacteriological Bomb5 AP · 20 Range · Shield: 300% of level · Aypiritis state 1 · Rangitis state 1 · Empiritis state 1 · Lockitis state 1 · Brutalitis state 1 · Tetanitis state 1 · Gangritis state 1 · Parasitis state 1 · Lazitis state 1 · Triggers: Explodes at the end of the target's turn and applies the corruption the target carries in an area from 1 to 3 range around it.

    Transmits one of the nine diseases, which spreads around the target at the end of its turn. Move away from the sick character and heal them three times.

  • Éclosion germinal icon
    Germinal Outbreak2 AP · 5 Range · Neutral24 to 30 Neutral damage · -200 Power · Shield: 150% of level
  • Bacteriological Bomb icon
    Bacteriological Bomb5 AP · 20 Range · Shield: 300% of level · Aypiritis state 1 · Rangitis state 1 · Empiritis state 1 · Lockitis state 1 · Brutalitis state 1 · Tetanitis state 1 · Gangritis state 1 · Parasitis state 1 · Lazitis state 1 · Triggers: Explodes at the end of the target's turn and applies the corruption the target carries in an area from 1 to 3 range around it.

    Transmits one of the nine diseases, which spreads around the target at the end of its turn. Move away from the sick character and heal them three times.

War

War

Level 220

  • Health Points22,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 35%
  • FireFire 35%
  • WaterWater 25%
  • AirAir 25%
  • NeutralNeutral 30%

Invulnerable as long as she is not alone on the battlefield: she necessarily dies last. Every 20% of HP lost, she summons a weapon that strikes in an area around her. One turn in three, Valour makes one character the Fearless, the only one who can hit her without becoming Pacifist.

  • Valour icon
    Valour3 AP · 3 range · Fearless State · 200 Lock · 200 Flight · MP2 MP · Gravity State · Unhealable State

    Designates the Fearless for 2 turns, one turn in three: only they hit War fully, the others become Pacifists after one line of damage on her. Stay out of her range to avoid it.

  • Impact icon
    Impact5 AP · 3 range · 20% Erosion · Fire71 to 85 Fire damage
  • Execution icon
    Execution3 AP · melee · Fire71 to 85 Fire damage
  • Magmalediction icon
    Magmalediction5 AP · 6 range · Fire61 to 70 Fire steal
  • Magmalediction icon
    Magmalediction5 AP · 6 range · Fire61 to 70 Fire steal
  • Velocity icon
    Velocity4 AP · 63 Range

    Forced position swap with unlimited range: this is how War switches places with her weapons to restart their strike.

  • Velocity icon
    Velocity4 AP · 63 Range

    Forced position swap with unlimited range: this is how War switches places with her weapons to restart their strike.

  • Martyr icon
    Martyr3 AP · melee · Fire71 to 80 Fire steal
  • Martyr icon
    Martyr3 AP · melee · Fire71 to 80 Fire steal
Misery

Misery

Level 220

  • Health Points18,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 32%
  • FireFire 19%
  • WaterWater 12%
  • AirAir 28%
  • NeutralNeutral 9%

She pulls all entities toward her at the start of her turn and each time she takes damage, from 1 to 4 cells, more as she loses HP. Harmless before her 50% threshold: she then mounts her steed, stays invulnerable for one turn, and must die before playing again.

  • Scale-Mace icon
    Scale-Mace3 AP · 6 Range · -200 Power · 200 Power · Air9 to 13 Air damage · Water9 to 13 Water damage · Fire9 to 13 Fire damage · Earth9 to 13 Earth damage
  • Sky Burial icon
    Sky Burial3 AP · 8 Range · Switches places (forced) · Air41 to 50 Air damage
  • Buzzard icon
    Buzzard4 AP · 2 Range · Neutral41 to 60 Neutral damage · -150 Pushback Resistance · Pushes back 6 cells

    Pushes far and greatly reduces your pushback resistance: beware of obstacles behind you.

  • Dakhma icon
    Dakhma4 AP · 2 Range · Fire51 to 70 Fire damage · MP-100 MP · AP-100 AP · Invulnerable state · Teleports the target to the cell where they started their turn · Tower of Silence state · Removes the spell's effects

    Makes the target invulnerable, sends it back to its turn-start cell and deprives it of AP and MP for one turn. An ally's damage spell on it removes the effect.

  • Barchan icon
    Barchan3 AP · 6 Range · Water31 to 40 Water steal · Heals Received x50% · -100 Heals

    Halves the healing received: annoying when three heals are needed to cure a disease.

Servitude

Servitude

Level 220

  • Health Points26,000 HP
  • AP11 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire 30%
  • WaterWater 25%
  • AirAir 25%
  • NeutralNeutral 20%

It reflects 200% of the damage taken: it can only be hit with the Traitor state, gained on its white glyph. It summons an Armiscreant on turn 1 and then every two turns, six at most. At 1 HP, it brings everyone back to its starting cell and heals 25% of its HP.

  • Betrayal4 AP · on self · Pulls 1 cell
  • Asservissement icon
    Subjugation2 AP · 10 Range · 100 Lock · Pulls 9 cells · MPSteals 1 MP · Air71 to 80 Air damage
  • Protective Thrall icon
    Protective Thrall3 AP · 5 Range · Water76 to 85 Water damage · 1000 Shield · MP1 MP
  • Tyranny icon
    Tyranny5 AP · on self · Water101 to 110 Water damage · APSteals 1 AP
  • Asservissement icon
    Subjugation2 AP · 10 Range · 100 Lock · Pulls 9 cells · MPSteals 1 MP · Air71 to 80 Air damage
  • Protective Thrall icon
    Protective Thrall3 AP · 5 Range · Water76 to 85 Water damage · 1000 Shield · MP1 MP
  • Betrayal4 AP · on self · Pulls 1 cell
  • Betrayal4 AP · on self · Pulls 1 cell
  • Betrayal4 AP · on self · Pulls 1 cell
  • Betrayal4 AP · on self · Pulls 1 cell
  • Betrayal4 AP · on self · Pulls 1 cell
  • Tyranny icon
    Tyranny5 AP · on self · Water101 to 110 Water damage · APSteals 1 AP

The five-step strategy

The first turns. The Primordial Fire boosts the whole team as soon as it is summoned. Heal each character who attacks once to remove the Rotting Skin from them, which reduces their damage by 90%; leave it on the tanks, which it protects from diseases. With five or more, kill the added monsters first, Junker and Olgoth above all, as well as the turn-1 Armiscreant, without Comeuppance.

Corruption. Heal an ally or a summon in contact with it: it loses the Comeuppance and gets off its mount. Put it under Gravity before it plays, to block its position swaps, then kill it in one or two turns: it only remounts 3 turns later. Meanwhile, end your turns on Servitude's white glyphs with your best hitters.

Servitude. Hit it with the Traitor state, or under a Feca's protections, and place it in the Fire's line of sight, which hits it every turn. Make it Unhealable before taking it to 1 HP, with the Pandawa's Prohibition or the Masqueraider's Ardour: it brings everyone back to its starting cell without healing, and one last attack finishes it off.

Misery. Hit her from a distance, pushing her back each turn. Pass her threshold with a character who plays among the first, buff yourselves during her invulnerability turn, then kill her before she plays again. Otherwise, heal and protect yourselves. A fast Feca or Enutrof can neutralize her turn with Truce or the Corruption spell.

War last. Alone, she becomes vulnerable. Stay more than 3 cells away to avoid Valour. At each threshold, either kill the weapon before War plays again, by passing the threshold right after her turn, or ignore it by hitting War from afar. The Fire's bonuses are enough to finish quickly.

The Primordial Fire

Summoned on the central cell, it gives all your characters 500 power, 2 AP, 2 MP, 10% resistances and 50% more HP; its summoner receives 100% HP and 15% resistances. Invulnerable and unmovable, it deals about 750 Neutral damage to all enemies in its line of sight on each of its turns. Misery, when hit by the Fire, pulls you in on her turn: anticipate it.

Once per turn, hitting the Fire gives its summoner 600 power and 800 shield for one turn, if they are in its line of sight. If an enemy hits the Fire while the summoner is in its line of sight, the summoner loses their vitality bonus until the end of the fight. Do not leave Servitude's white glyph under the Fire: someone would take the Traitor state there in your place.

Corruption's states and diseases

The Rotting Skin reduces your damage by 90% and removes 10% of your current HP at the end of each turn from turn 2, but prevents you from catching a disease; a heal removes it. On the enemies' side, each line of damage on a Comeuppance carrier costs you a poison of 1,300 Earth damage at the end of the turn. The state returns on all enemies when Corruption gets back on its mount.

A disease is removed with three heals, life steal included. The worst is Brutalitis, one chance in nine: the sick character reflects part of their damage within a radius of 3 cells. Heal them first and, until then, make sure they do not attack with an ally 3 cells away or closer.

Servitude and the Traitor state

The first Traitor state is obtained by ending your turn on the white glyph that Servitude places on turns 2, 4, 6 and onward; the glyph stays as long as nobody has ended their turn on it. Then hit your allies to stack the states, one per line of damage, up to five.

Each line of damage on Servitude consumes one state. Never consume the last one, or you will have to go back to a glyph. A Feca gets around this: Barricade, Bastion or Ataraxia on your best hitters let them hit Servitude without suffering the reflect.

The monsters of the Eliocalypse Storm

Four level-200 monsters are added one by one beyond four characters: Junker at the fifth, Olgoth at the sixth, Pistilick at the seventh, Armiscreant at the eighth. Servitude also summons its own Armiscreants, from turn 1. The resistances in red are their weaknesses.

In which order to kill the monsters

  1. Junker, then Olgoth — the two to eliminate first from five characters, before touching the Horsemen.
  2. Armiscreants — summoned by Servitude on turn 1 and then every two turns: without Comeuppance and with the Fire's bonuses, they go down fast.
Junker

Junker

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth -8%
  • FireFire 17%
  • WaterWater 15%
  • AirAir 26%
  • NeutralNeutral 34%

It pulls 4 cells with Grey Terminal and covers itself with a shield using DIY Assembly, without spending AP. Dismantling hits three times in melee and gnaws at your HP. Weak to Earth: break its shield, then finish it off.

  • Dismantling icon
    Dismantling4 AP · melee · Neutral16 to 25 Neutral damage · -10% HP · 10% Vitality · Collection state
  • Grey Terminal icon
    Grey Terminal3 AP · 5 Range · -50 Damage · 50 Damage · Neutral31 to 40 Neutral steal · Pulls 4 cells · Collection state

    Pulls 4 cells and steals damage: do not stay within the Junker's range with a fragile character.

  • DIY Assembly icon
    DIY Assembly0 AP · on itself · Shield: 300% of level

    Free shield, no AP: break it before hitting the Junker for real.

Olgoth

Olgoth

Level 200

  • Health Points5,500 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 10%
  • FireFire 5%
  • WaterWater 20%
  • AirAir 10%
  • NeutralNeutral 5%

It mostly hits in melee, where Pressure steals 1 MP and Quake hurts; Olgofist also lets it hit at range. Its resistances are low in Fire and Neutral: keep it out of melee and kill it early.

  • Olguropoing icon
    Olgofist3 AP · 7 range · Fire46 to 60 Fire damage
  • Pressure icon
    Pressure3 AP · melee · Fire61 to 75 Fire damage · MPSteals 1 MP

    Steals 1 MP on contact: do not end up stuck to the Olgoth.

  • Quake5 AP · on self · Earth61 to 75 Earth damage
Armiscreant

Armiscreant

Level 200

  • Health Points5,500 HP
  • AP10 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 30%
  • FireFire 30%
  • WaterWater 15%
  • AirAir 20%
  • NeutralNeutral 20%

Taming sends its target back to its turn-start cell at the end of their turn. Look at who it targeted and play accordingly, even charging in since you will come back. Repulsive Anchor pulls then pushes.

  • Escarmouche icon
    Skirmich2 AP · on self · Call for Reinforcements state
  • Repulsive Anchor4 AP · 2 Range · Pulls 1 cell · Earth61 to 70 Earth damage · Pushes back 3 cells
  • Taming icon
    Taming4 AP · 10 Range · Fire61 to 70 Fire damage · Teleports the target to the cell where they started their turn

    Up to twice per turn, without line of sight: the target returns to its turn-start cell at the end of its turn. Gravity, Rooted, Unmovable or a dispel cancels this return.

Pistilick

Pistilick

Level 200

  • Health Points7,100 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 26%
  • FireFire 10%
  • WaterWater 17%
  • AirAir -7%
  • NeutralNeutral -13%

Sporadical intercepts damage and gives it MP: remove its interception before concentrating your damage. Maturation reduces your tackle. Weak to Air and Neutral.

  • Sporadical icon
    Sporadical4 AP · on self · Intercepts damage · MP2 MP

    Damage interception and extra MP: remove it before concentrating your damage.

  • Laziatry icon
    Laziatry4 AP · 5 Range · Earth20 to 30 Earth damage · Triggers: _STATE FLEMINGYTE COUNTER +
  • Maturation icon
    Maturation3 AP · 6 Range · Fire27 to 38 Fire damage · -25 Lock

Preparing your run through the Eliocalypse Storm

The last fight of the Eliocalypse series, for teams of level 190 to 200 who already know the four Horsemen. The difficulty stays reasonable thanks to the Primordial Fire; people come here for The Wokening, the achievements and the mounts. The Horsemen cannot be captured.

How to enter the Eliocalypse Storm

You must first have defeated the four Horsemen in their own dungeon. Take the zaap at the Arche de Vili to travel through time to the Sanctuary of Last Hope. In the central room, go to the room at the top left: the strange device takes you to Martalo, at the dungeon entrance. You need an Eliocalypse Storm Key (consumed) or the key ring: no automatic group search.

Crafting the Eliocalypse Storm Key

It is crafted at a handyman's workshop. Five ingredients drop from the added monsters, which only appear from five characters: Armiscreant Hood, Pistilick Tongue, Junker Shoulder Pad, Armour Fragment (Olgoth) and Tasty Meat, all at 12%. Icefish (fishing), Snowdrop and Frosteez (harvesting) complete the recipe.

Ingredient Quantity Level
Armiscreant Hood iconArmiscreant Hood 2 200
Pistilick Tongue iconPistilick Tongue 2 200
Junker Shoulder Pad iconJunker Shoulder Pad 2 200
Armour Fragment iconArmour Fragment 2 200
Tasty Meat iconTasty Meat 2 200
Icefish iconIcefish 1 200
Snowdrop iconSnowdrop 1 200
Frosteez iconFrosteez 1 200

The right team for the Eliocalypse Storm

A tank first in initiative. The first character in initiative summons the Primordial Fire, and its death loses the fight. Give this role to a tank, often a Pandawa, and only heal them when they are low: the Rotting Skin protects them from diseases.

A Feca, the real plus. Their protections allow hitting Servitude without the Traitor state, their Gravity spells counter Corruption and the Armiscreants, and Truce cancels Misery's turn in the second phase. Have them play right after Misery, in second or third position. With six or more, they can even tackle War as a tank.

Five or more characters. The dungeon is easier with five or more: the added monsters die quickly with the Fire's bonuses, and the Horsemen struggle to overcome a large group.

The comfortable classes. The Pandawa, the best positioning class, puts Corruption under Gravity and Servitude under Unhealable with Prohibition. The Feca protects, applies Gravity and stalls with Truce. The Eniripsa removes the Rotting Skin, the Comeuppance and the diseases. The Masqueraider can also make Servitude unhealable with Ardour.

The twenty achievements of the Eliocalypse Storm

Three challenges are played against the combined Horsemen: Freedom, which is easy, Quartet, accessible thanks to the Primordial Fire, and Impertinence, one of the hardest achievements in the game.

Achievements Condition Points XP
Arbre de mort iconTree of Death Defeat Corruption in this boss's dungeon. 10 200 000 000
Corruption (Tight) iconCorruption (Tight) Defeat Corruption as a team in its dungeon by completing the “Tight” challenge. 10 200 000 000
Corruption (Clean Hands) iconCorruption (Clean Hands) Defeat Corruption in its dungeon by completing the “Clean Hands” challenge. 10 200 000 000
Corruption (Duo) iconCorruption (Duo) Defeat Corruption in its dungeon by completing the “Duo” challenge. 20 400 000 000
Blood Throne iconBlood Throne Defeat War in this boss's dungeon. 10 200 000 000
War (Zombie) iconWar (Zombie) Defeat War in her dungeon by completing the “Zombie” challenge. 10 200 000 000
War (Misanthrope) iconWar (Misanthrope) Defeat War as a team in her dungeon by completing the “Misanthrope” challenge. 10 200 000 000
War (Duo) iconWar (Duo) Defeat War in her dungeon by completing the “Duo” challenge. 20 400 000 000
Shackles of Tyranny iconShackles of Tyranny Defeat Servitude in this boss's dungeon. 10 200 000 000
Servitude (Focus) iconServitude (Focus) Defeat Servitude in its dungeon by completing the “Focus” challenge. 10 200 000 000
Servitude (Versatile) iconServitude (Versatile) Defeat Servitude in its dungeon by completing the “Versatile” challenge. 10 200 000 000
Servitude (Duo) iconServitude (Duo) Defeat Servitude in its dungeon by completing the “Duo” challenge. 20 400 000 000
Judgement of the Scales iconJudgement of the Scales Defeat Misery in this boss's dungeon. 10 200 000 000
Misery (Impertinence) iconMisery (Impertinence) Defeat Misery in her dungeon by completing the “Impertinence” challenge. 10 200 000 000
Misery (Clean Hands) iconMisery (Clean Hands) Defeat Misery in her dungeon by completing the “Clean Hands” challenge. 10 200 000 000
Misery (Duo) iconMisery (Duo) Defeat Misery in her dungeon by completing the “Duo” challenge. 20 400 000 000
Corruption (Special) iconCorruption (Special) Defeat Corruption in its dungeon by completing the “Collective Immunity” challenge. 10 200 000 000
Servitude (Special) iconServitude (Special) Defeat Servitude in its dungeon by completing the “Walkabout” challenge. 10 200 000 000
Misery (Special) iconMisery (Special) Defeat Misery in her dungeon by completing the “Abject Opulence” challenge. 10 200 000 000
War (Special) iconWar (Special) Defeat War in her dungeon by completing the “Total Arsenal” challenge. 10 200 000 000

Freedom

Do not try to remove MP or Range from opponents. No particular difficulty: removing MP and Range is of little use in this fight. Just check that none of your spells removes any by accident.

Impertinence

Allied fighters must end their turn on a cell adjacent to an enemy's. Come with five or six, with two Pandawas, a Feca, a bit of healing and lots of damage. On turn 1, a Pandawa brings the Junker or the Olgoth close to the others. The trap comes from the Armiscreants: what counts is the cell you land on after Taming, so counter it with Gravity, Gravitational Glyph, Ataraxia, Inertia, a fragile summon or a dispel. Then stick close to Misery's carcasses: a killed entity leaves one if Misery has played during its lifetime, four at most; Misery destroys them all at the start of her turn, and the Fire destroys those in its line of sight. Summon far from the enemies to prepare the next ones. A carcass carried by a Pandawa, who is himself wedged against an obstacle, escapes Misery and serves as a support point. Plan a carcass near your starting cells before Servitude, at 1 HP, brings everyone back there, and a spot against War before killing Misery. Facing War, never let her play with a living weapon: pass each threshold right after her turn, kill the weapon, cut the Fire's line of sight to her, and save Stabilisation and Prohibition for those moments.

Quartet

Four characters maximum, fewer than 40 turns. Not very difficult thanks to the Primordial Fire, even if the dungeon is easier with more players. A Pandawa to position, a healer for Corruption's states and a big hitter to kill the Horsemen quickly; a Feca is a huge plus, without being mandatory.

Drops and loot of the Eliocalypse Storm

Base game rate, before the prospecting bonus. Each Horseman drops its resource at 12%: twenty copies can be traded for its mount at the end of the dungeon.

On the bosses

  • Corruption's Horn iconCorruption's HornBone · Corruption12 %
  • War's Cap iconWar's CapGarment · War12 %
  • Misery's Feather iconMisery's FeatherFeather · Misery12 %
  • Servitude's Lock iconServitude's LockMiscellaneous Resource · Servitude12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat · War6 %
  • Bag of Beans iconBag of BeansContainer · Corruption3 %
  • Barrel of Scurvion Blood iconBarrel of Scurvion BloodContainer · War3 %
  • Bag of Spices iconBag of SpicesContainer · Misery3 %
  • Bag of Temporal Powder iconBag of Temporal PowderContainer · Servitude3 %
  • Corrupted Sprouts iconCorrupted SproutsMiscellaneous Resource · Corruption2 %
  • Sharp Blade iconSharp BladeCombat Resource · War2 %
  • Sterile Soil iconSterile SoilMiscellaneous Resource · Misery2 %
  • Slave Necklace iconSlave NecklaceMiscellaneous Resource · Servitude2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet · Corruption1 %
  • Paragon of Power iconParagon of PowerMain quests · Corruption0,7 %
  • Tasty Carrion iconTasty CarrionMeat · Corruption0,6 %

On the henchmen

  • Armiscreant Hood iconArmiscreant HoodGarment · Armiscreant12 %
  • Shackles Key iconShackles KeyEliocalypse · Armiscreant12 %
  • Tasty Meat iconTasty MeatMeat · Armiscreant12 %
  • Junker Shoulder Pad iconJunker Shoulder PadGarment · Junker12 %
  • Armour Fragment iconArmour FragmentMiscellaneous Resource · Olgoth12 %
  • Pistilick Tongue iconPistilick TongueMiscellaneous Resource · Pistilick12 %
  • Slave Necklace iconSlave NecklaceMiscellaneous Resource · Armiscreant2 %
  • Sterile Soil iconSterile SoilMiscellaneous Resource · Junker2 %
  • Sharp Blade iconSharp BladeCombat Resource · Olgoth2 %
  • Corrupted Sprouts iconCorrupted SproutsMiscellaneous Resource · Pistilick2 %
  • Bag of Temporal Powder iconBag of Temporal PowderContainer · Armiscreant1 %
  • Bag of Spices iconBag of SpicesContainer · Junker1 %
  • Barrel of Scurvion Blood iconBarrel of Scurvion BloodContainer · Olgoth1 %
  • Bag of Beans iconBag of BeansContainer · Pistilick1 %

The Horsemen's mounts

Four mounts to trade

Once the fight is won, if you have completed The Wokening, choose before leaving the dungeon a mount you do not have yet, in exchange for 20 resources from the corresponding Horseman: Corruption Death Cap (Corruption's Horn), Servitude Bow Wow (Servitude's Lock), War Gobbalrog (War's Cap) or Misery Vulture (Misery's Feather). Each one can only be obtained once per character.

Where is the Eliocalypse Storm?

In the Sanctuary of Last Hope, in , via the zaap at the Arche de Vili. Travel back in time to the sanctuary, then take the strange device in the top-left room.

What are the requirements to enter the Eliocalypse Storm?

Having defeated the four Horsemen in their own dungeon. You then need an Eliocalypse Storm Key or the key ring: no automatic group search.

At what level should you do the Eliocalypse Storm?

Level 190 minimum, 200 recommended. The four Horsemen are level 220, but the Primordial Fire's bonuses make the fight reasonable.

Which quest should you do in the Eliocalypse Storm?

The Wokening, the last act of the Eliocalypse series, which begins at Maysial's . It has you defeat the four Horsemen and unlocks the mount exchange.

In what order should you kill the Horsemen?

Corruption, Servitude, Misery, then War. Corruption is the easiest to isolate, Misery is harmless before her threshold, and War is invulnerable as long as she is not alone.

What is the Primordial Fire for?

It boosts the whole team and hits the enemies in its line of sight. The first character in initiative summons it; if that character dies, the fight is lost.

How do you hit Servitude without suffering its reflect?

With the Traitor state, obtained by ending your turn on its white glyph. Without it, it reflects 200% of the damage. Make it Unhealable before taking it to 1 HP.

How many characters should you plan for?

Five or more, preferably. Each character beyond four adds a monster, quickly killed with the Fire's bonuses, and the Horsemen have a harder time against a large group. The Quartet challenge is played with four.

Can the Horsemen be captured?

No, they cannot be captured. No soul stone is needed for this dungeon.

How do you get the Horsemen's mounts?

Finish The Wokening, then trade 20 resources from a Horseman after the victory. One mount per Horseman, only once per character, to be chosen before leaving the dungeon.

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Eliocalypse Storm

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