Shattered Arkanis (Stage 4) — Dungeon Guide
A large, open-world-style dungeon: clear trash and mini-bosses to unlock the final boss, then fight through three named bosses. Higher affix tiers stack extra danger on top of the base mechanics below.
Dungeon Overview & General Mechanics
Trash Mobs, Affixes & Progression
You must clear a specific amount of trash mobs and mini-bosses to unlock the final boss. Trash mobs grant 1–2 points, while mini-bosses award 45 points.
| Tier | Affix |
|---|---|
| Tier 2+ | Blood Puddles — killing an elite monster leaves a large blood puddle. Standing in it drains player HP rapidly, while monsters inside it heal. |
| Tier 3+ | Mob Buffs — defeating a trash monster near other trash monsters grants the survivors a damage boost. |
| Tier 4+ | Stagger Bars — bosses have enhanced stagger bars. |
Speed Strategy (Runner Method)
Because the map is large and open:
- Assign 4 players to clear trash mobs and mini-bosses.
- Assign 1 runner to dash ahead, bypass mobs, and unlock all fast-travel Kibilisks. This lets the rest of the group instantly teleport from boss to boss once requirements are met.
First Boss — Leader of the Seat
Route
Take the left path to reach the arena and activate the nearby Kibilisk.
Chakra Collision (starts at 75% HP)
The boss casts two flank line AoEs. When they detonate, two active chakras spawn at the tips.
Chakras deal massive ticking damage on contact — do not stand at the tips of the flank lines when dodging.
Chakras lock onto two players with red line indicators and slowly follow them. The two chakras must collide with each other to break:
- Method 1. The two marked players align opposite each other and take the hit as the chakras cross.
- Method 2. Both marked players stand near the boss and cross their line indicators to form an “X” right past each other, then hold completely still until the chakras collide and shatter.
Returning Chakrams Phase (starts at 60% HP)
The boss locks its stagger bar, jumps to the center, and targets each player with fast-hitting small circle AoEs that drop spinning chakrams. Additional chakrams spawn around the arena edges.
After a few seconds, all placed chakrams return to the boss along red projectile lines.
What to do: Keep moving while they are out, then stand between the lines or block to avoid heavy damage when they return.
Filler Attacks
- Long-Distance Line — a line AoE at the furthest target; the chakram damages players on both its outward and return trips.
- Tank Red Circle — targets the tank with a large red circular AoE.
- Frontal Cleave & Donut — a small fan-shaped cleave in front, followed immediately by a multi-hit donut AoE.
Second Boss — Ruthus of Pain
Route
After defeating the first boss, teleport to the corresponding Kibilisk, head right, clear mobs as needed, and cross the eastern bridge.
Quadrant Cleave & Lightning Puddles (Recurring)
Locks its stagger bar, jumps to the center, and casts a large quadrant AoE covering 1/4 of the arena, leaving a deadly lingering lightning puddle that kills players rapidly on contact. Cleaves quadrants in a clockwise direction (up to 3 puddles active at once).
If stranded outside, the very outer rim of the arena is safe to walk on.
Party Circle Drops & Time Bombs
Targets all players with 4 sequential circular AoEs. Getting hit applies a time-bomb debuff that detonates into a jumpable ring AoE after a few seconds.
Donut Jump (starts at 95% HP)
Jumps on the furthest player and unleashes a large donut AoE that deals heavy damage and knocks down.
Line Attacks (starts at 50% HP)
Regularly targets all players with line AoEs that deal heavy damage, apply a bleed debuff, and knock down on hit.
Final Boss — Talisra of the Void
Route
Teleport to the final Kibilisk, follow the path straight ahead, and jump/glide down into the arena.
Color Droplets & Protective Domes (75% and 30% HP)
The boss locks its stagger bar and teleports to the center. Purple and white droplets slowly move from the edges toward the boss. Players must intercept droplets — picking one up grants a speed boost and a color mark.
Intercepting the opposite color stuns you and cleanses your stacks — assign players evenly before the fight (50% Purple / 50% White).
After 2 waves, players drop protective domes matching their picked color. Do not drop domes too close together or they will vanish — drop them near the boss so players can switch between them easily.
Flash & Wipe Pattern
The boss raises its crystal and flashes colors (2 times at 75% HP, 3 times at 30% HP), then casts raid-wide wipe waves in that exact color sequence.
Standing in the wrong color, or outside any dome, during a wave is lethal.
What to do: Stand inside the matching color dome for each wave. Domes can be reused.
30% HP addition: ring AoEs close in from the edges during the droplet phase — jump over them to avoid getting stunned.
Light Spear DPS Check (Castall)
Drops 4 spears around itself and begins a 6-second cast (Castall).
The light spear directly in front of the boss will explode for lethal group damage unless destroyed — focus-fire the front spear (requires 20 hits to break).
Filler Attacks
- Frontal Cleave — massive frontal cleave with a narrow safe spot directly behind the boss.
- Double Ring Waves — an outward jumpable ring, followed by an inward ring from the edge. Jump after the 3rd floor indicator pulse.
- Red Pillars — spawns red lingering damage pillars in shifting circular configurations around the boss.
- Target Line Barrage — fires a series of line AoEs at nearby players.
- Lingering Fan Cleave — a persistent fan-shaped cleave in front that deals rapid, heavy tick damage.
- Triple Line Projectiles — shoots 1, then 2, then 3 sequential line projectiles at the furthest target.
- Diamond Jail (starts at 50% HP) — traps a random player in a diamond jail; other players receive line indicators and must aim all 3 line projectiles at the jail to break it free.
- Tank Dash & Teleport AoE — dashes toward the tank in a straight line; teleports land with point-blank AoEs.