
Urugugu Canyon — Dungeon Guide
A three-boss dungeon built around punishing greed: Roth punishes attacking during his counter stance, Ura punishes ignoring his poison, and Divine Alder punishes standing still during the tornado phase.
First Boss — Guardian Captain Raur
Route
At the start of the dungeon, jump down to your right and follow the path leading up to the arena of the first boss.
Counterattack Stance (starts at 70% HP)
The boss shouts “Feel your strength turn against you, strike me!”, plants its shield into the ground, and gains a 4-second counterattack buff.
Stop attacking completely. Any damage dealt during the stance is reflected back to the attacker, and the boss gains a damage-boost stack for every hit taken.
After the 4-second stance ends, the boss releases a massive point-blank AoE around itself. If the boss was hit during the stance, the AoE damage scales with the number of hits absorbed and can easily become lethal.
What to do: This AoE can be blocked or perfect-dodged. If nobody attacked during the stance, nothing happens and the boss resumes normal patterns.
Filler Attacks
- Leash / Slow — if the tank moves too far away, the boss leashes them, reducing movement speed and applying a time-bomb debuff that leaves a circular AoE pool on the ground after a few seconds.
- Dash to Tank — the boss dashes toward the tank. If the tank fails to close the gap immediately after, the boss leashes them right away.
- Random Player Jump — jumps to a random party member, landing with a point-blank AoE.
- Small AoE — a quick point-blank AoE around itself.
Second Boss — Judge Urahum
Route
After defeating the first boss, backtrack slightly, turn right, and enter the first room on your right.
Poison Puddles
Most of the boss’s attacks apply a 3-second poison debuff to players hit. When the debuff expires, it explodes and leaves a poison puddle on the ground for about 40 seconds, dealing moderate damage to anyone standing inside.
All attacks can be blocked or perfect-dodged to prevent the poison debuff from applying in the first place.
Enrage / Speed Buff (starts at 65% HP)
The boss gains a buff that significantly increases its movement and attack speed.
Attack Patterns
- Large AoE Burst — a large point-blank AoE around itself.
- 12-Line Projectiles — 12 thin linear projectiles fired in a circle around itself.
- Triple AoE Combo (from 65% HP) — a small, medium and very large point-blank AoE back-to-back in rapid succession.
- Claw Dash (from 65% HP) — dashes toward the tank with continuous claw swipes throughout the charge.
Path to the Final Boss
- Head out of the room going east, then turn left.
- Defeat the Uruu Wind Mage elite monster to spawn a windstream.
- Ride the windstream, use the jump pad, and glide forward.
- Cross the bridge on your right, use the second jump pad, and activate the Kibilisk upon landing so lagging team members can catch up.
- Proceed into the grotto ahead, take the path on the right, defeat the elite monsters, and activate the second Kibilisk.
- Jump down into the main arena to fight the final boss.
Final Boss — Divine Auldor
Grab & Airborne Combo (starts at 95% HP)
The boss turns toward a random party member and fires two waves of thick projectile lines in a fan shape in front of itself. Getting hit by any line launches the player airborne, and the boss then lunges at them, grabs them, rises into the air, and slams them into the ground — a point-blank explosion that expands into two donut-shaped AoE rings.
Hard Mode: the point-blank explosion is replaced by a stack marker instead of the two donut AoE rings.
Tornados & Stack Marker Phase (75% and 35% HP)
The boss jumps to the middle of the room, landing with a point-blank AoE. Tornado projectiles constantly cross the arena, knocking players airborne on hit. The boss then casts Temper Strike, targeting a random party member with a stack marker.
A stack marker deals heavy damage to the targeted player alone if nobody joins them.
What to do: At least one other party member must stack with the targeted player to share the damage and survive.
35% HP variation: the outer edge of the arena gets covered in a lingering storm that ticks heavy damage — the safe area stays restricted for the rest of the fight.
Filler Attacks
- Tank Jump — jumps onto the tank, landing with a point-blank AoE.
- Rectangle AoE — aims a thick rectangular AoE toward the tank.
- Burst & Small Circles — a point-blank AoE alongside several small circular AoE pools around itself.
- Trail Dash — dashes toward the tank in a thin line, leaving a damaging trail on the ground that lingers for a short duration.