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Ignis the Bound

Boss

  • Lv 55
  • Attacks on sight
  • Redrock Mesas

Where it lives

Redrock Mesas

It lives in The Cinder Vaults.

Fight

Health 94,287

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (55), in place of the blow multiples below: a move you could dodge 744 damage, a hazard 651 damage, its signature failed 1,024 damage, burning ground 223 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Flame Lash

    A 120° cone 5.5 tiles long at the one holding him, 1.4 s ahead: 3 × a normal blow.

    When6 s into the fight, then every 10 s.

    EnragedEvery 8 s.

    TipThe tank turns him away from the party; everyone else behind him.

  • Ember Spread

    A circle 2.5 tiles round everyone follows them for 3 s, then lands 1.5 s later where it stopped: 2 × a normal blow for each circle you stand in, and two or more leave an Ember Brand (3% of health a second for 6 s; cleansed, it bursts 1.5 tiles round you).

    When9 s into the fight, then every 18 s.

    EnragedEvery 15 s.

    TipSpread out so the circles do not touch; step out as they land.

  • Kindled Unbinders

    1/1/2 Unbinders come to the chains (Kindled Unbinder, level 54; 1, 2–3, 4–5 players), the chain glowing: one still alive after 18 s breaks it. Each broken chain is his for good: 2 tiles more reach, then corridors of fire, then the flame ring, then 15% harder blows, twice. Keep all four and every chest holds 5 more Mithril ore.

    WhenAt 70% and 52%.

    TipSplit up and kill the Unbinders; decide together which chain you let go.

  • Fire Corridors

    From the first broken chain: 1/2/3 corridors of fire 1.5 tiles wide and 10 tiles long at the party (1, 2–3, 4–5 players), 1.5 s ahead: 2 × a normal blow.

    When3 s into the fight, then every 12 s.

    TipThe one holding him turns him so the strip runs away from the party, then steps out of it to the side.

  • Flame Ring

    From the second broken chain: a ring 4 tiles round him, 1.5 s ahead: 1.8 × a normal blow.

    When5 s into the fight, then every 12 s.

    EnragedEvery 10 s.

    TipStep out of the ring; the tank leads the close fighters out.

  • Ember and Ash

    1/1/2 of the party carry an Ember and as many Ash (1, 2–3, 4–5 players; a lone player an Ember and an ash heap in the room). 6 s later they flare: an Ember within 1.5 tiles of an Ash (or the heap) and both go out; two alike within 1.5 tiles blaze up, 1,024 damage to each; one with no pair takes 1,024 damage too and a burn (3% of health a second for 4 s), and once he is free its fire stays on the ground for 8 s.

    WhenFrom 70%, every 20 s; from 35%, every 14 s.

    TipFind your opposite (the gold arrow at your feet points to them) and keep away from your own kind.

  • Last Bond

    Everyone is branded at once for 8 s (an odd one out gets an ash heap). Every pair found: he gutters out, reeling 6 s and taking 50% more.

    WhenAt 10% of his health, once.

    TipPair off calmly: Embers to Ashes, then everything at him.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 25% of its health; it lasts to the end of the fight.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

Drops

Chest and signature (tap to show)

Quests

No quest asks for it.