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The Cinder Vaults

Dungeon

  • Level 55+
  • 1–5 players
  • Redrock Mesas

The guild's vaults, cut into the mesa. Vault Sentinel still keeps the door; The Ash Widow waits in the record hall with her husband's death warrant; in the crucible Ignis the Bound heats the guild's fire on four chains. The Kindled want what lies inside, and so does someone else.

Getting in

Through the door in the mesa at the end of Redrock's vault road.

Loot and the daily lock

Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.

Alone or in a group

Players12345
Health×1×1.5×2×2.5×3
Blows×1×1.25×1.5×1.75×2

The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.

Floors and who lives there

The Vault Road

The Strongrooms

The Vault Door

The Ledger Rooms

The Record Hall

The Cinder Vaults

The Crucible

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (52), in place of the blow multiples below: a move you could dodge 689 damage, a hazard 603 damage, its signature failed 948 damage, burning ground 207 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.

  • Turning Gaze

    A beam 1 tile wide turns out of it to 10 tiles, 40° a second (32° for a lone player), the ground it reaches in 2 s shown pale. Whoever stays in it as it passes is caught: 948 damage and the Vault Seal: skills' waits run 30% slower for 6 s (it can be cleansed). Nothing shades you from it: the pillars only stand in the way.

    WhenFrom 3 s; two beams, opposite, from 50%; they turn the other way at 75%, 50% and 25%, its eye's ring blinking white 2 s before.

    EnragedFrom its rage: 55° a second.

    TipAs it comes, step through it against its turn, or walk round with it: close in, a walk keeps pace with it.

  • Perfect Turn

    Its beams turn 360° with nobody caught: its eye is dazzled. It reels 4 s, its beams dark, and takes 25% more meanwhile. Anyone caught starts the count again; the white arc round its eye shows it.

    WhenAll fight long, from its first beam.

    TipDance together: nobody lingers in a beam. Save your big skills for the dazzle.

  • Lock Slam

    A ring 3.5 tiles round it, 2.5 s ahead: 2.2 × a normal blow.

    When8 s into the fight, then every 14 s.

    EnragedEvery 12 s.

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

  • 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.

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (53), in place of the blow multiples below: a move you could dodge 708 damage, a hazard 620 damage, its signature failed 974 damage, burning ground 212 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.

  • Mourning Letter

    A burning letter on one of the party with 8 s to live (10 s for a lone player); never cleansed. Walk within 1.3 tiles of a friend: it goes to them with 6 s left (the giver cannot take it back for 12 s). Within 1.5 tiles of the hearth (a lone player's 5 tiles) it burns: BURNT! She screams, is stunned 4 s and takes 25% more for 8 s. Its time up, it bursts 4 tiles round: 974 damage to everyone in it, and the ash burns there for 6 s.

    WhenFrom 12 s, every 26 s / 20 s (phase 1 / 2).

    TipHand it on towards the hearth, friend to friend (the white ring shows who takes it), or run it there yourself. Never stand near the one holding it at the end.

  • Lament

    A ring 3.5 tiles round it, 1.6 s ahead: 2.2 × a normal blow.

    When9 s into the fight, then every 12 s.

    EnragedEvery 10 s.

    TipStep out of the ring round her.

  • Ash Mourners

    1/2/3 Ash Mourners come (Ash Mourner, level 52; 1, 2–3, 4–5 players) for whoever holds her. Their lament hurries the letter: while any of them lives it has 2 s less to live.

    WhenAt 60% and 30% of its health, once each.

    TipThe tank takes them; kill them first, and the letter's time comes back.

  • Rage

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

    WhenAt 30% 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.

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.