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Stormnest

Dungeon

  • Level 100+
  • 1–5 players
  • Beacon Cape

Galeclaw guards her nest on the ledge; above it The Sky Griffin rules the summit beside the old beacon.

Getting in

Up the cape's north cliff to the ledges above the sea.

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 Cliff Path

The Lower Ledge

The Summit Path

Galeclaw's Ledge

The Summit

Bosses

Galeclaw

Lv 98 · Health 339,160

Chest: see the boss's page

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (98), in place of the blow multiples below: a move you could dodge 2,354 damage, a hazard 2,059 damage, its signature failed 3,236 damage, burning ground 706 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.

  • Herd

    From 10 s, every 25 s, she scatters her nest: 4/5/6 chicks fly out over the ledge. A chick runs from the nearest of you within 3 tiles at 3.1 tiles a second; one in the nest (3 tiles) sleeps and stays. Each chick out adds 3% to her blows; one left at the south edge for 10 s turns into a Storm Eagle that throws Charge. All home: NEST GATHERED!, she bows to the nest for 5 s and takes 35% more for 10 s. From 50% two chicks spark (within 1.5 tiles a chain strikes); from 25% she scatters twice a round.

    When10 s into the fight, then every 25 s.

    TipWalk round a chick, never at it: it runs straight away from you. Some of you fence, one keeps her away from the nest, one runs to the chick nearest the edge. Alone 3 chicks, fleeing within 4 tiles at 2.5 tiles a second.

  • Claw Dive

    A line 2 tiles wide from her through the farthest of you, marked 2 s: she dives along it, 2 ×.

    When6 s into the fight, then every 12 s.

  • Feather Storm

    2/3/4 circles of 2 tiles on you, marked 1.5 s, 1.2 ×; each fallen feather draws lightning 2 s later, 3 tiles round.

    When13 s into the fight, then every 16 s.

  • Nest Cry

    A 2 s spell a skill breaks; unbroken, 1/2/2 Cliff Wyverns land among you.

    When20 s into the fight, then every 30 s.

  • 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 (100), in place of the blow multiples below: a move you could dodge 2,507 damage, a hazard 2,193 damage, its signature failed 3,447 damage, burning ground 752 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.

  • Turn the Beacon

    At 70% (and again at 20%) she takes off: no blow lands on her, she circles the summit, a Shadow Dive every 8 s at the one at the Lens Wheel (nobody there: at the farthest of you, 2,507 damage). Stand 1 s on the wheel to sit: the stick turns the beacon's beam (20 tiles long, 2 tiles wide, 60° a second). The beam on her 2.5 s in all: BLINDED!, she crashes onto the summit, 8 s down and taking 50% more.

    WhenAt 70% and 20% health.

    TipOne takes the wheel and leads her with the beam; the healer keeps the lens keeper up; the rest spread from the dive's line. Alone the beam is 3 tiles wide and 1.5 s on her is enough.

  • Claw

    A 100° cone 4.5 tiles deep on the one holding her, marked 1.5 s, 2.2 ×.

    When5 s into the fight, then every 9 s.

  • Lightning Feather

    One of you carries a lightning feather for 5 s, then a chain leaps from them to whoever stands within 96 px, 1/3/4 links, 1.2 × each.

    When11 s into the fight, then every 18 s.

  • Collapsing Edge

    From 40% the summit's rim falls in three steps, 18 s apart, each warned 4 s ahead (red-orange). One caught falls to the ledge below (2,193 damage) and climbs back up; the inner ring is safe (white dashed).

    WhenAt 40% health.

  • Hard enrage

    Its time is up: it goes berserk, its blows 2.5 × as often and 200 % harder, to the end of the fight.

    When13:00 into the fight, whatever its health (its bar counts it down).

    TipBring it down before the time runs out.

  • 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.