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The Sulphur Workings

Dungeon

  • Level 45+
  • 1–5 players
  • Cinder Fen

An old guild mine under the fen, taken by the Kindled for its sulphur. Ashcamp's missing miners dig in chains under Overseer Brann in the Ore Yard; past the sulphur pits, in the chapel the Kindled built round the deepest vent, The Brimstone Heart beats under its crust. The old guild left its lime behind.

Getting in

Down the old mine's mouth at the end of Cinder Fen's sulphur road, east of Ashcamp.

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 Sulphur Workings

Fumarole Drift

The Sulphur Pits

The Ore Yard

The Vent Chapel

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (43), in place of the blow multiples below: a move you could dodge 526 damage, a hazard 460 damage, its signature failed 723 damage, burning ground 158 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.

  • Whip Crack

    He cracks his whip down a narrow strip (1.3 tiles wide, 8 tiles long) through the one holding him and on behind them. 1.4 s after the mark it lands: 2 × a normal blow on the one holding him, and a Whip Wound: healing received −30% for 8 s (it can be cleansed). Anyone else in the strip takes 526 damage.

    When5 s into the fight, then every 9 s.

    EnragedEvery 7 s.

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

  • Great Lash

    He winds his long whip up 3 s along a line 16 tiles long and 1.6 tiles wide through the one holding him; it follows them and locks 1 s before it falls. Whoever is on it then takes 723 damage. Laid across one of the 4 chained miners' posts it breaks the chain: the miner throws his pick, Brann reels 3 s and takes 25% more for 8 s. Across nothing it leaves a burning crack for 6 s. From 60% he lashes twice. Alone: 3.6 s, never twice.

    When12 s into the fight, then every 24 s.

    EnragedEvery 20 s.

    TipThe one holding him stands so Brann, they and a miner's post make one line, then steps off it when it locks. Everyone else keeps off the line.

  • Fumaroles

    The yard's 4 fumaroles erupt in turn, warned 2 s ahead (1.8 tiles round; alone 2.4 s): 460 damage and a push; then their gas lingers 4 s, burning.

    WhenOne every 6 s; from 30% one every 4 s.

    TipWatch the corner that glows; fight in the middle, away from the gas.

  • The Gang's Ore

    From 30% every miner still in chains hurls ore at one of the party every 6 s: a circle 1.5 tiles round where they stood, 1.6 s ahead, 526 damage. Freed miners throw nothing.

    WhenFrom 30% of his health.

    TipFree the miners with his lash before this; out of the circles.

  • Taskmasters! At them

    It shouts: "Taskmasters! At them!" 1/2/2 Kindled Taskmaster (level 43) come and attack the boss's target.

    WhenAt 60% of its health, once each.

    TipKill them first.

  • 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 (45), in place of the blow multiples below: a move you could dodge 554 damage, a hazard 484 damage, its signature failed 761 damage, burning ground 166 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.

  • Lime the Crust

    Its crust of sulphur takes up to 60% off every blow (the bar under its own). Stand in one of the guild's lime pits 0.8 s and you are limed for 14 s: only a limed blow cracks the crust (3% of its health in limed blows cracks it whole). It grows back 3% a second. Cracked to nothing it breaks: stunned 2 s, it takes 50% more for 10 s. Alone: lime 18 s, cracked at 2.5%.

    WhenThe whole fight.

    EnragedFrom 30%: it grows back 4.5% a second.

    TipLime up, strike, go back for more; when it breaks, everything at it.

  • Crust Nova

    The crust swells, warned 4 s ahead (alone 5 s): if more than 50% of it stands when it bursts, everyone in the fight takes 761 damage; cracked further, it bursts harmless.

    When20 s into the fight, then every 30 s.

    EnragedEvery 26 s.

    TipHave the crust under half before every nova: limed blows, early.

  • Sulphur Breath

    A 100° cone 5.5 tiles long at the one holding it, 1.5 s ahead: 2 × a normal blow on them, 554 damage on anyone else in it. It burns the lime off whoever it touches.

    When7 s into the fight, then every 10 s.

    EnragedEvery 8 s.

    TipThe tank turns it away from the limed.

  • Blue Fire

    Four lanes of blue fire from the Heart, 1.4 tiles wide and 12 tiles long, a cross then a saltire in turn, 1.6 s ahead (alone 2 s): 554 damage. Every 9 s.

    WhenFrom 30% of its health.

    TipStand between the lanes; the next set turns by an eighth.

  • Molten sulphur crawls out of the vents

    It shouts: "Molten sulphur crawls out of the vents!" 1/2/2 Brimstone Ooze (level 44) come and attack the boss's target.

    WhenAt 65% and 40% of its health, once each.

    TipKill them first.

  • Sulphur Spit

    Circles under 1/2/3 of the party (1.5 tiles; 1, 2–3, 4–5 players), 1.6 s ahead: 554 damage and Sulphur Poison for 6 s. Where one lands a sulphur lake burns for 5 s, slowing by 70%.

    When9 s into the fight, then every 12 s.

    EnragedEvery 10 s.

    TipStep out of the circle, and leave the lakes away from the lime pits.

  • Side Vents

    Two of its 6 side vents facing each other erupt, warned 1.8 s ahead (1.8 tiles round): 484 damage. Every 7 s, round the six in turn.

    WhenFrom 65% of its health.

    TipStep off the vent that glows; melee shifts round the Heart.

  • 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.