Free the captured
- Fractal Difficulty Scale: x
- Defeat the Archdiviner
- Use the cultist hammer to break the ankle seals.
- Break the chest seal.
- Break the arm seals.
- Destroy the final seal.
- Legendary Archdiviner
The main boss of this fractal. He uses the Cultist Hammer. His core attacks:
- Short-range Leap -- Most likely will down you at higher fractals. Should be evaded.
- Spin -- Shoots out strong projectiles in an AoE. These projectiles also cause confusion. Should be evaded.
- Channel -- Red AoEs on the floor. You have about a second or two to leave these circles before they apply 4 conditions to you. (May not require dodging, try running forwards in the direction closest to safety)
- Cultist Hammer
This hammer is acquired very early. Its fourth skill is required for the fractal's puzzles. If the hammer wielder is downed from a fall, the hammer will spawn near them.
- The three basic skills are a standard attack, a knockback with weaker damage, and an AoE shield which provides stability
- The hammer will charge up and offer a fourth skill when an enemy is defeated near the hammer
- The wielder of the hammer needs to be within range; It is unnecessary to deliver the final blow (Uncertain whether the wielder needs to "tag" the enemy or not)
- The hammer loses charge whenever it is dropped
- Initially, picking up the hammer will cause damage to the player (At higher levels, about ~5k health's worth instantly)
- It applies a condition called Hammer Corruption every second
- Corruption (Condition)
The cultist hammer applies a condition called Corruption. Corruption stacks in duration and can only be removed by dropping the hammer. (One stack is applied and removed every one second.)
- For every 10 stacks of corruption, the wielder is affected by 1 stack of vulnerability
- When corruption reaches 20 stacks, the wielder is affected by 1 stack of weakness
- When corruption reaches 30 stacks, the wielder is stunned
- When corruption reaches 40 stacks, the wielder is downed and drops the hammer
Encounter the Legendary Archdiviner. Defeat him and take his Cultist Hammer. Progress through the stone tunnel avoiding the two traps on the way. The traps are indicated by raised stone squares with holes in them and can be dodged. There are two routes that may spawn past the tunnel. One is to the right and is straight forward. The other path continues forward and has enemies on the scaffolding. (The enemies on the scaffolding can be skipped).
There are 4 enemies here. Extra enemies spawn after the original four are defeated. (It spawns a veteran and a normal).
- If the party is very careful they can charge the hammer four times, twice for each seal, thus defeating this stage without spawning any extra enemies.
- To charge the hammer, you must defeat an enemy with the Cultist Hammer.
- Avoid using AOE attacks here, so you can charge the hammer four times using only the original mob.
To progress, they pass the three traps -- the second is prior to the wood bridge, the third is prior to the start of the tunnel.
At the end of the tunnel there is more scaffolding. This scaffolding has gargoyles that push air out of their mouths. Use timing to run past the traps. In addition, the wind can be dodged or a player can use stability to run through them. If you fall off you will be downed between the wooden bridge and the tunnel prior to this scaffolding.
There are AoE fires burning on the floor. The fires are both preceded and followed by a small fire (the size of the red circle will not change). The colossus will blow out one of the flames at a time. There will always be one safe spot and two burning ones. Keep moving onto the safe parts, charge the hammer, and destroy the seal.
Note: There are two safe spots outside the intersection of two fires. One is to the left of the seal, the other is on the outside edge. On the edge closer to the seal, it is possible to stand here, charge the hammer, and hit the seal. At lower levels, this is not a problem, but at higher levels it may prove to be more difficult to maintain, thus requiring the players to learn the timing of fires and when they are blown out.
Afterwards there are no enemies or traps for the scaffolding to the next level. It is advisable to wait for your party, prior to walking up the last wooden ramp on the square platform, as sometimes enemies will aggro those who step onto the next platform.
On this level, the seals are separated by a tunnel. The hammer needs to alternate hitting both arm seals. If the seal is enclosed by a purple hemisphere, it is protected.
Foes respawn similar to the knee seals. These foes also apply heavy stacks of vulnerability.
However, these foes also regenerate the seals strength. Minimize the foes you defeat and less will spawn to fix the seals. The spawns' repair rate is the same at all difficulty levels; thus, the following strategy is fastest:
- The strategy is to leave one cultist alive at one of the seals; this prevents additional spawns from appearing that heal the seal.
- Target one cultist and make sure to leave it alive. Avoid using AOE attacks.
- Defeat the other cultist on the first seal. Hit the seal with the charged hammer.
- Run to the second side and defeat a cultist. Hit the seal with the charged hammer.
- Recharge the hammer at this same side, then run to the first seal, hit it, and run back.
- Additional cultists will spawn at the second seal. Use these cultists to charge the hammer, leaving the cultist at the other seal alive throughout the entire fight.
- Pull and fight spawns in the hallway connecting the two seals while party members take turns charging the hammer and hitting the seals.
- If by accident the targeted cultist is killed, target another cultist and follow the same strategy, keeping it alive and carefully killing the surrounding ones. Be careful with your AOE attacks.
Speed boosts, Shadow steps, and Portals can help reduce the travel time between arm seals.
The scaffolding to the final level is trapped with timed explosives that will knock you off. Wait for them to clear at each landing or follow behind the explosions as they go up the ramps. The shorter ramps with explosives can be dodged. If you are knocked off, you will be placed prior to the tunnel. A well-timed stability skill can also help, as well as speed boosts.
Note: It is not necessary to carry the hammer up this final scaffolding. Whether this is a bug or by design is unknown. The Legendary Archdiviner seems to be able to take the hammer from anywhere in the next section.
Prior to entering the final chamber there are some chains. If you are locked out of the room, these chains will activate allowing you inside.
At the beginning of the fight, the Legendary Archdiviner stuns those inside the final chamber and takes the Cultist Hammer back. It is possible to break these stuns with a skill.
In between each phase there is a transition phase. They occur roughly around 75%, 50%, 25%, and 0%. He will become invulnerable to damage and will drop the hammer. Also, the purple protection on the shield will be removed and four foes will spawn on the circle around the seal, giving you an opportunity to charge the hammer by killing one of them. In lower-level fractals, the mobs will despawn after you hit the seal, but will not in later levels, so it is advisable to clear them out first before charging the hammer on the last one. After the seal has been hit by the hammer, the Legendary Archdiviner will stun the party to take his hammer back as he did prior to the fight.
He starts with four or five cultists around him. He attacks with his core three skills.
The same mechanics apply.
He has a white AoE attack (which looks like the Guardian's Judgment skill) where he applies Stability/Protection to himself, drops the hammer hilt to the ground, and then raises it to the sky.
At levels 10 and higher, this attack applies agony and can be evaded, blocked, or mitigated via skills. It can also be avoided at max-range. (Though his attack reflects physical projectiles). This attack can also be avoided using walls or the four torches via line of sight. At even higher levels it is often preceded with a pull. If you are pulled be sure to counter the agony immediately.
In addition, he will start locking people in cages. Prisoners can break out using melee attacks or by targeting the cage door.
He also spawns two "scorpion" minions periodically.
The only change from Phase 3 is that he will stop channeling wells.
Instead of simply stunning the group at the end of this transition, he will remain invulnerable. Basically the hammer needs to be charged twice during this last phase.
When the seal is finally broken (and the chest spawns), the Colossus will stand and bow with his hands together in a silent thank you. If you /bow in return, you will receive the Take a Bow achievement.
- Skills that remove Conditions, such as Null Field and Purging Flames, are very useful in this Fractal and can remove multiple stacks of Vulnerability from the enemy Chanters.
- Stability can be used during the scaffoldings to avoid being knocked down from the wind or the explosives. Elite skills that grant Stability for a long period, such as Plague, Rampage As One and Tornado, can be used to quickly speed through the scaffoldings.
- Environmental weapons
- All enemies within this fractal are mechanically Bandits, and considered so for achievements and "of Slaying" potions and sigils. They also have bandit drops.
- This Fractal was inspired by ancient myths such as the one of Prometheus.
- The Colossus bears a striking resemblance to Doctor Manhattan from the Watchmen franchise. This includes the way he teleports after being saved.
- ^ a b TowerTalk LoreSpecial: Closeup Flame&Frost and Fractals, TowerTalk