How a world is built
Each campaign world is three chapters and a boss per chapter. Clearing Normal opens Heroic. Clearing Heroic opens Nightmare. Nightmare can rename a boss and add a purple guard. You need the level gate from the beginner guide before the portal lets you in: 10, 20, then 30.
Haunted Tundra was once called North Endo. Crimson Abyss is the last world of Arc 1. A version 2.0.6 developer note says World 5 was in development. It is not a fifth world you can select from these pages.
Boss list
| World | Chapter bosses | Nightmare name |
|---|---|---|
| Grasslands | John the Lumberjack, Giant Goblin, The Kingslayer | Same |
| Ancient Sands | The Maneater, Nekros, Atticus the Forgotten | Dark Nekros |
| Haunted Tundra | Shin Bombo the Cave Beast, Akuma the Elder, Kori, Commander of the Damned | Akuma the Honored |
| Crimson Abyss | Gatekeeper, Infested Beast, Korth, Lord of the Wrath | Corrupt Gatekeeper |
Queen Slime is the boot camp boss, not a chapter boss. One progression note calls the Giant Goblin John Jack. The boss table uses Giant Goblin. Players also call Korth by the short name Cor.
How to spend the opening of each fight
John the Lumberjack. Slow axe swings with knockback. Bait one swing, then hit during the recovery.
Giant Goblin. High health and extra goblins. Clear the adds, then parry the slam.
The Kingslayer. Faster sword strings and thrown blades. Keep a dash charge. Do not commit a slow hit into his counter.
The Maneater. A burrowing centipede that spits. Circle so the shot misses, then hit the body when it pauses.
Nekros. A scythe caster with a shield gauge. Dark Nekros absorbs more. Damage-over-time and life steal chip the guard without trading every swing.
Atticus the Forgotten. Two phases. Fire sweeps, then a faster flaming arena. Stay on the outer rim and hit after the forward burst.
Shin Bombo. Leaps, snowballs, and icicle rain. Leave the storm. Heavy crowd control can interrupt the wind-up. A heavy hit can also break that stun early.
Akuma the Elder. Twin Snow Golems and teleporting Elder Sorcerers. Kill the sorcerers first. Version 2.0.9 fixed a bug where a Necromancer raising an Elder Sorcerer kept Akuma shielded. Do not treat an old shield-lock video as current.
Kori. A flying ice dragon. Dash the aerial bombs. The landing is the melee window.
Gatekeeper. Tethers, a chain hook, and slams. Some ground hits ignore dash invincibility. Back out of red tether lines instead of relying on Q.
Infested Beast. Fast flying charges, a ground smash, and adds. The safe hits are after the smash recovers. Stay out of corners.
Korth. Phase one is invulnerable until both relic hands are destroyed. Black circles start a three-tap spacebar check. Failing it is described as an instant kill that can ignore some revives. Phase two is a red beam you cannot parry. Break line of sight behind a pillar.
After the clear
Boss chests, wishes, and duplicate gear are the reward. Heroic and Nightmare raise quest-material drops (1.25x and 1.5x as of version 2.0.4). As of that same patch, raid arenas no longer require you to have beaten that world's campaign boss first.
