Home Limveld Nightfarers Nightlords
Gladus is a massive three-headed, many legged, fiery wolf that wields a chain-linked greatsword on its back. It primarily attacks by swiping or lunging with its heads or by swinging the greatsword on its back. In phase 2, it will split into three separate wolves, one wielding the greatsword. Said wolf will command the other two to target a Nightfarer and all three will release an unrelenting fury of attacks upon them. During this phase it is highly recommended to each take on a wolf if playing trios or just run for your life in solos.
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| Health:11,328
Stance: 120 Damage: Fire, Standard |
= 0
= 0
= 0
= -10
= 0
= 50
= 0
= -35
|
= 542
= 252
= 252
= 542
= 154
= Immune
|
Adel is a colossal chicken like dragon who’s hunger for everything has twisted its mouth sideways, making it look twisted and corrupted. Adel primarily attacks with its mouth, attempting to bite, smash and eat the Nightfarers. Adel can grab Nightfarers and chew on them, restoring HP and gaining an attack boost. In phase 2, Adel will summon a purple lightning orb to surround it; additionally, it will cause lightning strikes to appear around the arena. All its previous attacks will now be enhanced with lightning while it also gains new attacks. Advice, stay at its legs and watch for when it moves its head spontaneously. Additionally, Adel counts as a dragon type enemy, meaning anti dragon gear works more effectively on it.
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| Health:13,140
Stance: 150 Damage: Fire, Standard, Strike |
= 0
= 0
= 0
= 0
= 0
= 20
= 50
= 0
|
= 154
= 154
= 542
= 154
= 154
= Immune
|
Gnoster is a massive moth that can use magic and cast a deadly poison, Gnoster typically takes flight staying high in the sky meaning that ranged weaponry is the only way to attack it efficiently. However, Gnoster isn't alone. Along with it is a massive scorpion/beetle hybrid known as Faurtis Stoneshield. Faurtis will attack Nightfarers on the ground with either its massive pincers or by slamming its legs, causing the ground to rupture as well. In phase 2, Gnoster will land on Faurtis’ back, and the two will combine their attacks, while also gaining new ones. Highly advise for melee users to attack Faurtis while ranged users focus on Gnoster. They both share the same health bar so if one is hurt, it will contribute to their shared one.
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| Health: 13,027
Stance: 100 (Gnoster), 150 (Faurtis) Damage: Magic, Poison (Gnoster)
Standard, Strike(Faurtis)
|
(Gnoster) = -15
= -25
= -15
= -25
= 50
= -40
= 10
= 10
(Faurtis) = 10
= 20
= -20
= -10
= 10
= -35
= 10
= 10
|
(Gnoster) = 542
= 154
= 154
= 154
= 542
= Immune
(Faurtis) = 252
= 154
= 154
= 154
= 154
= Immune
|
Maris is a floating mass of water and other sea like amenities. Floating off the ground. Maris uses many ranged attacks consisting of summoning waves and spawning jelly fish that will explode when in proximity to a Nightfarer. Maris also has an attack where it can cause unavoidable sleep build up; this can only be stopped by either causing enough stance damage or using lightning. In phase 2. Maris will gain new attacks while also enhancing her old ones. One major attack to look out for is where it soars into the sky and drops an orb that when it hits the ground, will cause a massive explosion and sleep build up. Best advice for Maris is to use ranged attacks as melee users will find difficulty in hitting a floating entity.
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| Health:12,687
Stance: 150 Damage: Fire, Standard Sleep |
= 0
= -15
= 20
= 10
= 20
= 50
= -40
= 15
|
= Immune
= 252
= Immune
= 252
= Immune
= Immune
|
Libra is a Baphomet like enemy wielding a staff and maddening sorceries. At first Libra offers the Nightfarers a deal, each deal has a positive and a negative. Nightfarers can choose whether to accept or decline a deal. When all Nightfarers have chosen their offers, the fight will begin. Libra will swing its staff around while casting sorceries capable of causing madness build up. When in phase 2, Libra will enter a trance and form a shield around him. Nightfarers can break this trance by either breaking the sigils that appear around it or by doing enough stance damage. If broken, Libra will enter a frenzy, attacking rapidly and manically. Only calming down after a certain attack that ruptures the sky. If it is not broken, Libra will gain a damage negation boost and will have enhanced attacks until he meditates again. Advice is to watch out primarily for its magic attacks as madness can be a very damaging debuff.
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| Health:13,048
Stance: 120 Damage: Holy, Standard |
= 0
= -10
= 0
= 0
= 20
= -20
= 0
= -35
|
= 154
= 154
= 252
= 252
= Immune
= 154
|
Fulghor is a one-armed, armored centaur wielding a great lance imbued with holy power. Hyper aggressive and very powerful, Fulghor can easily eliminate Nightfarers within seconds. Primarily attacking with his lance or by stomping causing the ground to quake. A noticeable attack when he assumes a stance and starts charging his lance. This stance can only be broken by lightning or stance damage. If not, he will plunge the lance into the ground, causing multiple lances to strike out of the ground. In phase 2, Fulghor will grow a massive Nightglow clay from its missing arm. Fulghor will also now attack more aggressively and utilise its arm to cause massive eruptions and spew Nightglow. Best advice for Fulghor is to play just as aggressively. Just watch your stamina bar.
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| Health:11,894
Stance: 155 Damage: Holy, Standard |
= 0
= 0
= 0
= 0
= 0
= 0
= -20
= 30
|
= 154
= 154
= 154
= 154
= 154
= Immune
|
Caligo is an ancient frost dragon. Capable of breathing a freezing mist and powerful strikes with her tail. Caligo is able to attack swiftly before creating distance. One of her attacks consists of her flying into the sky and creating a thick fog. Either one of two things can happen. One is where she’ll create an ice ceiling and cause it to shatter; the other is where she’ll charge up a powerful freezing breath attack. In phase 2, Caligo will begin to cause a massive ice surge. Enhancing her attacks, she now uses more frost attacks while she can also soar into the sky and send down icicles. Advice for Caligo is to aim for her head as it relatively hangs low. Additionally, she counts as an ancient dragon type, meaning anti dragon-gear is effective, just not as much.
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| Health:12,007
Stance: 160 Damage: Magic, Standard, Frostbite |
= 0
= 15
= -15
= 10
= 20
= -35
= 20
= 20
|
= 252
= 252
= 252
= 542
= 542
= Immune
|
Heolstor, the cause of all of this, the endless night. At first appearing as the Night Aspect, a man covered in wrapping sealed by sacred rites. He wields a straight sword and attacks rather elegantly. At half HP he’ll rip out his other two arms from the wrapping. One wielding a dagger, the other on his right side, wielding an ancient moonlight greatsword. When slain he’ll drop to his knees causing a mass of darkness to protrude from him. Revealing himself as Heolstor. And armored, hallowed being with the Nightlord’s rune residing inside him. Heolstor can now cast dark sorceries and imbue the moonlight greatsword with darkness, allowing for powerful AOE attacks. At half health he’ll enter his third phase. Floating up to the sky and splitting the sky open with his straight sword. Imbuing his blade with one of the 7 elements used by the previous Nightlords, [an additional one if you own the DLC]. He then follows it up with a powerful slam causing a massive explosion. His attacks are now imbued; he now causes the ground to quake with his sword attacks. Soon hell then perform a powerful combo of attacks, finishing it off with another slam explosion. Advice? Fight! This is the end! Use all your knowledge from the previous Nightlords and bring an end to this forsaken Night!
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| Health:4,984 (Night Aspect)
11,214 (Heolstor) Stance: 130 Damage: Magic, Standard
(in phase three he’ll imbued his sword with a random affinity) |
(Night Aspect)
= 0
= -15
= 10
= -10
= 0
= -20
= 0
= -35
(Heolstor) = 0
= 10
= -10
= -15
= 0
= 0
= -20
= -20
|
= Immune
= 252
= Immune
= Immune
= 542
= Immune
|
Harmonia is one of seven valkyrie like angels. Three wielding glaives, three wilding spears, one wielding a mace. The valkyries fight together, combining attacks while summoning spears from the ground. When all are slain. They'll enter phase 2. one of the valkyries will arise again and transform into a pinkish more powerful commander [we’re just going to call her Harmonia]. Harmonia will now command the others making them fly and cause quakes in the ground in their wake. Harmonia can use enhanced attacks while teleporting across the arena. Tips for this fight would be to never separate from your teammates. Stick together and focus on one valkyire at a time.
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| Health:Unknown (constantly changing value) Stance:Unknown (constantly changing value) Damage: Standard |
= 0
= 8
= -10
= 0
= 0
= 8
= 10
= 30
|
= 252
= 252
= 252
= 252
= 84
= Immune
|
Straghess, also known as the Dreglord. A mass of rotting corpses accumulated throughout the events of the night. Weiling a massive staff, Straghess attacks fast and aggressively, capable of unleashing powerful rot blasts from its staff. In phase 2, it’ll create an orb of rot, forming a mountain of rotten sludge in which it arises upon. Exploding it in the sky, rotten corpses now arise from the ground, with some of them turning into massive wormface like enemies. When slain, Straghess will fall to the ground. but that’s not the end, no. The arena will be covered in a tick rotten mist, that soon after fades away revealing Straghess transforming into a more demonic primal looking form known as Pure Impulse Straghess. Forming masses of rotten debris around the arena with a bellowing roar. Straghess is now more volatile than ever. Incredibly more aggressive. Straghess now does numerous combos at rapid succession, additionally using the environment to its advantage by forming pillars and leaping off them. In phase 4, Straghess lets out another roar, causing a plethora of pillars to rise out of the ground. it then jumps from pilar to pillar, charging up a powerful rot orb to slam into the ground, creating a rotten explosion, twice. Straghess now is even more aggressive in his combos and will fight to the very end. Advice for this fight is to wait. Avoid Straghess’ attacks at all costs and wait for moments where it is vulnerable. Straghess has no inherent weakness but gets a damage debuff if attacked enough.
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| Health:11,554
Stance: 150 Damage: Standard (Some attacks can bypass shields) |
= 0
= -10
= 0
= -10
= 0
= -20
= 10
= -25
|
= 542
= 542
= 252
= 252
= 252
= Immune
|