Pilgrim's Traverse Floors 1-30 Guide

Last updated on Oct 09, 2025 at 00:00 by Stella 5 comments

This page provides information about floors 1 through 30 of Pilgrim's Traverse including enemy information and boss advice.

1.

Pilgrim's Traverse Guide for Floors 1-30

The first 30 floors of Pilgrim's Traverse are relatively simple in comparison to the later floors, and do not require as much detail to cover. Future floorsets will be given their own individual pages. On floors 1-30, the Accursed Horde will take the form of a Sack of Silvered Light Icon Sack of Silvered Light, and Mimics can spawn from Bronze Coffers.

Across all floorsets in Pilgrim's Traverse, Pomanders of Affluence, Flight and Altercation will not appear in Gold Coffers on the final non-boss floor of a floorset.

2.

Floors 1-9

As an introductory floorset, many enemies here have no mechanics or ways to deal damage outside of their basic attacks.

The encounter table will be located here once sufficient information has been accumulated by the community.

3.

Floor 10 Boss - Ornamental Leafman

The first boss of Pilgrim's Traverse, and a showcase of an increase in mechanic complexity for the bosses in this Deep Dungeon compared to previous ones. While this boss only has two mechanics, the first can be deceptively difficult if one is unaware of its workings.

Boss Rotation Quick-Guide:
  1. Branch Out
  2. Hedge Mazing
  3. Adds
  4. Leafmash
  5. Repeat from Start

The arena is a circle with no hazards. Shortly after being pulled, the boss will jump to the middle of the arena and use Branch Out, summoning three untargetable adds that then burrow underground. These adds will always spawn in the same position, one to either side of the boss and one in front.

The boss will then begin to cast Hedge Mazing, a large telegraphed point-blank AoE. At the same time, the adds will begin to move around underneath the arena, leaving pink trails behind them. At the end of the boss' castbar, the adds will do point-blank AoEs around themselves at their current positions.

The adds can end up in six possible positions, those being to the west and east of the arena as well as two offset positions from north and south. The adds will always end up with two opposite each other, and the third adjacent to one of the other two. This creates two safe spots, a small one and a larger one opposite it.

After this mechanic, the adds will become targetable and must be killed before they enrage. This is easily doable on a DPS job, but can be challenging on tanks and especially healers, especially with low Aetherpool. Healers should apply their DoT to two of the adds before focusing down the third one, then moving on to the others.

Finally, the boss will begin to cast Leafmash, telegraphing four locations around the arena that it will jump to and cast a point-blank AoE at upon landing. Simply wait in the third or fourth jump location, then move into the first one once it is safe.

After this point, the boss will begin to loop mechanics, starting back at the beginning of the encounter.

4.

Floors 11-19

As the second floorset of Pilgrim's Traverse, enemies are similarly non-threatening to the first set of floors.

The encounter table will be located here once sufficient information has been accumulated by the community.

5.

Floor 20 Boss - Forgiven Emulation

The second boss of Pilgrim's Traverse. While also only having two mechanics, this boss has high auto-attack damage that will continue throughout most of the fight, so non-healer solo players should be aware of this and aim to mitigate or regen through it.

Boss Rotation Quick-Guide:
  1. Touchdown
  2. Bare Root Planting
  3. Dense Planting
  4. Repeat from Start

The arena is a circle, and a large Bleed hazard will spawn around the outside of the arena when the boss is pulled, making it significantly smaller. Shortly after being pulled, the boss will move to the middle of the arena and begin to cast Touchdown, rising into the air and telegraphing a knockback from the centre of the arena. During the castbar, its legs will glow red in a specific order, denoting the order and locations in which point-blank AoEs will be cast in once the castbar ends.

In order to easily resolve this mechanic, players should stand in the middle of the arena and move towards the last leg to glow red near the end of the castbar. After the knockback, simply move into the first AoE, which should always be in a space adjacent to the last one.

After some more auto-attacks, the boss will cast Bare Root Planting, after which a telegraphed eight-way cross AoE will spawn at the edge of the arena. Move to the opposite side of the arena from this as the boss casts Dense Planting, which will spawn a sequence of five telegraphed circle AoEs near each player. During this mechanic, the cross AoE from the previous mechanic will slowly grow outwards from its starting location to reach across the entire arena. Starting opposite this will give players the most amount of space to dodge the sequence of AoEs during it. The boss will also be using auto-attacks during this entire mechanic, so be aware of your health if solo.

After this point, the boss will begin to loop mechanics, starting back at the beginning of the encounter.

6.

Floors 21-29

As the third floorset of Pilgrim's Traverse, some enemies will start becoming dangerous to unaware players. This is also the final floorset of the 'story' part of the dungeon, and everything after this is meant as a challenge to players who are willing to attempt it.

The encounter table will be located here once sufficient information has been accumulated by the community.

7.

Floor 30 Boss - Forgiven Treachery

The third boss of Pilgrim's Traverse. This boss is not only more challenging than the two previous bosses, but also has a unique arena that players will need to frequently move around in order to dodge specific mechanics.

Boss Rotation Quick-Guide:
  1. Liturgy of Light
  2. Grip of Salvation
  3. Liturgy of Light
  4. Grip of Salvation
  5. Grip of Salvation
  6. Divine Favor
  7. Repeat from second Liturgy of Light

The arena is a ring with no hazards, and the boss in the centre. Each cardinal direction has a notch with space both towards and away from the boss. Shortly after being pulled, the boss will cast Liturgy of Light, causing Five AoEs to slowly descend upon the arena and deal damage upon landing. Each AoE can hit either the inside, outside, or central ring of the arena, and the first three will always hit these three in a random order, with the last two AoEs hitting two random locations. Make sure you are at a cardinal point on the arena to be able to move in and out as necessary in order to dodge these attacks.

As the third AoE lands, the boss will turn to face a player and begin to cast Grip of Salvation, causing one its hands to glow. Once the castbar ends, the boss will deal damage to all players on the same half of the arena as the hand, and then hold the same hand out to the side. The hand will continue to glow with no castbar, and shortly after this happens the boss will sweep the other half of the arena as well as the area in front of it. To safely resolve this mechanic, make sure you move to the side of the boss that is not glowing before the castbar ends, and then make your way back over to the other side before the second part of the attack hits, making sure you are not in front of the boss when it resolves.

After this, the boss will once again cast Liturgy of Light, but this time instead of the falling ring AoEs there will be eight glowing persistent circle AoEs that begin to rotate around the arena shortly after spawning. Two of these AoEs will spawn at each cardinal position, and they can spawn in one of three positions: fully covering the inside notch as well as some of the central ring, fully covering the outside notch as well as some of the central ring, or only partially covering the outside notch.

As these AoEs spin around the arena, the boss will do two full casts of Grip of Salvation. Resolve this in the same way as before while evading the rotating AoEs at the same time. At the end of the second Grip of Salvation, the rotating AoEs will vanish. Shortly after this, the boss will cast Divine Favor, marking one player with a chasing AoE during the castbar. Once the castbar ends, the starting location will be locked in and the player should run as far away as possible in order to avoid the multiple small circle AoEs that will chase after them.

As the chasing AoEs continue, the boss will cast another Liturgy of Light that will create both the ring AoEs and the rotating AoEs. The rotating AoEs can make the rings much harder to dodge, but as neither of these mechanics apply vulnerability stacks while Grip of Salvation does, there is nothing wrong with taking the damage from a ring if it allows you to dodge other mechanics going on as long as you have the health to do so.

From this point on, the boss will loop mechanics, using two Grip of Salvation and one Divine Favor after every Liturgy of Light cast.

8.

Continuing your Adventure

This is the end of the basic floorsets for Pilgrim's Traverse. Upon completing the quest Faerie Tale, players will be able to progress to floors 31 and onwards with either a fixed or matched party.

9.

Changelog

  • 08 Oct. 2024: Guide added.
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