Pilgrim's Traverse Floors 41-50 Guide

Last updated Today at 00:00 by Stella 5 comments

This page provides information about floors 41 through 50 of Pilgrim's Traverse including enemy information and boss advice.

1.

Pilgrim's Traverse Guide for Floors 41-50

On floors 41-50, the Accursed Horde will take the form of a Sack of Gilded Light Icon Sack of Gilded Light, and Mimics can spawn from Silver Coffers.

2.

Floors 41-49

As the second floorset of the challenge floors, the difficulty continues to increase. Many dangerous enemies have late telegraphed attacks that deal near-lethal damage, and some enemies are better avoided on certain jobs or roles.

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

In the meantime, there are some enemies that should be specifically noted.

  • Traverse Weapon will use Whirl of Rage, a late-telegraphed circle AoE that stuns players it hits, and Spite of Rage, a late-telegraphed line AoE.
  • Traverse Troubadour has strong auto-attacks that not only apply a stacking Vulnerability Up debuff, but also remove the buff provided by the Pomander of Steel. It will also use Tortoise Stomp, a late-telegraphed point-blank AoE. It is recommended that tanks and melees avoid this mob if they have a Pomander of Steel active.
  • Traverse Triffid will use Creeping Combination, a telegraphed cone-shaped AoE followed by a second untelegraphed cone-shaped AoE behind it immediately afterwards.
  • Traverse Petreffigy will use an instant pull-in AoE followed by Plaincracker, a late-telegraphed point-blank AoE.
  • Traverse Antlion will use One-Two Charge, a telegraphed line dash AoE followed by a second one dash back in the other direction. Both dashes will knock back players they hit.
3.

Floor 50 Boss - Ogbunabali

The fifth boss of Pilgrim's Traverse, and the second of the challenge floorsets. A very unique encounter for Deep Dungeon bosses, players will be forced to use the terrain to their advantage in order to attain victory.

Boss Rotation Quick-Guide:
  1. Liquefaction
  2. Falling Rocks
  3. Jump to wall + Sandpit
  4. Falling Rocks
  5. Jump to wall + Windraiser
  6. Jump to wall + Falling Rocks + Windraiser
  7. Sandpit
  8. Falling Rocks
  9. Repeat from Jump to wall + Falling Rocks + Windraiser

The arena is a circle, with an outer ring that inflicts a 15s DoT if entered. However, this ring will not appear until the first cast of Windraiser. When entering the arena, take note of the seven dark brown rock formations on the floor of the arena, as you will be forced to move between these locations for the entirety of the fight. Shortly after being pulled, the boss will cast Liquefaction, turning the floor of the arena (except for the rock formations) into sand. Standing on this will inflict the player with two debuffs. These are Six Fulms Under, a 4s debuff that causes you to slowly sink into the sand and will instantly kill you if the timer reaches zero, and Breaker of Wind, which prevents players from taking knockback.

After this castbar, Falling Rocks will appear. This has no castbar from the boss and consists of six circle AoEs randomly placed around the arena. As the last AoE resolves, the boss will jump to the north of the arena and cast Sandpit, targeting one player with a chasing AoE. Once the castbar ends, the boss will become untargetable and the location of the first AoE will be locked in, at which point the targeted player should run to the other side of the arena across the rock formations. The boss will do four chasing AoEs, becoming targetable again as it executes the first one, and once the fourth has resolved, six more Falling Rocks will appear.

The boss will once again jump to the north of the arena as the last Falling Rocks AoE resolves, this time casting Windraiser and causing the bleed ring on the wall of the arena to spawn. A tornado will form in the centre of the arena with a three-segment countdown marker displayed above it. Simply ensure you are in the sand when this mechanic resolves in order to have the Breaker of Wind debuff, which will prevent you from getting knocked backwards into the bleed wall.

After this point, the boss will jump north once again, do six Falling Rocks while casting Windraiser, and then cast Sandpit. As the Windraiser will take longer to resolve this time, resolve Sandpit as normal and simply ensure you are on the sand when the tornado counter reaches zero. Six more Falling Rocks will spawn as the tornado resolves, and at this point the boss will now loop this single combination of mechanics for the remainder of the fight.