Pilgrim's Traverse Floors 51-60 Guide

Last updated Today at 00:00 by Stella 5 comments

This page provides information about floors 51 through 60 of Pilgrim's Traverse including enemy information and boss advice.

1.

Pilgrim's Traverse Guide for Floors 51-60

On floors 51-60, 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 51-59

As the third floorset of the challenge floors, players should ensure they are correctly positioned when fighting mobs. Many of the enemies on this floor have very large point-blank AoEs or room-wide donut AoEs, and engaging more than one enemy at a time can easily be fatal.

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 Phorusrhacos will use Pain Storm, a massive cone-shaped AoE, Whorl of Hurt, a donut-shaped AoE, and Painful Gust, a massive point-blank AoE.
  • Traverse Monitor will use Smoldering Scales, granting itself a buff for 6s that instantly kills any player that hits it with a physical attack during this time, including auto-attacks. It also has Burning Cyclone, a telegraphed cone-shaped AoE.
  • Traverse Sand Serpent will use Earthen Augur, a massive untelegraphed semi-donut-shaped AoE that can be avoided by standing inside the hitbox or behind the enemy. Can be LoS'd or Stunned.
  • Traverse Gigant will use an instant cone-shaped pull-in AoE followed by Heavy Scrapline, a late-telegraphed point-blank AoE that inflicts knockback. Can also use Heavy Toss, a wide telegraphed cone-shaped AoE that knocks players into the air.
  • Traverse Saichania will use Bafflement Bulb, a massive untelegraphed point-blank AoE that inflicts Temporary Misdirection for 6s. Can be interrupted. This is then followed up with either Mighty Spin, a late-telegraphed point-blank AoE, or Trounce, a massive late-telegraphed cone-shaped AoE.
  • Traverse Howler will use Barreling Smash, a telegraphed line dash AoE, followed by either Scythe Tail, a late-telegraphed point-blank AoE, or Master of Levin, a massive late-telegraphed donut AoE.
3.

Floor 60 Boss - Ancestral Maliktender

The sixth boss of Pilgrim's Traverse, and the third of the challenge floorsets. With an arena made up of a 4x4 grid of square tiles, players will need to use this visual indicator in order to resolve the central mechanic of the fight.

Boss Rotation Quick-Guide:
  1. Spineshot
  2. Branch Out (Adds spawn x4)
  3. Adds explode x4
  4. Spineshot
  5. Branch Out (Adds spawn)
  6. One-stone March or Two-stone March
  7. Bind + Adds move + Adds explode
  8. Spinning Needles
  9. Repeat from first Branch Out

The arena is a square with no wall hazards, and the boss on the far side. When entering the arena, take note of the four-by-four grid of squares on the ground. Shortly after being pulled, the boss will cast Spineshot, a pair of untelegraphed cone-shaped AoEs with one in front and one behind the boss. This will be used a few times throughout the encounter, and getting hit by this attack will inflict a 30% stacking Vulnerability Up debuff for 1 minute.

After this, the boss will cast Branch Out, the main mechanic of the fight. This will spawn four sets of adds, one in each column of the arena. Each set of adds will contain three small cactaur and one large cactaur. The adds will then begin to cast in the order they were spawned in, eventually exploding with the small ones covering only the tile they are standing one, while the large ones cover a 3x3 area of tiles centered on themselves. The first set of adds will explode at the same time as the third set begins casting.

The simplest way to resolve this mechanic is to only look at the large adds, and position yourself in a way that allows you to move into the first set of adds as soon as they explode, and then ensure that you move to the tile in that column that avoids all future explosions from the large adds on adjacent columns. This can require a movement of anywhere from 1-4 tiles, so sprint is recommended for safety. As the last set of adds explores, the boss will cast Spineshot again.

Next, the boss will move to the centre of the arena and cast Branch Out again, this time spawning a single set of adds consisting of five small adds and three large ones. The boss will then cast either One-stone March or Two-stone March and green arrows will appear on the ground to show the direction the adds will move in. If the boss is casting One-stone, adds will move one tile once the castbar ends, and if the boss is casting Two-stone, they will move two. The player will be unable to move for a short moment from once the castbar ends until the mechanic resolves.

To easily resolve this, take note of the fact that the inside ring of green arrows always contains one large add and one small add. Note where the large add will move to once the castbar ends, then go to the opposite corner of the arena. The safe spot for the mechanic should always be either the square directly in the outside corner, or one of the adjacent ones along the edge of the arena. One the mechanic resolves, the boss will cast Spinning Needles, which consists of using Spineshot ten times in a row while rotating either clockwise or counter-clockwise. Move close to the boss with a gap-closer or sprint in order to minimise the movement required to dodge the mechanic.

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

4.

Changelog

  • 08 Nov. 2025: Guide added.
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