Pilgrim's Traverse Floors 81-90 Guide

Last updated Today at 00:00 by Stella 5 comments

This page provides information about floors 81 through 90 of Pilgrim's Traverse including enemy information and boss advice.

1.

Pilgrim's Traverse Guide for Floors 81-90

On floors 81-90, the Accursed Horde will take the form of a Sack of Platinum Light Icon Sack of Platinum Light, and Mimics can spawn from Gold Coffers.

2.

Floors 81-89

As the sixth floorset of the challenge floors, the challenge has reached its peak, with nearly all enemies having two or more unique skills that can instantly kill players. With patrol mobs having multiple hits of massive knockback, attempting to deceive players to score a kill, or inflicting the often lethal Pyretic debuff on a random player, nothing should be left to chance.

As a reminder, assume that all dodgeable attacks from both regular mobs and bosses are lethal. In some cases, a Pomander of Steel or Barkbalm Incense can prevent a death from full HP, but it will be safer to not rely on this, especially solo.

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 Gnoll will use Nox blast, a large late-telegraphed cone-shaped AoE with a fast castbar. Once below 30% HP, it will use Maul, a single-target enrage with a long castbar. This can be interrupted.
  • Invoked Gremlin will use Claw, a late-telegraphed cone-shaped AoE with a fast castbar. It will also use Bad-mouth, which not only applies the Slow debuff but will also remove any Haste buffs on players, such as the one from Pomanders of Haste.
  • Traverse Cubus will use Dark II, a massive late-telegraphed cone-shaped AoE. It will also use Dark, a targeted circle AoE on a random player with a fast castbar. Both of these can be interrupted.
  • Traverse Rider will use Valfodr, a targeted line AoE on a random player that will massively knock back any players hit. This is then repeated three more times without telegraphs. It will also use Storm Slash, a cone-shaped AoE with a late telegraph.
  • Invoked Satana will use Void Blizzard II, a telegraphed circle AoE on a random player with a fast castbar. It will also use Surprise Attack, an instant gap-closer, followed immediately by Blizzard Trap, a late-telegraphed point-blank AoE. Both of these can be interrupted.
  • Invoked Arch Demon will use Abyssal Swing, a late-telegraphed cone-shaped AoE with a fast castbar. Once below 20% HP, it will use Abyssal Transfixion, an interruptible attack on a random player that inflicts Paralysis for 15 seconds if the target takes damage.
  • Invoked Succubus will use Passions' Heat, an untelegraphed circle AoE on a random player. The targeted player will have an orange marker over their head during the castbar. Being hit by this AoE will inflict all affected players with Pyretic for 3 seconds, a debuff that will instantly kill any player that takes any action including moving, auto-attacking, using items and any weaponskill, spell or ability. This can be LoS'd.
  • Traverse Cama will use Claw and Tail, a late-telegraphed line AoE with a fast castbar that is immediately followed by an untelegraphed cone-shaped AoE directly behind it.
  • Invoked Caym will use Double Hex Eye, a massive point-blank Gaze AoE that will inflict Petrify for 15s if players do not look away from the enemy. This is immediately followed by Knowing Gleam, a telegraphed circle AoE on a random player with a fast castbar.
  • Invoked Baal will use Incinerating Lahar while out of combat, a lethal room-wide AoE with a long castbar. This can be LoS'd or interrupted, and will be interrupted when the mob is pulled. In combat, it will use Abyssal Ray, a late-telegraphed square-shaped AoE in front of it that cannot be LoS'd.
  • Invoked Cerberus will use Lightning Bolt, a large late-telegraphed circle-shaped AoE that is centered directly in front of itself. This will be immediately followed up with either Hell Claw, a late-telegraphed cone-shaped AoE, or Tail Blow, a late-telegraphed cone-shaped AoE directly behind it.
  • Invoked Humbaba will use either Triple Blow or Quadruple Blow. Both of these consist of single-target melee attacks on the main target, with Triple denoting three attacks and Quadruple denoting four. This will be immediately followed up with Bellows, a large instant cone-shaped AoE.
  • Invoked Troubadour will use Inner Demons, a late-telegraphed point-blank AoE. It will also use Dark II, a late-telegraphed cone-shaped AoE with a fast castbar.
3.

Floor 90 Boss - Malacoda

The ninth boss of Pilgrim's Traverse, and the sixth of the challenge floorsets. With an large circular arena and simple yet lethal mechanics, players will need to move frequently in order to stay alive.

Boss Rotation Quick-Guide:
  1. Backhand (Spawns Arcane Cylinders)
  2. Fore-Hind Folly or Twin-Winged Treachery (Cylinders resolve)
  3. Backhand (Spawns Arcane Cylinders)
  4. Fore-Hind Folly or Twin-Winged Treachery (opposite of first, Cylinders resolve)
  5. Hot Iron
  6. Skinflayer (Spawns Arcane Cylinders)
  7. Cylinders resolve
  8. Repeat from Start

The arena is a large diamond with a pattern of square tiles on the floor, and a Bleed hazard will spawn around the outside of the arena when the boss is pulled. Shortly after being pulled, the boss will cast Backhand, moving to the centre of the arena and facing north before starting to charge two fists with purple light. This attack is a 270 degree cleave that will always hit the entire area in front of the boss as well as half of the arena behind the boss. The part of the arena behind the glowing fists will always be safe to stand in, and the arrow on the side of the hitbox can be used as a reference for this. Upon the attack resolving, four Arcane Cylinders will spawn on the outside of the arena.

The boss will then cast either Fore-Hind Folly or Twin-Winged Treachery. Fore-Hind will cleave the quarter of the arena directly in front of the boss as well as the quarter directly behind it, while Twin-Winged will cleave the quarters of the arena directly to the sides of the boss. At the same time as this resolves, the Arcane Cylinders will fire line AoEs across the arena that are of equal width to the square tiles on the floor.

In order to resolve this, players will need to look at the Arcane Cylinders as soon as they spawn and locate one of the two safe tiles on the arena that also allows players to dodge the attack from the boss at the same time. The boss will then cast Backhand again, followed by the opposite Folly/Treacery cast to the first one. This is resolved in exactly the same way as the first time.

Next, the boss will cast Hot Iron, summoning four sets of seven telegraphed circle AoEs one after the other that players will need to dodge. While this is happening, the boss will jump to a random wall on the arena and begin to cast Skinflayer, a raidwide knockback that pushes all players three tiles backwards away from the boss as well as spawning three more Arcane Cylinders on the opposite wall.

To resolve this set of mechanics, focus on dodging the circle AoEs from Hot Iron while moving closer to the boss during the cast of Skinflayer. As long as players are in the row of square tiles closest to the boss when the castbar ends, they will not be knocked into the bleed wall. The three Arcane Cylinders that spawn on the wall of the arena that players have been pushed towards will cover three of the four available columns, and players will need to move to the one remaining safe column in order to avoid the resulting line AoEs.

After this point, the boss will begin to loop mechanics.

4.

Changelog

  • 16 Dec. 2025: Guide added.
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