Duke Misthalin

From Sarim Wiki
(Redirected from Misthalin)
Jump to navigation Jump to search
NPCDuke Misthalin
Details
NPC typeSolo or duo boss
LocationSealed court
Combat
Hitpoints2,400 solo; 4,000 duo
Attack stylesMarked floor attacks and Magic volleys
ImmunitiesPoison; venom
Separate encounter from Duke Sucellus

Duke Misthalin, the Crimson Regent is a solo or duo boss fought in a sealed court. His fight uses marked floor attacks, Blood Debt and a blood-brazier intermission. This is a separate encounter from Duke Sucellus.

Entering the court

  • Solo: enter ::dukemisthalin or ::misthalin.
  • Duo: the host enters ::dukemisthalin Partner Name. The invited player then enters ::joinduke Host Name.

Leave any other instance first. Only the named partner can join, and they must arrive before anyone attacks the Duke. Attacking starts the fight with 2,400 solo or 4,000 duo.

Creating another court dismisses your previous one. If the host leaves before the fight starts, that court closes. Once the fight has started, a remaining player can continue.

The four-beat attack cycle

Bring food, prayer restoration and a setup that lets you keep moving. The Duke holds the centre of the court. Watch the floor and his spoken attack cues:

Beat What to do
Crimson line Move off the marked line aimed through your position. In the final phase, also watch for the delayed crossing stroke.
Bow before the blade Leave the marked forward arc. Later phases add a rotating dangerous half of the court; follow the unmarked half.
Guard your lifeblood Use Protect from Magic for the incoming volley. Later phases also replay marked tiles from your recent footsteps; move clear of those Blood Echoes.
Your debt comes due If you have Blood Debt, move within two tiles of the Duke's position before the claim resolves. This removes one debt and exposes him. Staying away takes damage and heals him.

The Magic volley has a maximum of 20 with Protect from Magic, compared with 40 in the earlier phases or 48 in the Beast phase. Protection prayers do not block the marked floor hazards or Blood Debt penalties.

Blood Debt and royal edicts

Failed floor mechanics and blood-ball collisions add Blood Debt, up to three stacks. At zero debt, the fourth beat exposes the Duke. Breaking a claim or obeying an edict also briefly opens him to stronger hits.

Edicts resolve after a warning. Follow the instruction shown:

  • Attend: be within four tiles of the Duke's centre.
  • Withdraw: be at least eight tiles from his centre.
  • Choose your seal: stand on either of the two marked seals assigned to you.

Obeying removes one Blood Debt. Failing an edict deals damage, adds debt and heals the Duke.

Phases and the blood brazier

At 70% hitpoints, the Regent phase begins. Follow the rotating safe half during the transition, then resume attacking.

At 55% hitpoints, he rises out of reach. Lead the pursuing blood balls into the brazier by moving around it, while keeping clear of the balls yourself. They follow the nearest living challenger and cannot be attacked. Fill the brazier with four balls solo or six in duo to bring him down. Blood balls that reach a player burst, dealing damage and adding Blood Debt. The Duke also drains health repeatedly while airborne.

At 35% hitpoints, the Beast phase begins. Attacks become stronger and overlap more often. Finish the fight promptly: prolonged time in this phase starts warning and damaging the outer floor, gradually reducing the safe space.

Finishing the fight

Victory clears the fight and returns the remaining challengers to Home. This encounter awards no item loot.