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	<title>Duke Misthalin - Revision history</title>
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	<updated>2026-10-22T22:19:55Z</updated>
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		<id>https://wiki.sarimps.com/index.php?title=Duke_Misthalin&amp;diff=761&amp;oldid=prev</id>
		<title>Maintenance script: Add remaining source-reviewed gameplay guides, item rules, rewards and navigation</title>
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		<summary type="html">&lt;p&gt;Add remaining source-reviewed gameplay guides, item rules, rewards and navigation&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox NPC&lt;br /&gt;
|name = Duke Misthalin&lt;br /&gt;
|notes = Separate encounter from Duke Sucellus&lt;br /&gt;
|npc_type = Solo or duo boss&lt;br /&gt;
|location = Sealed court&lt;br /&gt;
|hitpoints = 2,400 solo; 4,000 duo&lt;br /&gt;
|attack_styles = Marked floor attacks and Magic volleys&lt;br /&gt;
|immunities = Poison; venom&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Duke Misthalin, the Crimson Regent&amp;#039;&amp;#039;&amp;#039; 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]].&lt;br /&gt;
&lt;br /&gt;
== Entering the court ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Solo:&amp;#039;&amp;#039;&amp;#039; enter &amp;lt;code&amp;gt;::dukemisthalin&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;::misthalin&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Duo:&amp;#039;&amp;#039;&amp;#039; the host enters &amp;lt;code&amp;gt;::dukemisthalin Partner Name&amp;lt;/code&amp;gt;. The invited player then enters &amp;lt;code&amp;gt;::joinduke Host Name&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Leave any other instance first. Only the named partner can join, and they must arrive &amp;#039;&amp;#039;&amp;#039;before anyone attacks the Duke&amp;#039;&amp;#039;&amp;#039;. Attacking starts the fight with &amp;#039;&amp;#039;&amp;#039;2,400 solo&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;4,000 duo&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== The four-beat attack cycle ==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Beat !! What to do&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crimson line&amp;#039;&amp;#039;&amp;#039; || Move off the marked line aimed through your position. In the final phase, also watch for the delayed crossing stroke.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bow before the blade&amp;#039;&amp;#039;&amp;#039; || Leave the marked forward arc. Later phases add a rotating dangerous half of the court; follow the unmarked half.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Guard your lifeblood&amp;#039;&amp;#039;&amp;#039; || Use &amp;#039;&amp;#039;&amp;#039;Protect from Magic&amp;#039;&amp;#039;&amp;#039; for the incoming volley. Later phases also replay marked tiles from your recent footsteps; move clear of those Blood Echoes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Your debt comes due&amp;#039;&amp;#039;&amp;#039; || If you have Blood Debt, move within &amp;#039;&amp;#039;&amp;#039;two tiles of the Duke&amp;#039;s position&amp;#039;&amp;#039;&amp;#039; before the claim resolves. This removes one debt and exposes him. Staying away takes damage and heals him.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Magic volley has a maximum of &amp;#039;&amp;#039;&amp;#039;20 with Protect from Magic&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
&lt;br /&gt;
== Blood Debt and royal edicts ==&lt;br /&gt;
Failed floor mechanics and blood-ball collisions add &amp;#039;&amp;#039;&amp;#039;Blood Debt&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
&lt;br /&gt;
Edicts resolve after a warning. Follow the instruction shown:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Attend:&amp;#039;&amp;#039;&amp;#039; be within four tiles of the Duke&amp;#039;s centre.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Withdraw:&amp;#039;&amp;#039;&amp;#039; be at least eight tiles from his centre.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Choose your seal:&amp;#039;&amp;#039;&amp;#039; stand on either of the two marked seals assigned to you.&lt;br /&gt;
&lt;br /&gt;
Obeying removes one Blood Debt. Failing an edict deals damage, adds debt and heals the Duke.&lt;br /&gt;
&lt;br /&gt;
== Phases and the blood brazier ==&lt;br /&gt;
At &amp;#039;&amp;#039;&amp;#039;70% hitpoints&amp;#039;&amp;#039;&amp;#039;, the Regent phase begins. Follow the rotating safe half during the transition, then resume attacking.&lt;br /&gt;
&lt;br /&gt;
At &amp;#039;&amp;#039;&amp;#039;55% hitpoints&amp;#039;&amp;#039;&amp;#039;, he rises out of reach. Lead the pursuing &amp;#039;&amp;#039;&amp;#039;blood balls into the brazier&amp;#039;&amp;#039;&amp;#039; 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 &amp;#039;&amp;#039;&amp;#039;four balls solo&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;six in duo&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
At &amp;#039;&amp;#039;&amp;#039;35% hitpoints&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
&lt;br /&gt;
== Finishing the fight ==&lt;br /&gt;
Victory clears the fight and returns the remaining challengers to [[Sarim Home|Home]]. This encounter awards no item loot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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