Boss Questlines

Feaster of Souls: complete guide

Feaster of Souls's four encounters, with The Unwelcome's lifelink, Wormlings's explosions, and the final showdown against The Pale Worm.

14 min read 7 steps Updated with the current game
Before you start

Quick summary

  • Feaster of Souls requires level 250 and has four rooms in a fixed order.
  • The Fear Feaster and The Dread Maiden are straight duels.
  • Brother Worm enters after 20 seconds and shares health with The Unwelcome.
  • Wormlings explode on death; The Pale Worm ends the campaign.
Step 1

Access, daily attempt and sequence

Open Boss Questlines into Safe Zone. Feaster of Souls requires level 250, compatible client and campaign and difficulty release via the server. The attempt is individual per character and per questline.

Input is consumed at startup and returns only at the next UTC turn. Dying, abandoning or letting the run expire does not refund the attempt. Difficulty and any daily modifiers are frozen for the entire run.

The 4 rooms are mandatory and follow this order: The Fear Feaster, The Dread Maiden, The Unwelcome, The Pale Worm. A normal run does not allow you to skip encounters.

  • Base requirement: level 250.
  • Quota: One daily entry per character for Feaster of Souls.
  • Reset: change of day in UTC, regardless of the device's time.
  • Maximum duration: four hours from booking entry.
Step 2

Difficulties, unlocks and rewards

Adventurer starts unlocked; each completion opens the next difficulty. The server may still restrict tracks during rollout. Multipliers cover bosses, summons and damage typical of mechanics; base defense is not multiplied.

In Feaster of Souls, 30% of the total reward is divided between 3 checkpoints before the final boss and 70% is given upon completion. The first victory on each difficulty registers an achievement; the first completion unlocks the slayer title, and Mythical unlocks the campaign aura.

Feaster of Souls does not have its own completion item table in the current package; The guaranteed reward is made up of the resources below, in addition to achievements and progression cosmetics.

  • Adventurer: HP 1.0x; damage 1.0x; reward 1.0x; no minimum forging; 500,000 XP, 100,000 gold, 500 Relic Coins, 10 Diamonds and 50 Perk Points.
  • Veteran: HP 1.8x; damage 1.25x; reward 1.4x; no minimum forging; 700,000 XP, 140,000 gold, 700 Relic Coins, 14 Diamonds and 70 Perk Points.
  • Heroic: HP 3.2x; damage 1.55x; reward 2.0x; no minimum forging; 1,000,000 XP, 200,000 gold, 1,000 Relic Coins, 20 Diamonds and 100 Perk Points.
  • Nightmare: HP 5.5x; damage 1.95x; reward 3.0x; equipped forge 8; 1,500,000 XP, 300,000 gold, 1,500 Relic Coins, 30 Diamonds and 150 Perk Points.
  • Mythic: HP 9.0x; 2.5x damage; reward 4.5x; equipped forge 16; 2,250,000 XP, 450,000 gold, 2,250 Relic Coins, 45 Diamonds and 225 Perk Points.
Step 3

Room 1 — The Fear Feaster

The Fear Feaster is a direct duel, with no secondary objective controlled by the arena. Your death produces the first checkpoint.

Use the opening to measure whether damage and support will support the following rooms.

  • Objective: Defeat The Fear Feaster.
  • Additional phases: none.
  • Result: first checkpoint.
Step 4

Room 2 — The Dread Maiden

The Dread Maiden is also a head-to-head. There is no mandatory add, transformation or object that blocks completion.

Defeat Dread Maiden itself to advance to The Unwelcome.

  • Objective: Defeat The Dread Maiden.
  • Progression mechanics: direct combat.
  • Result: second checkpoint.
Step 5

Room 3 — The Unwelcome, Brother Worm and Wormlings

The Unwelcome starts alone. After 20 seconds, Brother Worm enters the arena. From then on, the two share the lowest health percentage: hurting either synchronizes them both down.

Defeating Brother Worm also kills The Unwelcome. Wormlings can explode on death and deal 750 base earth damage, scaled by difficulty, if the character is within one square of distance in any direction.

  • Brother Worm entry: 20 seconds.
  • Shared life: worth the lowest percentage between the two bosses.
  • Linked Death: Killing Brother Worm drops The Unwelcome.
  • Wormling explosion: radius of one square; 750 base earth damage.
  • Winning condition: Eliminate the linked pair.
Step 6

Room 4 — The Pale Worm

The Pale Worm is only reached after the three previous checkpoints. The final encounter is direct combat with area attacks and the boss's own healing.

There is no way forward: The Pale Worm's death ends the campaign and releases the final installment of the reward.

  • Prerequisite: three previous rooms completed in the current run.
  • Pressure: area attacks and self-healing.
  • Boss terminal: The Pale Worm.
Step 7

Checkpoints, resumption, completion and record

Each room prior to the final confrontation in Feaster of Souls generates an ordered checkpoint and a portion of the initial 30%. When moving forward, the server has already preserved the completed rooms.

An interruption allows you to use Resume Room only once in the entire run. The current room restarts from the beginning, including life, adds, counters and phases; previous checkpoints remain. A second retake ends the attempt.

Abandonment and expiration also end the run without returning entry. The final victory delivers the remaining 70% idempotently, updates the best time for that difficulty and returns the character to Safe Zone.

  • Checkpoint confirmed: progress and partial reward remain recorded.
  • Room resumed: restarts completely; does not remain in the same combat state.
  • A single retake per run; the second attempt to resume ends the campaign.
  • New normal entry: only after the next reset UTC.
To do better

Practical tips

  • Use the first two rooms to calibrate consumption.
  • Get away from Wormlings before you kill them.
  • Attack Brother Worm when it offers the safest route.
  • Maintain continued pressure against The Pale Worm healing.
Evite

Erros comuns

  • Expect a hidden objective in the first two rooms.
  • Become adjacent to a Wormling at the time of death.
  • Ignore Brother Worm after 20 seconds.
  • Stop after The Unwelcome without advancing to the Pale Worm.
  • Use resumption as a tactical reset.