Boss Questlines

Ferumbras Ascension: complete guide

All nine Boss Questline arenas, with access, progression, waves, dangers, strategy and the four phases of the final confrontation.

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

Quick summary

  • Ferumbras Ascension requires level 250 and has nine rooms completed in order.
  • The entry is daily per character and is consumed when starting, even if the campaign is abandoned.
  • Each completed room saves a checkpoint; a run can last up to four hours and the current room allows for a single retake.
  • In the final arena, do not attack Ascending Ferumbras: energize eight crystals, release seven essences and defeat his two vulnerable forms.
  • Difficulty increases HP, damage and reward; Nightmare and Mythic also require equipped forge scores.
Step 1

Access, daily entry and room order

Open Boss Questlines while the character is in Safe Zone. Ferumbras Ascension requires level 250, a compatible version of the client and that the campaign is released on the server. The confirmation screen always tells you whether the entry and difficulty are available.

The attempt is individual for each character and for each questline. It is consumed at the time of entry and returns at the next daily reset UTC; abandoning, dying or letting the run expire does not refund the attempt. The chosen difficulty is frozen until the end of the run.

The nine rooms are mandatory and follow this order: The Lord of the Lice, Tarbaz, Ragiaz, Plagirath, Razzagorn, Zamulosh, Mazoran, Shulgrax and Ferumbras Mortal Shell. It is not possible to jump directly to the final boss in a normal run.

  • Base requirement: level 250.
  • Access location: Safe Zone, via the Boss Questlines menu.
  • Quota: One daily entry per character for Ferumbras Ascension.
  • Input reset: change of day in UTC, not in the device's local time.
  • Maximum run duration: four hours from booking entry.
Step 2

Difficulties, forge and rewards

Adventurer starts unlocked. To open the next difficulty, complete the previous one at least once. The server may release difficulties gradually; Therefore, an option already won may still appear temporarily unavailable during a rollout.

Multipliers are applied to bosses, summons and mechanic damage. The base defense remains the same. The forge score is the sum of the currently equipped forge tiers and only creates an additional requirement in the final two tiers.

The total reward is divided between progress and completion: 30% is distributed over the eight checkpoints before the final boss and 70% arrives when defeating Ferumbras Mortal Shell. Ferumbras Ascension currently grants resources, achievements, and progression cosmetics, but does not have its own guaranteed item table or random gear.

  • 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.
  • The first completion unlocks the campaign slayer title; completing Mythic also unlocks the corresponding mythic aura.
Step 3

Room 1 — The Lord of the Lice

The opening is a direct duel against The Lord of the Lice, without timed waves or side objectives. Defeat the boss to confirm the first checkpoint and advance.

The decisive elemental detail is its immunity to death damage. The remaining main elements are neutral, so swap out any death-centric rotations before starting the room.

  • Objective: Defeat The Lord of the Lice.
  • Arena Summons: None.
  • Special mechanics: direct combat.
  • Avoid: death damage, which does not reduce the boss's health.
Step 4

Room 2 — Tarbaz

Tarbaz maintains the direct combat format. There are no adds generated by the arena controller, transformation or hidden completion condition: the checkpoint happens when Tarbaz itself falls.

Its main elemental resistances are neutral. Choose the most efficient damage of your build and preserve resources for Ragiaz, where multiple targets now occupy the room.

  • Objective: Defeat Tarbaz.
  • Arena Summons: None.
  • Special mechanics: direct combat.
  • Priority: Maintain constant damage without spending emergency consumables unnecessarily.
Step 5

Room 3 — Ragiaz and the Death Dragons

Ragiaz starts surrounded by four Death Dragons, positioned in the corners of the combat area. Every 20 seconds, if there are fewer than four dragons alive, a new Death Dragon spawns near the boss.

The boss can heal itself and has very high resistance to earth, as well as relevant resistance to death. Earth damage is an especially bad choice: even if the build survives, the lost time allows for new summons and more healing.

You don't need to eliminate all the dragons to complete the room; Ragiaz is the terminal target. Still, leaving the four active increases the pressure received and can block movement. Balance cleanliness and focus according to your support.

  • Initial wave: four Death Dragons.
  • Reset: one Death Dragon every 20 seconds when there are fewer than four alive.
  • Arena Associated Support: Bone Capsules can participate in encounter skills.
  • Ragiaz resistances: 90% earth and 50% death; the other main elements are neutral.
  • Victory condition: defeat Ragiaz.
Step 6

Room 4 — Plagirath, oozes and earth pulses

Plagirath mixes healing, adds and inevitable arena damage. Every eight seconds there is an earth pulse of 450 to 900 base damage, multiplied by the difficulty. In the same cycle, if there are less than four Disgusting Oozes alive, two new oozes are summoned around the boss.

Plagirath is immune to earth and death. He is vulnerable to fire and, to a lesser extent, energy; ice meets some resistance. In addition to the fixed pulse, the boss uses earth attacks, death, life drain and slow effects.

The objective remains to kill Plagirath. Oozes serve to increase pressure and occupancy of the arena, so clearing them all in each cycle can cost more time than controlling only those that threaten your route.

  • Mechanic interval: eight seconds.
  • Pulse: 450–900 base earth damage before difficulty multiplier.
  • Wave: two Disgusting Oozes if there are less than four cheers.
  • Immunities: earth and death.
  • Vulnerabilities: fire 25% and energy 10%.
  • Victory condition: defeat Plagirath.
Step 7

Room 5 — Razzagorn and Eruptions of Destruction

Razzagorn creates recurring pressure with Eruptions of Destruction. The check takes place every eight seconds; if there are less than two living eruptions, a new one appears near the boss.

The boss partially resists fire and a little to holy. The other main elements are neutral. Because eruptions return quickly, chasing them unnecessarily lengthens the fight and allows for new waves.

  • Wave interval: eight seconds.
  • Replenishment: one Eruption of Destruction when fewer than two are alive.
  • Razzagorn Resistances: 40% to fire and 10% to holy.
  • Victory condition: defeat Razzagorn; the remaining eruptions do not replace the boss as the final target.
Step 8

Room 6 — Zamulosh and the clone army

Zamulosh starts combat with six Zamulosh Clones around. Every 20 seconds, if there are fewer than three clones left, two new ones are created. The real boss's name remains Zamulosh; copies appear as Zamulosh Clone.

The boss resists 50% to fire, while earth and holy have minimal vulnerability. Its mechanical identity is to confuse targets and take up space, so switching focus to clones repeatedly favors periodic replenishment.

  • Initial wave: six Zamulosh Clones.
  • Replacement: two clones every 20 seconds when there are less than three alive.
  • Boss behaviors: healing, invisibility and repositioning can interrupt focus momentarily.
  • Main resistance: 50% to fire.
  • Victory condition: Defeat the real Zamulosh.
Step 9

Room 7 — Mazoran, fire and Rages

Mazoran combines adds with fire pulses. Every 15 seconds, the arena deals 450 to 900 base fire damage, scaled by difficulty. In the same interval, if there are less than two Rages of Mazoran alive, a new Rage appears around the boss.

Mazoran is completely immune to fire and can recover health. The longer the fight goes on, the more pulses, adds, and healing windows need to be supported.

  • Mechanic interval: 15 seconds.
  • Pulse: 450–900 base fire damage before difficulty multiplier.
  • Replenishment: one Rage of Mazoran when fewer than two are alive.
  • Immunity: fire.
  • Victory condition: defeat Mazoran.
Step 10

Room 8 — Shulgrax, Sin Devourers and Damned Souls

Shulgrax supports two families of adds at the same time. Every 15 seconds, the arena separately checks Sin Devourers and Damned Souls; When a family has fewer than two living creatures, a unit from that family is summoned.

The boss has strong self-healing and gains speed frequently. It is vulnerable to energy and fire, while somewhat resistant to ice. The room rewards high explosive or sustained damage: wasting a lot of time with all the summons allows Shulgrax to recover health.

  • Wave interval: 15 seconds.
  • Independent replacement: one Sin Devourer if there are less than two; a Damned Soul if there are fewer than two.
  • Shulgrax vulnerabilities: energy 10% and fire 10%.
  • Resistance: ice 10%.
  • Victory condition: defeat Shulgrax.
Step 11

Room 9 — Ferumbras Mortal Shell, crystal phase

Ascending Ferumbras appears in the center, motionless, inactive and protected from all elements. He is not the target of this phase. The arena starts with four Enthralled Demons and two Rift Invaders.

Defeat Rift Invaders to power up the eight crystals around the arena. Each valid kill lights up the next crystal and shows progress. Every eight seconds while the crystal phase is active, two Rift Invaders are created if there are fewer than three alive.

Enthralled Demons increase pressure, but do not count towards crystals. After the eighth Rift Invader, the remaining enemies from that phase and Ascending Ferumbras are removed, starting the fragment phase.

  • Phase target: Rift Invader.
  • Initial wave: four Enthralled Demons and two Rift Invaders.
  • Objective: Eight Rift Invader kills to power up 8/8 crystals.
  • Reset: two Rift Invaders every eight seconds when there are fewer than three alive.
  • It doesn't work: attacking Ascending Ferumbras or killing only Demons.
Step 12

Room 9 — fragments, Destabilized Ferumbras and mortal form

When completing crystals, the arena attempts to create eight Ferumbras Soul Splinters. Defeat seven of them to release seven Ferumbras Essences; each essence travels to the center after a brief animation. The eighth fragment is the edge of the arena and is not necessary for the transformation.

When the seventh essence arrives, the remaining fragments and essences are removed and Destabilized Ferumbras emerges in the center. This form is already vulnerable and must be defeated in normal combat.

Death of Destabilized Ferumbras releases Ferumbras Mortal Shell at the nearest available point. This is the only creature that ends the room and the campaign. Defeat her to receive the final 70% reward, record your time and return to Safe Zone.

  • Phase 2: Defeat seven Ferumbras Soul Splinters to release 7/7 essences.
  • Phase 3: Defeat Destabilized Ferumbras.
  • Phase 4: Defeat Ferumbras Mortal Shell.
  • Terminal boss: only Ferumbras Mortal Shell completes the questline.
  • Complete sequence: 8 Rift Invaders → 7 Soul Splinters → Destabilized Ferumbras → Ferumbras Mortal Shell.
Step 13

Checkpoints, disconnection, resumption and abandonment

After each of the first eight rooms, the server validates the order, registers the checkpoint and delivers the corresponding portion of the initial 30%. When loading the next room, the previous progress is already saved in the authoritative run.

If the session is interrupted, use Resume Room. The current room restarts from the beginning — life, adds and phases do not continue from the exact point — but previous checkpoints remain. Each run allows only one retake; attempting to resume again ends the attempt without returning the daily entry.

Abandoning also ends the run without returning input. Runs expire four hours after the start. Rewards already confirmed at checkpoints are not duplicated when repeating calls, and final completion is also protected from repeat delivery.

  • Checkpoint completed: progress and partial reward remain recorded.
  • Interrupted Room: Resumes from the beginning when using Single Resume.
  • Second resumption: ends the run.
  • Abandonment or expiration: Daily entry remains consumed.
  • Normal retry: only after the next UTC reset.
Step 14

Strategy checklist for the entire campaign

Ferumbras Ascension alternates duels, add replacement and unavoidable periodic damage. The best preparation covers three needs: a replacement elemental rotation, support for wrists and enough area damage to open up space without abandoning the main boss.

Note the floating texts in the arena. They report energized crystals, released essences and each transformation of the final boss. When in doubt, prioritize the objective counted by the phase instead of the creature with the most visual prominence.

  • Take death damage alternative for The Lord of the Lice and Plagirath.
  • Avoid earth against Ragiaz and Plagirath, fire against Mazoran, and a dominant fire rotation against Zamulosh or Razzagorn.
  • Prepare earth protection for Plagirath and fire for Mazoran.
  • Use area against clones, Dragons, oozes, eruptions, rages, Devourers and souls, but preserve main damage on the terminal boss.
  • At the end, follow the 8/8 and 7/7 counters before looking for Ferumbras Mortal Shell.
  • Do not start if there is no time for nine rooms within the four-hour window.
To do better

Practical tips

  • Change the main element before the room, not after realizing the boss is immune.
  • Use AoE damage to control adds, but keep the terminal target selected whenever your survivability allows.
  • Read the texts 8/8 crystals and 7/7 essences; they are the objective confirmation of final progress.
  • Reserve the single resumption for disconnection or actual session interruption.
  • Compare personal best by difficulty to decide when your build is ready for the next track.
Evite

Erros comuns

  • Attack Ascending Ferumbras while he is immobile and immune in the center.
  • Try to advance to the final stage by just killing Enthralled Demons instead of Rift Invaders.
  • Use earth/death damage against Plagirath or fire against Mazoran.
  • Spend recovery to restart a room for convenience and have no recovery for the rest of the run.
  • Abandon waiting for daily entry to be returned.
  • Confuse Destabilized Ferumbras's death with the end of the questline and stop before Ferumbras Mortal Shell.