Quick summary
- Each room starts with its own wave and continues creating adds at set intervals.
- Hatred and Megalomania apply increasing Tormento every eight seconds.
- Weeping Souls heals Spite on death; Greed souls evolve after death.
- Megalomania needs to die in Purple, Blue and Green forms.
Access, daily attempt and sequence
Open Boss Questlines in Safe Zone. Soul War 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 6 rooms are mandatory and follow this order: Goshnar's Malice, Goshnar's Hatred, Goshnar's Spite, Goshnar's Cruelty, Goshnar's Greed, Goshnar's Megalomania. A normal run does not allow you to skip encounters.
- Base requirement: level 250.
- Quota: One daily entry per character for Soul War.
- Reset: change of day in UTC, regardless of the device's time.
- Maximum duration: four hours from booking entry.
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 Soul War, 30% of the total reward is divided between 5 checkpoints before the final boss and 70% is awarded upon completion. The first victory on each difficulty registers an achievement; the first completion unlocks the slayer title, and Mythical unlocks the campaign aura.
Soul War 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.
Room 1 — Goshnar's Malice
The room starts with two Dreadful Harvesters. Every 23 seconds, a Soul Cage appears, limited to four living units of each name.
Goshnar's Malice is the terminal target; waves exist to increase pressure and occupancy.
- Initial wave: two Dreadful Harvesters.
- Periodic wave: one Soul Cage every 23 seconds.
- Default limit: four living creatures of each type.
- Victory condition: defeat Goshnar's Malice.
Room 2 — Goshnar's Hatred and Tormento
The encounter starts with a Ashes of Burning Hatred. Every 12 seconds two Sparks of Burning Hatred appear, up to four cheers.
Every eight seconds the Tormento levels up and deals base death damage equal to 250 + 80 per level, multiplied by the difficulty. The counter does not have a ceiling in the room controller.
- Initial wave: a Ashes of Burning Hatred.
- Wave: two Sparks every 12 seconds, limit of four.
- Tormento: +1 every eight seconds.
- Level N base damage: 250 + 80 × N, death type.
- Victory condition: defeat Goshnar's Hatred.
Room 3 — Goshnar's Spite and the healing of souls
Two Weeping Souls appear at the beginning. Each Weeping Soul killed heals Goshnar's Spite for 10% of maximum health. Every 10 seconds, the arena creates a Soul Sphere, up to four cheers.
Avoid killing Weeping Souls unnecessarily, especially with uncontrolled area damage, because each death returns progress to the boss.
- Initial wave: two Weeping Souls.
- Death of Weeping Soul: Heals 10% of the boss's maximum health.
- Wave: one Soul Sphere every 10 seconds.
- Victory condition: defeat Goshnar's Spite.
Room 4 — Goshnar's Cruelty
Opening creates a A Greedy Eye. Then, every 12 seconds, two Mean Maws appear, with a limit of four alive.
The arena is a test of add control and area damage. Goshnar's Cruelty remains the target that confirms the checkpoint.
- Initial wave: a A Greedy Eye.
- Wave: two Mean Maws every 12 seconds.
- Limit: four living Mean Maws.
- Victory condition: defeat Goshnar's Cruelty.
Room 5 — Goshnar's Greed and evolutionary souls
The start brings a Greedbeast, a Soulsnatcher and a Weak Soul. Every 10 seconds two new Weak Souls appear, up to four cheers.
When a Weak Soul dies, a Strong Soul is born there; when Strong Soul dies, a Powerful Soul is born. The sequence can increase the threat if they are all eliminated without planning.
- Initial wave: Greedbeast, Soulsnatcher and Weak Soul.
- Reset: two Weak Souls every 10 seconds.
- Evolution: Weak Soul → Strong Soul → Powerful Soul.
- Victory condition: defeat Goshnar's Greed.
Room 6 — Goshnar's Megalomania
The fight starts with Goshnar's Megalomania Purple and a Aspect of Power. Every nine seconds two Lesser Splinters of Madness appear, up to four alive. Tormento also increases every eight seconds, with the same increasing formula as Hatred.
Killing the Purple form creates Goshnar's Megalomania Blue; killing Blue creates Green. Only the death of the Green form ends Soul War.
- Terminal sequence: Purple → Blue → Green.
- Initial wave: a Aspect of Power.
- Wave: two Lesser Splinters every nine seconds.
- Tormento: +1 every eight seconds; base damage 250 + 80 × level.
- Boss terminal: Goshnar's Megalomania Green.
Checkpoints, resumption, completion and record
Each room prior to the final confrontation in Soul War 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.
Practical tips
- Treat Hatred and Megalomania as races against Tormento.
- Avoid killing Weeping Souls near Spite.
- Control the evolution of Greed's souls.
- Save resources for three forms of Megalomania.
Erros comuns
- Ignore that Tormento increases without ceiling.
- Heal Spite repeatedly by killing Weeping Souls.
- Transform all Weak Souls into Powerful Souls at the same time.
- Stop after Purple or Blue.
- Spend the retake before the long final fight.