Legend
Assist the blood god by entering its holy realm of blood and cleansing it from its festering spawn of decay and rot.
Location
Blood Vestibule, Jaded Roots, Putrefactory, Gloom Pillars, Darklight Core
Dangers
Jaded Roots: Sopping Corpus, Oozing Corpus, Mycobiontic Beetle, Bloated Man-Maggot, and Murcion
Darklight Core: Walking Pillar, Darklight Matter, Darklight Source, Darklight Striker, and Vemiath
Gloom Pillars: Darklight Emitter, Darklight Construct, Wandering Pillar, Converter, and Chagorz
Putrefactory: Oozing Carcass, Sopping Carcass, Rotten Man-Maggot, Meandering Mushroom, and Ichgahal
Final Battle: Bakragore
Reward
Permission to make Crimson Offerings. Base Decaying Defender Outfits
Requirements[]
- Level 250
- 2x Bloody Tears
or 5,000,000 gps
Method[]
Go to Drefia and talk to Torkada here. He will reveal that there is an expedition working on an important mission for the Inquisition. Asking him about the expedition reveals that some adventurers, while exploring, found the entrance to a temple of evil. That temple seemed to be too foul, even for Drefian standards. They have warded the entrance so that the corruption can be kept at bay, but has a mission for players who want to eradicate all evil inside. If you say yes, he will bless you and allow you to enter the temple, which is accessed through a Levitate spot to the north west, here. Levitate up, pass the 2 ghouls, go downstairs and then go down the hole. Then go down yet again through the stairs immediately to the north east, and start heading south west until you reach a door between two limestone pillars. Pass through the door.
Moving into the room, players will find A Bloodshade right at the entrance to the Blood Vestibule. Talking to it will reveal that the temple holds the entrance to the holy sanguine realm of the blood god. That realm is currently being corrupted by spawns that are festering, which is a mockery of his master's former glory. By asking it for a quest, it reveals that to enter the sanguine realm, one must either sacrifice two Bloody Tears or 5,000,000 gold (the latter is chosen by the 'detour' prompt). Players who choose to sacrifice the tears can use the sacrificial plate twice while holding them (you might have to click it multiple times for the tears to be consumed). After the sacrifice, players will be granted passage into the pool of blood that works as a portal. Do not attempt to go into the pool before doing this, or you will take Agony Damage that can hit for a percentage of your health.
Inside the Blood Vestibule, talk to A Bloodshade again, and ask for quest. It will tell you that you must slay two pairs of evil twins that lurk in the areas, before being able to reach Bakragore, the foul presence that de-sanctifies this realm of blood. Exploring the area ahead, players will find four rooms with Spheric Teleporters. Clicking on each of them will teleport players to one of the four hunting areas. For each area, characters must accumulate enough Rotten Charges to be able to enter the boss lever rooms that will take them to face one of the progenies of Bakragore.
Rotten Charges[]
For each of the areas, and each time a team wants to fight a boss, the rotten charge counters of all characters have to be filled to 100. The charge counter shows up beside each character's name (represented by the icon), right above the Bakragore's Taints counter (represented by the
icon), and will increase slowly on its own while they are within the hunting grounds, filling up in 33 minutes (one charge every 20 seconds). However, each hunting ground also offers a few mechanics which players can use to speed it up.
Bakragore's Taints[]
- Main article: Bakragore's Taints
Before you start killing the bosses it is very important to know and understand a key mechanic of this quest, the Bakragore's Taints. Please check the main article for details (obtaining, getting rid, special rules, rewards, etc), the information below is only a summary. Players will receive a taint after defeating each of the children of Bakragore. Killing the same boss repeatedly will not add a new taint, so to receive all of them you must kill all four bosses. The four regular taints are:
Melee monsters have a 6% chance to swap positions with a player within a certain radius. It will be indicated two seconds before it takes place by an effect on the field the targeted player is standing on.
If a monster dies, there's a 6.25% chance a Bloodjaw may immediately rise from its corpse. Bloodjaws have more hit points and deal significantly higher damage. They yield experience but do not carry loot. During bossfights, an extra Elder Bloodjaw will spawn in the room.
Creatures may root characters with at least three taints and also attack them with a fourth element depending on the hunting ground: Death (Jaded Roots), Earth (Putrefactory), Energy (Gloom Pillars), or Fire (Darklight Core).
Characters with four taints receive 14% increased damage from all sources in Rotten Blood.
Strategies for all bosses[]
You can kill the bosses in any order you want, as the taints will always be received on the order listed above. Due to the difficulty of the accesses and bosses, however, there is an order which most players consider best, which is the following:
The lower level or more unexperienced a team is, the more applicable some knowledge becomes for all bosses:
- Mechanics are essential. All the bosses have mechanics that, if failed to succeed or handle, can make make the boss harder to kill or negatively impact the party.
- Differently from most boss fights up until Summer Update 2023, this quest features battles designed for Paladins to be the main blockers.
- Knights should consider wearing Necklace of the Deep for most of the time, due to the high Life Drain Damage of the Elder Bloodjaws in all fights.
- All bosses include at least two Elder Bloodjaws in the rooms. The final amount depends on the team's taints.
Jaded Roots[]
Players should be careful as there is a chance that the death of a monster will trigger the spawn a Decaying Totem. This totem sets off four consecutive ring spells in expanding ripples, each of them dealing considerable damage, before vanishing.
The rotten charge counter mechanics in this area are:
- Using
Organic Acid on
Small Spore Reservoir for 1 Rotten Charge (-20 seconds for the boss access)
- Using a
Spore Reservoir for 15 Rotten Charges (-5 minutes for the boss access)
Murcion[]
Murcion is the twin of Ichgahal, and both share similarities. It has three main challenges that players must face during the whole fight:
- Mould Track: the boss will leave
mould tracks on the ground, wherever it passes or stands. If players come into contact with the tracks, they take 12,5% of their maximum HP as Agony Damage. If the boss steps or stands on its own tracks, it will heal significantly (15,000+).
- Elder Bloodjaws: it fights together with two
Elder Bloodjaws, not considering modifiers from taints.
- Mushrooms: during the whole fight, the boss will keep summoning
Mushrooms randomly around itself. They will explode after a while, or if players come close to them, dealing 2,500+ Life Drain damage.
This is one of the harder fights due to the small room, which leaves very little place to run around. The common strategy is to have the Paladin immediately grab the target from Murcion, then run around in a circle as wide as possible. The movement flow is very important, because if the Paladin moves too fast they will complete a whole lap before the mould tracks have disappeared, but if they move too slow the boss will end up healing from standing on its track. Paladins should also avoid diagonal steps as much as possible, since Murcion constantly uses its Paralyse spell, and this could cause the boss to stand still for too long and end up healing.
All shooters should avoid getting close to the boss to avoid drawing its target. If the boss switches target to any shooter, they should immediately run on the same direction that Paladin was moving towards, to keep Murcion moving on the correct direction. Failing to react quickly will cause the boss to stand on its mould tracks and heal. Lower level teams can not afford to have the boss heal this way multiple times, or they will run out of time to kill the boss.
The Knight should Challenge the Elder Bloodjaws as soon as they spawn, and run around the room in the same direction as the Paladin, but falling behind around half a lap, so that they are always at the opposite side of the room. Knights should try to step near the Mushrooms when running their lap, to help clear the path for the Paladin's next lap. The clearer the path is for the Paladin, the easier it will be to keep the movement flow of Murcion. However, a balance should also be found, because the boss has a limit to how many Mushrooms can be active at the same time, and leaving a few behind might be desirable to avoid situations where the boss summons enough mushrooms to trap itself in them, causing it to stand still and significantly heal multiple times in a very short period.
Darklight Core[]
Creatures in the area can put a Darkfield below characters. It can be compared to a Fire Field, but it deals considerable Agony Damage instead. A darkfield can only be destroyed through Destroy Field Runes, but will always inflict damage on the initial target.
The rotten charge counter mechanics in this area are:
- Using
Unstable Darklight Matter on blood pools for 1 Rotten Charge (-20 seconds for the boss access)
- Using
Yellow Darklight Matter on blood pools for 3 Rotten Charges (-1 minute for the boss access)
- Using a
Darklight Obelisk for 15 Rotten Charges (-5 minutes for the boss access)
Vemiath[]
Vemiath is the twin of Chagorz, and both share similarities. It fights together with two
Elder Bloodjaws, not considering modifiers from taints.
During the fight, players have a counter next to their names ( icon), increasing by two per second to a maximum of 21. When under maximum stacks, characters will take 15% maximum health Agony Damage per second. Each time a player moves, they "drop" these charges on the ground, leaving
Darklight Spark as tracks and reducing the counter by one. Stepping or staying over the Darklight Sparks causes 3% maximum health per second as Agony Damage. After three seconds, the Darklight Sparks turn into their second stage,
Darklight Fields, which last for two seconds but also cause 3% maximum health agony damage immediately upon being stepped on. Therefore, players can take take up to 18% maximum health per second if not handling these carefully.
The boss fights together with two Elder Bloodjaws, not considering modifiers from taints. Itcan summon multiple
Pillars of Dark Energy. These can chain players for Energy Damage. When taking damage from this chain spell, a different counter (
icon) is applied to the characters hit by it. This counter is reduced at a rate of one per second and deals 1,200~ Energy Damage with every tick. The maximum counter value is 10. Players should be extra careful when having these because getting hit by Vemiath's beam spell will trigger all charges at once, dealing a high Energy Damage outburst.
Every 90 seconds, a Rotten Charge will appear at the center of the room, lasting for 15 seconds. Players must lure an Elder Bloodjaw into it.
If no Elder Bloodjaw steps on it:
- The room will make an announcement after 6 seconds (The rotten charge is going to explode!), and again after 10 seconds (THE ROTTEN CHARGE WILL EXPLODE SOON!). After 15 seconds, the charge will explode, and each player will take 40% of their character's maximum hit points as Agony Damage.
If an Elder Bloodjaw steps on it:
- all players in a small radius of the charge will not generate Darklight Sparks or fields for 15 seconds
- the boss will not heal itself on its tracks for 15 seconds
- all Elder Bloodjaws will be removed from the boss room for 15 seconds
- the resistances of the boss will be noticeably lowered for 15 seconds
- the boss will prepare a devastating spell that hits its current target after 6 seconds and 12 seconds, respectively. When the boss strikes, Agony Damage in form of percentage of maximum hit points will be dealt for both strikes. The damage depends on the current target. This strike hits differently, depending on the target's vocation:
- Knights will lose 5% maximum health from the first strike and 10% maximum health from the second strike
- Paladins, Druids, and Sorcerers will lose 20% maximum health from the first strike and 40% from the second strike
- Note: the boss will yell WILL ... PUNISH ... YOU! once at the start of the mechanic, then repeat it after the first strike. Finally, it yells RAAAR! when doing the second attack, which should help players identify the moment it happened
Gloom Pillars[]
Characters absorb dark energy here, which is displayed as a separate counter next to the character's name. If the counter of a character reaches 100, a painful chain spell triggers on top of them, with an initial distance of 3 tiles and jump distance of 6 tiles. If there are other characters nearby, the chain spell can hit up to 5 targets with an increase of damage per jump:
- when a Knight or Paladin is the initial target, the base Energy Damage is 2,250 and it increases 37% per jump
- when a Sorcerer or Druid is the initial target, the base Energy Damage is 900 and it increase 90% per jump.
The rotten charge counter mechanics in this area are:
- Using a
Darklight Obsidian Axe on pillars for 1 Rotten Charge (-20 seconds for the boss access)
- Using a
Darklight Obelisk for 15 Rotten Charges (-5 minutes for the boss access)
Chagorz[]
Chagorz is the twin of Vemiath, and both share similarities. During the fight, players have a counter next to their names (
icon), increasing by two per second to a maximum of 21. When under maximum stacks, characters will take 15% maximum health Agony Damage per second. Each time a player moves, they "drop" these charges on the ground, leaving
Darkfield as tracks and reducing the counter by one. The darkfields last for three seconds and deal 3% of a character's maximum HP as Agony Damage when stepped on, or once every second while standing on it. Therefore, players can take take up to 18% maximum health per second if not handling these carefully. The boss will heal if it comes into contact with the players tracks.
The boss fights together with two Elder Bloodjaws, not considering modifiers from taints. It can summon multiple
Pillars of Dark Energy. These can chain players for Fire Damage. When taking damage from this chain spell, a different counter is applied to the characters hit by it (
icon). This counter is reduced at a rate of one per second and deals 1,200~ Fire Damage with every tick. The maximum counter value is 10. Players should be extra careful when having these because getting hit by Chagorz's beam spell will trigger all charges at once, dealing a high Fire Damage outburst.
Every 90 seconds, Chagorz will drop a Rotten Charge at the center of the room that lasts for 15 seconds. If no Elder Bloodjaw steps on it:
- The room will make an announcement after 6 seconds (The rotten charge is going to explode!), and again after 10 seconds (THE ROTTEN CHARGE WILL EXPLODE SOON!). After 15 seconds, the charge will explode, and each player will take 40% of their character's maximum hit points as Agony Damage.
If an Elder Bloodjaw steps on it:
- all players in a small radius of the charge will not generate Darkfields for 15 seconds
- the boss will not heal itself on fields for 15 seconds
- all Elder Bloodjaws will be removed from the boss room for 15 seconds
- the resistances of the boss will be noticeably lowered for 15 seconds
- the boss will prepare a devastating spell that hits its current target after 6 seconds and 12 seconds, respectively. When the boss strikes, Agony Damage in form of percentage of maximum HP will be dealt for both strikes. This strike hits differently, depending on the target's vocation:
- Knights will lose 5% maximum HP from the first strike and 10% maximum HP from the second strike
- Paladins, Druids, and Sorcerers will lose 20% maximum HP from the first strike and 40% from the second strike
- Note: the boss will yell WILL ... PUNISH ... YOU! once at the start of the mechanic, then repeat it after the first strike. Finally, it yells RAAAR! when doing the second attack, which should help players identify the moment it happened
Putrefactory[]
Indestructible Radicular Totems are scattered in this hunting ground, in every large room. They unleash large waves that can hit very far, even if the totem is out of a player's screen, dealing 4500 Earth Damage. The waves are timed and rotate in different directions. If a creature dies near a totem, the totem is "charged" (the number of charges can be seen next to its name), and for each charge it deals extra 10% damage.
Note that the totem waves are deadly but can be blocked with Magic Wall Runes, although the regular creatures can also break these walls, so players can not always rely on them.
The rotten charge counter mechanics in this area are:
- Using
Lichen Gobbler on specific tiles in the lower floor of the hunting area for 1 Rotten Charge (-20 seconds for the boss access)
- Using a
Spore Reservoir for 15 Rotten Charges (-5 minutes for the boss access)
Ichgahal[]
Ichgahal is the twin of Murcion, and both share similarities. This is arguably the easiest boss in the quest, and that is why it is left for last, to be fought with three Bakragore's Taints. It has three main challenges that players must face during the whole fight:
- Spore Tracks: the boss will leave
spore tracks on the ground, wherever it passes or stands. If players come into contact with the tracks in this first stage, they receive minor Agony Damage and a lesser hex. After a few seconds, the spore tracks turn into their second stage, which is
Volatile Funghi. If players come into contact with this second stage, they receive considerable Agony Damage and a greater hex for 15 seconds, and the funghi becomes an even more dangerous
Spore Cloud. If the boss steps on a Spore Cloud, it will heal for 27,000 HP.
- Elder Bloodjaws: it fights together with two
Elder Bloodjaws, not considering modifiers from taints.
- Mushrooms: during the whole fight, the boss will keep summoning
Mushrooms randomly around itself. They will explode after a while, or if players come close to them, dealing 2,500+ Life Drain damage.
There are two common strategies used on the fight. One is to have the Knight use Challenge on all Elder Bloodjaws and stand in a corner, with one Druid staying nearby to heal them. This is because the room is big enough that the Paladin can then run a half-lap on the other side of the room, having basically three shooters staying away from the Elder Bloodjaws vision the entire fight and avoiding swapping caused by the first taint. Another is to repeat the strategy used in Murcion, where the Knight just runs the full lap as well, staying half a lap behind the Paladin.
Bakragore[]
Identically to how it works in the Soul War Quest, in order to fight Bakragore players need to have killed all its progeny and gathered the four taints beforehand. Additionally, failing the final battle will remove the last two taints and erase the progress of two random bosses. The erased progress of the two bosses, while random, should be the same for the whole team. Players have 25 minutes to finish this fight. The following information considers a team fighting the boss on the easiest mode possible. For harder modes, players must consider the effects of having the final taint and burdens. The information also specifies the base damage values, this is important to know because players will always be under the influence of at least four taints, so be aware and take into consideration that all base damage below will be further increased by 14% (or more, when under effect of final taint and burdens).
Bakragore fights together with four Elder Bloodjaws and combines some of the mechanics of its children, but with important changes.
The boss can summon up to four Mushrooms, and it leaves mould tracks on the ground where it walks. It also heals lightly when stepping on its own tracks.
During the fight, players have a counter next to their names increasing by two per second to a maximum of 21 ( icon). When under maximum stacks, characters will take 15% maximum health Agony Damage per second. Each time a player moves, they "drop" these charges on the ground, leaving
Darkfields as tracks for three seconds and reducing the counter by one. Staying over the Darkfields causes 3% maximum health per second as Agony Damage. Therefore, players can take take up to 18% maximum health per second if not handling these carefully.
The boss can summon up to four Pillars of Dark Energy, that can chain players for Death Damage. When taking damage from this chain spell, a different counter is applied to the characters hit by it (
icon). This counter is reduced at a rate of one per second and deals 1,500+ Death Damage with every tick. The maximum counter value is 10. Players should be extra careful when having these because getting hit by Bakragore's beam spell will trigger all charges at once, dealing a high Death Damage outburst.
Every 90 seconds, Bakragore will drop a Rotten Charge at the center of the room that deals 1,250 Agony Damage to everyone in the room and lasts for 15 seconds. If no Elder Bloodjaw steps on it:
- The room will make an announcement after 5 seconds (The rotten charge is going to explode!), and again after 10 seconds (THE ROTTEN CHARGE WILL EXPLODE SOON!). After 15 seconds, the charge will explode (THE ROTTEN ENERGY EXPLODES!), and each player will take 80% of their character's maximum hit points as Agony Damage.
If an Elder Bloodjaw steps on it:
- all players in a small radius of the charge will not generate Darkfields for 15 seconds
- the boss will not heal itself on fields for 15 seconds
- all Elder Bloodjaws will be removed from the boss room for 15 seconds
- the resistances of the boss will be noticeably lowered for 15 seconds
- the boss will prepare a devastating spell that hits its current target after 6 seconds and 12 seconds, respectively. When the boss strikes, Agony Damage in form of percentage of maximum hit points will be dealt for both strikes. This strike hits differently, depending on the target's vocation:
- Knights will lose 5% maximum HP from the first strike and 10% maximum HP from the second strike
- Paladins, Druids, and Sorcerers will lose 40% maximum hit points from the first strike and 80% from the second strike
- Note: the boss will not yell to indicate when the strike has happened, so players must pay extra attention to detect it.
Bakragore's Burden[]
- Main article: Bakragore's Burden
The fight against Bakragore can be made harder and more rewarding if players sacrifice at least one of its minion's essence before starting. For each essence they sacrifice, an Elder Bloodjaw will be replaced by an echo of the corresponding boss, but rewards will be applied for that fight. See Bakragore's Burden for all the details.
Rewards[]
Upon defeating Bakragore for the first time, players have an increased chance to drop a Bag You Covet. This chance will keep on increasing further with every kill until they loot a bag from it. Then, the drop chance returns to its original value which is considerably lower than the increased first-kill chance. Each time they subsequently defeat the boss without receiving a bag, the chances increase again until their next drop.
Players who defeated Bakragore will receive the base Decaying Defender Outfits, and also be granted permission to make Crimson Offerings to the Altar in the Blood Vestibule.
Transcripts[]
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