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Spoilers ahead. Each guide names a boss, its attacks and the build that beat it alone on Nightmare. Guides contain solutions and may reveal encounters and progression.

Emberveth · Wiki

The instrument

Scenery 31, alone on Nightmare as the Arcanist.

The instrument
Scenery 31 of 31 · the great central hearth. Alone · Nightmare · Arcanist.

This is a long fight, not a dangerous one. In 60 test runs the Arcanist never fell below 85% health, but the fight lasted between 11 and 39 minutes. On Nightmare the instrument ignores marks, so the Arcanist's marking game does not work here. Your damage is what ends it.

What you hold

You reach the instrument holding 16 spells. That is your two starting spells plus one spell from each of the fourteen boss drafts before it. Taking an upgrade ranks up a spell you already have instead of adding one. Three of the ten tested draft orders took one and held 15.

Each draft deals four cards. Card one is always one of the Arcanist's own spells, and from the third draft on one card is an upgrade. The rest are random. The rule: At each boss draft take, in this order: a new damage, control or summon spell; if none is offered, an upgrade of a damage, control or summon spell you hold; if neither, any new spell. Between two equal cards, take the Arcanist's own.

The build we used. Card-one picks: passed along, house colours, consecration, the grain, note in the margin, signed and countersigned and left over. Random cards: needleglass, judgementfall, sunwell, the long push, draw down, hammerbrand and ashenline. It cleared every run, in 15 to 24 minutes.

If the deal differs: all ten draft orders cleared every run. They held seven or eight Arcanist spells beyond the starting two. On Nightmare the instrument ignores control. A card whose only job is to mark, slow, root, stun or weaken does nothing here, so prefer raw damage.

Talents

You have 30 talent points, and the runs put all of them into the Marginalia tree. Talents are your choice. Each point went to the deepest open row, a new talent before a second rank; rows open at 5, 10 and 15 points, the ultimate at 20. In the order bought:

The last eight of these, 21 of the 30 points, need your mark on the enemy. Your mark never lands on the instrument on Nightmare, so in this fight only the first five do anything.

The fight

  1. The hall holds the instrument and nothing else: no adds at any point. Every spell you have goes into it.
  2. Eight fires stand on a ring around the hearth. They look like fire and never burn you.
  3. Phase one has eight abilities: The draw (strafe), The surround (kite), Channel margin (kite), The samples (strafe), The grid (jump), The cold channel (kite), The kerb (walk out) and The relight (strafe).
  4. At 75% the instrument adds The outer arc (jump) and The far draw (blink). At 50% it adds The hold (walk out) and The inner ends (strafe). At 25% it adds The return (strafe) and All eight (walk out). Earlier abilities keep running.
  5. Almost every tell the Arcanist met was a jump tell, from The grid and The outer arc. Hits from tells cost no measurable health in any run.
  6. Stopping a tell: standing in the fire nearest you when The draw resolves stops it. When All eight comes in the last phase, standing in any of the eight fires stops it.
  7. Keep casting. Hold Banked light and release it before you have to move, so the banked damage lands. Fire your heavy spells as they recharge. Keys: cast (Left mouse / South, hold to channel), jump (Space / North), next and previous spell (E/Q / R1/L1).
  8. The fight ends when the instrument's bar empties.

What goes wrong

Tested

60 automated runs on the shipped rules: ten random draft orders, three play styles and two skill levels. All 60 cleared. The fastest took 11.3 minutes and the slowest 39.1. The lowest health in any run was 85%. These were automated test runs, not human play.

Screenshots

One complete fight in the current build, played by an automated test player with the game's normal controls: the Arcanist alone on Nightmare, holding the build used above. The fight took 15 min 57 s of game time.

The Arcanist fighting The instrument alone
Early in the fight
The Arcanist fighting The instrument alone
Midway
The Arcanist fighting The instrument alone
Late in the fight
Results screen: Cleared, the great central hearth · 15:57
The results screen: Cleared, the great central hearth · 15:57, damage taken 6.
Load screen row: Nightmare · 1 player · scenery 31/31 · completed
The campaign this fight saved, on the Load screen: Nightmare · 1 player · scenery 31/31 · completed.