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Ruins of the Bloody Monastery

Ruins of the Bloody Monastery

Ruins of the Bloody Monastery is what happens when a faith is left running with nobody at the controls. The order that lived here had a doctrine, a hierarchy and a set of vows, and when the continent stopped being governed it did not lose any of those. It lost only the part that told it when violence was finished. What remains is disciplined, literate, and in excellent fighting condition.

You can read the drift in the ranks on the way up. Acolytes and dark monks are still recognisably clergy. Crimson Templars and Blood Knights are a military order with liturgical trappings. By the Inquisitor and the Blood Reaver the trappings are load-bearing and the theology has been rewritten around the practice. Nothing here thinks of itself as fallen. Every step of the drift was argued and approved.

Encounters

  1. Monastery Acolyte

    Tier 1

    Monastery Acolyte

  2. Dark Monk

    Tier 2

    Dark Monk

  3. Crimson Templar

    Tier 3

    Crimson Templar

  4. Blood Knight

    Tier 4

    Blood Knight

  5. Vhal Mor (Mini-Boss)

    Tier 5

    Vhal Mor (Mini-Boss)

  6. Fallen Paladin

    Tier 6

    Fallen Paladin

  7. Crimson Inquisitor

    Tier 7

    Crimson Inquisitor

  8. Blood Reaver

    Tier 8

    Blood Reaver

  9. Dark Archon

    Tier 9

    Dark Archon

  10. Archmage Seraphion Popiol (Final Boss)

    Tier 10

    Archmage Seraphion Popiol (Final Boss)

The final boss

Archmage Seraphion Popiol is the monastery's scholar rather than its warrior, which makes him worse. He is the one who did the arguing and won it, and everything above the mid tiers is the conclusion of a proof he wrote. He fights as an academic exercise, with the composure of a man who has already published on the subject of you.

Before you enter

The recommended level is 25. Treat it as a starting point: farm earlier tiers, upgrade gear, and adjust your pet when a boss stops you.

Difficulty inside a dungeon comes from one number that climbs with the tier, and the step between tiers is a large fraction of the gap between dungeons. So a wall at tier 7 here is not a signal to grind this dungeon harder - it usually means the opening tiers of the next dungeon are a better use of the hour, and you come back with the gear they dropped.