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    1. #1
      Onion Knight's Avatar
        Onion Knight is offline Master Wizard

      • Onion Knight's Wizard Stats
        •  Wizard's Name:
        •  Duncan Earthtamer
        •  Wizard's Level:
        •  60
        •  World:
        •  Wintertusk
        •  Wizard's School:
        •  Balance
        •  Pet's Name:
        •  Sir Midnight
        •  Pet's Type:
        •  Hydra
      ----
       
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      ----
       
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      Guide to Celestia's Bosses

      Onion Knight's Guide to Celestia's Bosses

      Introduction: Celestia is going to be different. With "cheating" bosses, you'll actually need strategy in order to win. The purpose of this guide is to help you defeat the bosses, not find their drops. If you are looking for the boss drops, check Swordroll's Guide.

      Table of Contents:
      Survey Camp [CL01]
      The Grotto [CL02]
      District of the Stars [CL03]
      The Stellarium [CL04]
      The Floating Land [CL05]
      Stormriven [CL06] (incomplete)
      Stormriven Hall [CL07]
      The Portico / The Lunarium [CL08]
      Science Center [CL09] (incomplete)
      Crustacean Empire [CL10] (incomplete)




      Survey Camp: [CL01]


      Optio Agenor - Rank 9 Boss - Balance - 3,695 HP - Starts with: 2 power pips + 1st turn pip
      Crustacean Waverunner - Rank 10 Elite - Ice - 1,775 HP - Starts with: 2 power pips + 1 turn pip

      The "Welcome to Celestia" boss. This guy has a new trick up his sleeve: he starts with extra pips. Yes, he starts with 2 bonus power pips, as well as his minion. Shield right off the bat to survive the preliminary strike, heal back up if necessary, then proceed as if he was any other boss in the game. If soloing, build up an attack to kill the minion, then go for the boss. Simple stuff. Optio loves his Elemental Shield, so if you're Storm, Ice, or Fire, bring your school's wand. As Balance bring Hydras, as you'll be needing them to clear those shields.

      Drops:
      Vital Footwear (86 HP, 8%+ Power Pip)
      Festive Footwear (144 HP, +44 Life Critical Block Rating)
      Majestic Dagger (205 HP, 124 Mana, 21%+ Outgoing Heal)
      Ring of Fallacy (140 HP, 120 Mana, 6%+ Incoming Heal)
      Combustible Band (144 HP, 124 Mana, 6%+ Incoming Heal)
      Long Coat of Long Life (176 HP, 9%+ Power Pip)




      The Grotto: [CL02]


      Optio Misemos - Rank 9 Boss - Ice - 4,500 HP - Starts with: 2 power pip + 1st turn pip
      Crustacean Clawcutter - Rank 9 - Storm - 910 HP - Starts with: 1 power pip + 1st turn pip

      Overall, a very easy boss fight. Get rid of the Clawcutter quickly (boost 1st turn, rank 6 spell 2nd turn to kill) before it has a chance to use it's nasty arsenal of spells (Stormzilla, Triton, Wild Bolt, etc), and it's smooth sailing from there. I find that minions are quite helpful in Celestia; bring 4 at the minimum. Bring one out against Misemos after you kill off his minion. Stay shielded, heal if you need to, and drag him down with standard boss strategies.

      Note: Ice gets a break here, as the boss does not resist Ice.

      Drops:
      Rime Runners (142 HP, +15 Critical Block Rating)


      Optio Verdis - Rank 9 Boss - Balance - 4,015 HP - Starts with: 2 power pip + 1st turn pip
      Crustacean Clawcutter - Rank 9 - Storm - 910 HP - Starts with: 1 power pip + 1st turn pip

      Optio is very similar to the next boss Governor Nereus. He has three Clawcutter minions. However, only one of them will join the battle, and the others will just run around aimlessly in the middle. After a while one may join, but it shouldn't matter. You'll have plenty of time to get the other out of the way first.

      As for the battle itself, it shouldn't be too difficult unless you are Balance. If Balance, bring a Judgment for the Clawcutter, then loads of Hydras and Spectral Blast for Verdis. Everybody else should wear an on-school wand to get rid of his frequent Spirit/Elemental Shields. Cast a minion to give you the 2v1 advantage, and go to work. Also, bring Weakness and Tower Shield for his Judgment.

      Note: Blaze StormCloud has found out that Verdis does NOT resist Balance. Feel free to spam Judge him to death. :D

      Drops:
      Rising Tide Topper (92 HP, 17%+ Storm Damage)


      Governor Nereus - Rank 9 Boss - Ice - 4,500 HP - Starts with: 2 power pip + 1st turn pip
      Crustacean Clawcutter (x3) - Rank 9 - Storm - 910 HP - Starts with: 1 power pip + 1st turn pip

      Fourth boss fight, and we've finally gotten to a boss that requires some strategy.

      This fight has an interesting catch. No matter how many players enter the sigil, Nereus will always have three Crustacean Clawcutters to aid him. I definitely recommend bringing friends; if you go second you're not even guaranteed to live past round one.

      However, shadowfax2009 has confirmed a strategy for fighting only Nereus and one minion. Take out the two guards preceding the Nereus bout (which are easily skip-able, btw) and only one minion will come to Nereus's aid.

      Obviously, the Clawcutters need to die first. Nereus is Ice, so his attacks really aren't as threatening as a Storm Lord or Triton from a Clawcutter. I was teaming with two Storms in this battle (I was Balance, myself), and I went in to the battle solo, using a strategy similar to a WoW "tank" character. The player who enters combat first (the others should wait until round two) should be Balance, Life, or Death. If you don't have any of these, forget tanking. This player should be equipped with a Guiding Light amulet (I recommend using this for all of CL) and armed with plenty of heals and shields. The rest of the players should enter combat on round two and focus on killing the Clawcutters. They should also bring stack-able Storm shields (Volcanic Shield is a great choice since most train it) to use on the tank. Build pips, fire off your AoE's, and watch the fragile Clawcutters hit the dust.

      Nereus is true to his school. Watch out for his Frost Giant, but also be wary of his Freeze and Tower Shield spells. For the extremely careful, carry a Stun Block or two for your tank. Focus mainly on school-specific boosts, as Feint/Hex/Curse is usually brought down by Tower Shield. Carry an off-school wand so you don't remove your boosts. Line up the boosts, hit hard, and finish the job.




      Drops:


      Cablooy - Rank 10 Boss - Life - 4,560 HP - Starts with: 3 power pip + 1st turn pip
      Water Lurker - Rank 10 Elite - Myth - 1,935 HP - Starts with: 2 power pip + 1st turn pip

      Cablooy quite possibly wins the award for "coolest boss name of all time." All jokes aside, this battle shouldn't be too tricky. Both monsters start with an unhealthy amount of pips; I got Minotaur>Green Cyclops combo'd on round 1 (I was going second) and ate nearly 1,000 damage. Cablooy, annoyingly enough, can and will cast Regenerate. All attacks in these battle need to be one hit kills.

      Drops:
      None


      Ulwark - Rank 10 Boss - Fire - 4,560 HP - Starts with: 3 power pips + 1st turn pip
      Crustacean Waverunner - Rank 10 Elite - Ice - 1,775 HP - Starts with: 2 power pips + 1 turn pip

      Ulwark, unlike the other two bosses of his trio, does not cheat. Treat him like everything else we've seen so far.

      Drops:


      Cuthalla - Rank 10 Boss - Storm - 5,230 - Starts with: 3 power pips + 1st turn pip
      Crustacean Clawcutter - Rank 9 - Storm - 910 HP - Starts with: 1 power pip + 1st turn pip

      Cuthalla is one of, if not the most difficult boss in the game. He is a major cheater, and is VERY difficult to solo. His cheating pattern:
      -- If you use a spell of 4 pips or less, Cuthalla will counter with a Wraith on the caster.
      -- If you use an enchantment (Star school spells DO NOT count), Cuthalla will counter with a Tower Shield.
      -- If you use a wand spell (or an X pip spell such as Judgment or Tempest), Cuthalla will fully heal himself with a Satyr.

      From reading this, you're probably wondering, "how do you kill this guy?" First off, remove all of the following from your deck:
      -- Boosts
      -- Enchantments (except Star ones)
      -- Shields
      -- X-3 pip spells
      -- Minions

      Now, add the following:
      -- Bubbles
      -- Storm Shields
      -- Main Attack for your school:
      ~Fire Dragon for Fire
      ~Frostbite for Ice
      ~Triton for Storm (bring a Storm Lord or two to take care of the minion)
      ~Hydra for Balance (bring one Judgment for the minion)
      ~Centaur for Life
      ~Poison/Skeletal Dragon for Death
      ~Orthrus for Myth (bring Earthquake if he gets too many shields)
      -- Satyr. If you don't have it, buy some treasure ones and put between 10-12 in your sideboard.
      -- If you are Death, bring plenty of Sacrifice instead of Satyr. Cuthalla does NOT counter Sacrifice, even though it is 3 pips.
      -- Treasure Storm Shields
      -- Reshuffle

      Basically, your deck should consist of a few bubbles (Cuthalla bubbles right off the bat), DOT attacks, Storm Shields, Reshuffle, and Satyr.

      The breakdown of the battle:

      Note: Cuthalla does NOT resist Storm.

      OK, if you are Storm or Life, go with a group. You won't be able to solo this one without spending a few hours of your time on Life, and I'm not even sure this fight is possible as a solo Storm.

      Mark your location nearby before the battle begins. If you don't go first, flee, grab mana (at least 100+) and try again until you go first. Keep a bubble in your hand, but do NOT play it until Cuthalla casts a bubble of his own. You need that minion gone right away, as it will cause serious trouble later on. Get rid of it, and the real battle begins.

      The strategy, while simple, is very time consuming. Expect to spend quite a bit of time in this battle. You'll want to have the max number of your main attack spell (listed above) at the ready. Pass on every turn that you don't have enough pips to attack or heal. Only use a Storm shield when Cuthalla has 4+ pips. Don't overdo it, however, as he puts up a Tower Shield every time you use a Storm Shield. When you get the pips, hit him with your attack. If need be, pull a Satyr from your treasure board.

      You'll be using this strategy for the entire duration of the battle. It is extremely long and will almost definitely need a Reshuffle. If you can't take the heat, bring a few friends. No matter what, though, this one will always be hard.

      Team Strategy:

      Requirements are Myth and Life at the core, with 1-2 "attack" wizards following. The Myth wizard enters the battle first. Bring all the blades and shields that you want. Life brings Satyr, Rebirth, and Storm Shields. Myth brings Storm Shields, Earthquake, and Orthrus. The other two players need to bring plenty of blades, an AoE spell, and a heavy hitting 6-8 pip attack.

      Buff all you want. Stack blades on your attackers, and have them remove the minions as quickly as possible. Cuthalla + 3 Storm Minions can easily break you if they focus on one player. Focus your shields on the player in the first slot. Once the minions are gone, keep your shields up, buff up your hitters with BLADES, and heal if necessary. When you have enough pips and boosts to finish, have your Myth cast Earthquake followed by your attackers' hits to finish the fight.

      Some Cuthalla information from kwrenf:

      Quote Originally Posted by <strong>kwrenf View Post
      re: Cuthalla - do NOT use any x pip spells (ie judge, heckhound, dryad, etc). He will a: put up a tower shield before the hit (if it's an attack) and b: heal himself fully after the hit if it doesn't kill him. stinks big time. Also, life wiz with forest lord can solo him pretty easily with satyrs and rebirth to heal. Finally, star spells cause no reaction by him, so use those for shields and boosts and crit, etc, if you don't wanna have to bust through his towers.
      Good luck. You'll need it.

      Drops:
      Outfit of Accord (302 HP, 9%+ Power Pip, 21%+ Balance Damage)
      Claw of the Law (259 HP, 220 Mana, 18%+ Power Pip)
      Cloak of Creation (302 HP, 9%+ Power Pip, 21%+ Life Damage)


      Eelgis - Rank 10 Boss - Storm - 3,740 HP - Starts with: 3 power pips + 1st turn pip
      Crustacean Pincer - Rank 9 - Fire - 1,020 HP - Starts with: 1 power pip + 1st turn pip

      Eelgis is a walk in the park compared to Cuthalla. All he does is counter with Fire Nova (an upgraded Power Nova, basically) if you attack with a spell of more than 3 pips. You can wand attack and Judge this guy, so Balance gets a huge break here. Everyone else will have to take a slow, methodical approach with their 4 pip spells. Eeglis is Storm, but he uses a Life deck, making him EXTREMELY easy to kill. Bring a few Tower Shields, a heal or 2, a big (6 pip attack) attack for the minion, and some rank 3 spells for Eelgis. If you have enough boosting, you can simply take him down with one shot from a high ranking attack and not have to eat the Nova.

      Drops:
      None, but in my few battles with him I've gotten Gargantuan and Polymorph Draconian treasure cards.




      District of the Stars: [CL03]


      Axenos - Rank 9 Boss - Balance - 4,525 HP - Starts with: 2 power pip + 1st turn pip

      Axenos fights solo, so I was expecting a cheating boss. However, he does nothing of the sort. One thing to note is that Axenos has a very high critical chance. Even so, taking him down should be easy. Keep Weakness and Tower ready for his Judge, and drag him down with your attack spells.

      Drops:
      Seal of Ordeal (158 HP, 120 Mana, 6%+ Incoming Heal)


      Curuin Sharktooth - Rank 9 Boss - Life - 4,730 HP - Starts with: 2 power pip + 1st turn pip

      *Yawn* Another boring boss that's exactly like all the others. Moving on...


      Brutus Starkwave - Rank 9 Boss - Balance - 4,520 HP - Starts with: 2 power pip + 1st turn pip

      Yet another Balance boss. Treat him like you would all the rest we've seen so far.

      Drops:
      Venerable Blade (210 HP, 15%+ Incoming Heal)




      The Stellarium: [CL04]


      Unimatus - Rank 10 Boss - Myth - 6,920 HP - Starts with: 3 power pip + 1st turn pip
      Stellar Protector - Rank 9 - Star - 1,595 HP - Starts with: 1 power pip + 1st turn pip

      Unimatus starts with a huge number of pips. I recommend using Weakness or double shielding the player in the first slot, as he will most likely lead with Minotaur or Orthrus. Unless you've fought a random Celestial school opponent for absolutely no reason, the Stellar Protector will be your first. Get it out of the way quickly before it has a chance to get its auras set up. Unimatus loves his Earthquake and Humongofrog spells, so it's a good idea to keep your minions out of this battle and focus on keeping yourself alive. He also casts a lot of Minotaurs, so keep a fresh supply of Weakness up. Double shielding can be tricky with his Earthquake, so Weak seems like the way to go.

      Interesting to note, Unimatus says, "Friends, let's drink to their health!" every time you cast a heal spell. I have no idea what this means, if anyone would like to interpret it please feel free to do so.

      Drops:
      None


      Selwyn Skywatcher - Rank 10 Boss - Moon - 6,815 health - Starts with: 4 power pip + 1st turn pip
      Stellar Protector - Rank 9 - Star - 1,595 HP - Starts with: 1 power pip + 1st turn pip

      First things first, kill the Stellar Protector. Use anything, but kill it quickly so you can devote your attention to the boss.

      Selwyn's pattern of "cheating" is very difficult to follow. I spent some extra time in the battle (thanks Tyler for putting up with it! lol) testing certain things out. Here is what I found:
      -- If you attack with...
      Fire - Selwyn casts an Iceblade and becomes Ice.
      Ice - Selwyn casts a Fireblade and becomes Fire.
      Storm - Selwyn casts a Mythblade and becomes Myth.
      Balance - Selwyn casts a Deathblade and becomes Death.
      (Note: If you cast Hydra she casts an Ice, Fire, Myth, and Deathblade. If you cast Spectral Blast she casts a Deathblade and a blade of the school opposite what Spectral was)
      Death - Selwyn casts a Lifeblade and becomes Life.
      Life - Selwyn casts a Deathblade and becomes Death.
      Myth - Selwyn casts a Stormblade and becomes Storm.

      If you cast a second spell of the same school (and if no one else hits her with a different school spell in between), she will interrupt with the following:
      -- If you attack with...
      Fire - Colossus
      Ice - Helephant
      Storm - Orthrus
      Balance - Does not retaliate. I've noticed that she will cast Elemental Shields when you cast Hydra or SB, though.
      Death - Centaur
      Life - Wraith
      Myth - Stormzilla

      Now, you say, I know all this but what can I do to stop it? The strategy is fairly simple. If you have enough boosts (having someone with Feint helps), you can simply max a hit and take her down with one shot, eliminating all problems. If you can't do that, wear an off-school wand. Boost with what you can, hit her hard, then wand attack her (make sure your wand isn't the opposite of her school! For example, if you are Fire, you don't want to use an Ice wand, since that will change her to Fire) to change her school. Don't hit twice in a row with the same school spell, and you should be good to go. I would keep minions out of this battle, as they will trigger the double school hit more often than you like. Also, stay away from DOTs in this battle. If you use a Fire Elf, the DOTs will keep hitting Selwyn and you'll be stampeded by Colossus. Myth also needs to be careful when using Orthrus, because the double hit will trigger a blade followed by a 'Zilla. Always have that Storm Shield up before attacking!

      Some tips for Myth, from Mr.Owl,
      Quote Originally Posted by Mr.Owl View Post
      For Selwyn, when dueling him/her with a Myth wizard, use a Prism for Orthrus/Minotaur's first hit. This way you're doing Storm and then Myth, not double Myth. Also, in theory, you should get a Myth boost.
      This also works out if you lay a set of Myth Traps and then your Prism--only one set!
      Drops:
      None




      The Floating Land: [CL05]


      Bristleclaw - Rank 10 Boss - Death - 5,695 HP - Starts with: 3 power pip + 1st turn pip
      Jungle Wildclaw - Rank 9 - Fire - 1,065 HP - Starts with: 1 power pip + 1st turn pip

      The only real trouble in this fight is the first few turns. Bristleclaw starts with 7 pips, so shield quickly to avoid being Wraithed for heavy damage. Keep your shields up as you wear him down so he can't heal back with Wraith.

      Interesting to note here is that Bristleclaw uses Death Ninja Pigs occasionally. Keep those Death shields up at all times, and it should be smooth sailing.

      Note: All Ice wizards out there will get a break with this one, as their attacks get a boost on Bristleclaw.

      Drops:
      Seal of the Steadfast (173 HP, 120 Mana, 6%+ Incoming Heal)


      Wildcrag - Rank 10 Boss - Storm - 3,555 HP - Starts with: 3 power pip + 1st turn pip
      Jungle Wildclaw - Rank 9 - Fire - 1,065 HP - Starts with: 1 power pip + 1st turn pip

      Much easier battle than Bristleclaw. Half the health at the expense of stronger attacks. Keep your Storm shields out and it shouldn't be difficult.

      Drops:
      Survivor's Signet (210 HP, 15%+ Incoming Heal)


      Gahlwok - Rank 9 Boss - Fire - 4,160 HP - Starts with: 2 power pip + 1st turn pip
      Water Lurker - Rank 10 Elite - Myth - 1,935 HP - Starts with: 2 power pip + 1st turn pip

      Pretty simple boss. If you've been reading this guide, you should already know how to deal with bosses exactly like this one.

      Note: Fires will get a break here, as Gahlwok does not actually resist against Fire. Unfortunately for Ice, your attacks will not boost against him.

      Drops:
      Tangleroom's Blooming Band (173 HP, 120 Mana, 9%+ Incoming Heal)


      Tangleroot - Rank 10 Boss - Life - 5,455 HP - Starts with: 3 power pip + 1st turn pip
      Junglethorn - Rank 9 - Death - 1,550 HP - Starts with: 1 power pip + 1st turn pip

      Again, simple stuff. Watch the first turn Centaur, bring out shields and minion, then kill the minion. As it is Death, it would be wise to one-shot it, as it will heal back with Wraith/Vampire.

      A Life boss by itself is rather easy. Shield his hits, boost up, attack. Keep that Troll Ear's Pendant at the ready in case you ever need to heal.

      Drops:
      Etheral Athame (150 HP, 150 Mana, 15%+ Power Pip, 18%+ Outgoing Heal)


      Soultearer - Rank 10 Boss - Life - 6,630 HP - Starts with: 3 power pip + 1st turn pip
      Jungle Wildclaw - Rank 9 - Fire - 1,065 HP - Starts with: 1 power pip + 1st turn pip

      Nearly the same as Tangleroot. Use the same strategies.

      Drops:
      None




      Stormriven: [CL06]

      Karolak Nightspinner - Rank 10 Boss - Fire - 4,335 HP - Starts with: 3 power pips + 1st turn pip

      Easy boss. He fights solo, so nothing much to worry about. Shield immediately, as he likes to lead with a big attack. Mainly bring Fire Shields, boosts, your big attack card (a few copies), and a Reshuffle.

      Drops:
      Arcane Cowl (12%+ Death Resist, 12%+ Life Resist, 6%+ Myth Accuracy, 15%+ Myth Damage)


      Arachtus Duskweb - Rank 10 Boss - Death - 6,000 HP - Starts with: 3 power pip + 1st turn pip
      Shadow-Web Mercenary - Rank 10 - Death - 1,585 HP - Starts with: 2 power pip + 1st turn pip

      Watch the lifesteals, and this one is easy.

      Drops:
      Duskweb's Dire Dirk (211 HP, 160 Mana, 12%+ Incoming Heal)




      Stormriven Hall: [CL07]

      Tobiko - Rank 10 Boss - Fire - 4,560 HP - Starts with: 3 power pip + 1st turn pip
      Wing-Fish - Rank 9 - Balance - 1,395 HP - Starts with: 1 power pip + 1st turn pip

      Tobiko subscribes to the massive hit strategy, so keep a healthy number of Fire Shields at the ready. If you have it, Weakness is also handy to stop his Magma Men. Healing will most likely be required, so also bring a fair number of Pixies/Satyrs. By this point, you should be level 56 or so if you've done all side quests, so you should be carrying an athame/ring that gives you a hefty amount of heal boost. Use this to your advantage. As always, kill his minion as quickly as possible, then go after him. Winning this battle will net you your Celestia Staff.

      Drops:


      Tempus Stormfist - Rank 10 Boss - Storm - 4,025 HP - Starts with: 3 power pips + 1st turn pip
      Water Lurker - Rank 10 Elite - Myth - 1,935 HP - Starts with: 2 power pip + 1st turn pip

      Tempus starts with a large number of pips, so get your Storm shields out early. If you don't, you will definitely pay for it. Tempus led Triton > Kraken against me, if that's any motivation to bring Storm Shields. Block the early hits, clear out the minion, then take down Tempus.

      Drops:
      Stormfist's Gale Force Helm (154 HP, 8%+ Storm Accuracy, 24%+ Storm Resist) *Storm School Only* *Level 56+*
      Forsaken Signet (264 HP, 200 Mana, 15%+ Power Pip) *Death School Only* *Level 56+*
      Ring of Regret (238 HP, 180 Mana, 13%+ Power Pip) *Death School Only* *Level 54+*




      The Portico / The Lunarium: [CL08]

      Thrale Bonestriker - Rank 10 Elite - Fire - 1,580 HP - Starts with: 2 power pip + 1st turn pip
      Shadow-Web Constrict - Rank 9 - Ice - 1,705 HP - Starts with: 1 power pip + 1st turn pip

      Vorgen Soulbreaker - Rank 10 Elite - Storm - 1,390 HP - Starts with: 2 power pip + 1st turn pip
      Shadow-Web Constrict - Rank 9 - Ice - 1,705 HP - Starts with: 1 power pip + 1st turn pip

      Servus Bloodsword - Rank 10 Elite - Myth - 2,010 HP - Starts with: 2 power pip + 1st turn pip
      Shadow-Web Constrict - Rank 9 - Ice - 1,705 HP - Starts with: 1 power pip + 1st turn pip

      Grouped these guys together in the Portico, as they aren't really bosses. Just treat them like a normal street fight.

      Drops:
      None


      Selenor - Rank 10 Boss - Moon - 5,915 HP - Starts with: 3 power pip + 1st turn pip
      Stellar Protector - Rank 9 - Star - 1,595 HP - Starts with: 2 power pip + 1st turn pip

      Selenor resists Balance, but other than that this is a pretty typical boss fight. It also spams Elemental/Spirit Shield, so either bring a wand of your school or a DOT.

      Drops:
      Inquisitor's Tunic (252 HP, 17%+ Myth Damage, 30%+ Myth Resist) *Myth School Only* *Level 56+*




      Science Center: [CL09]

      Maglump - Rank 10 Boss - Fire - 4,980 HP - Starts with: 3 power pip + 1st turn pip
      Aqua Bot - Rank 9 - Fire - 1,230 HP - Starts with: 1 power pip + 1st turn pip

      This guy has an insane critical rating, so be wary. Both mobs hit hard, so clear the Aqua Bot as soon as possible.

      Drops:





      Crustacean Empire: [CL10]

      Nuncio - Rank 10 Boss - Fire - 5,235 HP - Starts with: 3 power pip + 1st turn pip
      Angler Goon - Rank 9 - Fire - 1,250 HP - Starts with: 1 power pip + 1st turn pip

      This is a simple battle, against low health monsters. Buff your rank 8 spell (assuming it hits all), and kill the minion right away. Shield on the first turn though, as Nuncio starts with an unhealthy amount of pips. Kill the minion and it is smooth sailing.

      Drops:
      Frost Giant's Footguards (142 HP, 9%+ General Resist, 3%+ Ice Accuracy) *Ice School Only* *Level 56+*


      Glauco - Rank 10 Boss - Myth - 6,480 HP - Starts with: 3 power pip + 1st turn pip
      Angler Warlord - Rank 10 Boss - 6,865 HP - Balance - Starts with: 3 power pip + 1st turn pip
      Angler Goon (x2) - Rank 9 - Fire - 1,250 HP - Starts with: 1 power pip + 1st turn pip

      This fight will be tricky, as you are fighting against four high-powered monsters. Any rank 7-8 AoE spell will knock out the Goons, and then you can focus on the bosses. I definitely recommend bringing friends for this one.

      Drops:
      Jewel of the Feint (Gives 1 Feint card) *Level 50+*
      Synthesis Cover (216 HP, 18%+ Balance Damage) *Level 56+*
      Dagger of Typhoons (173 HP, 180 Mana, 15%+ Incoming Heal) *Level 52+* *Storm School Only*


      Acastus Hexfin - Rank 10 Boss - Ice - 7,735 HP - Starts with: 3 power pip + 1st turn pip
      Piscean Soldier (x2) - Rank 9 Elite - Ice - 2,410 HP - Starts with: 1 power pip + 1st turn pip

      This boss is a monster to try to solo. All the guys in this fight are Tower Shield happy, so bring plenty of DoTs. With the large health and Tower Shields, I really don't recommend trying to solo (I had to have Helios come in and save me, lol). I was doing well at first, but after being stunned and watching Tower Shield being cast three times in a row, I started losing. Bring plenty of shields and heals as well for this grind, as you're in for one of the toughest non-cheating bosses in the game.

      Drops:





      Special Thanks:
      Blaze StormCloud - For finding out that Optio Misemos does NOT resist Balance, and that Bristleclaw is weak to Ice
      TylerDrakeHammer - For fighting all of the bosses with me
      ElementalSplash - For giving me info on Selwyn
      Drakeon - For finding out that Gahlwok does NOT resist Fire
      Kevin Shadowstalker - For addition information on Selwyn, as well as other useful tidbits
      Nesogra - Trial of the Spheres boss strategies
      Ciaro - Cuthalla information
      shadowfax2009 - Governor Nereus tricks
      Artur Ghostmancer - Axenos critical report
      Hartvieg - More Selwyn info
      kwrenf - More Cuthalla stuff
      Daniel Cheese - Eelgis info
      Mr.Owl - Myth tips vs. Selwyn




      This project will be a massive undertaking, so this is definitely a work in progress. If you'd like to donate tips or item drops, please post in the thread. Be sure to list the name of the item, its stats, and who drops it. Thanks.


      This post contains 92 auto-link(s) to our wiki for your reference.
      Last edited by Onion Knight; 12-8-10 at 9:42 AM. Reason: Acastus Hexfin
      [Sig By Sandy]
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    2. #2
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      Re: Guide to Celestia's Bosses

      Good luck on the guide Duncan. I hope I can serve as much help as possible :]


    3. #3
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      Re: Guide to Celestia's Bosses

      CL has gone LIVE! This means I will be updating this guide as I progrress.

      Submissions appreciated.
      [Sig By Sandy]
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    4. #4
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      Re: Guide to Celestia's Bosses

      Guide complete through the Grotto.

      This post contains 1 auto-link(s) to our wiki for your reference.
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    5. #5
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      Re: Guide to Celestia's Bosses

      Good luck Onion. *subscribes*

      Sig partially by ChellsiLionstrider, avi by Sandy!

    6. #6
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      Re: Guide to Celestia's Bosses

      I hope suggestions are welcome; it would be cool to see this illustrated with pictures of the boss. Maybe even screenshots of the maps where they are located.

    7. #7
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      Re: Guide to Celestia's Bosses

      Quote Originally Posted by <strong>Sandy View Post
      I hope suggestions are welcome; it would be cool to see this illustrated with pictures of the boss. Maybe even screenshots of the maps where they are located.
      Yes, I agree. Right now I'm mainly focusing on enjoying Celestia as I go through, writing up strategies as I fight the bosses.

      On my second (and third) runs, I'll be taking pictures, farming bosses, etc. Much easier to farm as Storm than Balance.

      This post contains 1 auto-link(s) to our wiki for your reference.
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    8. #8
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      Re: Guide to Celestia's Bosses

      Quote Originally Posted by <strong>Onion Knight View Post
      Yes, I agree. Right now I'm mainly focusing on enjoying Celestia as I go through, writing up strategies as I fight the bosses.

      On my second (and third) runs, I'll be taking pictures, farming bosses, etc. Much easier to farm as Storm than Balance.
      Sounds great, I think I will be checking back here often! :D

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    9. #9
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      Re: Guide to Celestia's Bosses

      Good Luck with this Guide! I hope I can help, I know it will be great!

      I am back! Sig by Savvy! Avi by DeathShard! I changed my name from Kloupy to DuskHunter!

    10. #10
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      Re: Guide to Celestia's Bosses

      Quote Originally Posted by <strong>kloupy View Post
      Good Luck with this Guide! I hope I can help, I know it will be great!
      Thanks, kloupy. If you fight any of the bosses on the list and get a drop I don't already have mentioned, send in the stats!

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