Boss guide
How to beat Morbent Fel
Duskwood · Final encounter · 16:00 · 52,500 base HP
When it arrives
Arrives at 16:00 as the final encounter in Duskwood.
Boss yell“The dead of Raven Hill rise at my command!”
Attack timeline
5 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“Morbent Fel hurls axes across the field!”
The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.
- Interval
- 5 s
How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
2 Delayed blast
A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.
- Interval
- 7 s
- Warning
- 2 s
How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.
Inferred from game data — not yet verified in game3 Action sequence
A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.
- Interval
- 11 s
- Gap between steps
- 1.6 s
How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.
Inferred from game data — not yet verified in game- 1Ring Ring (donut)
A ring-shaped hit with a 1.4-2.6 s warning, repeated every 9-10 s where an interval is listed. The middle is not part of the ring, so the shape has a hole rather than a filled centre.
How to handle: Move into the hole or out past the outer edge, whichever is closer, and commit before the warning ends. Do not stand on the ring itself; the data does not give its width.
Inferred from game data — not yet verified in game - 2Circle around the boss Boss-centered circle
A hazard centred on the boss: the game warns "Lava wells up around the boss!" or "the boss pounds the ground!", then the marked area around it resolves. The data adds a 1.3 s warning and a 7-12 s cycle.
How to handle: When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.
4 Tether
In-game text“Morbent Fel's tether drains you! Get away to break it!”
A tether links the boss to you and drains you; the game says "the boss's tether drains you! Get away to break it!". The data records a 1.5-1.8 s warning and a 13-18 s cycle.
- Interval
- 15 s
- Warning
- 1.5 s
How to handle: Run away from the boss as soon as the tether appears and keep the link stretched until it breaks. Do not cross through the boss to break it.
5 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 12 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
Below 40% health · one trigger
- Action sequence
A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.
New rotation: Summon · Spawned objects
How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.
Inferred from game data — not yet verified in game
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (1.3 s) Circle around the boss
When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.
- 2Most frequent (every 5 s) Projectile volley
Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
- 3At 40% health Spawned objects
Switch to the objects before the next set lands; at three at a time they accumulate faster than a single-target build can remove them. Do not ignore them to focus the boss.
Suggested build focus
Build tips recorded for this boss's attack types.
- A movement-speed item or dash makes the gap between volleys much safer.
- A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
- Instant movement is worth more than a long defensive cooldown here; the combo punishes standing still between steps. Inferred from game data — not yet verified in game
- The hole is often the shortest move for melee; ranged builds can stay outside and keep casting. Inferred from game data — not yet verified in game
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Projectile volley
projectile volley- Base interval
- 5 s
- Count
- 7
Keep room to move and avoid the visible projectile paths.
Delayed blast
delayed blast- Base interval
- 7 s
- Warning time
- 2 s
Leave the marked area and re-enter only after the blast.
Action sequence
sequence- Base interval
- 11 s
- Gap between steps
- 1.6 s
Treat the listed steps as one combined pattern.
- 1Ring
- Warning time
- 1.6 s
- 2Circle around the boss
- Warning time
- 1.3 s
Tether
tether- Base interval
- 15 s
- Warning time
- 1.5 s
Break line and create distance from the tether.
Summon
summon adds- Base interval
- 12 s
- Summons
- 12
Clear the adds without letting them close the exit.
Health phases
Thresholds are base client values; difficulty and run scaling can change the encounter.
Below 40% health · one trigger
Action sequence
sequence- Gap between steps
- 0.5 s
Treat the listed steps as one combined pattern.
- 1Summon
- Summons
- 8
- 2Spawned objects
- Count
- 2
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Worn Claymore main hand · Common · 60%
Paladin
- Wooden Maul main hand · Common · 60%
Hunter
- Short Bow main hand · Common · 60%
Rogue
- Rusty Shiv off hand · Common · 60%
- Worn Dagger main hand · Common · 60%
Priest
- Acolyte's Staff main hand · Common · 60%
Shaman
- Round Buckler off hand · Common · 60%
- Spiked Club main hand · Common · 60%
Mage
- Apprentice's Staff main hand · Common · 60%
Warlock
- Novice's Staff main hand · Common · 60%
Druid
- Gnarled Staff main hand · Common · 60%