The Sundered Citadel
The Sundered Citadel: a storm-king's fortress above the clouds, broken by the storm he tried to wear as a crown. Its halls hang as islands in the eye of a hurricane, joined by bridges that should not still stand. Endgame: bring a level 20 character with real gear and a friend or two. A ring of islands circles the sealed Eye; three wings off the ring each hold a Stormwarden, fought in any order. Each warden's death breaks one of the three ward-stones that bind the king; when the last breaks, the seals on the Eye's bridges vanish. Crew drops T9-T10, the wardens and the king T10-T12, T5 abilities and rings, stat potions and two uniques.
Getting in
- Portal:
Sundered Citadel Portal - Key:
Sundered Citadel Key — type /key sundered citadelin chat to get one, use it, walk in. - The portal drops from
Phoenix Lord (100%)
Difficulty
Grade 8 of 10 on this server's dungeon scale: the bosses have 85,000 HP counting defense, the heaviest hit is 170, the busiest phase fires up to 29 shots a second. Also: three wardens, each on its own island and fought in any order, break the wards before Caelith can be reached.
How the Sundered Citadel plays
A storm-king's fortress above the clouds, broken into floating islands by the storm he tried to wear as a crown. Endgame (grade 8): bring a level 20 character with real gear, and friends. The portal drops from the realm's
Phoenix Lord (always).
There are no walls and no corridors here. Every island ends in a drop into the storm, and bridges join them:
- The Landing. A quiet island to start on. One bridge north to the ring.
- The Broken Ring. Six islands circle the middle, each joined to the next: walk it either way.
Stormbound Sentinels throw forked lances (stand between the forks), then plant their spears: Armored and throwing rings that turn half a gap each time. Stop shooting while they stand.
Gale Sylphs circle you with a two-armed spiral.
Thunderheads drop lightning where you stand (marks first) and rain bolts when they die.
Skyhook Harpies pull in their wings, then dive at you.
Tempest Acolytes pray until you come close, then throw Slowing storm grenades and lances at where you are going. - Three wings. Three of the ring's islands carry a bridge outward to a wing, each with a Stormwarden. Fight them in any order.
- The Lightning Spire (north):
Vharos, the Conductor among his lightning rods and
Arc Pylons. - The Gale Gardens (east):
Zephyrine, the Gale Matron with her sylphs. - The Roost (west):
Thundermaw, the Storm Gryphon and its
Gryphon Fledglings. - The Eye. The king's island in the middle. Its three bridges are sealed with lightning, and three ward-stones stand round his throne. Each warden breaks its own stone when it dies; when the last stone breaks, the seals vanish.
The Stormwardens
- Vharos. A slowly turning wheel of storm bolts, forked lances and lightning marks. Under half health ("The rods are singing.") he calls Arc Pylons and adds double rings of thunder.
- Zephyrine. Circles you with alternating rings of gale blades and calls sylphs. Under half health ("Be still, and the wind will take you.") she goes back to the middle of her garden and throws a four-armed spiral: walk round with it, through the wide gaps.
- Thundermaw. Stalks you with a forked bite and aimed thunder, rears back and dives, and answers each dive with a ring of thunder. Under 40 % it screams, gets faster, and fledglings land round you.
Each drops T10-T11 weapons and armor, a T5 ability or ring, a stat potion and a small chance at a unique.
Caelith, the Sundered King
- The Crown of Storms (100-70 %). A six-armed turning spiral of storm bolts, aimed volleys of three lances and lightning marks under you.
- The Gale (70-45 %). "The sky answers!" He flies round you with alternating rings of gale blades, a Slowing storm grenade and two sylphs on the wind.
- The Sundering (45-20 %). "The citadel breaks!" He goes back above the throne: a four-armed cross of lances turns round him (walk with it), splinters of the citadel land round you (kill
Shardlings at range: they burst) and lightning marks fall. - Eye of the Storm (under 20 %). He hunts you with a forked blast (straight in front of him is safe), lances and a dive. When he stops and "the wind stops", get away from him: two great rings of thunder follow.
Drops: T11-T12 weapons and armor (a little T13 armor), T5-T6 abilities, T5 rings, Defense, Attack, Speed and Dexterity potions, a chance at Life, and the two uniques.
The uniques
Stormcleaver: a sword that throws two weaving bolts through enemies; hits can Paralyze (not bosses).
Mantle of the Gale: a robe with Speed and Dexterity; a heavy hit makes you Speedy for 3 seconds.
Gear that drops here can roll the citadel's own affix, Stormcharged: hits sometimes call down lightning on the target. The uniques always carry it.
Boss: Caelith
| HP | 50,000 (+30% per other player within 20 tiles, up to 6 players) |
|---|---|
| Defense | 28 |
| Level | 20 |
| Hits up to | 170 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Caelith, the Sundered King, bound to his throne in the Eye. Untouchable while any ward-stone stands; when the last breaks, the seals on the Eye's bridges vanish.
Phases
boundunboundcrownThe Crown of Storms (100-70%): near his throne; a six-armed turning spiral of storm bolts, aimed volleys of three lances, lightning marks under you.galecallgaleThe Gale (70-45%): he takes wing and flies round you; alternating offset rings of gale blades, a lance, a Slowing storm grenade, and two sylphs on the wind.sundercallsunderThe Sundering (45-20%): back above the throne; a four-armed cross of sky lances turning round him with wide gaps, aimed lances, splinters of the citadel thrown at you (marks first) and lightning marks.eyeEye of the Storm (under 20%): he hunts you with a forked blast (stand straight in front of him), lances and a dive. Every few seconds he stops, the wind stops, and two great rings of thunder burst out. When he stops, get far away.huntstillthunder
Lines
Three stones hold a king. Break them, and see what you have freed.
My wardens kept me here for your sake. You will wish they had kept on.
The wards are broken. Then come up, and kneel.
I wore the storm once. Let me show you how it fit.
Kneel.
The sky remembers its king.
Every bolt here was mine once.
The sky answers!
Drops
| Loot | Chance | Bag |
|---|---|---|
| 2.5% | own bag, each player with 2% of the damage | |
| 2.5% | own bag, each player with 2% of the damage | |
| T13 armor | 4% | own bag, each player with 2% of the damage |
| T12 weapon | 12% | own bag, each player with 2% of the damage |
| T12 armor | 12% | own bag, each player with 2% of the damage |
| T11 weapon | 30% | own bag, each player with 2% of the damage |
| T11 armor | 30% | own bag, each player with 2% of the damage |
| T6 ability | 12% | own bag for the cyan-and-better ones, else shared |
| T5 ability | 35% | own bag for the cyan-and-better ones, else shared |
| T5 ring | 30% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 100% | shared bag | |
| 60% | own bag, each player with 2% of the damage | |
| 45% | own bag, each player with 2% of the damage | |
| 45% | own bag, each player with 2% of the damage | |
| 35% | own bag, each player with 2% of the damage | |
| 10% | own bag, each player with 2% of the damage | |
| 8% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Boss: Thundermaw
| HP | 26,000 (+30% per other player within 18 tiles, up to 6 players) |
|---|---|
| Defense | 26 |
| Level | 20 |
| Hits up to | 110 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Thundermaw, the Storm Gryphon, in the Roost. The Hunt (100-40%): stalks you with a forked bite and aimed thunder, dives (it rears back first) and answers each dive with a ring of thunder, lightning grenades between. Frenzy (under 40%, a roar): Speedy, shorter dives, and its fledglings land round you.
Phases
waitinghuntstalkdiveroar
frenzycallfrenzystalk2dive2roar2
Lines
*Thundermaw screams, and the whole Roost answers*
Drops
| Loot | Chance | Bag |
|---|---|---|
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| T11 weapon | 10% | own bag, each player with 2% of the damage |
| T11 armor | 10% | own bag, each player with 2% of the damage |
| T10 weapon | 25% | own bag, each player with 2% of the damage |
| T10 armor | 25% | own bag, each player with 2% of the damage |
| T5 ability | 20% | own bag for the cyan-and-better ones, else shared |
| T5 ring | 20% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 50% | shared bag | |
| 40% | own bag, each player with 2% of the damage | |
| 20% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Boss: Vharos
| HP | 24,000 (+30% per other player within 18 tiles, up to 6 players) |
|---|---|
| Defense | 28 |
| Level | 20 |
| Hits up to | 130 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Vharos, the Conductor, warden of the Lightning Spire. Charge (100-50%): a slowly turning six-armed wheel of storm bolts, forked lances (stand between the forks), lightning marks where you stand. Overload (under 50%): "The rods are singing." He calls Arc Pylons and adds a double ring of thunder every few seconds.
Phases
waitingchargeoverloadcalloverload
Lines
You came for the ward. You will have to carry the lightning out with it.
Every rod on this spire sings to me.
Stand still. It is quicker.
The rods are singing.
Drops
| Loot | Chance | Bag |
|---|---|---|
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| T11 weapon | 10% | own bag, each player with 2% of the damage |
| T11 armor | 10% | own bag, each player with 2% of the damage |
| T10 weapon | 25% | own bag, each player with 2% of the damage |
| T10 armor | 25% | own bag, each player with 2% of the damage |
| T5 ability | 20% | own bag for the cyan-and-better ones, else shared |
| T5 ring | 20% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 50% | shared bag | |
| 40% | own bag, each player with 2% of the damage | |
| 20% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Boss: Zephyrine
| HP | 24,000 (+30% per other player within 18 tiles, up to 6 players) |
|---|---|
| Defense | 24 |
| Level | 20 |
| Hits up to | 115 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Zephyrine, the Gale Matron, warden of the Gale Gardens. Gust (100-50%): circles you, alternating rings of gale blades and aimed lances, and calls her sylphs. Cyclone (under 50%): "Be still, and the wind will take you." She goes back to the middle of the garden and throws a four-armed spiral with wide gaps: walk round with it.
Phases
waitinggustcyclonecallcyclone
Lines
Little leaves. The wind has been waiting for you.
Dance, little leaves.
The wind does not tire. Do you?
Be still, and the wind will take you.
Drops
| Loot | Chance | Bag |
|---|---|---|
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| T11 weapon | 10% | own bag, each player with 2% of the damage |
| T11 armor | 10% | own bag, each player with 2% of the damage |
| T10 weapon | 25% | own bag, each player with 2% of the damage |
| T10 armor | 25% | own bag, each player with 2% of the damage |
| T5 ability | 20% | own bag for the cyan-and-better ones, else shared |
| T5 ring | 20% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 50% | shared bag | |
| 40% | own bag, each player with 2% of the damage | |
| 20% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Unique drops
130–170 ×2 · 4.2 tiles
From Vharos 1%, Caelith 2.5%, Thundermaw 1%, Zephyrine 1%
+50 MP, +9 DEF, +6 SPD, +4 DEX, +3 WIS
From Vharos 1%, Caelith 2.5%, Thundermaw 1%, Zephyrine 1%
Enemies
| Enemy | HP | DEF | Hits up to | On map | Notes |
|---|---|---|---|---|---|
| 50,000 | 28 | 170 | 1 | Caelith, the Sundered King, bound to his throne in the Eye. Untouchable while any ward-stone stands; when the last breaks, the seals on the Eye's bridges vanish. | |
| 26,000 | 26 | 110 | 1 | Thundermaw, the Storm Gryphon, in the Roost. The Hunt (100-40%): stalks you with a forked bite and aimed thunder, dives (it rears back first) and answers each dive with a ring of thunder, lightning grenades between. Frenzy (under 40%, a roar): Speedy, shorter dives, and its fledglings land round you. | |
| 24,000 | 28 | 130 | 1 | Vharos, the Conductor, warden of the Lightning Spire. Charge (100-50%): a slowly turning six-armed wheel of storm bolts, forked lances (stand between the forks), lightning marks where you stand. Overload (under 50%): "The rods are singing." He calls Arc Pylons and adds a double ring of thunder every few seconds. | |
| 24,000 | 24 | 115 | 1 | Zephyrine, the Gale Matron, warden of the Gale Gardens. Gust (100-50%): circles you, alternating rings of gale blades and aimed lances, and calls her sylphs. Cyclone (under 50%): "Be still, and the wind will take you." She goes back to the middle of the garden and throws a four-armed spiral with wide gaps: walk round with it. | |
| 100,000 | 0 | – | 1 | ||
| 100,000 | 0 | – | 1 | ||
| 100,000 | 0 | – | 1 | ||
| 3,200 | 32 | 95 | 3 | A marble knight of the citadel guard, still on watch. Walks at you throwing forked lances (stand between the forks), then plants its spear: Armored, standing still, rings of thunder that turn half a gap each time. Stop shooting it while it stands. | |
| 2,400 | 10 | 110 | 4 | A storm cloud drifting over the stones. Lightning falls where you stand, three marks then a bigger one: keep moving. When it dies it rains a ring of bolts. | |
| 2,200 | 25 | 85 | 3 | A lightning rod that learned to aim. It never moves; its four arms of bolts turn slowly round it. Walk with the turn between two arms, or break it. | |
| 1,800 | 14 | 110 | 3 | A storm-priest who prays with lightning. Stands still until you come close, then keeps its distance, throws Slowing storm grenades and a fast lance at where you are going. | |
| 1,600 | 12 | 80 | 5 | Hangs in the wind on hooked wings, then dives at you (it pulls its wings in first) and throws a fan of blades. Always in pairs. | |
| 900 | 8 | 70 | 8 | A scrap of wind that took a shape. Circles you throwing a two-armed spiral of gale blades and a quick bolt at you now and then. Fragile: kill it before it gets behind you. | |
| 700 | 6 | 60 | 3 | Thundermaw's young: quick, fragile and always hungry. Circles you close, snapping a short bite of blades. | |
| 500 | 0 | 70 | summoned | A splinter of the citadel blown round you by the storm. It bursts when it breaks: shoot it while it circles, and crumbles on its own soon. |