Company of Stone
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Company of Stone
- Location
- The Occult Crescent: South Horn (X:35.0, Y:16.1)
- Duration
- 20 min
- Knowledge
200-23,400- Phantom EXP
480- Tomestones
20
10- Boss
- Megaloknight
- Enemies
- Occult Knight
- Spawn Mob
- Automatic
“A legion of stone knights has stirred to life, bound to defend their charge until the very last of them is reduced to rubble. Can you outlast their indefatigable will?
— In-game description
Company of Stone is a Critical Encounter spawned in The Occult Crescent: South Horn.
Rewards
Guide
The arena is surrounded by an AoE that will instantly kill anyone who steps in it.
This encounter consists of battles against several waves of Occult Knights separated by simple downtime mechanics with no targetable enemies, and finally the Megaloknight boss at the end.
- Wave 1: 12 Knights: These have no mechanics except for auto-attacks. Group them up and burn them with AoE attacks. They are vulnerable to Dark Cannon and Occult Slowga for extra mitigation.
- Downtime Mechanic 1: Line of Fire: The untargetable knights at the edge of the arena will use a series of telegraphed line AoEs in single pattern: (1) An AoE through the middle, (2) Two AoEs next to the middle AoE and one AoE perpendicular to the middle AoE, (3) Four AoEs in a box formation, (4) Two AoEs at the edge covering the remaining safe spots.
- Downtime Mechanic 2: Knuckle Crusher: Five untargetable knights within the arena will each spawn a large telegraphed circle AoE in sequence, with the middle always becoming unsafe first. Move to the edge of the final AoE telegraph that appears and dodge into the second AoE telegraph when it disappears.
- Wave 2: Same as wave 1, but knights in the background will use Knuckle Down, dealing several hits of room-wide physical damage.
- Downtime Mechanic 3: Spinning Siege: Four knights will appear an each use a telegraphed cross AoE that will rotate clockwise or counterclockwise, initially leaving four square safe spots. Go to the safe spot that is next two different colored arrows that are rotating toward the middle of the arena. Once the AoE start firing, slowly move along with the AoEs to the middle of the arena.
- Downtime Mechanic 4: Cage of Fire: Two sets of telegraphed line AoEs will spawn in a criss-crossing pattern, covering the arena. A knight in the middle will also use a telegraphed knockback (Blast Knuckle) that deals magical damage. Stand in a region that is safe from the first set and use knockback immune, then dodge into the second safe spot.
- Wave 3: Same as wave 2.
- Downtime Mechanic 5: Dualfist Flurry: Three "exaflare" telegraphs will appear on one side of the arena by the knights leaving gaps in between, which will then contain two additional exaflares. In addition, circle AoE telegraphs will appear in semi-fixed locations. Go towards the exaflare telegraphs and dodge into the first set at the wall once they go off, keeping in mind that the available dodge locations may be limited by the circle AoE telegraphs.
- Wave 4: Same as wave 2.
- Megaloknight: The Megaloknight will then appear in the middle and be surrounded by 8 regular knights. The smaller knights must all be defeated to make the Megaloknight targetable, who will be slowly casting Barefisted Death. If this cast finishes, the party will wipe. During this sequence, knights in the background will use Spirit Sling, telegraphed line AoEs aimed at random players.
Dialogue
Occult Knight: Intruders sighted. Moving to eliminate immediately. Occult Knight: Resistance confirmed. Deploying cannons. Occult Knight: Resistance persists. Apprehending intruders. Occult Knight: Resistance reaching dangerous levels. Employing incapacitating force. Occult Knight: Situation dire. Switching to strategy of assured destruction.