Direfang - Scarlet Pet (Library Wing): how to beat
Direfang - Scarlet Pet (Library Wing) — dungeon “Scarlet Monastery — Graveyard and Library”, level 35. The deck: phases, turn cycle, damage and healing by…
Dungeon Scarlet Monastery — Graveyard and Library, boss 3 of 4, level 35.
The boss plays its own deck: every turn it plays the next line of its phase’s cycle, with no randomness. Learn the cycle and you know what is coming. The numbers on this page are the same as in the card tooltip in combat: before Hardiness and Defender’s Stance. Mechanics in detail — Boss mechanics.
In short
- Modes: Heroic (at level 60), Normal (at the place’s level, 28–38), Keystone +10 (Mythic+, at level 60).
- 2 phases, 6 cards in the deck. Schools: ⚔ Physical 5, 🩸 Blood 1.
- “Empty Kennel” cold: every enemy turn, everyone through shields — heroic 620, keystone +10 520 to each before Hardiness. No cold in normal mode.
- “Jumped on the Chest” test strike — on boss turns 7 and 15: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
- The heaviest hit is “Jumped on the Chest”: heroic 7,000, keystone +10 8,000.
Phases and turn cycle
The phase changes with the boss’s Health. In each phase the boss goes round its own cycle: at the end it starts again. The boss’s next turn shows on its portrait.
1. “On Duty” — from the start of the fight
Down to 40% Health: goes for the bone every 4 turns.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Maw |
| 2 | ⚔ Maw + ⚔ Throw a Bone |
| 3 | ⚔ Maw |
| 4 | ⚔ Roar |
2. “Gone Wild” — below 40% Health
Below 40%: lunges at the most wounded.
On entering the phase the boss plays at once: 🩸 Gone Wild.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Maw + ⚔ Goes for the Weak |
| 2 | ⚔ Maw + ⚔ Throw a Bone |
| 3 | ⚔ Roar |
| 4 | ⚔ Maw + ⚔ Goes for the Weak |
The “Jumped on the Chest” test strike is not part of the cycle: the boss announces it on its turns 6 and 14 and hits on turns 7 and 15.
Cards and numbers
The number is what a hit takes before Hardiness (through shields — from Health only), how much the boss heals itself, the shield it puts up, a minion’s Health. A dash means the card is not in that mode or has no number. Keystone: +10 numbers; hits are the same from +7 to +9 and weaker per level below +7.
| Card | What it does | Heroic | Normal | Keystone +10 | How to answer |
|---|---|---|---|---|---|
| ⚔ Jumped on the Chest · Physical, test strike | A test strike on whoever holds the boss’s attention (usually the tank). The boss announces it on its own, outside the cycle, and hits on its 7th and 15th turn; one turn before, there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves before the hit — it is 40% weaker. Not in normal mode. Through shields. | 7,000 · with a defensive card 4,200 | — | 8,000 · with a defensive card 4,800 | Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance. |
| ⚔ Maw · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 400 | 4,100 | A plain hit. |
| ⚔ Throw a Bone · Physical, question: give up a card | A question for a damage dealer or the healer (past the tank): in a window before their turn ends they choose — give up a card from hand until the fight ends (then damage to the boss ×1.25 until the turn ends) or stay silent and take a hit. No answer counts as silence. Residents answer by themselves. | 1,410 | 240 | 2,460 | The target chooses: throw him a card from the hand until the fight ends (he gnaws it: +25% damage to him for 1 party turn) or refuse and get bitten. |
| ⚔ Roar · Physical, charge | A charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness. | 917 | 104 | 1,066 | One turn of warning. Half through shields at everyone: raise Health. |
| ⚔ Goes for the Weak · Physical, hit | A hit on the most wounded. | 1,410 | 240 | 2,460 | At the most wounded. Keep everyone above half. |
| 🩸 Gone Wild · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Empty Kennel” cold
The bedding was burnt in the furnace long ago. Like everything here.
- Heroic: 620 to each per enemy turn, before Hardiness.
- Keystone +10: 520 to each per enemy turn, before Hardiness.
- Hits every fighter in the party through shields; Hardiness reduces it — better gear takes less.
- The answer is healing every turn: shields do not stop cold. Healer cards do it best — they heal Health only.
- No cold in normal mode.
Test strike
- “Jumped on the Chest” — on boss turns 7 and 15, through shields, on whoever holds the boss’s attention (usually the tank). On heroic, while the party’s tank is alive, it goes to the tank. Not in normal mode.
- Heroic: 7,000 before Hardiness; 4,200 if the target answered with a defensive card.
- Keystone +10: 8,000 before Hardiness; 4,800 if the target answered with a defensive card.
- One turn before the hit there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves: a self-shield, damage reduction or “cannot be killed”. A card someone else plays on the target does not count.
Enrage
- Heroic: from party turn 40, every boss turn is 4% stronger, and it stacks.
- Normal: as before — if the fight drags on past its expected length, the boss hits harder every turn.
- Keystone +10: as before — if the fight drags on past its expected length, the boss hits harder every turn.
Roles
Tank
- The “Jumped on the Chest” test strike lands on the boss’s 7th and 15th turn (heroic and keystone +10). One turn before, play a defensive card on yourself — a self-shield, damage reduction or “cannot be killed”: the hit becomes 40% weaker. Keep such a card in hand for those turns.
- Shields do not stop this hit: the healer tops up your Health before it.
- “Maw” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Maw” (“On Duty” phase, cycle step 1).
- Do not fall: on heroic, mythic and in keystones, without a living tank the boss’s hits on its focus go through shields. A resident can be the tank too.
Healer
- “Empty Kennel” cold hits everyone through shields every enemy turn: heroic — 620, keystone +10 — 520 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Roar” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
- “Goes for the Weak” (the most wounded) hits past the tank. Watch everyone, not just the tank.
- “Gone Wild”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “Throw a Bone”: a question in a window — give up a card or stay silent. A card given up makes everyone hit the boss harder until the turn ends.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “Jumped on the Chest” — test strike, through shields.
- “Maw” — on the tank; “On Duty” phase, cycle step 1.
- “Throw a Bone” — on a damage dealer or the healer; “On Duty” phase, cycle step 2.
Loot
All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Scarlet Monastery — Graveyard and Library page.
Previous boss — Bone Reaper of the Misty Graveyard (Graveyard Wing). Next boss — Master of Forbidden Knowledge - Archivist Morvent (Library Wing).
All bosses of the place — Scarlet Monastery — Graveyard and Library. Rules of a fight against a boss with a deck — How to beat: every boss.
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