Princess Terala, the Fallen Goddess: how to beat

Princess Terala, the Fallen Goddess — dungeon “Maraudon — Tomb of the Forest Princess”, level 49. The deck: phases, turn cycle, damage and healing by mode,…

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Dungeon Maraudon — Tomb of the Forest Princess, final boss, level 49.

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, 40–49), Keystone +10 (Mythic+, at level 60).
  • 2 phases, 7 cards in the deck. Schools: 🌿 Nature 6, 🌑 Darkness 1.
  • “Earth Under the Roots” cold: every enemy turn, everyone through shields — heroic 380, keystone +10 320 to each before Hardiness. No cold in normal mode.
  • “Branch on the Head” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • The heaviest hit is “Branch on the Head”: 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. “Guests” — from the start of the fight

Down to 30% Health: every 5 turns she remembers.

Cycle stepWhat the boss plays
1🌿 Branch
2🌿 Branch + 🌿 Sprouts
3🌿 Branch + 🌿 The Forest Hugged
4🌿 Leaf Fall
5🌑 Came to Her Senses + 🌿 Branch

2. “Almost Forgot” — below 30% Health

Below 30%: hugs more often.

On entering the phase the boss plays at once: 🌿 Almost Forgot.

Cycle stepWhat the boss plays
1🌿 Branch + 🌿 The Forest Hugged
2🌿 Leaf Fall
3🌿 Branch + 🌿 Sprouts
4🌿 Branch + 🌿 The Forest Hugged
5🌑 Came to Her Senses

The “Branch on the Head” test strike is not part of the cycle: the boss announces it on its turns 7 and 15 and hits on turns 8 and 16.

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.

CardWhat it doesHeroicNormalKeystone +10How to answer
🌿 Branch on the Head · Nature, test strikeA 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 8th and 16th 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 4,800Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance.
🌿 Branch · Nature, hitA hit on whoever holds the boss’s attention (usually the tank).2,3507004,100A plain hit.
🌿 The Forest Hugged · Nature, swallows a fighterSwallows a damage dealer for 2 turns: they cannot act or be healed and take a hit through shields every turn. Take 5% of the boss’s Health and it spits them out sooner.188 per turn56 per turn328 per turnThe fighter is in the roots for 2 turns: cannot act or be healed. Take 5% of her Health and the roots let go.
🌿 Sprouts · Nature, summon with a taskSummons “Sprout” ×2. While it lives, the boss hits 8% harder.Health 900 · hits 141Health 160 · hits 42Health 3,130 · hits 246Each one alive: her hits +8%. Fighters cut them.
🌿 Leaf Fall · Nature, chargeA charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness.9871961,148One turn of warning. Half through shields at everyone: raise Health.
🌑 Came to Her Senses · Darkness, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———She remembered who she was: +30% damage to her for 1 party turn. Big cards here.
🌿 Almost Forgot · Nature, boss empowerThe boss’s hits ×1.15 until the fight ends.———Stronger by 15% until the fight ends.

“Earth Under the Roots” cold

The roots warm only themselves.

  • Heroic: 380 to each per enemy turn, before Hardiness.
  • Keystone +10: 320 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

  • “Branch on the Head” — on boss turns 8 and 16, 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 “Branch on the Head” test strike lands on the boss’s 8th and 16th 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.
  • “Branch” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Branch” (“Guests” 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

  • “Earth Under the Roots” cold hits everyone through shields every enemy turn: heroic — 380, keystone +10 — 320 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Leaf Fall” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
  • “Almost Forgot”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “Sprout” empowers the boss — kill it first.
  • “Came to Her Senses”: the boss is open and takes more damage — save your strong cards for that turn.
  • “The Forest Hugged”: damage dealers save the swallowed one — take the required share of the boss’s Health and it spits them out sooner.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “Branch on the Head” — test strike, through shields.
  • “Branch” — on the tank; “Guests” phase, cycle step 1.
  • “Leaf Fall” — on everyone, half through shields, ignores 50% of Hardiness; “Guests” phase, cycle step 4.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Maraudon — Tomb of the Forest Princess page.

Previous boss — Elemental Lord Geldrin.

All bosses of the place — Maraudon — Tomb of the Forest Princess. Rules of a fight against a boss with a deck — How to beat: every boss.

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