Baron Silverlaine: how to beat

Baron Silverlaine — dungeon “Duskshadow Keep”, level 24. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.

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Dungeon Duskshadow Keep, boss 5 of 6, level 24.

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, 18–25), Keystone +10 (Mythic+, at level 60).
  • 2 phases, 6 cards in the deck. Schools: 🌑 Darkness 2, ⚔ Physical 2, ⛰ Earth 1, 🌿 Nature 1.
  • “A Fireplace for Guests” cold: every enemy turn, everyone through shields — heroic 1,060, keystone +10 880 to each before Hardiness. No cold in normal mode.
  • “Your Humble Servant” 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 “Your Humble Servant”: 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. “Someone Else's Hands” — from the start of the fight

Down to 35%: rapier, smith's hammer, healer's hands.

Cycle stepWhat the boss plays
1⚔ Rapier
2⚔ Rapier
3⛰ Smith's Hammer
4⚔ Rapier
5🌿 Healer's Hands
6⚔ Rapier

2. “Who Am I” — below 35% Health

Below 35%: changes hands faster.

On entering the phase the boss plays at once: 🌑 Who Am I.

Cycle stepWhat the boss plays
1⚔ Rapier
2⛰ Smith's Hammer
3🌿 Healer's Hands

The “Your Humble Servant” 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
⚔ Your Humble Servant · Physical, 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.
⚔ Rapier · Physical, hitA hit on whoever holds the boss’s attention (usually the tank).2,1504004,100A plain hit.
⛰ Smith's Hammer · Earth, chargeA charge: in 1 turn, a hit on whoever holds the boss’s attention (usually the tank).3,2256006,150One turn of warning. A defensive card now.
🌿 Healer's Hands · Nature, chargeCharges for 2 turns, then heals itself. Take 5% of the boss’s Health during the countdown and the charge breaks. Once broken, the boss plays “Forgot Whose Hands”.heals 5,250heals 210heals 18,870Heals for 2 turns, then heals himself for 5,250 (heroic) / 210 (normal) / 18,870 (keystone +10). Take 5% of his Health and it breaks.
🌑 Forgot Whose Hands · Darkness, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———The healing is broken, he is lost: +30% damage for 1 party turn.
🌑 Who Am I · Darkness, boss empowerThe boss’s hits ×1.15 until the fight ends.———Stronger by 15% until the fight ends.

“A Fireplace for Guests” cold

The fireplace was lit when guests were expected. Guests are not expected.

  • Heroic: 1,060 to each per enemy turn, before Hardiness.
  • Keystone +10: 880 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

  • “Your Humble Servant” — 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 “Your Humble Servant” 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.
  • “Smith's Hammer” and “Rapier” hit you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Smith's Hammer” (“Someone Else's Hands” phase, cycle step 3).
  • “Smith's Hammer”: a charge on you, with a countdown on the boss portrait. Meet it with a defensive card and full Health.
  • 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

  • “A Fireplace for Guests” cold hits everyone through shields every enemy turn: heroic — 1,060, keystone +10 — 880 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Who Am I”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “Forgot Whose Hands”: the boss is open and takes more damage — save your strong cards for that turn.
  • “Healer's Hands” can be broken: take 5% of the boss’s Health during the countdown and there is no heal.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “Your Humble Servant” — test strike, through shields.
  • “Smith's Hammer” — on the tank; “Someone Else's Hands” phase, cycle step 3.
  • “Rapier” — on the tank; “Someone Else's Hands” phase, cycle step 1.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the Duskshadow Keep page.

Previous boss — Commander Springtail. Next boss — Magister Whitewolf.

All bosses of the place — Duskshadow Keep. Rules of a fight against a boss with a deck — How to beat: every boss.

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