Theatre of Blood

A six-room party raid through Verzik Vitur's theatre - Maiden, Bloat, the Nylocas waves, Sotetseg, Xarpus, and Verzik herself, capped off by a personal loot chest for every survivor.

How the raid is structured. A party enters together and clears each room in a fixed order behind "Formidable passage" gates that stay locked until the room's boss is dead. Dying doesn't end your raid outright - death handling (spectating, and checking for a full party wipe) is assigned to every room, not just some of them.

The Maiden of Sugadinti

Blood-themed entry boss · four health-threshold phases

The raid's opening boss fights in four stages, transforming at 70%, 50%, and 30% health. At each threshold she spawns a wave of blood spawns (Nylocas Matomenos) that crawl toward her - if one reaches her, it's destroyed but heals her for twice its remaining health, so killing the crawlers before they arrive is the entire point of the phase. The room only starts once the party leader confirms the group is ready at the entry barrier, and the exit gate won't open until Maiden is dead.

Pestilent Bloat

Overhead hazard boss · alternating flying/grounded cycle

Bloat hangs from the ceiling and cycles between a long "risen" flying phase and a "down" phase. While flying overhead it periodically pelts anyone below it with falling damage if they're caught in range. Partway through its down phase it slams into the floor, hitting anyone standing within a couple of tiles of it with a burst of falling rot. The pattern simply repeats until it's dead - there's no separate health-phase trigger, just riding out the up/down cycle safely.

The Nylocas / Vasilias

Wave-clear + style-switching boss · three escalating adds waves, then Nylocas Vasilias

Before the boss even spawns, the room throws three escalating waves of small Nylocas adds (melee, ranged, and magic variants) that the party has to clear. Once the waves are down, Nylocas Vasilias spawns and cycles between three forms roughly every 12 ticks - a melee-weak form, a ranged-weak form, and a magic-weak form. Hit it with anything other than its current weakness and the damage heals it back instead of hurting it, so the room is really a running style-check: match your attack style to its current form or you're feeding it health.

Sotetseg

Ranged/magic projectile boss · two invulnerable "maze" interludes

Sotetseg fights from range, alternating small red (magic) and grey (ranged) splitting projectiles roughly every 5 ticks - block the correct protection prayer or take the hit. Every tenth attack it instead hurls one big, slow "ball" at a random target for heavy damage that splits among anyone standing within a 3x3 of the target tile. At roughly 66% and 33% health it transforms into an invulnerable "maze" form for a short stretch - anyone standing too close to it during this window still takes chip damage - before reverting to its normal attacking form and continuing the fight. This is a simplified stand-in for the real fight's tile-perfect maze puzzle.

Xarpus

Poison-then-active boss · long "exhumed" phase before it screeches into its real fight

Xarpus starts the room in an "exhumed" phase where it can't be meaningfully hurt - for about 60 ticks it simply spits poison at anyone nearby every few ticks. Once that window ends, it screeches, transforms into its active form, and the real fight begins; its poison attacks stop the moment it screeches. This mirrors the real fight's two-stage structure where the opening stretch is about managing poison, not damage.

Verzik Vitur

Final boss · three health-gated phases

The Theatre's final boss fights across three phases, transforming at 66% and 33% health.

Phase 1

A straightforward melee/ranged tank-and-spank - Verzik only auto-attacks when something is standing adjacent to her.

Phase 2

She shifts into a spider form and switches to ranged bounce attacks, striking a random party member roughly every 6 ticks.

Phase 3

Her final form throws a "green ball" attack at a random target each cycle. If nobody is standing close enough to soak the hit, Verzik heals herself instead of the target taking damage - matching the real fight's idea that someone has to tank the ball rather than let it go unanswered.

The Treasure Room

Personal loot chest · every surviving party member gets their own reward

Once Verzik falls, the party moves into the reward room, where each member gets their own personal chest (rather than one shared drop) - matching the real Theatre's individual loot system. Opening your chest always pays out 500,000-1,000,000 coins, and there's roughly a 1-in-15 chance of it instead handing you one of the raid's seven unique items:

Unique drop
Sanguinesti staff (uncharged)
Scythe of Vitur (uncharged)
Ghrazi rapier
Avernic defender hilt
Justiciar faceguard
Justiciar chestguard
Justiciar legguards