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Sanctum of Loathing is an Ascension Trial: a timed run you clear alone, room by room. Unlike
the other trials, the client lists a pair of bosses for its last room, Featherstorm Duduri and
Watchful Raptor Dodori, with identical attacks; whether you face either of them alone or both at once is not in
the client data, so this guide covers both cases. Every run ends with a score, and your best
score of the season places you on the trial's season ladder. The panels
above say which difficulties are open; below: how a run goes, what the bosses do with every number
from the game client, and what a run pays. For the other trials, see the
Ascension Trial hub.
Open every other week. In the first season a single trial is open at a time: per the client's season schedule (provisional), Sanctum of Loathing takes turns with Nightmare Altar (Easy), and they swap at the weekly reset on Wednesday. The season guide lists the weeks. If the trial changes while you are choosing it, the client says the dungeon has changed and asks you to try again.
How a run works
The client's own objectives for this trial come in this order: open the entrance, defeat every monster in the room, open the entrance of the next room, and at the end "Defeat the boss". The rooms are closed by Sanctum Door and Small Passage Door objects. The screen shows the time left and how many deaths you have left; both limits depend on the difficulty and are in the table further down. After the last fight, the result screen adds up your final score.
- The client places pickups that work when you walk through them, drawn at random from Attack increase, Attack Speed increase, Max HP increase, Critical Hit increase, Reduces Skill cooldown and Defense increase: each room gets only a few of them, and they vanish soon after they appear, so take them as you pass. How much each gives is not in the client data this guide reads.
- The screen offers extra objectives: clearing each of the first rooms within its time grants an Ascension Trial Trait, and another reads "Boss Dungeon Debuff received". What earns that objective is not in the client data. The rooms also hold Void Helicoid targets that break after a set number of hits; they may be tied to these objectives, but the client does not say what they give.
- This season's dungeon debuff is Wrath: it raises the damage of every monster except the bosses once that monster is low on health. Pull only a pack you can bring down together, and finish it fast instead of leaving several wounded monsters on you.
- The last fight is the hard part: arrive with your crowd-control breaks and your burst skills off cooldown.
Featherstorm Duduri
Names in other regions: Korean
KR깃털포화 두두리
Also in the fight: Trafficker Duduri.
What Featherstorm Duduri says (cues you can hear)
- On pull“Show me what you've got...!”
- The client gives both bosses the very same attacks: the same shapes, cast times and cooldowns. What you learn on this card holds for the other boss too.
- At most every 10 s it plants a hidden charge in front of itself, where you stand in melee. Shortly after, the charge's Self-Destruction blows up a marked circle that covers the whole space in front of the boss and inflicts Stun. The charge cannot be targeted or attacked: leave the marker as the advice below says.
- Neither boss has an enrage timer in any open difficulty, and both stay down for 5 s when staggered. If you face both, the client does not say which to kill first: bringing a boss down quickly leaves only the other's stuns and charges coming at you, so focus a single boss and hit the other only with area damage.
- Its boss level climbs from 45 in Easy to 60 in Extreme, while your entry level stays the same.
5 attacks
- Cast
- 1.3 s
- Cast range
- 1.5 m
- Min. cooldown
- 10 s
Summons Trafficker Duduri, Trafficker DuduriAdviceThis is the hidden charge. The name the row shows is borrowed from a field monster by the client; what appears is not an add but an invisible object that explodes where it was placed. It lands where you stand in melee, and its blast covers the whole space in front of the boss: a step back is not enough. Once the marker shows, go round behind the boss, or back well away.
- Cast
- instant
- Cast range
- 15 m
- Min. cooldown
- 15 s
Aimed at a target- Cast
- 1.1 s
- Cast range
- 3 m
- Min. cooldown
- 15 s
AdviceA short strike 6 m long, straight ahead of the boss, with no ground marker, used at close range. The boss turns to face you while it winds up (1.1 s), so in a solo fight standing at its side does not help: step back out of its length, or use your evasion as the wind-up ends.
- Cast
- 1.7 s
- Ground marker
- 2 s
- Cast range
- 8 m
- Min. cooldown
- 20 s
Aimed at a targetAdviceA small marked circle of 1 m under you, aimed from up to 8 m away: a short step out is enough.
- Cast
- 1.3 s
- Ground marker
- 2 s
- Cast range
- 2.5 m
- Min. cooldown
- 25 s
- Area: circle, radius 4 m
- Area: circle, radius 6 m
Aimed at a targetStun3 s
AdviceThe attack that decides the fight: a circle of 4 m, then a wider circle of 6 m that stuns for 3 s. Both are marked 2 s ahead: when you see the marker, get out beyond the wider circle at once. Keep a stun break for it: if both bosses are up, a stun between them leaves you taking both bosses' attacks with no way out.
Watchful Raptor Dodori
Names in other regions: Korean
KR눈 뜬 맹조 도도리
- Same attacks as
Featherstorm Duduri, with the same numbers. If both bosses are up, its stun circles add to the other boss's: when they stand close together, their markers overlap, so step well clear rather than just over the edge.
- It plants the same hidden charges, at most every 10 s: if both bosses are up, watch the floor in front of each of them.
5 attacks
- Cast
- 1.3 s
- Cast range
- 1.5 m
- Min. cooldown
- 10 s
- Cast
- instant
- Cast range
- 15 m
- Min. cooldown
- 15 s
Aimed at a target- Cast
- 1.1 s
- Cast range
- 3 m
- Min. cooldown
- 15 s
- Cast
- 1.7 s
- Ground marker
- 2 s
- Cast range
- 8 m
- Min. cooldown
- 20 s
Aimed at a target- Cast
- 1.3 s
- Ground marker
- 2 s
- Cast range
- 2.5 m
- Min. cooldown
- 25 s
- Area: circle, radius 4 m
- Area: circle, radius 6 m
Aimed at a targetStun3 s
AdviceAs with
Featherstorm Duduri: a circle of 4 m, then 6 m that stuns for 3 s. Leave as soon as the marker shows.
Rewards: the score is the loot
An Ascension Trial has no Odyle Energy Cube and the bosses have no loot
table. What a run pays depends on its final score: the client's clear-reward table for the trials
gives Enhance Stone,
Amplify Stone Fragment (Unique) (Bound),
Ascension Binding Chest (Bound) and
Growth Pet Chest (Bound), and the higher the score, the more of them you get. At the end of a season,
your season grade, set by your class rank and the Rank Points you accumulate, adds season rewards, titles among them.
- You have 3 entries a week, shared by all the trials and spent
when you enter, so a failed run costs an entry too: learn the bosses on Easy first.
Each
Ascension Trial Challenge Ticket (Bound) adds an extra entry on top of the weekly ones.
- Your class rank uses your best score, so a bad run never lowers it. The Rank Points you earn still add up over the season: they break ties, and your season grade, which sets your season rewards, depends on both your rank and those accumulated points. Use every entry.
Versions
- Entry level
- 45
- Item Level
- 1,000
- Players
- 1
- Time limit
- 18 min
- Death limit
- 5
- Weekly entries
3 entries a week+3 every Wednesday, 16:00 server time
- Boss level
- 45
- Entry level
- 45
- Item Level
- 1,500
- Players
- 1
- Time limit
- 16 min
- Death limit
- 3
- Weekly entries
3 entries a week+3 every Wednesday, 16:00 server time
- Boss level
- 50
- Entry level
- 45
- Item Level
- 2,000
- Players
- 1
- Time limit
- 14 min
- Death limit
- 2
- Weekly entries
3 entries a week+3 every Wednesday, 16:00 server time
- Boss level
- 55
- Entry level
- 45
- Item Level
- 2,500
- Players
- 1
- Time limit
- 13 min
- Death limit
- 2
- Weekly entries
3 entries a week+3 every Wednesday, 16:00 server time
- Boss level
- 60
The weekly count in the game's own words
Ascension Trial Entry CountEntry count will be deducted upon entrance.Basic count is deducted first and will be automatically recharged at every recharge cycle.The reset time is the client's server-time field, as of the data build named at the top of the page.
+2 versions · Later The client holds 2 more versions that EU/NA cannot enter yet; they are left out here. Boss HP per version is not in the client data.
FAQ
How many bosses are in Sanctum of Loathing?
The client lists 2 bosses for the last room,
Featherstorm Duduri and Watchful Raptor Dodori, with identical attacks. Whether you face either of
them alone or both at once is not in the client data.
What item level do I need for Sanctum of Loathing?
Every difficulty opens at level 45. The item level is 1,000 for Easy, 1,500 for Normal, 2,000 for Hard and 2,500 for Extreme.
Can I run Sanctum of Loathing with a party?
No. The client lets in 1 player per run: an Ascension Trial is a solo test.
Do the bosses of Sanctum of Loathing enrage?
No. The client sets no enrage timer for either boss in any open difficulty. The trial's own time limit is 13 min in Extreme and 18 min in Easy.
What does Sanctum of Loathing reward?
A clear pays by final score: Enhance Stone,
Amplify Stone Fragment (Unique) (Bound),
Ascension Binding Chest (Bound) and
Growth Pet Chest (Bound), more of them for a higher score. Your best score sets your class rank;
your season grade, which sets the season rewards, also counts the Rank Points you add up.
How many times a week can I enter Sanctum of Loathing?
3 times, refilled at the weekly reset, plus an extra entry for each
Ascension Trial Challenge Ticket (Bound) you use. The count is shared with the other trials and is spent on entry,
whether you clear or not.
Is Sanctum of Loathing open this week?
Every other week in the first season: per the client's schedule (provisional), it takes turns with Nightmare Altar (Easy), and they swap at the weekly reset on Wednesday. The season guide lists the weeks.
Try it
The tools that do what this guide explains, with the game client's own numbers.