With two of the Champion bosses dead (three if we count Vvulf), we're closing in on the final stretch of the game. But there's still more to kill and even more dire challenges ahead.
A team has been dispatched to the Ruins; if successful, this will mean the end of the horrors from that fell place.
Finally, resigned to his uncommon corporeal resilience I lured him to the dig. There, I showed him the... THING, and detailed the full extent of my plans. Triumphantly I watched as he tore his eyes from their sockets and ran shrieking into the shadows, wailing maniacally that the end was upon us all.
This old fart tried to warn people and was rewarded with madness. Now, we go to end his suffering.
We now return to
@BOLDYSPICY!,
@Solzhenitsyn,
@Ambivalenz, and
@Cosmos, already in pursuit.
This team has proven to be one of my strongest, and Ambi technically fits the role better than
@c-no, who has been moved to Jaimas' team. Key to this is the team's uncanny resilience: Solz and Boldy are staggeringly hard to catch and their ability to deal good damage at the same time is second to none.
Boldy has the Ancestor's Candle (+15% attack, accuracy buff, critical buff but only when light is high), and Wilbur's Flag (+10 Dodge, +35% Stun resist). She's almost impossible to stagger and has a base dodge rate of 50. She tends to avoid attacks fucking often.
Solz has the Vicious Collar, which boosts bleed chance by 33% and gives +15% to damage, but also cuts healing recieved by 33%. He also has the Healing Charm equipped which boosts heals by 40%, giving him essentially no downsides and +7% healing recieved.
Ambivalenz has a Sacred Scroll +33% Heal, -10% Stress damage taken, -3 Speed, -10% stun chance) and a Berserk Charm (+3 Speed, +15% damage, -5 ACC, +15% Stress, -10% Virtue Chance). The result is +33% stronger heals, more damage done, +5% stress damage, -10% Virtue Chance, and -10% Virtue Chance. Overall it makes her a mighty healer and actually good at damage though not as much as
@Ruin.
Cosmos has a Sun Ring and Healing Greaves. The Sun Ring gives +10% Stress damage, but also boosts damage by 15% and ACC by 10 so long as the light is high. The Greaves boost heals by 33%. Cosmos is a rock-solid damage dealer that can help heal in a pinch, though it's not her primary aim.
Suffice to say this team of trained Brigand-killers do the job just fine against the local wildlife.
Though Tyce is long dead, his minions live on. Thankfully our heroes hold fast and are quick to dispatch his elites; these undead fiends are no longer quite the equal of our elites, though the bulky General can pose a serious threat to our team if he hits.
Hitting the front lines is something of a "good fucking luck" affair with
this party, however.
Ambivalenz, meanwhile, keeps everyone alive. Her potent healing magic makes actually able to keep pace with C-No, though not quite Techpriest and his "Hey guys do you want to fully heal now?" routine. Unlike the occultists though, Ambivalenz can heal everyone, and often quite strongly, as you soon will see.
The usual suspects show up and get the drop on the team.
Ambivalenz laughs and patches everyone up.
It goes no better for the enemy, who finds Boldy's inebriated swaying difficult to hit.
That night, the group sets camp, patches up the wounded and makes battle plans. Unlike previous cases where I smashed through the Prophet's barricades for cash, there's too much risk involved for that this time. We're going to bring him down fast and hard. Our team readies their weapons, their wits, their dog. It's going to be a hard rush for the last few rooms.
Since Tyce got.... Well....

, the enemy population has mostly been animals, gargoyles, and ghouls rather than Skellies. I'm cool with this change of pace, since it means less to get in our way.
Finally, after a curiously quiet walk through strangely empty rooms, our team comes face-to-face with this old fuck. Stronger and tougher than ever, he is now too strong to bring down effectively using the old tactics, and we are forced to, as we did with Greta and ADF earlier, engage in a brutal, meat-fisted damage trade.
....But you know how those go when Cosmos is on the prowl.
The fight is far from over. The old coot uses his illuminopoly mind bullet powers to freak Cosmos the fuck out and she loses a turn.
The structural assaults from the broken roofing seriously
hurt, and not even Boldy can evade these goddamned things too well. Ambivalenz, more frail than most, is quickly brought to death's door, but survives.
Fed up with the shit, Solz feeds his dog a biscuit and sends him at the Marked prophet, dealing fantastic damage and ripping wounds in his defenses and flesh.
Boldy is not to be outdone and her glaive tears more out of the old fuck.
But the Prophet is
bad news. He spits venom - literally - at the group, burning several of them and infecting them with Blight.
More crushed earth and stone lands, brutally abusing Cosmos and Solz.
The old man keeps the pressure on, intent on crushing the would-be heroes standing before him.
But the team isn't to be denied, and Solz continues his relentless assault, tearing chunks out of this guy and making his bleeds worse.
Boldy continues the assault, only for the old fuck to nail Cosmos with his eyes again and stun her
again. Somehow, despite being stunned and marked, the resulting collapse misses both Boldy and Cosmos through what I can only describe as dumb luck, but Ambi is both blighted and at Death's Door. We have to kill him now, or risk losing her.
Solzhenitsyn sends his doggo forth once last time, dealing another 30-damage strike, and finishing the bastard off.
Cosmos gets a new quirk that's actually useful for a change, and Boldy gets a subsidiary perk that she can't lock in because she's already locked in three.
Five bosses remain.