Episode: Heresy  ·  Kepler  ·  Raid Guide

The Desert Perpetual A Loop Without End

"A fractured timeline, looping forever across the sands of a world undone. Iatros, Epoptes, Agraios, Koregos — four fragments of one mind, scattered across one endless moment. Break the loop, or be broken inside it."

Players 6
Location The Landing
Encounters 4
Exotic Whirling Ovation
Seal Atemporal
Encounters
01
Iatros, Inward-Turned
First Encounter
02
Epoptes, Lord of Quanta
Second Encounter
03
Agraios, Inherent
Third Encounter
04
Koregos, the Worldline
Fourth Encounter · Normal
Starting Area

The Desert Perpetual is structured around a central hub area that you return to between encounters. Unlike other raids, you choose the order in which you fight the first three bosses. When you arrive, look for the Predestination objective prompt — "Choose your lot in life" — then ascend the spire using the lift at the back.

At the top you'll find three pink platforms, each with a swirling orb. Walk up to any to select your first boss. The interactable text is intentionally cryptic — use the table below to identify each encounter before committing.

Interactable Text
Boss
"All are entangled"
Epoptes, Lord of Quanta
"Axion is axiom"
Iatros, Inward-Turned
"Interference patterns swell"
Agraios, Inherent
Note Once you've cleared the raid at least once, you can skip straight to the final boss. The platform prompt will read "Dust drifts eternal".
Loot Table
1st Encounter
Iatros, Inward-Turned
Rocket Launcher
Adaptive Frame · +10% Damage
Fusion Rifle
Aggressive Frame · 667 Charge Time
Auto Rifle
Adaptive Frame · 600 RPM
Helm Chest Class Item
2nd Encounter
Epoptes, Lord of Quanta
Rocket Launcher
Adaptive Frame · +10% Damage
Sniper Rifle
Rapid-Fire Frame · 140 RPM
Combat Bow
High-Impact Frame · 80 RPM
Arms Legs Class Item
3rd Encounter
Agraios, Inherent
Submachine Gun
Adaptive Frame · 900 RPM
Sniper Rifle
Rapid-Fire Frame · 140 RPM
Auto Rifle
Adaptive Frame · 600 RPM
Helm Arms Chest
4th Encounter · Normal
Koregos, the Worldline
Submachine Gun
Adaptive Frame · 900 RPM
Fusion Rifle
Aggressive Frame · 667 Charge Time
Combat Bow
High-Impact Frame · 80 RPM
Rocket Launcher · Epic
Random drop chance. Catalyst can be attuned after completing "Atlas and Almanac" quest.
Helm Arms Legs
Armor Perks
Origin Trait
Frame of Reference
Final blows with this weapon temporarily grant increased damage, reload speed, and range. This effect is frozen in time while the weapon is stowed.
2 Piece Set Bonus
Accretion
Picking up an ammo brick gives you a stacking bonus to weapon swap and stow speeds until you die.
4 Piece Set Bonus
Doppler Effect
Suspend, unravel, and sever effects applied to targets, and radiant and restoration effects applied to you, have increased duration.
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04
Final Boss
The Desert Perpetual · Encounter 04 · Normal

Koregos, the Worldline

Every mechanic you've learned. All at once.

"Dust drifts eternal." The convergence point of all three temporal threads — Constant, Cyclical, Absolute. Koregos does not fight you. It simply continues. The question is whether you can keep up.

6 Players 3 Constant · 2 Cyclical · 1 Absolute Temporal Oculus · Unobserved Chronons Loot: Antedate · Finite Maybe · Opaque Hourglass · Whirling Ovation
◆ Recommended Loadout
Weapons
  • 5× Outbreak Perfected + 1× Tractor Cannon
  • At least 3 players with a Sniper Rifle
  • Ideally 2 players with a Trace Rifle (visible firing pattern)
Other
  • At least one Well of Radiance
  • Arc Resistance mods help survive DPS beams
  • High-damage Supers saved for final stand (Thundercrash, Golden Gun, Nova Bomb)
◆ Temporality Assignments

Three plates unlock once the opening Hydras are dead. All six players should receive a buff — left plate for Constant, right plate for Cyclical, center plate for Absolute:

Temporality
Count
Primary Role
Constant
×3
Shoot Koregos's 4 cannons to disable Time's Arrow beam. Spawn Temporal Oculus pools.
Cyclical
×2
Collect Unobserved Chronons and deposit them through the matching hoop.
Absolute
×1
Destroy correct mines to spawn Unobserved Chronons. Calls Chronon Hoop color to team.

Additionally, one player from each Temporality type must jump into a Vex pool on the podiums around the arena to become the Temporal Oculus team (3 members total — one Constant, one Cyclical, one Absolute). These three work together to verify and destroy the correct mines.

Sub-team
Members
Only Constant
2 players — focused solely on shooting cannons
Full Constant
3 players — includes the Temporal Oculus Constant player
Only Cyclical
1 player — collects and deposits Chronons
Full Cyclical
2 players — includes the Temporal Oculus Cyclical player
Absolute
1 player — always on the Temporal Oculus team
◆ Mine Phase Map
Koregos Mine Phase map by Rustythings
Map by Rustythings · Mine Phase · Abs/Con/Cyc = Buff Plates · L1/L2/R1/R2 = Mine Buff Plates · Ring = Chronon Hoop center
◆ Opening — Clear Hydras & Get Buffs

The encounter starts immediately with Koregos firing its Time's Arrow beam. Three Hydras guard the Temporality plates opposite spawn — kill them as fast as possible to unlock the plates. Once plates are free, all six players step on their assigned plates to receive their Temporality buff.

Time's Arrow Koregos fires a devastating beam attack from its centre. Constant Temporality players must watch for the orange/red charge-up glow and call it out. Destroy the 4 glowing white cannons on Koregos's body to disable the beam and reset the Constant Temporality buff timer.
◆ Constant Temporality

The two Only Constant players stay focused on Koregos. Each time the boss charges Time's Arrow, all four cannons (glowing white lights, one at each corner of the body) must be shot down before the beam fires. Destroying the cannons also spawns the Temporal Oculus pools on the arena podiums and resets the Constant buff timer.

The Temporal Oculus Constant player has the same cannon-shooting duty but also gains the ability to see the colour of mines (blue = Cobalt, red = Cinnabar, white = Antimony). Once the Absolute player calls the hoop colour, the Temporal Oculus Constant player locates mines of that colour and signals the Cyclical Temporal Oculus player to confirm whether each mine is active.

Mine Colour Key Blue mine → Cobalt Chronons  ·  Red mine → Cinnabar Chronons  ·  White mine → Antimony Chronons. There are always 9 mines total — 3 of each colour. Only 1 per colour is fake (inactive). If the first mine you signal is inactive, the other two of that colour are both correct.
Tip — Trace Rifle for Mine Signalling Trace Rifles have a visible, sustained beam that makes it easy for your Cyclical Temporal Oculus partner to confirm you're pointing at the right mine. Outbreak Perfected works too if needed.
◆ Cyclical Temporality

Both Cyclical players jump onto the Mine Buff Plates together each run. Each mine the Temporal Oculus team destroys spawns 2 Unobserved Chronons — one per Cyclical player. Both pick one up and jump through the hoop at the same time. That counts as one run (2 Chronons). Repeat three times for 6 Chronons total, which triggers the DPS phase.

The hoop colour changes after each run — there is a short grace period for both players to deposit before the colour updates, but don't dawdle.

Critical Warning — Colour Mismatch Depositing a Chronon through the wrong-coloured hoop kills you instantly. Trust the Temporal Oculus team to verify mines before you deposit. If unsure, wait.

The Temporal Oculus Cyclical player gets the Temporal Oculus buff and gains the ability to see whether mines are active (brightly glowing) or inactive (not glowing). When the Constant Temporal Oculus player signals a mine, the Cyclical player calls whether it is active or not. Only an active mine confirmed by both players should be destroyed. Once destroyed, the Cyclical Temporal Oculus player gathers the spawned Unobserved Chronons.

◆ Absolute Temporality

The sole Absolute player is always on the Temporal Oculus team. Their unique ability is seeing the colour of the Chronon Hoop. Call this colour to the team immediately — this tells the Temporal Oculus Constant player which colour mine to look for.

Once both Temporal Oculus teammates have confirmed a mine is the correct colour and is active, the Absolute player destroys that mine, spawning Unobserved Chronons for the Cyclical team. Destroying a correct mine also resets the Absolute Temporality buff timer. If the Cyclical players are struggling to find the spawned Chronons, call out the location of where you destroyed the mine.

◆ Pre-DPS — Climbing & Pylon Mechanic

Once six Chronons have been deposited (3 runs × 2 Chronons), Koregos spawns jumping platforms. Ascend them — it's a straightforward platforming section. At the top, clear the Imp Swarms, then handle the pylon mechanic before DPS begins.

Assign one player from each Temporality type to the pylon mechanic. Around each fallen pillar, there are three Vex cube positions arranged in a triangle. The two non-Absolute players can each see two of the three cubes — they stand in the gap where their missing cube would be, completing the triangle from their side. The Absolute player then fills the remaining open position, completing the triangle for all three. No callouts needed — it's purely positional. Repeat for each pillar and the boss will become vulnerable.

◆ DPS Phase Map
Koregos Damage Phase map by Rustythings
Map by Rustythings · Damage Phase · Left diagram: player + pylon positions · Right diagram: 3-ring laser layout with movement zones
◆ Damage Phase

Wait at the R1 rally point for platforms to appear and ascend. Stop at the first pylon counter-clockwise from where you reach the top platform. The Temporal Oculus team splits at this pylon:

Con + Cyc (one of each)
Each sees two of the three cube positions around the pylon. Stand in the gap where your missing cube would be to complete the triangle. Repeat at each pillar.
Absolute
Fills the remaining open position to complete the triangle with the other two players. Repeat at each pillar.

During damage, two rotating beams sweep the arena — move in and out between the three rings to avoid them. Standing toward the outside of the platform gives a better perspective on the beam positions. The beams operate within three rings but can shift rings and change direction. With a Well of Radiance and Arc Resistance mods, you can survive the beams without actively dodging.

Throughout DPS, Koregos spawns a Chronon Hoop and one of each Chronon type. One designated player (we recommend the Tractor Cannon user) collects the correct Chronon and deposits it through the hoop to extend the damage phase. Shoot the red horizontal holes in the central orb as your primary damage target. During beam dodging, Snipers can be used to keep damage going from a distance.

DPS Target — Red Holes Shoot the horizontal red holes on Koregos's central orb during the main damage window. In final stand, these rotate to vertical — adjust your aim accordingly.
◆ Final Stand

At approximately 10% HP, Koregos enters its final stand — briefly going immune, then changing its spin axis from horizontal to vertical. Group up in a Well of Radiance and unload supers. Aim for the now-vertical red holes.

Tip — Delay High-Damage Supers Koregos appears to gain significant damage resistance at the very start of the final stand animation, or the threshold isn't truly hit until a moment after the immune flash. Wait 1–2 seconds before popping Golden Gun, Thundercrash, or Nova Bomb, or save them for the last few seconds of the stand. Firing too early wastes the super.
◆ Decoherence Imminent — Get Out
Don't Stop Running When Koregos reaches zero HP, the Decoherence Imminent debuff appears. Run away from the DPS arena immediately and keep moving until the debuff disappears. Only then does Koregos fall — if you're caught in the blast, it's a death.

Once Koregos falls, the encounter ends and The Desert Perpetual is complete. Interact with the Raid Kiosk near the final chest to spend Spoils of Conquest on any Desert Perpetual weapons or armor you've previously earned.

◆ Phase Summary
  1. 1Kill 3 Hydras to unlock Temporality plates. All 6 players receive buffs (3 Constant / 2 Cyclical / 1 Absolute). One of each gets Temporal Oculus from podium pools.
  2. 2Constant players shoot Koregos's 4 cannons whenever Time's Arrow charges. This disables the beam, spawns Temporal Oculus pools, and resets buff timers.
  3. 3Absolute calls the hoop colour. Temporal Oculus Constant locates mines of that colour. Temporal Oculus Cyclical confirms which are active. Absolute destroys the verified mine.
  4. 4Both Cyclical players collect one Unobserved Chronon each and deposit through the matching hoop simultaneously. 2 Chronons per run × 3 runs = 6 total triggers the DPS phase.
  5. 5Platforms spawn — ascend. Clear Imp Swarms at the top. One of each Temporality handles the pylon mechanic: non-Absolute players stand in their missing cube position, Absolute fills the remaining gap. Repeat per pillar.
  6. 6Boss vulnerable — deal damage. Shoot horizontal red holes. Dodge the two rotating beams. Tractor Cannon player extends DPS by depositing the correct Chronon through the hoop.
  7. 7At ~10% HP, final stand triggers. Group in Well, wait 1–2s, then dump high-damage supers. Target now-vertical red holes.
  8. 8Decoherence Imminent — run. Sprint away from the arena until the debuff clears. Koregos falls. Collect loot and visit the Raid Kiosk.
03
Encounter
The Desert Perpetual · Encounter 03

Agraios, Inherent

Charge the stators. Align your Temporality. Deflect the shot.

"Interference patterns swell." Three echoes of the same mind, each tuned to a different frequency of time. They cannot be destroyed outright — only turned against themselves.

6 Players 3 Temporality · 3 Chronon Runners Variable Elimination · Alignment Charge Loot: Antedate · Lance Ephemeral · Intercalary
◆ Recommended Loadout
DPS Weapons
  • Outbreak Perfected (all DPS players)
  • One Tractor Cannon for debuff
Supers
  • Golden Gun
  • Thundercrash
  • Nova Bomb
Strategy Build supers constantly and dump them on the boss as frequently as possible. This is not the only approach, but it finds the easiest and most consistent success. Additionally, number your stators 1–5 clockwise, starting from the leftmost stator, before the encounter begins.
◆ Encounter Map
Agraios, Inherent — encounter map by Rustythings
Map by Rustythings · Abs/Cyc/Con = Buff Plate types (Absolute, Cyclical, Constant) · H = Hydra · M = Minotaur · W = Wyvern · R = Rally
◆ Roles
Temporality Players (×3)
Each picks up a Temporality buff (Absolute, Cyclical, or Constant) from their plate. During the stator-reading phase, two of the three call out which stators are not glowing for the Chronon runners to activate. The third aligns under the matching boss copy and runs all five stators to earn the Alignment Charge buff needed to deflect the boss's kill shot.
Chronon Runners (×3)
Kill Time's Burden Minotaurs to collect Chronons, then run through the stators called by the Temporality team to activate them. Must avoid line-of-sight with the active boss to prevent the Variable Elimination one-shot. During DPS, one runner will pick up the Alignment Charge when it returns and run all five stators again to enable the next deflection.
◆ Phase 1 · Opening — Clear Adds & Charge Stators

Clear the initial Goblins until a Hydra spawns in the back right of the arena. Destroy it — this triggers a wave of Time's Burden Minotaurs. Everyone kills Minotaurs and collects their Chronon drops. Run each Chronon through any of the five stators to activate it.

Once all five stators are active, a second Hydra spawns in the back right. Destroy it, then kill the three Wyverns scattered around the arena. Once all three Wyverns are down, your three Temporality players step on their respective plates to receive their buffs.

Need More Chronons? Killing a Hydra always spawns a new wave of Time's Burden Minotaurs. If you're short on Chronons at any point, find and kill the Hydra to generate more.
◆ Phase 2 · Variable Elimination

Once the Temporality players have their buffs, one of the three boss copies becomes active — either randomly or triggered by slow play. The active boss is marked by a massive glowing red light on its body.

Variable Elimination If you stand in the active boss's line of sight for 10 seconds, you are one-shot. This cannot be dodged or blocked. Break line of sight before the timer expires to reset it. The timer appears beneath your health bar — watch it constantly while running Chronons.

While managing Variable Elimination, the three Chronon runners gather Chronons from Minotaurs and run through the specific stators called by the Temporality team.

◆ Phase 3 · Temporality Reading & Stator Activation

With buffs in hand, the Temporality players work together. The three boss copies are named by their Temporality type: Cyclical, Absolute, or Constant. If a boss activates before your team is ready, the Temporality player whose buff matches that boss's name must run under that boss and align — this grants the Alignment Charge buff. If your team is fast enough, you can pre-select which boss to align to — the choice doesn't affect the outcome.

While one player aligns, the other two Temporality players examine the stators. Three out of five will be glowing with red/orange lights. Each reader can see two of the unlit stators. Call out the stators that are not glowing — those are the four that need to be activated.

Stator Numbering Use the 1–5 clockwise system (leftmost = 1) agreed before the encounter. Each Temporality reader calls two numbers. Chronon runners activate those four stators by running a Chronon through each one. The fifth stator is intentionally skipped.

Once all four correct stators have been activated, all stators stop glowing. The final phase before DPS begins.

◆ Phase 4 · Alignment & Deflecting the Shot

With all four stators activated, the aligned player now runs through all five stators in sequence. Doing so converts their grenade ability into a detain bubble — your grenade icon will visibly change to show this. The objective: deploy the detain bubble to deflect the active boss's Variable Elimination shot back at it. A successful deflection brings Agraios down and begins the damage phase.

Tip — Timing the Detain Bubble Summon the detain bubble (grenade button) when an ally has roughly 1–2 seconds remaining on their Variable Elimination debuff. The shot needs to be mid-air when the bubble appears. This takes coordination — designate a specific player as the "target" and have the bubble holder watch their debuff timer closely.
◆ Phase 5 · Damage Phase

Once the deflection lands, Agraios teleports down to the centre of the arena and the damage phase begins. Dump supers and Outbreak Perfected immediately. The boss will attempt to teleport away during the phase — you can still deal damage with Sniper Rifles or continued Outbreak Perfected fire while it's repositioning.

Shortly into DPS, the Alignment Charge buff returns to the whole team. Watch your character buffs on the left side of your screen. When it appears, a designated runner (does not need to be the original aligner) runs through all five stators again, then returns to the team to deflect the next incoming Variable Elimination shot. A successful deflection briefly makes the boss immune, then brings it back down to continue damage.

Two Deflections Per Damage Phase You can deflect twice during a single DPS phase, giving you three mini damage windows in one phase. Aim for at least two of these to keep pressure on the boss.
Three Phases Total Agraios has three full damage phases. On Normal mode the boss isn't particularly tanky, but you still need consistent damage each phase. Don't sacrifice all your supers on phase one — spread them across phases.

Repeat the full mechanic cycle for each damage phase. Once Agraios reaches zero HP, the encounter is complete.

◆ Phase Summary
  1. 1Clear Goblins. Kill the first Hydra — Minotaurs spawn. Everyone collects Chronons and runs them through all five stators to activate them.
  2. 2Kill the second Hydra, then the three Wyverns. Temporality players step on their plates to receive buffs.
  3. 3Variable Elimination activates. Watch the active boss's red glow. Break line of sight before 10 seconds expire. Chronon runners stay mobile.
  4. 4One Temporality player aligns under the matching boss copy to receive Alignment Charge. The other two read the stators and call out the 4 unlit ones (two calls each).
  5. 5Chronon runners activate the four called stators. All stators go dark once the correct four are done.
  6. 6Aligned player runs all five stators — grenade converts to detain bubble. Deploy the bubble at 1–2s remaining on a teammate's Variable Elimination timer to deflect the shot.
  7. 7Agraios teleports down — deal damage. Use supers and Outbreak Perfected. Tractor Cannon for debuff.
  8. 8Alignment Charge returns. Designated runner does all five stators again and deflects the next shot for two additional mini damage windows.
  9. 9Repeat for up to three full phases. Reduce Agraios to 0 HP to complete the encounter.
01
Encounter
The Desert Perpetual · Encounter 01

Iatros, Inward-Turned

Build the platforms. Climb to the node. Keep the hourglass full.

"Axion is axiom." A Vex mind folded inward through its own logic — trapped in a loop of self-reference. The only way to reach it is to build the path yourself, one beat at a time.

6 Players 2 Climbers · 3 Builders · 1 Roamer Temporality Buff · Diastole Loot: The When and Where · Finite Maybe · Intercalary
◆ Recommended Loadout
DPS Weapons
  • 1 Gjallarhorn + 5 Rocket Launchers
  • Lord of Wolves + Divinity
  • Legend of Acrius
Support / Supers
  • At least one Well of Radiance
  • Non-precision Supers (Thundercrash, Nova Bomb, Silence & Squall, Shadowshot)
  • Strong debuff: Shadowshot, Tractor Cannon, or Divinity
Note These loadouts are recommendations for a comfortable clear. Divinity + Thunderlord or other options work fine — the above choices find the most consistent success.
◆ Encounter Map
Iatros, Inward-Turned — encounter map by Rustythings
Map by Rustythings · M = Minotaur · B = Buff Plate · P = Pillar · R = Rally · Ring = Chronon Hoop
◆ Roles
Climbers (×2)
Pick up Temporality from the active buff plate and ascend the platforms the builders create. Activate each Vex node on the way up. Call out when each node is activated so builders know when to shoot the next level. Two climbers are recommended — the ascent is hectic with Imp Swarms, and a second player makes node activation far more reliable.
Builders (×3)
Each builder stations at one of the three pillars (left, middle, right). On the builders' cue, all three shoot the same level of Vex cube simultaneously, in time with the Diastole beat. A matched shot spawns a platform set for the climbers. Call out Time's Burden Minotaur spawns on your side for the roamer to handle.
Roamer (×1)
Floats between all three sides, killing Time's Burden Minotaurs as they spawn and depositing Chronons through the hoop to keep the hourglass full. Responds to builder callouts when Minotaurs appear on their side. Can also pick up Chronons left behind by other players — they do not expire.
◆ Phase 1 · Starting the Encounter

When the encounter begins, six Time's Burden Minotaurs spawn behind the boss. The whole team converges and kills them as fast as possible to collect six Chronons.

To deposit a Chronon: hold your interact key near a Chronon to pick it up, then jump through the large hoop in the centre of the arena. Once all six are deposited, a Vex pyramid spawns beneath the hourglass. Destroy it to officially begin the encounter.

Chronons Don't Expire Chronons dropped in the arena persist indefinitely. If you or the roamer can't grab one immediately, it will still be there later.
◆ Phase 2 · Diastole & Building Platforms

Once the pyramid is destroyed, a buff called Diastole appears beneath your health bar. This is the encounter's heartbeat — every fourth beat launches the whole team into the air. You can avoid the launch by jumping just before the fourth beat.

The three pillars around the arena (left, middle, right) each have three Vex cubes stacked vertically — bottom, middle, and top, corresponding to platform levels 1, 2, and 3. All three builders must shoot the same level of cube at the same time. Use the Diastole beat as your sync cue.

Successful Build A matched shot triggers the chat message "Iatros loses control of the phase space" — platforms spawn for the climbers. Wait for the climbers to activate the node and call ready before shooting the next level.
Mismatched Shot — Critical Warning Shooting cubes out of sync or at the wrong level drains a significant number of Chronons from the hourglass. This accelerates the wipe timer. Stay calm, listen to calls, and do not rush ahead.

Two Time's Burden Minotaurs also spawn on each builder's side during this phase. Call out your Minotaur immediately so the roamer can come handle it. If you have spare time between shots, help the roamer deposit Chronons.

◆ Phase 3 · Managing the Hourglass

The hourglass in the centre of the arena is your team's lifeline. It depletes over time and whenever builders misfire. Keep it full by continuously killing Minotaurs and depositing Chronons through the hoop.

Chat Trigger — Wipe Warning "An empty hourglass heralds ill" — the hourglass has run dry. The Neomutation debuff timer now appears beneath your health bar. If it reaches zero before more Chronons are deposited, your team wipes. Prioritise depositing immediately.
Good News Once a damage phase begins, the Neomutation timer disappears on its own — even if it was nearly expired. If you're in DPS and the timer is critical, one player can leave to deposit a Chronon to buy the team time.
◆ Phase 4 · Climbing & Node Activation

The active buff plate's colour is shown by the colour of the Chronon hoop in the centre of the arena:

Hoop Colour
Active Buff Plate Location
Red / Orange (Cinnabar Chronon)
Bottom Left
White (Antimony Chronon)
Spawn / Right
Blue (Cobalt Chronon)
Middle

Both climbers stand on the active plate to receive Absolute Temporality. The plate activates once the Vex pyramid beneath the hourglass is destroyed. Once the builders shoot the first cube and the bottom platform set spawns, climbers begin ascending.

Each platform level has a Vex node with an "Activate" prompt. Interact with it to spawn the next node further up. The activation takes a couple of seconds and is interrupted by taking damage — make sure Imp Swarms are cleared before activating.

  1. 1Activate bottom node. Call "ready for level 2" to builders.
  2. 2Builders shoot middle cube simultaneously. Chat confirms platform spawn — jump to new platforms immediately, old ones despawn fast.
  3. 3Activate middle node. Call "ready for level 3" to builders.
  4. 4Builders shoot top cube simultaneously. Jump to the top platform set.
  5. 5Activate the top node to trigger the damage phase.
If You Fall Falling is not a wipe — but you must restart the climb from the bottom. Builders will need to reshoot from the lowest cube again. Call out immediately so they know.
◆ Phase 5 · Damage Phase

Once the top node is activated, Iatros retreats to the active buff plate and damage begins. The boss's position during DPS depends on which plate was active:

Left or Right Plate Active

Iatros walks toward the middle of the arena during DPS.

Middle Plate Active

Iatros walks up the ramp to the spawn plate.

Only 3 Damage Phases Iatros has a short damage window. Make every phase count — this encounter punishes teams who sacrifice DPS to manage the hourglass. Keep your builders and roamer sharp so climbers can always get clean activations.

Once the damage phase ends, the Neomutation wipe timer disappears automatically. Repeat the full mechanic cycle — Chronon collection, building, climbing, DPS — until Iatros reaches zero HP.

◆ Phase Summary
  1. 1Kill 6 Minotaurs behind the boss, collect and deposit 6 Chronons through the hoop.
  2. 2Destroy the Vex pyramid beneath the hourglass to begin the encounter.
  3. 3Builders go to pillars. Climbers pick up Temporality from the active plate. Roamer handles Minotaurs and hourglass.
  4. 4Builders shoot bottom cube in sync — chat confirms. Climbers ascend to first platforms, activate node, call ready.
  5. 5Repeat for middle and top cubes, waiting for climber calls between each level.
  6. 6Top node activated — damage phase begins at the active plate. Boss retreats there.
  7. 7Deal damage. If hourglass is critical, one player deposits a Chronon. Neomutation clears automatically when DPS ends.
  8. 8Repeat up to 3 times. Reduce Iatros to 0 HP to complete the encounter.
02
Encounter
The Desert Perpetual · Encounter 02

Epoptes, Lord of Quanta

Reading, calling, and breaking — two teams, two rooms, one Hydra.

"All are entangled." A Vex Hydra entombed in recursive causality, its shields looping back through time unless unravelled by those who can read the shape of possibility itself.

6 Players Split 3 + 3 Temporality Buff Loot: Lance Ephemeral · Opaque Hourglass · The When and Where
Encounter Map
Epoptes, Lord of Quanta — encounter map by Rustythings
Map by Rustythings · Left/Right is relative to walking into the room · B = Buff Plate · R = Rally · D = Damage · C = Cyclops · P = Pillar
◆ Roles

Split into two teams of three — one on the Left side, one on the Right side. Each team assigns the following roles internally:

Hydra Reader (×1 per side)
Enters the boss room, stands in the Hydra's light beam, and reads the glowing diamonds on their structure. Calls out which diamond is lit so the other side can shoot the corresponding lens. Also shoots lenses called by the other Hydra Reader.
Hydra Support (×1 per side)
Enters the boss room alongside the Reader. Clears waves of adds inside the room to keep the Reader alive and safe while they work. Transitions to add clear outside when outside readers take over.
Add Clear / Pillar (×1 per side)
Stays outside, handles add waves including Cyclops (Time's Magistrate) kills to keep the buff plates available. When outside readers need to get involved, stands on the buff plate to receive Temporality and reads the unlit diamond on the central pillar for the Hydra Reader.
◆ Phase 1 · Setup & Temporality

When the encounter starts, both teams split left and right and clear the initial add wave. Shortly after, a chat message will appear:

Chat Trigger "Magistrates bring forth their judgment" — one Time's Magistrate Cyclops has spawned on each side. These block the buff plates. Destroy both Cyclops to unlock the plates.

Once the plates are unlocked (white conflux-like visual hovers above them), both Readers step on their side's plate simultaneously — you need both plates active to receive the buff. This grants Temporality (either Cyclical or Constant — the type doesn't matter here, only that they are different between the two Readers).

Temporality Timer Temporality has a countdown. If it reaches zero, you die. Standing in the Hydra's light beam freezes the timer. Never linger outside the beam for long.

With buffs in hand, Readers (and Support) head inside their rooms. The room entrance is right next to the plate — you can't miss it.

◆ Phase 2 · Inside — Reading & Lens Destruction

Inside, you'll find the Hydra surrounded by a shield with six lenses arranged in a ring (plus a central one). These must all be destroyed to reach damage — but in the correct order, determined by cross-communication with the other side's Reader.

On your structure inside, you'll also see six diamonds in an identical layout to the other side's shield lenses. One of your diamonds will be glowing. That's your call — it tells the other Reader which of their lenses to shoot.

Recommended Callout System Number positions 1–6 starting at 12 o'clock (top) and rotating clockwise. Call "One" for top, "Two" for top-right, etc. Both sides agree on this before entering.

The loop runs as follows:

  1. 1Left Reader calls which diamond is glowing on their structure (e.g. "Three").
  2. 2Right Reader shoots lens 3 on their Hydra shield while standing in the light beam.
  3. 3Right Reader calls which diamond is now glowing on their structure.
  4. 4Left Reader shoots the corresponding lens on their Hydra shield.
  5. 5Repeat, alternating calls, until the wipe mechanic triggers the outside phase.
Tip You must stand in the Hydra's light beam to destroy lenses. Stay in it as much as possible — it also freezes your Temporality timer.
◆ Phase 3 · Outside Intervention

After several reading cycles, a wipe mechanic triggers:

Chat Trigger — Act Immediately "Epoptes judges parameters exceeded and prompts function collapse" — outside players must now get their Temporality buff and intervene, or the team wipes.

Outside players step on the buff plates (destroy any re-spawned Cyclops first if needed). Once buffed, they stand in the beam of light from Epoptes's shield in the central area. This reveals their side's triangle of three spheres above the Hydra — two will be glowing, one will not.

Outside Reader — Your Job
  • Stand in Epoptes's shield beam
  • Note which sphere in your triangle is not lit
  • Call that position out to your inside Reader (e.g. "Top unlit")
  • Listen to the other side's outside Reader and shoot the two glowing spheres on their triangle
Inside Reader — Your Job During This Phase
  • Listen for your outside Reader's call
  • Shoot the single sphere your outside Reader named on your triangle (the unlit one from their view)
  • Continue standing in the beam to keep Temporality frozen
Callout Orientation Note Left/Right is relative to walking into the room. Left Side sees the right diamond unlit and calls "right." Right Side sees the top diamond unlit and calls "top." Shooters on the opposite side act on that call.

Once all inside and outside players have destroyed their assigned diamonds/spheres, all Temporality buffs drop and the wipe mechanic is interrupted.

◆ Phase 4 · Finish Lenses & Damage

Inside players re-grab their Temporality buffs (kill any re-spawned Cyclops first), head back inside, and continue the lens-reading ping-pong until all six lenses are destroyed. Completing this grants the inside Reader the Probabilistic Lancet buff.

With Probabilistic Lancet, Readers can now destroy the central lens on Epoptes in the main room to break its shields. Stand in the beam of one of the remaining lenses before shooting the central lens — that beam is yours to own during damage.

DPS Phase Damage on Epoptes lasts a long time. Three times during DPS, a chat message will name a player who is "pulled through time." That player receives a random Temporality buff and Probabilistic Lancet, then must quickly run to the half of Epoptes's shield they can destroy. Six outer lenses spawn — destroy them in order, then the central lens. Once both chosen players are in their beams, the boss becomes vulnerable again for the other four.

Epoptes has three damage phases total. You need to deal roughly 33% HP per phase to ensure a clear. Once HP hits zero, the encounter ends.

Tip — Lenses Don't Spawn Immediately When pulled through time, the lenses take a moment to appear. Use that time to get to the correct half of the shield and have your Super or burst damage ready.
◆ Phase Summary
  1. 1Clear initial adds. Destroy both Time's Magistrate Cyclops to unlock buff plates.
  2. 2Both Readers step on plates simultaneously to receive Temporality. Head inside with Support.
  3. 3Inside: cross-call diamonds and shoot lenses in ping-pong between Left and Right Readers.
  4. 4Wipe mechanic triggers — outside players get Temporality, stand in Epoptes's beam, call the unlit sphere, shoot the other side's two glowing spheres.
  5. 5Wipe interrupted — re-grab buffs, kill re-spawned Cyclops, inside players finish the remaining lenses.
  6. 6Probabilistic Lancet earned — shoot central lens on Epoptes to start damage.
  7. 7DPS: three rotations where named players are pulled through time and must clear six + one lenses. Once both are in their beams, boss is vulnerable again.
  8. 8Repeat for up to three total damage phases. 33% HP per phase clears the encounter.