The Obscura

Fight
Fight
Monster room in Hive1 in 10 from the normal pool, equal odds
Health
123/129 HPThe Obscura 123. From Ascension 8: 129.
Gold
1511 goldAny amount from 10 to 20, rolled when the fight ends. 7 to 15 from Ascension 3.Any amount from 7 to 15, rolled when the fight ends. 10 to 20 below Ascension 3.

Turn 1 of 12

How to beat The Obscura

The pair

  • The Obscura: 123 HP, starts alone, then opens with Illusion, summoning a Parafright.
  • Parafright: 21 HP minion that Slams for 16 every turn and carries Illusion, so when it dies it spends the next turn reviving at full HP instead of attacking, keeping any buffs it had.

The Obscura's moves

  • After the summon it rolls one of three moves with equal odds, never twice in a row.
  • Piercing Gaze for 10, Sail, which gives 3 Strength to itself and the Parafright, or Hardening Strike for 6 with 6 Block.

How to play it

  • The Parafright cannot be removed for good and vanishes when the Obscura dies, so all real damage goes into the Obscura.
  • The illusion is still worth a cheap hit: 21 damage kills it and costs it its next attack, a fair trade whenever the Slam would otherwise land.
  • Block the Slam on the turns you do not kill it, and treat Sail turns as free damage turns.

At higher Ascension

  • Ascension 8+: 129 HP for the Obscura; the Parafright stays at 21. Ascension 9+: Piercing Gaze 11, Hardening Strike 7 with 7 Block, Slam 17.

Where it appears

Both monsters appear only here; the room defines two slots so the illusion always spawns in the same spot. Piercing Gaze is hidden from the bestiary.

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