Lord Reto
| Lord Reto | |
|---|---|
| A two-star swordsman in a dark tomb who can kill a maxed-out player in one hit. | |
| Biome | Ashlands |
| Alignment | Aggressive |
| Faction | Demon |
| Health | - |
| Damage |
- |
| Weak To | Spirit |
| Resistant To | Pierce, Fire, Frost |
| Immune To | Poison |
| Stagger | 0.5 |
| Tameable | No |
| Trophy | - |
| Spawn ID | spawn Charred_Melee_Dyrnwyn
|
Lord Reto waits at the end of a trail of three vegvisir stones in the Ashlands, in a small unlit cave inside a sealed Grausten ruin with no door. He is a demon with a sword, always two stars, with 7500 health, and he swings hard enough to put a fully fed, fully armoured player on the floor in one hit. He exists for one reason: he holds the last fragment of Dyrnwyn.
Behaviour
He does not roam, hunt or sleep. He waits in his chamber, the fight begins when you walk in, and what follows is a duel rather than a brawl. He has four moves, all melee and all with the sword. A vertical swing cuts a wide arc in front of him for 480 slash, and a thrust stabs three metres forward in a narrow line for 460 pierce. Both have feint versions, for 500 and 420, that open with the same wind up and change direction at the last possible moment. The feints are the whole fight. They run about half a second longer than the real attack and have their own sound cue, and anyone who has trained their dodge on the normal timing will roll straight into one. He never calls for help, never flees and never leaves the room. The chamber is pitch dark, with a pair of indestructible pillars in the middle that are the only cover.
Where to Find It
He is one fixed encounter deep in the Ashlands, and you have to earn the way there. The chain starts with a vegvisir found in about a quarter of the Putrid Holes across the biome. That stone marks the first of three mysterious locations, each pointing at the next. The first two are altars holding the tip and blade fragments of Dyrnwyn along with Molten Cores, guarded by two star Charred. The third is another sealed structure you have to break a wall to enter, and it opens onto the tomb. He is unique, does not respawn once killed, only ever appears at two stars, and there is exactly one of him in a world.
Strengths and Weaknesses
Bring a melee weapon and the patience to use it three metres at a time. Arrows and flame are a poor investment, because pierce, fire and frost all do half damage to him, which rules out most of the kit players carry into the biome. Plain slash and blunt land in full, and spirit damage, rare as it is at this tier, bites half again as deep. Blocking only works with a fully upgraded late shield and a full health bar behind it, and even then an unblocked feint can end the run, so most players fight him on the dodge: wait out the wind up, listen for the cue, and roll late rather than early. Never roll through a feint. Use the pillars to break his approach and soak the long swings, heal between his attacks rather than during them, and settle in, because 7500 health does not go down quickly. Full Ashlands armour with maximum health food is the tier where this becomes a fight rather than an execution.
Drops
One kill gives one drop, and it is the whole reason you came: the hilt fragment that finishes Dyrnwyn.
| Item | Image | Base | 1 Star | 2 Star |
|---|---|---|---|---|
| Dyrnwyn hilt fragment | - | 1 | - | - |
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