A dungeon for a crew of up to five, through a door in a glade south of the town: three wings and three bosses, on a clock. Beat the clock and the key that started the run climbs, as in the Wreck and the Orchard. Opens at level 10.
At dawn every light in the Orchard drifts downhill into the Gloamhollow, where the Lampwright keeps them through the day.
This dusk they did not come back up. The Weaver has strung her web across the Hollow's mouth, and below it someone has decided to keep the lights for good.
Opens
Level 10, on the island
Par
36:00 +3 under 21:36 · +2 under 28:48
Crew
1 to 5, any classes, any mix
Bosses
3: The Gilded Weaver, The Duskwing and Vesperine
How to get in
A lamp-lit path from the street by the Bank leads into the woods south of the town, to a glade and the Gloamhollow's door.
Press G at the door (or right-click it) to gather a crew. It wants level 10. A crew runs the Gloamhollow when the key that starts the run points here (your key).
A run
The finish
Kill all 3 bosses and reach 250 enemy forces; the forces and the bosses can come in either order. The map holds 359, the main path 214, so 36 more come from the side areas (the Silk Nursery 27, the Stag Run 56, the Mire patrol 22, the Hollow Bend 11 and the Mushroom Ring 29). Only the packs on the map count, not a boss's adds, and a wisp that flared adds nothing.
Falling
Fall and you rise at the last lit checkpoint (the entrance, the Loom's far door and the Moonpool's north door): each lights when the boss before it dies. The clock never stops.
A boss's doors
A boss's doors seal 7 s after the pull, until it falls: be inside by then. If nobody in its room is left standing, it returns to its post, healed, and the doors open.
Par is 36:00
Timed, your key climbs +1 in par (36:00), +2 under 28:48 and +3 under 21:36, then draws its next dungeon at random (maybe the Gloamhollow again). Over par it drops one and draws again. A wipe does not end a run here: the crew rises at the last lit checkpoint. If everyone leaves, or the run is still going after an hour, the key drops one and stays in the Gloamhollow. If every line in the run dropped (an outage), the key is kept as it was only if nobody had left the run by choice or been removed from the crew and it was still within par; otherwise it drops one and stays in the Gloamhollow. A server restart keeps it as it was.
The key of the character that starts the run moves: how a run moves a key. Each boss has a hard enrage: The Gilded Weaver 5:00, The Duskwing 5:00, Vesperine 6:00. From key 12 every death adds 15 s to the clock.
The key ladder
Enemies get tougher every key: their health grows 8% a key to key 5, 10% to key 10, 20% to key 15, 3% to key 20, 20% to key 22 and 45% from key 23, and their damage 10% a key to key 5, 11% to key 10 and 3% from key 11.
Each kind of blow also has its own dial. A move that shows on the ground first hits 2.4 times as hard at keys 1 to 3, 25% more at key 4, 6% more a key to key 10 and 17% more a key from key 11. A plain swing hits 1.8 times as hard at key 1, 11% more a key to key 10 and 4.9% more a key from key 11. A move that takes a share of your health takes the same share at keys 1 to 10 and 16% more a key from key 11. The Fang Strike, which its target cannot step out of, hits as the harder of a ground move and a plain swing, the ground move's dial stopped at key 10. Blows here land 20% harder than in the Wreck and the Orchard, at every key; a share of your health is the same.
New twists join at keys 4, 7, 10, 12 and 15, and enemies learn new moves along the way.
The week's twists join here too, by the key. When Powder Kegs is the week's twist, the giant caps by the packs are cover from its blast too.
The lamps and the Gloam
The Mire's lamps are dark, and the Gloam on the ground wears you down. Light all four and the Lamp Path opens: every walk back is shorter. The Duskwing and Vesperine put lamps out; their wisps light them again.
In the Gloam you gain a stack every 4 s, up to 5, each costing 0.4% of your health a second. Lamplight (12 m round a lit lamp) clears them all. A wisp killed within 6 m of a dark lamp lights it.
In the Lamp Hall the braziers are the lamps. A lit brazier's light reaches 12 m. When one goes out, the ground within 12 m of it turns to Gloam, a stack there costing 0.8% of your health a second. At Last Light the dark spreads from every dark brazier, 1.5 m a second, out to 24 m: only a lit brazier's light holds it back.
The way through
Wing 1: The Weaver's Gate
The Hollow's mouth: a steep glade under great blue trees, gold silk strung between them, and the Golden Loom at its end.
6 packs on the path, 59 forces · the Silk Nursery: 27 · Boss: The Gilded Weaver, in the Golden Loom
Wing 2: The Mothmire
A flooded hollow where the Gloam lies on the ground and four old lamps stand dark. Light them, and a path opens along the Mire's edge.
5 packs on the path, 73 forces · the Stag Run: 56 · the Mire patrol: 22 · the Hollow Bend: 11 · 4 lamps · Boss: The Duskwing, in the Moonpool
Wing 3: The Lamplit Stair
Roots and old stone climbing out of the Mire, lanterns on every branch, and the Lamp Hall at the top.
5 packs on the path, 82 forces · the Mushroom Ring: 29 · Boss: Vesperine, the Lampwright, in the Lamp Hall
Foes
Numbers on this page are at key 1: damage, health and the share-of-health figures grow with the key (the key ladder).
Glimmermoth
Small, quick, never alone; their dust slows you. Fight them together.
1 force · Health at key 1: 728.
Nip: When: On the one it fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 13 damage
Dust Puff: Warning: A ring of 1.9 m around it; 1.5 s to get clear · Effect: 9 damage and 35% slower for 2.5 s
Mistcap
Lobs Hush from afar: a cloud that slows, lingers and stings. Kill it first; stay out of the fog.
3 forces · Health at key 1: 1,820.
Cap Bump: When: On the one it fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 22 damage
Hush: When: When the one it wants is out of reach · Warning: A circle of 2.1 m where it lands; 2 s to get clear · Effect: 14 damage, 40% slower for 4 s and the cloud stays 6 s and hurts 5 a second
Gloamstag
The tank's. Its Gore hits in front; step out of its Stomp's ring or be thrown.
6 forces · Health at key 1: 4,420.
Gore: When: On the one it fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 56 damage
Stomp: Warning: A ring of 3.2 m around it; 2 s to get clear · Effect: 63 damage and knocked back
Lanternwisp
Flares when close and burns out; a flared wisp adds no forces. Kill it before it flares; one killed by a dark lamp lights it.
1 force · Health at key 1: 624.
Flare: Warning: A ring of 3 m around it; 1.8 s to get clear · Effect: 46 damage and it is spent
Thornwarden
While it stands, packmates close by take half damage (thorn tethers show who). Kill it first, or pull it alone.
10 forces · Health at key 1: 6,760.
Briar Maul: When: On the one it fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 65 damage
Bramble Ring: Warning: A ring of 3.5 m around it; 2 s to get clear · Effect: 58 damage and held in place 1 s
Mossmender
Heals its hurt packmates: a green column, then a steady heal. A stun or knock-back breaks it.
4 forces · Health at key 1: 2,340.
Thorn Lash: When: On the one it fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 22 damage
Mend: Warning: A green column on the mob it mends; 2.5 s to get clear
The Gilded Weaver
A golden orb-weaver the size of a cart. She has three moods, and she lets you know when she changes.
Keep her facing away from the crew. While she is in the trees, gather the spiderlings; when she drops, turn her round before she wakes.
Healer
Heal the webbed and the poisoned first; her drop takes a big bite of whoever it catches. Stay out of the Web Spray yourself.
Damage
Break the egg sacs as they fall and kill the hatchlings before she eats them. Save your burst for her landing: she lies stunned.
Moves
Fang Strike Tank
A bite in a cone in front of her. Only the tank stands there.
Warning: A 63° cone, 3.4 m long, in front of her; 1.5 s to get clear · Effect: 54 damage
Venom Spit Ranged
Venom spat at the one she wants when they stand out of reach. Step out of the circle or be poisoned.
When: When the one she wants is out of reach · Warning: A circle of 2.4 m where it lands; 2 s to get clear · Effect: 13 damage and poisoned: 10 a second for 6 s
Web Spray Crew · Timer
A long thin line of silk at someone other than the tank. Step sideways out of it or be webbed.
When: Every 18 s, then 15 s, then 12 s as she weakens · Warning: A 26° cone, 12 m long, in front of her; 2.5 s to get clear · Effect: 10 damage and webbed 2.5 s
Leg Sweep Crowd
Her answer to a crowd: every leg sweeps around her and throws back whoever is close. Give her room.
When: Mostly when the crew crowds her · Warning: A ring of 4.4 m around her; 2.5 s to get clear · Effect: 67 damage and knocked back
The Canopy 60% · 30% · Marked
She climbs out of reach and marks one of you with a circle that follows you. Walk it away from the crew and step out as it stops: she lands on whoever is inside, then lies stunned.
When: At 60% and 30% health · Warning: A circle of 3.2 m follows one of the crew for 3 s, then holds still for 0.8 s · Effect: 32% of the marked one's health, 8% to anyone else under her, knocked back, then she is stunned 1.8 s
Egg Sacs 60% · 30% · Adds
Each climb drops egg sacs round her tree. Break them before they hatch: each hatchling she eats makes her hit harder.
When: At 60% and 30% health · Effect: 3 Egg Sacs, each hatches after 11.25 s into 2 hatchlings, a hatchling that reaches her gives +10% damage for 60 s, up to 3 at once (Fed on her frames)
Web Patch 60% · 30%
Where she lands, a slowing web stays for the rest of the fight: fight her away from it.
When: At 60% and 30% health · Warning: Where she lands, within 3 m · Effect: 40% slower inside, for the rest of the fight
The Brood Phase 2 · Adds · Timer
After her first climb, spiderlings keep dropping around her. The tank gathers them; the crew kills them together.
When: From phase 2, every 40 s · Effect: 3 Spiderlings
Frenzy Phase 3
In her last third she moves and strikes faster, and Web Spray comes more often.
When: From phase 3
Enrage Clock
Kill her before the enrage: no healing outlasts it.
When: At 5:00 into the fight · Effect: Damage ×5, and twice as many blows
The Duskwing
A great moth over the Moonpool, grey-violet with a pale skull across its back and six metres of wing. Light draws it, and where it settles the light goes out under its wings.
Hold its Wingbuffet away from the crew. Keep the crew spread over the lit lamps: Smother and Dive pick the busiest.
Healer
Outside lamplight the Gloam wears everyone down, and a Dive takes a big bite. Stay in the light yourself.
Damage
Kill the wisps by a dark lamp to light it again. Save your burst for the Smother, when it takes more damage.
Moves
Wingbuffet Tank
A wide gust at the one it fights. Only the tank stands in front.
Warning: A 115° cone, 5 m long, in front of it; 1.5 s to get clear · Effect: 50 damage and knocked back
Scale Dust Crew · Timer
A slowing cloud thrown at one of the crew; it lingers. Step out before it lands.
When: Every 20 s · Warning: A circle of 3 m where it lands; 2 s to get clear · Effect: 8 damage, 40% slower for 1.5 s and the cloud stays 6 s and hurts 2 a second
Smother Timer
Settled on a lamp, it is laid open: hit it hard. When it lifts off, that lamp is dark.
When: Every 35 s, then 30 s as it weakens · Warning: It flies to the lamp with the most of the crew in its light · Effect: It takes 25% more damage while settled, for 6 s
Wisps from the Pool Adds · Timer
Kill each by a dark lamp to light it again; left alone, they flare.
When: Every 30 s · Effect: 3 Lanternwisps
Moonless Timer
It grows stronger while every lamp is dark: light one.
When: While every lamp in the room is dark, every 10 s · Effect: +10% damage each time
The Moon Goes In 50%
It spirals up out of reach; the lit lamps stay lit. Use the moment to gather the wisps.
When: At 50% health · Effect: It is out of reach for 8 s
Dive Phase 2 · Timer
It dives on the lit lamp with the most of you near it. Spread out over the lamps.
When: From phase 2, every 25 s · Warning: A circle of 4 m on a lit lamp; 2.5 s to get clear · Effect: 35% of their health to everyone inside, knocked back, then it is stunned 1.2 s
Enrage Clock
Kill it before the enrage: no healing outlasts it.
When: At 5:00 into the fight · Effect: Damage ×5, and twice as many blows
Vesperine, the Lampwright
She lit the Orchard's lamps for years, taught Moth everything he knows, then went down into the Hollow to keep its lights. She is tired of watching the wood burn them out, and she means to keep every one.
Keep her back to the crew. At the Gathering, take both wardens and drag them apart.
Healer
A Kindle hurts less on a carrier alone: call it out. In Last Light, spend everything you have.
Damage
Wisps first, then the wardens, then her. Last Light is a race against the pulses.
Moves
Hook Pole Tank
Her pole, swung in an arc at the one she fights. Only the tank stands in front.
Warning: A 69° cone, 3.4 m long, in front of her; 1.5 s to get clear (she holds it drawn back) · Effect: 57 damage
Kindle Marked · Timer
Never on the tank. Carry it away from the others, somewhere the crew won't stand: where it bursts stays Gloam. Two at once in Last Light.
When: Every 20 s, then 15 s as she weakens · Warning: A circle of 7 m follows one of the crew for 6 s · Effect: 30% of their health to each one inside when shared, 15% to a carrier alone, the ground within 5 m of where it burst stays Gloam for 12 s
Snuff Timer
She puts out the lit brazier with the most of you by it; the safe floor shrinks.
When: Every 25 s · Warning: The ground within 12 m of the brazier · Effect: The ground turns to Gloam until a wisp lights the brazier again, a Gloam stack there costing 0.8% of your health a second
The Gathering 60% · Adds
Her wardens walk the rim putting out every brazier they pass. Pull them apart and kill them before the hall goes dark.
When: At 60% health · Effect: She is out of reach for 12 s, two Thornwardens (while two stand within 8 m of each other they take 50% less damage)
The Kept Lights Phase 2 · Adds · Timer
Wisps go for whoever is farthest from her. Kill them before they flare; one killed by a dark brazier lights it.
When: From phase 2, every 20 s · Effect: 2 Lanternwisps
Last Light 30%
The dark spreads from every dead brazier; only a lit one holds it back. Pulses hit the whole crew, harder each time, and Kindles come faster: a race.
When: At 30% health, every 3 s · Effect: 2% of everyone's health a pulse, 1% more each time, while the dark spreads from every dark brazier, 1.5 m a second, out to 24 m
Enrage Clock
Kill her before the enrage: no healing outlasts it.
When: At 6:00 into the fight · Effect: Damage ×5, and twice as many blows
Loot
Where it drops
The three dungeons share one table, split by slot: the Gloamhollow drops weapons and trinkets, the Wreck off-hands and heads and the Overgrown Orchard bodies and backs. A piece drops where its slot does, whichever dungeon it was made for.
Item level
16 at key 1, rising 3 a key to 58 at key 15, and stopping there. That is 3 above the other dungeons. Wearing a piece needs level 10.
Two versions
From key 10, every slot comes in two versions for each class, each with its own stat order; a piece is one of its owner's two, at even odds.
Legendaries
From key 10, every run you finish in any of the three dungeons gives you a 0.1% chance at your own class's legendary: its weapon or its trinket, at even odds, item level 60.
On top
Each person's own: Black Pearls on a timed run (1.5, 1.5 more under 80% of par, 1.5 more under 60%; a half pearl is a coin flip; none for a run 4 or more levels below your best there), and the week's sure piece for your first timed clear of the week at your best level there or higher, one a week in any dungeon. Mastery pays as in the Wreck, ×3 on that clear.
Gear for the crew
The crew's pieces by the run's result and the crew's size. A smaller crew gets the same share a person, rounded up. Everyone gets the same whole number of pieces and the rest go to different people at random; each piece is made for its owner's class, and people who left get none.
The run
a crew of 5
4
3
2
1
timed +1 (within par, 36:00)
3
3
2
2
1
timed +2 (under 28:48)
4
4
3
2
1
timed +3 (under 21:36)
6
5
4
3
2
over par
1
1
1
1
1
not finished (a wipe ends a run in the Wreck and the Orchard; here a run ends when everyone has left or an hour has passed)
0
0
0
0
0
Above key 15, each level adds a piece to a timed run's loot:
From key 10 the trinkets here are the Gloamhollow's own 12, always epic, two for each class: one works by itself, the other is a power you use from a button of its own (T by default).