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Lep Seclusa Dungeon Guide

Up to date for: Update 49 - 21st April 2026
Last changed: Update 49 - 21st April 2026

Lep Seclusa is a dungeon located in eastern part of West Weald. It has 3 regular bosses each with its own Hard Mode banner and 3 bosses which don't have Hard Modes and which are supposed to be skippable, but one of them is bugged so only 2 of them are skippable.

Hews Bane Map
Lep Seclusa Map 1
Lep Seclusa Map 2
LEWIN FREY

LEWIN FREY

Avoid the Shocking Split AoEs. You cannot dodge roll them, and you cannot break free from the stun.

Normal
2,946,975 Health
Veteran
4,736,815 Health
SPARKS

SPARKS

Cleaving attacks

Normal

Lewin's light attacks sometimes cleave in front of him.

What to do

Keep him turned away from the group.

CONDUIT

CONDUIT

AoE sticking to player

Normal

Lewin teleports away and puts an AoE on a random player that deals damage to them and people around them.

What to do

Don't stack with other group members.

THUNDER THRALL

THUNDER THRALL

Teleports to tank

Normal

If the tank is far away from Lewin, he will close the distance by teleporting onto the tank and dealing damage in an AoE which can be blocked.

What to do

Block, dodge roll or get out.

OVERCHARGE

OVERCHARGE

AoE knockback and damage reduction

Normal

Lewin causes a blast around himself which knocks back if not blocked and then stays in Lightning Form which reduces his damage taken.

What to do

Block, dodge roll or get out.

SHOCKING SPLIT

SHOCKING SPLIT

Travelling AoEs

Normal

Lewin spawns 2 Lightning Clones that teleport around the arena, shooting out 4 AoEs on each teleport. These AoEs stun and you can't break free from that stun.

What to do

Avoid the AoEs.

GARVIN THE TRACKER

GARVIN THE TRACKER

Direct Noxious Boulders into Dunerippers, kill each Duneripper before the next one spawns, push slowly, focus adds, and be ready to hide behind a boulder for Venom Eruption.

Normal
3,367,972 Health
Veteran
5,954,854 Health
Hard Mode
8,932,282 Health
HP Timeline Mechanic Add
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90%
80%
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10%
0%
WHIRLWIND

WHIRLWIND

Heavy Attack

Normal

Heavy attack with a 1.4 second windup.

In Veteran and above

Applies a Healing Absorb effect.

What to do

Block or dodge roll.

Block or dodge roll, outheal the Healing Absorb.

Block or dodge roll, outheal the Healing Absorb.

NOXIOUS BOULDER

NOXIOUS BOULDER

AoE travelling in line

Normal

Garvin will aim for a short moment and then launch Noxious Boulder in the tank's direction. The boulder stuns everyone it travels through unless they're blocking and explodes upon touching terrain, creating an AoE on the ground.

Noxious Boulder will also one-shot unenraged if it touches them.

What to do

Aim Noxious Boulder at , or simply aim it away from the group if no Dunerippers are up.

MONSTROUS DUNERIPPER

MONSTROUS DUNERIPPER

Adds

Normal

At 50% HP a Monstrous Duneripper spawns on the side of the arena. It is not aggroed at the beginning and will simply patrol the area until you enter combat with it.

At 70% and 40% HP a Monstrous Duneripper spawns on the side of the arena. They are not aggroed at the beginning and will simply patrol the area until you enter combat with them.

At 80%, 50%, and 40% HP a Monstrous Duneripper spawns on the side of the arena. They are not aggroed at the beginning and will simply patrol the area until you enter combat with them.

As long as they're not in combat and not enraged, you can one-shot them by making Garvin hit them with . Enraged Dunerippers still take some damage from Boulders, so it's worth continuing to direct them at them.

While you're supposed to kill them with Noxious Boulder, it's still possible to survive them if you accidentally pull them. They have a conal attack, a Heavy Attack which puts a massive Bleed, and they can burrow underground and emerge at your position.

At 30% HP Garvin lets out a scream which fears everyone around him and pulls and enrages all remaining Monstrous Dunerippers.

What to do

Direct at the Duneripper and don't pull it.

Direct at the Dunerippers, don't pull them, and slow down DPS after 40% HP so you can Boulder the 40% Duneripper before Garvin screams at 30% HP.

Direct at the Dunerippers, don't pull them, and slow down DPS after 40% HP so you can Boulder the 40% Duneripper before Garvin screams at 30% HP.

VANISHING POWDER

VANISHING POWDER

Teleports away

Normal

Garvin teleports away and sets up traps which immobilize you if you step over them.

What to do

Don't interrupt him. The traps he's placing while channeling are extremely irrelevant, so let him waste time on it.

PIERCING DERVISH

PIERCING DERVISH

Cone in front and behind the boss

Normal

Garvin deals damage, applies a DoT and a Healing Absorb towards the tank and in the opposite direction. If the tank moves to the side trying to avoid it, Garvin will change the direction of this ability, always trying to shoot it at the tank.

What to do

DPS and Healers should stand to the sides of Garvin to avoid the damage. The Tank shouldn't turn Garvin to the sides because that makes it harder for the group to avoid it.

VENOM ERUPTION

VENOM ERUPTION

Arena-wide damage

Normal

After a 3 second delay, Garvin starts dealing massive damage to players in his line of sight over 6 seconds.

What to do

Hide behind rocks to break line of sight.

SUMMON ADDS

SUMMON ADDS

Adds

Normal

Deserter Storm Mage is summoned at 75%. They can electrify water in the area, channel an AoE attack on one of the players, and summon lightning AoEs that keep spawning on players.

Deserter Flame Archer is summoned at 50%. They can channel a conal attack, channel a rapid fire attack, and spawn Volley AoEs that keep spawning on players.

Deserter Infuser is summoned at 25%. They can heal and enrage all adds, including Garvin, and channel a shield on other adds.

Deserter Storm Mages are summoned at 95% and 50%. They can electrify water in the area, channel an AoE attack on one of the players, and summon lightning AoEs that keep spawning on players.

Deserter Flame Archers are summoned at 80% and 35%. They can channel a conal attack, channel a rapid fire attack, and spawn Volley AoEs that keep spawning on players.

Deserter Infusers are summoned at 65% and 20%. They can heal and enrage all adds, including Garvin, and channel a shield on other adds.

Deserter Storm Mages are summoned at 95%, 65%, and 35%. They can electrify water in the area, channel an AoE attack on one of the players, and summon lightning AoEs that keep spawning on players.

Deserter Flame Archers are summoned at 85%, 55%, and 30%. They can channel a conal attack, channel a rapid fire attack, and spawn Volley AoEs that keep spawning on players.

Deserter Infusers are summoned at 75%, 45%, and 25%. They can heal and enrage all adds, including Garvin, and channel a shield on other adds.

At certain HP thresholds Garvin summons 3 types of adds.

What to do

Start focusing the adds instead of Garvin if you're getting overwhelmed, and interrupt the Infusers.

WILD SPORES

WILD SPORES

Group-wide DoT

Normal

Garvin puts a hard hitting 8 second DoT on everyone, which ticks 17 times over its duration.

What to do

Outheal the DoT.

RICOCHET

RICOCHET

Link between players

Veteran

Garvin puts Ricochet on 2 players for 10 seconds. If the 2 players are within line of sight of each other when the effect ends, they take damage equal to 75% of their Max HP as Oblivion damage.

Garvin puts Ricochet on 2 players for 6 seconds. If the 2 players are within line of sight of each other when the effect ends, they die.

What to do

Break line of sight with the other group member.

SIEGE MASTER MALTHORAS

SIEGE MASTER MALTHORAS

Repair the Ballistas before the fight and force Malthoras down with them.

Normal
3,367,972 Health
Veteran
5,413,503 Health
HP Timeline Mechanic Add
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90%
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SIEGE

SIEGE

Siege

Normal

Before you begin the fight, you have to fetch Ballista Parts to repair Ballistas and destroy Malthoras's 4 Siege Weapons.

What to do

Fix Ballista and shoot at Malthoras.

CALL SCOUTS

CALL SCOUTS

Adds

Normal

At 50% HP Malthoras summons a wave of adds. The adds don't have any special mechanics.

What to do

Kill the adds.

VOLLEY

VOLLEY

AoE spawning at player

Normal

Malthoras targets a player and spawns Volley AoEs at their location.

What to do

Keep moving.

DIRECTED VOLLEY

DIRECTED VOLLEY

Conal AoE

Normal

Malthoras targets a player and shoots a volley of arrows in their direction.

What to do

Block or dodge roll.

QUAKESHOT

QUAKESHOT

Traveling AoEs that bounce off walls

Normal

Malthoras shoots out 3 projectiles in the tank's direction, which stagger you if you're not blocking. They also bounce off of walls.

What to do

Block.

SHATTERING STOMP

SHATTERING STOMP

AoE stagger

Normal

Malthoras stomps and staggers everyone around him.

What to do

Get out of the AoE.

TRUE SHOT

TRUE SHOT

Interruptible heavy hit

Normal

Malthoras channels for a long time and then shoots a heavy hitting arrow at one of the players.

What to do

Interrupt or dodge roll.

VANISHING POWDER

VANISHING POWDER

Teleports away

Normal

Malthoras teleports away.

What to do

Chase after him.

FIRE BOMB

FIRE BOMB

AoEs

Normal

Malthoras throws fire bombs at players, spawning AoEs at their locations.

What to do

Get out of the AoEs.

NORIWEN

NORIWEN

Outheal or purge the Chain Pull DoT, avoid Wing Gust AoEs, and be careful during the Flame Gryphon phases.

Normal
5,051,957 Health
Veteran
11,368,356 Health
Hard Mode
18,189,370 Health
HP Timeline Mechanic Add
100%
90%
80%
70%
60%
50%
40%
30%
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10%
0%
BRAND

BRAND

Heavy Attack

Normal

Heavy Attack with a 1.8 second windup which enrages Noriwen if you dodge roll it.

What to do

Block.

CHARGE AWAY

CHARGE AWAY

Movement

Normal

Noriwen periodically charges away.

What to do

Follow her.

CHAIN PULL

CHAIN PULL

Chains tank and puts massive DoT

Normal

If the tank is standing away from her melee range she will simply chain them in, applying a massive purgable DoT.

What to do

Purge or outheal the DoT.

If you cannot comfortably survive it, you can slowly block and walk after Noriwen's random jumps to drag her toward the center so later jumps stay close enough to follow.

BLAST POWDER

BLAST POWDER

AoEs

Normal

Noriwen throws fiery AoEs at a random non-tank player.

What to do

Move out of AoEs.

WING GUST

WING GUST

AoEs

Normal

swipes his wings, creating 3 lightning AoEs that travel through the arena. Touching these applies a DoT.

In Hard Mode

The DoT deals damage in an AoE around you.

What to do

Avoid the AoEs.

ALCUNAR

ALCUNAR

Phases

Normal

At 70% Noriwen charges to Alcunar and stays there until 50%. Alcunar will peck and swipe at players, staggering them if not blocked.

She does the same thing at 20% and stays there until the end of the fight.

What to do

Block Alcunar's attacks.

If you cannot comfortably survive the Chain Pull DoT, slowly drag Noriwen toward Alcunar by blocking and walking before pushing her to 70% and 20%. Otherwise, just purge or outheal it.

GRYPHON BOMBERS

GRYPHON BOMBERS

AoEs

Normal

Gryphon Bombers dive through the area, staggering you if they hit you unless you're blocking.

Starting from 50% HP, some of them will drop fiery bombs instead of diving.

What to do

Avoid them.

FLAME GRYPHONS

FLAME GRYPHONS

Adds

Normal

At 50% HP Noriwen spawns 2 Flame Gryphons and leaves the arena. She comes back when both of them are dead or after 80 seconds.

At 40% HP Noriwen spawns 2 Flame Gryphons and you have to fight them at the same time as Noriwen.

Flame Gryphons have a conal attack, a charge which shoots out fiery AoEs, and they can shoot a massive Fiery Cyclone in the tank's direction which can be deadly to DPS and Healers.

What to do

Focus them and avoid their AoEs.

FLAMEDANCER AJIM-REI

FLAMEDANCER AJIM-REI

Interrupt Imminent Eruption.

Normal
3,157,473 Health
Veteran
4,734,105 Health
INCINERATING PRANCE

INCINERATING PRANCE

Heavy Attack

Normal

Heavy attack with a 1.7 second windup.

In Veteran and above

Applies a Healing Absorb.

What to do

Block or dodge roll.

BLAZING SHALK

BLAZING SHALK

Adds

Normal

Ajim-Rei starts the fight with 1 Shalk. She has a special move which summons 1 Shalk, but she also summons 1 Shalk whenever casting and .

Ajim-Rei starts the fight with 1 Shalk. Her special move summons 2 Shalks instead, but she still summons 1 Shalk whenever casting and .

Shalks leave Burning Ground behind. Standing inside Burning Ground puts a DoT on you that deals damage in an AoE.

What to do

Kill the Shalks, avoid the Burning Ground.

FIRESTORM WALTZ

FIRESTORM WALTZ

Interruptible group-wide damage

Normal

Spawns a Fiery Clone that channels and shoots fireballs at random players until interrupted. It also simultaneously spawns a .

What to do

Interrupt the clone.

IMMINENT ERUPTION

IMMINENT ERUPTION

Interruptible big damage

Normal

Ajim-Rei teleports away and channels an ability. If not interrupted, she deals big damage to every player in an AoE after a short delay.

What to do

Interrupt, and make sure you're full HP before the explosion goes off if you've failed to interrupt.

SWEEPING FIRESTARTER

SWEEPING FIRESTARTER

AoE

Normal

Ajim-Rei targets a random player and shoots 3 fiery lines their way which apply a DoT that deals damage in an AoE around you.

What to do

Avoid the lines.

HEAT WAVE

HEAT WAVE

Cone

Normal

Ajim-Rei spawns an untargetable clone that deals damage in a cone towards a random player. It also simultaneously spawns a .

What to do

Move away from the clone, and don't point it at your group.

ORPHEON THE TACTICIAN

ORPHEON THE TACTICIAN

As the tank, stay away from your group and drag Orpheon so he does not end up inside the Planemeld.

Normal
4,209,965 Health
Veteran
12,829,988 Health
Hard Mode
20,527,982 Health
HP Timeline Mechanic Add
100%
90%
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REALITY FRACTURE

REALITY FRACTURE

Heavy Attack

Normal

Heavy attack with a 2.4 second windup that cannot be dodge rolled. It also deals damage in a circle around the tank.

What to do

Block, and keep DPS and Healers away from the tank.

QUICK STRIKE

QUICK STRIKE

Cleave

Normal

Orpheon's light attacks cleave in a cone in front of him.

In Veteran and above

Unblocked hits apply a 3 second effect which drains 3% of the target's Max Stamina and Max Magicka. It ticks 4 times in total, once when applied and then once every second.

In Hard Mode

Hard Mode increases the drain to 5% of the target's Max Stamina and Max Magicka.

What to do

Tank should block. DPS and Healers should stay away from the tank.

ARCANE PLANEMELD

ARCANE PLANEMELD

Area denial

Normal

Area is restricted by Arcane Planemeld, which deals ramping damage to players standing inside of it. If Orpheon stands inside the Planemeld it renders him untargetable and allows him to cast .

At certain HP thresholds, the accessible area starts moving to one of the sides. When it reaches the side, Orpheon teleports away and begins the .

At 80% HP the area moves from center to right.

At 50% HP the area moves from right to left.

At 30% HP the area moves from left to right.

Past 20% HP the area keeps moving between the sides until the end of the fight.

In Veteran and above

The accessible area is smaller.

In Hard Mode

The accessible area is even smaller than in Veteran.

What to do

Stay in the safe area between Planemelds.

ADD PHASE

ADD PHASE

Add Phase

Normal

After the finishes moving at 80%, 50%, and 30% HP, Orpheon teleports away and summons 1 big and 3 small adds.

The big add is either Arcane Hulk or Arcane Wraith. They both have Heavy Attacks and AoEs that should be avoided by DPS and Healers but can be simply blocked by Tanks.

The small adds don't have any important mechanics, but they should be chained in by the Tank.

What to do

Avoid the big add's AoEs and kill the adds.

FORBIDDEN KNOWLEDGE

FORBIDDEN KNOWLEDGE

Group-wide damage

Normal

Orpheon launches 11 runeblades at each group member. A well timed dodge roll allows you to avoid most of them. They cannot be blocked.

Orpheon can only cast this while standing inside , which is why the Tank should make sure he stays out of it while Planemeld is moving.

What to do

Dodge roll, and try to keep Orpheon out of Planemeld while it is moving.

ABYSSAL REACH

ABYSSAL REACH

AoE

Normal

Tentacle AoEs spawn randomly and deal damage and knock players back.

What to do

Block, dodge roll or move away.

ABYSSAL CONJURATION

ABYSSAL CONJURATION

Adds

Normal

Orpheon summons tentacles at 2 players' locations. These perform AoE attacks which deal damage and knock players back.

What to do

Block the AoEs and kill the tentacles.

ALCUNAR

ALCUNAR

AoEs

Normal

During add phases and during the 20 to 0% HP phase, Alcunar pecks and swipes at players, staggering them if not blocked.

What to do

Block Alcunar's attacks.

WING GUST

WING GUST

AoEs

Normal

swipes his wings, creating 3 lightning AoEs that travel through the arena. Touching these applies a DoT.

In Hard Mode

The DoT deals damage in an AoE around you.

What to do

Avoid the AoEs.



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