Master of Death is a dungeon where players farm talisman to level up their hero’s passive skills in King Arthur Legends Rise. This dungeon is unlocked upon clearing Hard Storyline Chapter 4-7, and it’s accessible under the Sealed temple under the Restricted Area. The resources dropped in Master of Death are talisman of various faction (Stag, Bull, Steed, Hound, Crow, and Serprent). The higher difficulty you clear in Master of death, the better rarity you can farm (e.g. Common, Uncommon, Rare, Legendary). The talisman rarity is correlated to the rarity of your heroes. For example, Rare Talisman can be only used by Rare heroes. Players are provided 5 keys daily which can be used for raiding Master of Death (Hero Skill Level Up) or Master of the Apocalypse (Relic Skill Level Up).
Cernunnos Guide
King Arthur Legends Rise Dungeon Guides | |
Table of ContentHow to defeat Cernunnos? |
Power Up DungeonPenveid (Hero Advancement) Equipment DungeonNest of Yskalhaig Sealed TempleMaster of Death (Hero Skill) |
How to defeat Cernunnos boss?
- Defeating the Master of Death boss requires a clear understanding of its mechanics and a strategic approach. This battle unfolds across multiple phases, each presenting unique challenges that demand precise execution and careful planning.
- Cernunnos the boss that guards the Master of Death dungeon. Unlike other mini bosses, it’s body parts acts as minions assisting him in battle. It is recommended to destroy his body parts before targetting the main body, so your heroes take less damage during the prolong battle and reduce the risk of getting inflicted with harmful effects such as Confusion that causes your hero attacking his/her ally. Apart from that, the boss has 2 phases, which you need to clear to obtain the dungeon rewards. During the first boss phase, the boss utilizes his legs to inflict AoE Stun. when one of Cernunnos’s legs is destroyed, he is inflicted with Millennial Pandiculation, becoming unable to take any action and having all damage immunity effects removed. You will need a hero who can destroy a leg with a single powerful attack.
- Boss 1st Phase Part 1 – Destroying Legs: In the first phase, the key to success is eliminating Cernunnos’ legs to remove the boss’s [DMG Immunity] buff and expose its main body to damage. It is recommended to target the left leg first, as it poses a greater threat by inflicting an AoE [Stun] debuff with a 20% chance. While the right leg also inflicts [Stun], it only affects a single target, albeit with a slightly higher 30% chance. By neutralizing the left leg, you reduce the risk of your entire team being incapacitated simultaneously. Eliminating both legs not only prevents crowd control effects but also reduces the boss’s Max HP by 15% per leg, amounting to a total of 30%. This significant reduction in health gives your team a crucial advantage and sets the stage for the next phase.
- Boss 1st Phase Part 2 – Countering Surging Rage: The boss’s Surging Rage passive introduces a new layer of difficulty by giving it a 50% chance to quickly fill its Attack Gauge. This mechanic can allow the boss to take multiple turns in quick succession, overwhelming your team. To counter this, deploy heroes with Attack Gauge Decrease abilities, such as Morgan, Gillien, and Clementine. These heroes can stall the boss effectively, buying your team valuable time to recover. Additionally, building your heroes with high ATK SPD ensures they can consistently suppress the boss’s gauge. This approach not only delays the boss’s attacks but also provides a window for your healers to replenish lost HP, maintaining the team’s survivability throughout the fight.
- Boss Phase 2 Part 1 – Defeating the Tendrils: The second phase of the boss fight introduces two critical milestones: the tendrils and the arms. The first milestone involves defeating the left and right tendrils, which cleanse the Cernunnos Curse debuff from your heroes. This debuff drains 10% of each hero’s Max HP per turn, placing a heavy burden on your healers. Eliminating the tendrils early mitigates this threat and stabilizes your team’s health.
- Boss Phase 2 Part 2 – Defeating the Arms: The second milestone focuses on the boss’s arms, which inflict devastating crowd control debuffs. It is crucial to prioritize the right arm first, as it can apply Confusion, causing your heroes to attack their own allies. By defeating the right arm, the boss is afflicted with a Decrease Attack debuff, lowering the damage your team receives. Once the right arm is neutralized, shift focus to the left arm, which inflicts [Stun] on a single hero. Destroying the left arm not only prevents this debuff but also triggers a Decrease Defense debuff on the boss, significantly boosting your team’s damage output.
Cernunnos Recommended Heroes
- Damage Dealer: Kay, Rosier, Cormac, Arthur
- Decrease Attack Gauge: Morgan, Gillien, Clementine
- Healer: Turin, Isolde, Sarah
- Remove Debuff: Sarah, Ardoin, Aine
- Protection: Baudwin, Hector, Douglas, Jack, Aaron, Guinevere
- Remove Abnormal Status: Baudwin, Jack, Cailleach, Gillien, Aine
Cernunnos Skills
Cernunnos Main Body (1st Phase)
- Light Destruction: Attacks 1 enemy. Damage: 115% ATK. 30% chance to inflict [Stun] for 1 turn.
- Ancient God’s Vengeful Spirit Bead: Attacks all enemies 3 times. Total damage: 105% ATK. 50% chance for each hit to inflict [Attack Speed Decrease II] for 2 turns.
- Stomping on Ants: Attacks all enemies. Damage: 80% ATK. 20% chance to inflict [Stun] for 1 turn.
- Burn to Ashes: Attacks all enemies. Damage: 80% ATK. 70% chance to inflict [Hit Accuracy Decrease II] for 1 turn.
- Thousand Year’s Stretch: Charge Attack must be charged for 1 turn. Gain [Attack Increase II], [Defense Decrease II], and [Shield] 40% of Max HP for 2 turns.
- Soul Harvester: Charge Attack must be charged for 1 turn. Attacks 1 enemy. Damage 50% of target’s Max HP. HP Recovery: 10% of Max HP.
- Invincible (Passive): At the start of battle: Gain [Abnormal Status Immunity] and [DMG Immunity] for the rest of the battle.
- Surging Rage (Passive): When attacking: 50% chance to charge Attack Gauge by 50%.
- Time to See the End (Passive): After an ally dies: Remove [DMG Immunity] from self, Damage self by 15% of Max HP, and Recharge Attack Gauge by 100%.
Right Leg
- Light of Destruction: Attacks 1 enemy. Damage: 115% ATK. 30% chance to inflict [Stun] for 1 turn.
- Out of Control: At the start of battle: Gain [Abnormal Status Immunity] for the rest of the battle.
Left Leg
- Stomping on Ants: Attacks all enemies. Damage: 80% ATK. 20% chance to inflict [Stun] for 1 turn.
- Out of Control: At the start of battle: Gain [Abnormal Status Immunity] for the rest of the battle.
Cernunnos Main Body (2nd Phase)
- Heavy Blow: Attacks 1 enemy. Damage 115% ATK. 30% chance to inflict [Stun] for 1 turn.
- Rising Fear: 20% chance to inflict [Brainwash] on 1 random enemy for 2 turns. 40% chance to inflict [Confusion] on 1 random enemy for 2 turns. 70% chance to inflict [Fear] on 1 random enemy for 2 turns.
- Accursed Spear: Attacks all enemies. Damage: 130% ATK. Recovers HP by a portion of damage dealt.
- Devastation: Charge Attack must be charged for 1 turn. Attacks all enemies. Damage: 130% ATK. Deals additioanl damage if taret has [Cernunnos’s Curse]
- Deep-Rooted Despair: Attacks all enemies 2 times. Totla damage: 180% ATK. 30% chance to inflict [Stun] for 1 turn. 50% chance to reduce the target’s Attack Gauge by 50%.
- Call of Despair: Attacks all enemies 3 times. Total damage: 105% ATK. 50% chance for last hit to inflict [Chill] for 2 turns.
- Invincible (Passive): At the start of battle: Gain [Abnormal Status Immunity] and [Attack Gauge Decrease Immunity] for the rest of the battle.
- Severe Price (Passive | Cooldown 1 turn | Available Uses: 3): When hit: Inflicts [Cernunnos’s Curse] on one enemy for the rest of the battle.
Left & Right Tendril
- Ancient God’s Essence: Attacks 1 enemy. Damage 90% ATK. 100% chance to inflict [Effect Resistance Decrease II] for 2 turns.
- Out of Control (Passive): When attacking: Gain [Abnormal Status Immunity] for the rest of the battle.
- Crunchy Tentacle Dish (Passive): After dying: Removes all [Cernunnos’s Curse] from all enemies.
- Cernunnos’s Curse (DoT): Target receives -10% damage every turn. Grants [Attack Increase by 5%] to target.
Left Arm
- Heavy Blow: Attacks 1 enemy. Damage 115% ATK. 30% chance to inflict [Stun] for 1 turn.
- Out of Control (Passive): When attacking: Gain [Abnormal Status Immunity] for the rest of the battle.
- Left Arm Severance Shock (Passive): After dying: Grants all allies [Defense Decrease III] for 3 turns.
Right Arm
- Devastation: Attacks all enemies. Damage: 80% ATK. 30% chance to inflict [Confusion] for 2 turns.
- Out of Control (Passive): When attacking: Gain [Abnormal Status Immunity] for the rest of the battle.
- Right Arm Severance Shock (Passive): After dying: Grants all allies [Attack Decrease III] for 3 turns.
Cernunnos Environment and Element
Cernunnos thrives in a Night/Rain environment. This synergy provides specific benefits to heroes of the same environment type. When using Night/Rain heroes, they gain the following bonuses: Critical Strike Damage: +30%, Attack Speed: +10, Damage Taken: -5%. The boss is neutral element, hence you can equip any element Relics that is suitable for your hero to tackle this boss!
Cernunnos Video Guide
Master of Death 4 vs Morgan, Kay, Arthur, Isolde | King Arthur Legends Rise Guide
Master of Death 6 vs Bedivere, Kay, Morgan, Turin | King Arthur Legends Rise Guide
Master of Death 10 vs Gillien, Morgan, Rosier, Turin | King Arthur Legends Rise Guide