Moons of Peril
The three moons under Neypotzli - one chamber each, the glyph dance they are all built on, and what each one pays.
The Blood Moon, the Blue Moon and the Eclipse Moon are three separate bosses in three sealed chambers under Neypotzli. There is nothing to unlock, no quest and no scroll to read.
Each is its own instance, so nobody else is ever in your chamber. Death inside is safe.
Getting there
One command and one Bosses row per moon:
::bloodmoon::bluemoon::eclipsemoon
Running the command for the moon you are already fighting walks you back out, which is the tidy way to leave once you have picked your loot up. Running a different one leaves the first chamber and drops you in the second in a single click.
Teleporting out by any other means - a home teleport, a tab, logging out - ends the run as well, so finish looting before you go. You cannot bank or spawn items inside, and dying only sends you home with everything you walked in with.
After a kill the chamber stays open. Take the pile, then either leave or wait: the next moon rises about fifteen seconds later.
What all three have in common
Each moon has 500 hitpoints, attacks every 6 ticks, and does not regenerate while the fight is live. All three are immune to poison and venom, and all three have enormous magic and ranged defence, so this is a melee fight.
The moon never moves. It holds the centre of its mosaic for the whole fight and only turns to face you, which is what makes the floor readable.
### The three-hit swing
A standard attack is one swing that lands three times on consecutive ticks, for up to 4, then 8, then 20. The hits are typeless: they ignore Protect from Melee entirely, and they are rolled against your melee defence rather than an attack style. A miss ends the swing early, so the big third hit only arrives if the first two landed.
Each of the three hits also applies the Curse of the Moons - 1, 2 and 5 stacks. The curse caps at 127 and bleeds off at 2 stacks every 5 ticks. What it does depends on the moon, and it is the single most important difference between the three.
### Eyatlalli's glyph
Eight sigils ring the boss, two to a side, and exactly one of them is lit. Stand on the lit one.
Standing anywhere else costs you 1 hitpoint a tick, doubling every couple of ticks up to 16 a tick, plus a curse stack every tick. Stepping back onto the sigil puts the ramp back to 1, so a slip is cheap and a long walk is not.
The lit sigil moves clockwise every two standard attacks. That is the fight: hit the moon, watch the light move, move with it. Every pad is within melee reach of the boss, so following the glyph never costs you an attack.
### The specials
Every six standard attacks the moon takes a special, alternating between its two. They run about 25 seconds each. While one is running the moon is still yours to hit.
The moon also bleeds itself as it fights, proportionally to the health it has left, and can never bring itself below 40 hitpoints - so the last stretch is always yours to finish.
Blood Moon
Weak to slash. Every hitsplat you deal is raised by 2, so a fast multi-hit weapon beats one big splat here.
Her curse feeds her. Her three-hit swing heals her for the first hit, double the second, and a flat 30 to 50 for the third regardless of what it hit you for. Landing the third hit at all is what costs you the kill, which is another reason to keep moving.
- Blood Rain. Pools bloom across the floor and then erupt. Being stood in one is heavy damage and heals her twice over; a set that catches nobody chips her instead.
- Blood Jaguars. She tears up to 25 hitpoints out of you to build eight jaguars, which cleave on a four-tick beat while the pools keep falling. Hitting a jaguar gives that health back, up to the 25 she took. This one is a trade, not a dodge - fight them.
| Icon | Item | Quantity | Rarity |
|---|---|---|---|
| Blood moon helm | 1 | 1/10 | |
| Blood moon chestplate | 1 | 1/10 | |
| Blood moon tassets | 1 | 1/10 | |
| Dual macuahuitl | 1 | 1/13 | |
| Scroll box (elite) | 1 | 1/30 |
The rest of her table is on the Blood Moon's page.
Blue Moon
Weak to crush. The softest of the three at 5 armour off every hitsplat.
Her curse ices your weapon. You get two warnings on the way up, and at 18 stacks your next attack simply does not land - the swing plays, the hitsplat is a zero, and the 18 stacks are spent. Keeping the stack count down is keeping your damage.
- Weapon Freeze. She rips your weapon out of your hands and seals it in a block of ice. Punch it out barehanded, two swings at a time, moving between them because icy spikes plant themselves under you. Failing to break it out hurts, and turning up unarmed in the first place hurts less but still hurts. Your weapon is never lost - it comes back whether you free it, run out of time, kill her or leave.
- Frost Storm. Both braziers go out and storms roam the room, shoving you about. The braziers are the mechanic: while one is dark she heals off it, and relighting both also burns off half your curse. The storms are only what stands between you and the fire.
| Icon | Item | Quantity | Rarity |
|---|---|---|---|
| Blue moon helm | 1 | 1/10 | |
| Blue moon chestplate | 1 | 1/10 | |
| Blue moon tassets | 1 | 1/10 | |
| Blue moon spear | 1 | 1/13 | |
| Scroll box (elite) | 1 | 1/30 |
The rest of her table is on the Blue Moon's page.
Eclipse Moon
Weak to stab. The armoured one - 6 off every hitsplat you land, dropping to 4 while its clones are out, which is the window the fight is won in.
Its curse is glancing blows. Rather than hurting you it quietly takes your maximum hit down, at a chance that climbs with the stack count until, at 100 stacks, it applies to every hit you throw.
- Eclipse Clones. Copies of it ring you and swing one at a time, each telegraphing before it lands. Step out of the reach of whichever one is winding up. Only the real moon can be attacked.
- Searing Rays. A Moon Shield walks the chamber's edge and you keep its shadow between you and the light. Being caught out is light damage and a large pile of curse stacks, which is the real cost - it is a debuff dressed as an attack.
| Icon | Item | Quantity | Rarity |
|---|---|---|---|
| Eclipse moon helm | 1 | 1/10 | |
| Eclipse moon chestplate | 1 | 1/10 | |
| Eclipse moon tassets | 1 | 1/10 | |
| Eclipse atlatl | 1 | 1/13 | |
| Scroll box (elite) | 1 | 1/30 |
The rest of its table is on the Eclipse Moon's page.
What they pay
Each moon drops its own three armour pieces and its own weapon, and there is no shared chest - a kill pays its own table on the spot, like every other lair here.
The twelve uniques and the Atlatl dart share one Moons of Peril page in the collection log, and all three chambers feed one kill count, so any moon's death counts towards the same achievements ladder and the same hiscore board.
