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ShatteredArkanis

All four Transcendence stages, plus how to survive Talisra

Stages 1–4 Transcendence Updated Nov 1, 2026

Before you go

Who
Level 45, 2 to 5 players
Unlock
Get an S rank on a stage to open the next one
Score
Kill fast and don’t die. Every death costs you points.
Rewards
2 charges a day, banks up to 4. Run it every other day so it never caps.
Season
Season 1 ends December 16

On the way in

  • Windstreams fly you between the floating islands. Bind at each Kibelisk: die and you respawn there, then glide back in.
  • Trash fills the “Defeat enemy forces” gauge. Talisra stays locked until it’s full.
  • Siliator and Ruthilis are optional, but each one counts as 45 kills toward the gauge and adds loot. Kill them.
  • Watch your feet. There are floor traps between fights.

The four stages

The rules stack, so Stage 4 has all three. Anything tagged Stage 3+ in this guide starts at that stage.

  1. Stage 1Item level 1,600

    No extra rules. Learn the fights here.

  2. Stage 2Item level 1,900

    Poison Blood. A Tier 3+ elite leaves a puddle where it dies. It heals mobs standing in it and burns you. Drag the pack off it.

  3. Stage 3Item level 2,200

    Elevation. Every trash kill makes the trash next to it hit harder. AoE packs down together instead of picking them off one by one.

  4. Stage 4Item level 2,500

    Tolerance. Boss stagger bars get bigger. Everyone slots a stagger skill.

Siliator of Deceit

  • Around 75%, two players get red lines and a homing chakram. Make the blades collide (drawn below).
  • Everyone else, stay off the red lines. A chakram that reaches you can kill you almost instantly.
  • Around 60% he throws chakrams around the room, then they fly back along visible lines. Stand between the lines.
  • Big red circle on you? Carry it away from the party.
  • Frontal strike, then a donut. Melee, stand behind him.

Ruthilis of Pain

  • His opener hits the entrance, so get off the door before you pull.
  • Lightning hits one quarter of the room at a time, going clockwise, and leaves puddles. Keep stepping into the next safe quarter.
  • He leaps at whoever’s farthest and lands in a knockdown donut. When the floor goes red for the big one, stand right under him.
  • Hit by lightning? A ring grows around you and pops. Stay away from the group and jump it.
  • From about 50%, Guillotine lines hit party members for big damage, bleed and knockdown. Spread out.
  • Tanks, rotate defensives through his cleave bursts.

Siliator’s chakrams, drawn out

Siliator Chakram Marked player Red line Blades smash here
  1. Two players get red lines, and a chakram starts homing in on each of them.
  2. Those two walk toward each other and cross paths in front of Siliator, making an X.
  3. The blades follow you, meet in the middle and cancel out. Step out of the way right as they hit.

Talisra of the Void

She’s the boss that ends runs. Before you pull, split into a purple team and a white team.

Grab your color
Stand in the dome she flashes
1 2
Talisra Purple droplet White droplet Purple team White team Purple dome White dome Flash order
  1. Around 70 to 75% she locks her stagger bar, goes to the middle, and droplets roll in from the edges.
  2. Grab only your team’s color for a mark and a speed boost. Every droplet you miss reaches her and powers her up.
  3. Never touch the other color. It stuns you and wipes your stacks.
  4. Each team drops a dome in its color: close enough to hop between, not so close they vanish.
  5. Her staff flashes the order. Stand in the dome that matches each blast, then move when the color changes.
  6. Round two (around 30 to 40%) flashes three colors and sends rings in from the edge. Jump them so you aren’t stunned when it starts.

Only ever grab your own color.

Wrong dome when it goes off? That’s the wipe.

More Talisra

The other wipe: Light Spear

She raises four spears and casts for about 6 seconds. Everyone switches to the white spear right in front of her, which takes 20 hits. Don’t split damage across the others. Break it before the cast ends or it blows up the party.

What Stage 4 adds

  • Stage 4 Diamond Jail: around 50% one player gets sealed in a crystal. Everyone else gets a line marker, so aim your shot at the jailed player. Three hits break it. Stop hitting the boss until they’re out.
  • Stage 4 Moving fire pillars. Staggering her clears them, and Tolerance makes her bar bigger, so save your stagger skills.

The rest of her kit

  • A tracking beam locks onto one player. Walk it away from the group in a clean line.
  • Rings go out, then come back in. Jump both.
  • Frontal cleave with a narrow safe spot behind her. A cone that stays on the floor? Get out now.
  • Red pillars leave burning floor, and her line and fan attacks go for whoever’s farthest.

What drops

  • Every boss you kill adds its loot to the Odyle Energy Cube. Charging it costs 40 Odyle Energy.
  • Arcana is why you’re here: Mirror, Parchment and Chalice, in Vigor and Magic.
  • The best grade goes up by stage. Rare on Stage 1, then Stage 2+ Epic, Stage 3+ Unique, and Stage 4 one Unique Arcana guaranteed.
  • All three bosses have a 20% shot at a Unique Amplify Stone Fragment. Plus Soul Codex, Silentium, Enhance Stones, Manastones and Soulstones.
  • Rank points add up over the season and decide your season rewards.

Double-check in game

  • Reward limits disagree badly between sources. Check the counter in game.
  • S rank unlocking the next stage: guides say yes, but Korea dropped that rule in February.
  • Diamond Jail and the fire pillars are tagged Stage 4 from one player's Stage 4 run.
  • Colour phase timing is around 70 to 75% and 30 to 40%.

Sources