Sphinx of the Red Cliffs
A Boss-tier magic monster in Vallis Regum, encountered at levels 69–70. It counts toward quests that ask for elite or boss monsters, whatever your level.
Skills
Sphinx of the Red Cliffs has two named skills. Each fires once per fight, at the moment shown below. The boss card in Expeditions lists the same skills before you spend any energy, and the fight report names a skill when it fires.
| Skill | When | What it does |
|---|---|---|
| The Riddle | At the start of the fight | It asks first: +8% crit chance for the first 3 rounds. Punishes starting the fight hurt. |
| Thousand-Year Patience | After round 10 | It has waited a thousand years and does not tire: after the 10th round, +15% damage for the rest of the fight. Punishes a slow kill. |
Nature
Its card in Expeditions reads Born of lightning · Resists lightning.
- Resists lightning. Shocked, which gear with Shock chance can leave, has 50 % of its strength on it.
A nature changes only the state an element leaves, never the hit itself, and nothing is immune. See Elements and states.
Example stats (level 70)
Monster stats scale with the level you meet them at; this is one example roll at the top of the band.
| HP | 3219 |
|---|---|
| Weapon damage | 125–202 |
| Armor | 203 |
| Offensive stat | 150 (magic) |
Drop table
Drop chance on a win: 60% (Boss tier).
| Rarity | Chance |
|---|---|
| common | 20% |
| uncommon | 36% |
| rare | 34.5% |
| epic | 7% |
| legendary | 2% |
| mythic | 0.5% |
Themed loot: 60% of template rolls draw from this monster’s spirit pool — Wand, Scepter, Staff, Tome, Acolyte's Cowl, Acolyte's Robe, Acolyte's Wraps, Acolyte's Sandals — and the remaining 40% from the full item catalogue.
Unique drops: Riddle-Eye of the Sphinx (~6% per kill). A unique is its own tier, not a high roll: every copy carries the same hand-written stats and the same signature effect.
Item level of a drop scales with the monster’s level; the numbers above are the fixed odds a win rolls against.