Congregation

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The Congregation is a collective enemy encounter located in the deepest chamber of the Catacombs. Made up of five congregants, they serve as the final barrier between the player and the Soul of the Catacombs.

Congregation
Weaknesses
Cultists: Insight (1.25× damage)
Cult, Soul Dark: None
Encounter tip

When several appear together, attacks that hit all enemies help spread damage across the group.

Where encountered

Combat information

Choose a combat profile. Shared information appears once below the selector.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 125 5,000 18 19 18 19 100 1 0 0
Easy 188 7,499 27 29 27 29 150 1 0 0
Normal 250 9,999 36 38 36 38 200 1 0 0
Hard 300 9,999 43 46 43 46 240 1 0 0
Nightmare 350 9,999 50 53 50 53 280 1 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Curse, Normal attack element, Insanity Insight (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 25% under normal conditions No special condition
Mark of Death Ritual None one enemy applies Greater Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 37.5% under normal conditions No special condition
Frenzy Blast Ritual Insanity one enemy Deals HP damage; can critically hit 37.5% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 0% while higher-rated eligible moves remain available While HP is between 0% and 50%

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +90%
Evasion: -1000%

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 125 5,000 18 19 18 19 100 1 0 0
Easy 188 7,499 27 29 27 29 150 1 0 0
Normal 250 9,999 36 38 36 38 200 1 0 0
Hard 300 9,999 43 46 43 46 240 1 0 0
Nightmare 350 9,999 50 53 50 53 280 1 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Curse, Normal attack element, Insanity Insight (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 22.2% under normal conditions No special condition
Mark of Death Ritual None one enemy applies Greater Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 33.3% under normal conditions No special condition
Frenzy Blast Ritual Insanity one enemy Deals HP damage; can critically hit 33.3% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 11.1% under normal conditions No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 0% while higher-rated eligible moves remain available While HP is between 0% and 50%

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +90%
Evasion: -1000%

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 125 5,000 18 19 18 19 100 1 0 0
Easy 188 7,499 27 29 27 29 150 1 0 0
Normal 250 9,999 36 38 36 38 200 1 0 0
Hard 300 9,999 43 46 43 46 240 1 0 0
Nightmare 350 9,999 50 53 50 53 280 1 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Curse, Normal attack element, Insanity Insight (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Touch of Death Skill None one enemy applies Soulrot (100% base chance) 100% while this condition applies During the applicable encounter phase
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 22.2% under normal conditions No special condition
Mark of Death Ritual None one enemy applies Greater Weakness (100% base chance) 11.1% under normal conditions No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 33.3% under normal conditions No special condition
Frenzy Blast Ritual Insanity one enemy Deals HP damage; can critically hit 33.3% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 10% while this condition applies While HP is between 0% and 50%

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +90%
Evasion: -1000%

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 125 5,000 18 19 18 19 100 1 0 0
Easy 188 7,499 27 29 27 29 150 1 0 0
Normal 250 9,999 36 38 36 38 200 1 0 0
Hard 300 9,999 43 46 43 46 240 1 0 0
Nightmare 350 9,999 50 53 50 53 280 1 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Curse, Normal attack element, Insanity Insight (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 20% under normal conditions No special condition
Mark of Death Ritual None one enemy applies Greater Weakness (100% base chance) 10% under normal conditions No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 30% under normal conditions No special condition
Frenzy Blast Ritual Insanity one enemy Deals HP damage; can critically hit 30% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 10% under normal conditions No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 0% while higher-rated eligible moves remain available While HP is between 0% and 50%

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +90%
Evasion: -1000%

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 125 5,000 18 19 18 19 100 1 0 0
Easy 188 7,499 27 29 27 29 150 1 0 0
Normal 250 9,999 36 38 36 38 200 1 0 0
Hard 300 9,999 43 46 43 46 240 1 0 0
Nightmare 350 9,999 50 53 50 53 280 1 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Curse, Normal attack element, Insanity Insight (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 20% under normal conditions No special condition
Mark of Death Ritual None one enemy applies Greater Weakness (100% base chance) 10% under normal conditions No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 30% under normal conditions No special condition
Frenzy Blast Ritual Insanity one enemy Deals HP damage; can critically hit 30% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 10% under normal conditions No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 0% while higher-rated eligible moves remain available While HP is between 0% and 50%

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +90%
Evasion: -1000%

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 5,000 5,000 0 500 0 500 500 0 0 0
Easy 7,499 7,499 0 749 0 749 749 0 0 0
Normal 9,999 9,999 0 999 0 999 999 0 0 0
Hard 11,999 9,999 0 999 0 999 999 0 0 0
Nightmare 13,999 9,999 0 999 0 999 999 0 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Normal None None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Evasion: +1000%

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 5,000 5,000 0 500 0 500 500 0 0 0
Easy 7,499 7,499 0 749 0 749 749 0 0 0
Normal 9,999 9,999 0 999 0 999 999 0 0 0
Hard 11,999 9,999 0 999 0 999 999 0 0 0
Nightmare 13,999 9,999 0 999 0 999 999 0 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Normal None None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Evasion: +1000%

Loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

Specific encounter rewards

Specific encounter Reward Quantity Chance when its award conditions are met Notes
Catacombs 1F (Catacombs) Skull of the Catacombs 1 100% Reward for this specific encounter, not for every enemy of this species; claim any associated task reward when applicable.