## [1/12] PANTHEON: OVERVIEW

**Pantheon 2.0** is permanent (Update 9.7.0, June 2026). Seven raid encounters, each rebuilt around one boss. Reach it from the Raids and Dungeons node. Raid rules: 6-player fireteam, no matchmaking.

**Activities**
• **Calus Resplendent:** Argos, Gahlran, Calus
• **Morgeth Surpassing:** Warpriest, Consecrated Mind, Morgeth
• **Insurrection Prime Revolutionary** ("The Gauntlet"): all 7, ending with Insurrection Prime

**Weekly feature:** one Featured Reprise (Argos, Gahlran, or Calus) and one Featured Encore (Warpriest, Consecrated Mind, Morgeth, or Insurrection Prime). Check the activity card for this week's pair.

**Difficulties:** Adventure (learning, unlimited revives), Standard, Custom (Feats raise the reward grade 0 to 5).
**Feats:** Token Limit, Phase Limit, Battalions, Encounter Challenges, Cutthroat Combat.

Facing rule: stand at rally, face the boss. Left and right stay fixed.

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## [2/12] ARGOS, PLANETARY CORE

**Teams:** Void, Arc, Solar (2 each). Each team names a Hobgoblin killer and owns its area.

1. Shoot the 4 glowing spikes to start.
2. The team that sees the opening in the shield reads the 3 orbs inside: **left, top, right**, and calls each element.
3. Each team kills the Malignant Hobgoblin on its right (facing the boss) for a cranium weapon.
4. Charge each weapon in the corner matching its assigned orb's element.
5. Claim the charged weapons; everyone meets at the open side.
6. Shoot the orbs into the center of Argos to break the shield.

**Damage:** Stand on the platforms. Break **2 of the 6** white weak spots (arms, head, back). Free anyone caught in a detain bubble. Spots broken in phase 1 do not return in phase 2.

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## [3/12] GAHLRAN, THE SORROW BEARER

**Teams:** Void, Boss, Dog (2 each). Each names a first Blessing holder.

1. Shoot Calus to start. One per team stands in the green circle at rally for the **Witch's Blessing**.
2. Half the ads can only be killed by a Blessing holder.
3. **Pass at about 15 seconds left:** both players stand at the purple cauldron to the right of their area; holder shoots the ball.
4. Lost buff: unbuffed player stands at a cauldron and shoots it while a buffed player shoots from outside. The buff is shared.
5. Bait each **Deception** to the center of its platform. Both players go inside its shield and break it, then step off.
6. Shoot the big Gahlran's glowing hand. The sword kills your Deception; you lose the Blessing.

Do not rebuff from another team or pass during damage.

**Hands:** Shoot both hands before they clap, then the head. Damage is in the area with the remaining Gahlran. Repeat hands when he goes immune.

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## [4/12] EMPEROR CALUS

**Teams:** Shadow Realm (3, call order first/second/third). Throne Room (3, orb order left/middle/right, one Psion slapper).

1. Shoot Calus; clear until you are pulled into the Shadow Realm.
2. Three players take the purple orbs back to the Throne Room in orb order. **Never grab the same orb.**
3. Shadow team is pushed toward Calus and stopped by walls. Avoid ramps.
4. At each wall, each Shadow player calls their forehead symbol in order.
5. Throne Room: 4 bubble Psions under symbols (left side axes and chalice, right side beast and sunburst; calls: Axes, Cup, Dog, Sun). Slapper kills the Psion under the **4th symbol not called**. Kill Threadlings first.
6. Three rounds, then Shadow Calus fires skulls. Break as many as possible for **Force of Will**.
7. Throne team chips the shield, then breaks it on the Shadow call (one team uses about 80 stacks).

**Damage:** Everyone on **one symbol plate at a time**. Move when Calus attacks the plate. Final stand: burn the white shield bar.

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## [5/12] WARPRIEST: CHARGING

Totems are folded into this fight.

**Teams:** Left and Right, each with a 1st, 2nd, 3rd runner.

1. 1st runners take the hallway **Brand** and stand on their Annihilator Totem. Kill ads to stack **Deathsinger's Power**.
2. 2nd and 3rd runners go to the Warpriest room and earn **Brand Claimer** by killing a Wizard and a Taken Knight at the left and right plates.
3. Brand Claimers relieve the Brand holders. Relieved players deposit Power on **one** plate.
4. Repeat until the plate is full and glows red (one team counts 100 Power and uses middle first, right second).

Ogres spawn as deposits climb. The plate that gave the bubble cannot take deposits next phase.

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## [6/12] WARPRIEST: DAMAGE

1. 2 or 3 players hold Power. Everyone calls their count.
2. **Highest count** steps on the red plate and gets the damage bubble. More Power, longer bubble.
3. Extenders kill a Wizard and a Knight near the left or right plate for a Brand, keep stacking Power, then claim the Brand to extend.

**Brand holders stay outside the bubble** until they claim. Inside, their stacks drain.

After all 3 Brands, hide behind the pillar by your plate.

Phase 2: same loop, first Brands in the same place, use a different plate.

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## [7/12] CONSECRATED MIND: OPENING

Diamond arena. Confluxes 1 to 4 at the corners, 5th in the center. Each has a tether box; portals link neighbors and center.

**Opening**
• **1 + 6:** Conflux 1, kill Angelic, tether. Then 6 runs to Conflux 2.
• **2:** Conflux 2, kill Angelic, wait for 6 to tether.
• **3 + 4 + 5:** Conflux 4, kill Angelic, tether.
• **3 + 5:** Then Conflux 3.
• **5 + 6:** Then center.

All boxes tethered = all portals open.

Boss goes to Conflux 2 or 4 first. The corner without the boss rebuffs Player 1 on "defenses subside." Player 6 goes to the boss corner for eyes.

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## [8/12] CONSECRATED MIND: DEFEND, EYES, DAMAGE

**Defend:** Players 1 to 5 hold Confluxes; 6 roams. Two ad waves each. Kill Angelic pairs fast to unlock the tether box.

**Global Buff:** On "defenses subside," Player 6 tethers center and calls "Global Buff." Others tether and call "Ready." (Removed in 9.7.0.2, restored in 9.7.0.3.)

**Motes:** Motekeeper Hobgoblins give 5 motes. Hold until your 2nd wave is clear, portal to center, dunk.

**Eyes:** Boss drops Voltaic Overflow and shows 3 eye pairs. Defender stands in it to see the correct eye (inner or outer) and breaks all 3. Missing or slow = death. **2:30** lockout on the Overflow.

**Damage:** 30 motes in center. Shoot all eyes. About 5 seconds of burst, then follow it toward a corner with long-range damage.

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## [9/12] MORGETH: ROUNDS

**Pairs:** 3 pairs, each a Strongman and a Cleanser. Name one outside **door caller**.

**Round 1**
1. Strongman 1 takes a Strength; clear until 2 more spawn; takes a 2nd.
2. Cleanser 1 takes Taken Essence from the Eye of Riven and cleanses the Strongman with a grenade. Both go into **Riven's Heart**.
3. Outside caller reads the 2 symbols left and right of the exit door behind Morgeth.
4. Inside, Cleanser sees symbols over the Strengths and sends the Strongman to the 2 **not called**.

**Round 2:** Same with pair 2. Take the 2 Strengths not called in **either** round. Keep a running list.

**Round 3:** Pair 3 **and Morgeth** go into the Heart. Strongman 3 takes one final Strength to start damage.

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## [10/12] MORGETH: DAMAGE AND FINAL STAND

**Damage:** Watch **Amassed Strength** at the top. At about 80 percent, Cleanser 1 takes the Eye of Riven. Fire its Super on Morgeth by about 90 percent; past 90 risks the wipe. The Super ends damage and stops the wipe.

Repeat rounds until final stand. Save Supers.

**Final stand:** Morgeth teleports and a portal opens. Take it to the broken bridge. Cross fast; each player takes **2 Strengths**, first across takes the farthest. Shield drops. Burst before Amassed Strength fills.

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## [11/12] INSURRECTION PRIME

**Battery teams:** 2 teams of 3 (Map Reader + 2 Dunkers). **Buff pairs:** Continuous/circle left, Angular/triangle middle, Parallel/square right.

1. Kill the Berserker at spawn. Map Reader dunks the **Radiant Battery** at rally. Map appears.
2. Battery Berserker = the one under the **red orb**. Stations = left, middle, right squares.
3. Dunkers kill it: **2 batteries**. Match each Dunker's dots to a station's dots; Reader calls the station.
4. Reader breaks red crits and kills the **giant Servitor** to open the tunnels.
5. Team 2 repeats; team 1, off batteries, breaks red crits and goes to the basement. The team not running batteries always does crits and tunnels during the other team's run.
6. Before the tunnels, team 2 breaks the **6 white crits** (knees, sides, back).
7. Tunnels: melee (unpowered) your shape's terminal, exit to your left. Red crits extend the hidden wipe timer.
8. **4th battery** spawns tanks. One tank drops the shield.

**Damage:** stay with your pair, away from others. Mismatched buffs tether and kill. **Divinity's cage does not damage him** (since 9.7.0.3).

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## [12/12] REWARDS AND GODSBANE

**Weapons** (origin trait Elliptical Orbit)
• Alone as a God, Kinetic Sniper: Argos and Calus (some tables say Calus only)
• Bane of Sorrow, Void Machine Gun: Gahlran
• Zaouli's Bane, Solar Hand Cannon: Warpriest
• Reckless Oracle, Void Auto Rifle: Consecrated Mind
• Chattering Bone, Kinetic Pulse Rifle: Morgeth
• Threat Level, Kinetic Shotgun: Insurrection Prime

**Armor:** Pantheos Resplendent. 2-piece Well Prepared, 4-piece Down the Line.

**Title: Godsbane.** 11 of 12 Pantheon triumphs: Arsenal; Resplendent, Surpassing, and Revolutionary Victory; Feats of Revolution; Total Revolution; one encounter each with Phase Limit, Cutthroat Combat, Battalions, Token Limit, and Encounter Challenges; End of Your Tether (all 4 tether puzzles).

Also: Calus Conquered, Morgeth Mastered, Insurrection Eradicated, Hall of the Gods emblems; Orbiter ship; Gilded Record Sparrow; Far-Traveling Shell Ghost.
