CC Favicon Convergence Corp!

Secrets of the Obscure

Before you start!

How to get into the Convergence

The entrance for the Secret of the Obscure Convergences is in the Wizard's Tower. From the Tower Courtyard Waypoint [&BB8OAAA=], walk up the stairs and turn right into the Rift Hunter Lounge [&BOgNAAA=]. The entrance is the portal archway, marked on your minimap with a blue swirl.

convergenceentrance
SotO Convergence Entrance
convergenceentrancemini
Walk up the stairs, and to the right

Public Convergences

Public Convergences can be entered for free at designated times and are always normal mode. What boss you face is random and is chosen from a pool that changes each week.

Sky logo Public Convergence Times

Public instances open every 3 hours.

Next Public opens at 6/23/2026 7:30:00 PM +00:00 in

Private Convergences

Private convergences can be opened at any time. A private convergence lets the squad choose between normal and challenge mode. Challenge mode will let the squad vote on what boss to fight. Normal mode is still random.

To open a private convergence instance, an Unstable Rift Motivation is consumed from the openers inventory. A full 50 man squad is recommended.

Items you should bring

The Sigils and Relic of the Eagle only work with power builds.

  • potion of demon slaying Powerful Potion of Demon Slaying

    (1 hour): 10% Damage vs. Demons, Kryptis, and Titanspawn. -10% Damage from Demons, Kryptis, and Titanspawn.

  • sigil of night Superior Sigil of Night

    3% Strike Damage, +7% Strike Damage at night. Totals to 10% Strike Damage. SotO Convergences are always at night, so this is always at the full 10%.

  • sigil of demon slaying Superior Sigil of Demon Slaying

    3% Strike Damage, +7% Strike Damage vs. Demons, Kryptis, and Titanspawn. Totals to 10% Strike Damage when satisfied.

  • White Mantle Portal Device White Mantle Portal Device

    The White Mantle Portal Device can be used once every 30 minutes. Has the same portal distance as the mesmer's portal skill. Smart portal play during the split phase can shave off a full minute by reducing travel time between each lieutenant.

  • Relic of the Eagle Relic of the Eagle

    10% Strike Damage when an enemy is below 50% hp. Change to this while transitioning between the 2nd and 3rd boss phases.

  • Sigil of Bloodlust Stacking Sigils

    Stacking sigils can be built up easily in the pre and split phases. Only 1 stacking sigil can be used at a time, put this on your secondary weapon set.

First Two Minutes

The first two minutes of every SotO Convergence starts the same.

While Zojja stand in the middle of the map, waves of Kryptis start attacking.

Main Group

Spites will appear at 1, 2 and 3 in order. They walk toward Zojja, exploding when they reach her. A Spite that has its breakbar broken will stop moving and take increased damage for a few seconds. Normal kryptis will also randomly spawn around the middle island and attack Zojja.

First two minute, Main Group
Spite routes

Treb Group (2 subgroups)

Every 30 seconds, a trebuchet spawns. They always spawn in the same order, starting at position 1. After killing a treb, quickly move onto the next one. The last treb, position 4, spawns when the Kryptis Reinforcements timer reaches 0:00. After killing the last treb, head back to mid to help with the 3 champions.

Treb Route
Treb Route for the first two minutes.

Three Champions

When the Kryptis Reinforcements timer reaches 0:00, 3 champions will spawn. One at each spot 1, 2, 3. They will initially be invulnerable until they walk about halfway to Zojja. Try and spread evenly to these champs, not killing them one by one.

I recommend sending 3 subs to West, 3 subs to NE, and 2 subs to SE. The 2 subs killing the last treb should return and help with the SE champ.

After all 3 champions are killed, the split phase will begin.

Split Phase

The split phase starts once all three champions in mid have been killed.

Each corner NW, NE, SW, SE, becomes active and spawns 5 lieutenants each. Kill all of a corners lieutenants to spawn its General. Defeating the General will finish the corner. When all four corners are finished, the split phase ends and the boss phase begins.

Splitting

2 subgroups should go to each corner. 2 subgroups should stay mid to defend Zojja from the kryptis and spites. When a corner is finished, the 2 subgroups should return mid and help with Zojja and the spites.

islands
Split to the Islands!

Trebuchets

Trebuchets should be mostly ignored during the split phase. A player with projectile blocking skills can stop the treb shots from hitting Zojja, but this isn't required. Each trebuchet will perish when the general in their corner is killed.

Northwest - The Spire

Northwest is full of rocky terrain. Use your Warclaw and Skyscale to avoid rocks and get over terrain height differences.

While the group fights the 4th lieutenant, 1 person can setup a portal from 4 up to 5. If the portal is not done, everyone will have to take the Jump Mushroom up to 5, which is slower.

After killing the 5th lieutenant, jump off and griffon to the general.

Route for Northwest Split
Northwest

Northeast - Watcher of the Woods

Northeast is an easy corner. When dropping down from 1, make sure to use a mount or glide or you'll die from fall damage.

Route for Northeast Split
Northeast

Southwest - Twisted Cathedral

Southwest is a little unintuitive to navigate. The basic strategy is just starting at the bottom and working up to the top.

While the group is fighting the second lieutenant, 1 person can setup a portal from 2 up to 3. If the portal is not done, everyone will have to scale the pillar up to 3 with their skyscales.

Route for Southwest Split
Southwest

Southeast - The Killing Fields

Southeast is pretty simple. From mid, use the skyscale launcher to get to 1 quickly. The fall from 1 to 2 is high enough to kill you. Mount up or glide down to prevent dying to fall damage. Everything else is pretty straight forward.

Route for Southeast Split
Southeast

Mid with Zojja  - Valley of the Damned

Spites are still spawning and walking to Zojja, defend her!

Mid with Zojja :)
Mid

My general died, what's next?

Go to mid to help defend Zojja. Heading to another corner will only scale up their lieutenants and general. When all four generals have been defeated, the boss phase will begin.

Before the boss spawns, Zojja can still be healed from sources other than Kryptis Essence. The skimmer's Water Jets skill can be used to heal Zojja. When the boss spawns, Zojja will gain 20% hp. This means she needs to be over 80% when the last corner is finished.

Shared Boss Mechanics

These mechanics are the same for every boss.

Zojja

Zojja is always taking damage from the boss. If her hp falls to 0 the Convergence fails.

Prior the boss appearing, you can heal Zojja with any normal sources of healing. The only way to heal Zojja after the boss spawns is to give her the Kryptis Essence that you've collected.

Kryptis Essence

Kryptis Essence drops from most things in SotO convergences. Bosses will drop essence every 10% of their hp and at the end of each phase.

Kryptis Essence has 2 purposes:

  • Healing Zojja
  • Boosting your stats

Healers and boonDPS should feed their essence to Zojja to keep her above 0% hp. Don't overfeed her when her HP is full as the essence just gets wasted.

DPS players should hold onto their essence for as long as possible to maximize the groups damage. If you go down, a portion of your held essence will fall to the floor while the rest evaporates. Don't go down.

Effects of Kryptis Essence
Stat 1 stack 25 stacks 50 stacks
Max HP -1% -25% -50%
Concentration 10 250 500
Power 20 500 1000
Condition Damage 20 500 1000

Phasing

Every 25% of the bosses hp they will move to a new island. Which island they move to is random and they won't go back to an island that they've been to already.

The boss will always go to the middle island in the last phase.

Demon Knight

Demon Knight is a tyrannical general in Eparch's army. He has managed to cultivate a Wrathful Aura about him that actively hurts anyone nearby.

Strategy

Demon Knight is pretty simple. If you get Wrath of Firmament on you, take it far away from the group. If you get hit by a Tyrant's Contempt orb and pulled, quickly mount your warclaw to escape being blasted by Callous Retribution. When Demon Knights breakbar is up, break it ASAP. The longer it's up, the more damaging Wrathful Aura becomes. This mostly affects the players that have Wrath of Firmament, as they have to leave the safety of the groups healers.

Demon Knight's Skills

  • Wrathful Aura(Passive)

    Demon Knight has an aura that hurts players nearby. When the breakbar is up, this aura hurts significantly more and has greater range. Break the breakbar ASAP whenever it comes up to prevent Wrathful Aura from becoming an issue.

  • Wrath of Firmament(Meteors)

    Death Knight fires a beam into the air, summoning meteors that target players. The later in the fight, the more meteors that get summoned.

    Demon Knight shoots a beam into the air
    DK firing a beam into the air.

    The targeted players get giant multilayered circular AoEs and orange firey borders indicating that they have the meteor. The targeted players should run far away from the main group, so the Wrath of Firmament meteors doesn't fall on them.

    Player with meteor standing away from the group
    A targeted player with rings and firey borders.
  • Shards of Wrath(Meteor Secondary)

    Additional meteors follow the initial Wrath of Firmament meteor. They bombard the area around the initial impact in two large rings.

    Secondary meteors land around the initial impact site
    Additional meteors after the initial meteor.
  • Tyrant's Contempt(Orbs)

    Death Knight fires 6 orbs that create an aoe, then each explode into 6 more orbs. Each of the 6 orbs move outward, and then converge back to where they started. The orbs will pull anyone they touch to where they are converging. Demon Knight then combos CR on the orbs that were able to grab the most players. If you get caught by an orb, quickly warclaw out to avoid getting combod.

    Demon Knight using Tyrant's Contempt. The two on the left are exploding into more orbs, while the three on the right are preparing to explode.
  • Tyrant's Teeth

    Demon Knight shoots out multiple lines across the ground, damaging anyone standing in the way. After a few seconds, they pulse again for more damage. The later in the fight, the more lines Demon Knight shoots out at once.

    Tyrant's Teeth
    Demon Knight creating 6 Tyrant's Teeth in phase 4.
    Tyrant's Teeth Pulsing
    Six Tyrant's Teeth pulsing a few seconds later.
  • Callous Retribution

    Demon Knight shoots a large red beam, downing anyone caught in it. DK aims for the largest group caught by the Tyrant's Contempt orbs.

    Callous Retribution
  • Sweeping Judgment

    Still trying to figure this out, it's after TT/CR and before TW.

  • Telluric Wrath(Rings)

    Demon Knight creates 3 rings. The middle ring goes off first, then the inner and outer rings go off at the same time.

    Tulleric Wrath

Dreadwing

Dreadwing is a fire breathing wyvern based kryptis.

Strategy

Dreadwing has several fire based attacks and physical attacks with their body. You can avoid most of their attacks by just sticking behind and to the left of them. When DW starts flapping their wings, CC quickly to break the breakbar and get some exposed DPS time.

Dreadwing's Skills

  • Phase 1

    • Branded Rain of Fire

      Dreadwing flys up in the air and fires 5 fireballs in an arc. After finishing the fireball arc, Dreadwing slams down, dealing massive damage to anyone underneath. There are 2 versions, near arc and far arc.

      Rain of Fire
      Rain of Fire
    • Cracks in Reality

      Dreadwing rips a crack in reality. These have multiple patterns. I've seen hexagonal and diamond type patterns.

    • Tail Swipe

      Dreadwing swipes their tail in an arc. Players hit are knocked back.

      Dreadwing using Tail Swipe
    • Charge

      Dreadwing charges in a random direction, knocking away anyone in their way.

    • Breathe Fire

      Dreadwing breathes a cone of flames in front of him.

      Dreadwing preparing to Breathe Fire
      Dreadwing breathing fire
    • Shearing Winds

      Dreadwing flaps their wings, creating high winds that push players back. Dreadwings breakbar becomes available while using this, break it to stop it. See: Sorrow's Shearing Winds.

  • Phase 4

    • Fireball

      Dreadwing shoots out a large fireball that bounces across the ground. It leaves behind a trail of fire.

      A bouncing fireball
      A Fireball bouncing to the right.

Hell Sister

General of Eparch's Army

Hell Sister is a powerful humanoid Kryptis.

Strategy

Hell Sister has several hard hitting skills. She starts pushing people away in the third phase(50%->25%). She pushes and pulls people in the fourth phase(25%->0%). Bring a lot of blocks or shields to prevent getting one shot and stability so the Abyss Rifts don't push you 10 miles away.

Hell Sister's Skills

Hell Sister uses all of her skills from phase 1.

  • Kryptis Blast

    Hell Sister fires a cone attack inbetween every other skill. This skill alone has the potential to down several people at once.

  • Abyss Rift

    Hell Sister tears open 2 Abyss Rifts in the ground, going in opposite directions. After going a fixed distance, they split into 2 more rifts, 60 degrees to the left and right. They do this 4 times, creating a hexagonal pattern. These rifts hurt a lot and will push you even while youre down. You can dodge or use stability to get through the rifts.

    Hell Sister using Abyss Rift
  • Deadly Attraction

    Hell Sister glares at anyone looking her direction. If you're caught, she hits hard, puts 5 stacks of confusion and taunts you. This can be negated by blocks. Shields and cleanses can also be used to counter this.

    Deadly Attraction
  • Ball of Torment

    Hell Sister shoots out several balls targeted at players. Once the balls land, they bounce in a random direction? Need more on this, theyre very hard to see.

  • Riftwalk

    Does 0 damage. Hell Sister teleports to a new location.

    Rift Walk

Sorrow

Controls Gravity | Summons Singularities

Sorrow is a wyvern based kryptis that has strong enough astral powers to control gravity. Stability and blocks help significantly in this fight.

Strategy

Sorrow's Passives

  • Cosmic Energy

    A debuff applied by some of Sorrows skills. Low Gravity and Increased move speed. Does NOT negate fall damage.

  • Stormfall (lightning)

    A bonus to Sorrows other skills, Stormfall activates on every skill used. Fissures of astral force that last for a few seconds. These do significant damage and should be avoided.

    A screen full of Stormfall
    A screen full of Stormfalls.
  • Sorrow's Brood

    Each Gravity Bomb from Sorrow Barrage also summons a Sorrow's Brood. SB are based off Minor Electric Wyverns.

    SB Skills:

    • Electric Breath

      SB shoots out lightning breath and sweeps in an arc.

    • Dash

      SB dashes in the direction of its targeted player.

    • Tail Swipe

      self descriptive.

    • Wicked Bite

      self descriptive.

Sorrow's Skills

  • Phase 1 (100% -> 75%)

    • Gravity Bomb

      Gravity bomb creates a field of burning and will inflict Cosmic Energy. When used in Sorrow Barrage, spawns a Sorrow's Brood inside the GB.

      Five Gravity Bombs with Sorrow's Brood inside, after Sorrow Barrage has finished
      A finished Sorrow Barrage, five Gravity Bombs with Sorrow's Brood. Near version.
    • Sorrow Barrage

      Sorrow flys up in the air and fires 5 gravity bombs in an arc. After finishing the Gravity Bomb arc Sorrow slams down, dealing massive damage to anyone underneath. There are 2 versions, near arc and far arc.

    • Tail Swipe

      Sorrow swipes with their tail in an arc, knocking back anyone hit

    • Tail Slash

      Follows Tail Swipe, but only sometimes. Sorrow jumps into the air and slashes down with their tail. Same affects as Tail Swipe.

      Sorrow Tail Slash
    • Charge

      Sorrow charges in a random direction, knocking away anyone in their way.

    • Shearing Winds (wing flapping)

      Sorrow flaps their wings, creating high winds that knock back. Sorrow has a breakbar during this skill, break it!

      Shearing Winds
      Sorrow blowing everyone to the left side of the screen with Shearing Winds.
    • 71654 (nameless in the logs)

      Sorrow slams their right hand on the ground in front of them, creating a shockwave. Sorrow rarely uses this, typically only once or twice in the whole fight. Same effect as Gravity Well.

    • Gravity Well

      Sorrow slams their left hand, then their right hand on the ground in front of them, knocking down anyone hit. Danger - This deals HIGH damage, don't stand directly infront of the boss. This creates a shockwave that knocks back. Leads into Gravity Field.

      Gravity Well
      The shockwave from Gravity Well.
    • Gravity Field (toilet)

      Spins everyone counterclockwise around the center, pulling inward. Inflicts slow, confusion, and torment. Follows Gravity Well.

  • Sorrow has no additional skills past the first phase.

Umbriel, Halberd of House Aurkus

Frightful Gaze | Conjures Aspects

Umbriel is a demon from the House Aurkus, one of the noble houses in the demon society under The Midnight King Eparch. Umbriel shares the same master as Kanaxai, Master Aurkus the Lord of House Aurkus. Unsurprisingly, they share similar fighting styles. Umbriel wields 2 double sided axes, using his skills to entangle players and land massive blows with large stacks of bleedingbleeding.

Strategy

Umbriel uses his Rending Storm axes to snare and weaken his foes with conditions to setup for big damage attacks. To combat this, bring plenty of condi cleanse and blocks to prevent being bogged down by conditions. When Umbriel uses Frightening Speed, get out of the numbered orange circles immediately. Remembering where the axes on the ground are will help to avoid them while running out of Frightening Speed. If you have a Warclaw, it can be mounted and escape the oranges very quickly, even if you're snared.

Umbriel's skills!

Bleeding Edge

	Umbriel winds up for a second and blasts a cone directly infront of him. Inflicts 10 stacks of Bleeding.

Phasing

At the end of each phase Umbriel summons 2 of each aspect listed below. Each aspect applies a different condition.

Phase Death Exposure Lethargy Torment Fear
Poisoned Vulnerability Slow Torment Weakness
75% x x
50% x x x
25% x x x x
0% x x x x x
Umbriel's Aspects
Umbriel at 0% with his Aspects.

After defeating all of the aspects, Umbriel's breakbar will open. CC him and the phase will end.

Umbriel's Breakbar
Break Umbriel's Breakbar to end the phase!
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