Marzerway

Marzerway, encountered as Marzerway the Fallen, is the final boss of Marzerway's Lair and the first twenty-player dungeon boss central to Zhang Yang's guild progression. His five-stage encounter combines water, earth, fire, air, and shadow mechanics, turning the fight into an early test of preparation, individual movement, coordinated interruption, damage output, and consumable knowledge. (Chapters 23, 38, 51, and 83–88)

Biography

Rebirth and White Jade City

Marzerway is established as a step up from the game's first dungeon before he appears in person. His lair opens at Level 20, its wings teach the elemental skills later combined in the Main Wing, and developers expect major guilds to spend four or five days exploring the Hardcore encounter. Zhang Yang's advance knowledge makes the boss strategically important even earlier: he anticipates that the lair's Gray-Silver shields will devalue his crafted Earthen Round Shields and that Beginner Anti-Shadow Potions will become essential, while rival guilds measure their progress by how far they can penetrate Marzerway's stages. (Chapters 23, 38, 45, 51, 55–60, and 78–82)

When Lone Desert Smoke reaches the Main Wing, Marzerway is resting in a palace and treats the intruders as weak mortals who deserve death. The first attempt exposes the cost of careless execution: players fail Ice Ring positioning, the earth phase's stacking damage overwhelms the tank, and a death during the fire phase gives Marzerway enough Sacrifice stacks to destroy the raid. Later attempts reach the air phase, where missed Summoned Clouds stun players and draw every Air Bomb onto them. Rather than presenting raw statistics as a solution, the encounter forces the party to revise assignments, conserve interrupt and damage resources, and eventually spend a Rising Morale scroll to meet the cloud checks. (Chapters 84–87)

The successful attempt preserves enough players to reach Marzerway's shadow phase, where the party drinks Beginner Anti-Shadow Potions and uses Zhang Yang's Vanguard's Aggression to survive the continuous raid-wide arrows. Marzerway refuses to accept defeat but falls, giving Lone Desert Smoke the Main Wing Hardcore first clear, set equipment, and the Combined Elemental Shield. His repeatable dungeon status means this is not a permanent narrative death: the guild farms him for equipment and speed records, and much later players still propose Marzerway's Lair as a leveling destination for Chen Xue Yao. (Chapters 87–88, 91, 96, 115, 130, and 700)

Appearance and personality

Marzerway appears as a slim, tall man who looks no older than his thirties. He wears a deep purplish-red robe, holds a long wooden staff in his left hand, and resembles a learned philosopher more than a mass murderer. His outward form remains humanlike while his elemental alignment and combat style change between phases. (Chapter 84)

His encounter dialogue is haughty, theatrical, and increasingly angry. Marzerway begins by calling the raid impudent weaklings, invokes elemental spirits as instruments of purification, boasts about his growing strength, and finally insists that he cannot be defeated. Because he is a repeatable scripted dungeon boss, the corpus does not establish a life outside the lair, an independent factional motive, or personality development beyond that escalating resistance. (Chapters 84–87)

Abilities and gameplay

Marzerway is a Level 25, million-health boss whose five phases reproduce and combine mechanics taught by the lair's wing bosses. The same skills appear across Normal, Hard, and Hardcore difficulties with different damage values, so the lower modes can be used for practice; the documented numbers below come primarily from the twenty-player Hardcore Main Wing fight and should not be treated as universal across every mode. (Chapters 83–87)

Water and earth phases

In the water phase, Marzerway fights as a slow magic-based boss. His three-second ice projectile deals 1,200 damage in the documented attempt, while Ice Ring places eight visible ground markers that detonate after three seconds for 2,500 damage. Hail Storm can be interrupted, but its faster casting makes redundant interruption teams valuable: Hunters and Thieves must preserve Focus or Stamina, Spellcasters must avoid finishing ordinary casts at the expense of Counter Magic, and one careless lapse can expose the whole raid. Marzerway is immune to Provoke, although ordinary aggression still lets Zhang Yang hold him. (Chapter 84)

The earth phase changes him into a fast physical attacker. Smash stuns the tank long enough for several staff strikes, Earth Spear creates three-meter pits that slow victims and hit every second, and Growth adds five percent physical damage per stack as the phase continues. Ten stacks raise his damage by fifty percent, turning slow execution into a tank and healing failure even when players avoid the pits. The phase resets on transition rather than carrying Growth into the next element. (Chapters 84–85)

Fire and air phases

Marzerway opens the fire phase with Knockback and Combustible, which increases subsequent fire damage by fifty percent. Flame Shot deals 1,500 damage to the affected tank in the recorded fight, while Lava Flow leaves fixed rivers across the floor. Each player death grants a Sacrifice stack that raises all of Marzerway's attacks by fifty percent; in the first attempt, one lava death causes a lethal Flame Shot and the resulting chain of deaths rapidly makes recovery impossible. This makes preventing the first casualty more important than attempting to heal through an already escalating wipe. (Chapter 85)

In the air phase, Marzerway releases ten slow homing Air Bombs, uses Sonic Pierce for heavy single-target damage, and summons three 10,000-health clouds every thirty seconds. A cloud that reaches a player applies Rotten Stink and stuns that target for ten seconds, after which the Air Bombs converge. The party can kill the stunned player to remove the bombs' target, but doing so permanently reduces its damage or healing for that attempt; the successful strategy instead spreads the raid, saves Hunter resources for each cloud wave, and destroys all three before contact. (Chapters 86–87)

Shadow phase and counters

At twenty percent health, Marzerway creates a black void and repeatedly fires a Shadow Arrow at every living target, including Hunter pets. The attack is continuous rather than a single avoidable burst, and the raid must defeat him within roughly 150 seconds before the damage doubles beyond its healing plan. Beginner Anti-Shadow Potion supplies one hundred Dark Resistance for two minutes and lowers the demonstrated hit from roughly three hundred to two hundred damage; later narration states that the shadow phase is effectively impossible at the intended level without this potion. (Chapters 87–88 and 197)

The potion does not win by itself. Priests still rotate Regeneration, health must be kept even across the party, and Vanguard's Aggression provides a ten-second window in which allies take only a fraction of the arrow damage while Zhang Yang absorbs the redirected total. Marzerway's final phase therefore interacts with both an external consumable and coordinated defensive skills, while inadequate damage or mistimed protection remains a failure condition. (Chapter 87)

Relationships

  • Zhang Yang: The raid leader who already knows Marzerway's phase structure and potion counter. Zhang Yang uses the boss to train Lone Desert Smoke, revises the plan after each wipe, secures the first clear, and later farms the encounter for equipment and records. (Chapters 38, 45, 83–91, 96, and 130)
  • Han Ying Xue: The principal healer in the first-clear party. Marzerway's rapid earth attacks, fire combos, and raid-wide shadow damage repeatedly test her healing and defensive timing. (Chapters 84–87)
  • Hundred Shots and Fatty Han: Hunters assigned to interrupt the water phase and destroy Summoned Clouds. Their damage and resource timing are central to passing the air phase, while simultaneous misses create the successful attempt's last casualty. (Chapters 84–87)
  • Humbly Gentleman: A rival guild master whose team repeatedly fails Marzerway's final phase. His need for the potion counter lets Zhang Yang sell him an expensive supply after the first clear. (Chapter 88)

Items

  • Combined Elemental Shield: A Gray-Silver shield dropped on the Hardcore first clear and taken by Zhang Yang. It supplies defense, vitality, and an additional Block level, making Marzerway a major source of early tank progression. (Chapter 87)
  • Class set equipment: Marzerway drops six set pieces alongside the first-clear shield, and later clears continue supplying Green-Copper and Gray-Silver set gear to Lone Desert Smoke. (Chapters 87–88, 96, and 130)
  • Beginner Anti-Shadow Potion: This is a player-made counter rather than Marzerway's possession or drop. Its Dark Resistance makes the shadow phase survivable and turns the boss into the source of widespread demand for Zhang Yang's alchemy. (Chapters 38, 60, 87–88, 91, 97, and 197)