The Final Fight — Night of the Blood Moon

Reaching the Finale

After the Wyrd cutscene and intermediate Drakan segments (hideout defence ending at 58% HP, Night of the Blood Moon ending at ~30% HP with Efaritay, Ivan, Sugadinti, and Nylocas Queen assistance), the quest enters The Blood Moon Falls. Talk to Ivan Strom in Drakan's Castle (Morytania, not Vampyrium), speak with Sugadinti Vitur, travel to the Icyene Graveyard, talk to Efaritay Hallow, and enter the portal.

Gear at the north-wall supply chest before crossing into the rooftop arena. If you die or teleport out, re-enter via the graveyard portal. Walking through Drakan castle gates also restarts the Night of the Blood Moon segment if you left mid-fight.

Supply Preparation

Bring your best melee setup with the mandatory Hallowed flail. Ranged setups with blisterwood stakes are not recommended—Drakan's ranged defence is extreme and damage caps at 26–28 per hit regardless of gear. Take from the supply chest:

  • Jar of congealed blood — one emergency full heal (only one from chest, more found in castle)
  • Two rank frothy potions — super combat equivalent
  • Three to four foul chunky potions — super restore plus prayer regen
  • Remaining slots as rancid slimy potions — brew-like healing with single-level stat drain per dose

Pre-pot by dropping full yellow, pink, and green potions, sipping partial doses from inventory, dropping empties, and picking up the full ground potions for maximum overheal and stat boosts at fight start. Refresh Attack and Strength after yellow doses with pink and green potions. Efaritay's aid boosts DPS but cannot be withdrawn from the supply chest bank—bring spare rings or accept teleport resupply runs.

Disabled mechanics: amulet of blood fury healing, Vengeance, serpentine helm venom, thralls. Piety and Protect from Melee activate immediately when the fight begins.

Phase 1 — Spear Combos & AoE (3,000 → ~2,000 HP)

Drakan restores to 3,000 hitpoints across three ~1,000 HP phases with escalating tempo. Phase 1 reuses spear combos, front/back AoE, and semicircle charges from earlier fights. After ~2,700 HP he may chain four spear lunges. AoE attacks cluster—semicircles have longer windups than front/back slams. After ground slams, dodge direction alternates (example: left, slam, right, left).

Maintain three or four tiles behind you for backward dodges; reposition 90 degrees to Drakan's side if space runs out—do not run through him. His successful hits slightly heal him. Chip melee damage occurs even with Protect from Melee active. Keep camera high on the same vertical axis; enable true tile markers if available.

Phase 2 — Blood Waves & Magic Flicks (~2,000 → ~1,000 HP)

Near 2,000 HP Drakan vanishes and floods the eastern roof with blood pools. Twelve portals discharge blood waves in a fixed pattern—running toward waves dodges them; diagonal or backward running fails. Face camera east, zoom out, and memorize the sequence: right, left, down, right, left, right, down, pincer, repeat, then right, down, left.

After the final wave, Drakan sacrifices 80–110 HP to launch four red projectiles dealing 80+ damage—activate Protect from Magic before they land, then switch back to Protect from Melee for the follow-up combo. Perfect dodges guarantee 155 damage on your next hit and skip repeat wave sequences (up to three total if failed). Post-wave combat includes single red magic projectiles—flick Protect from Magic for one tick each, then return to melee prayer.

Phase 3 — Blood Pools, Lightning & Lunges (Below ~1,000 HP)

Below 1,000 HP Drakan vanishes again. Blood pools and random lightning (dark gray circles) disable overhead prayers if stepped on or struck. Drakan appears briefly three times rotating ~90 degrees—the third facing marks a 3x5 spear lunge direction. Move at least two tiles perpendicular to the attack vector. He performs four lunges, sacrifices HP for enhanced blood strikes (Protect from Magic required), then combo attacks for guaranteed 80 damage punishes. This sequence repeats three times total—successful punishes do not skip remaining lunges unlike phase 2 waves.

Save the jar of congealed blood for this phase when prayer disables stack with high tempo combos. After the third lunge sequence, normal combat resumes faster with persistent pools and lightning—keep Protect from Melee active whenever possible. Defeat triggers a long cutscene; you spawn northeast of the Icyene Graveyard with rewards.

Congratulations—quest complete. Explore Vampyrium and challenge the Maggot King when ready.

Frequently Asked Questions

What gear is mandatory for the final Drakan fight?

The Hallowed flail is mandatory for effective damage. Piety and Protect from Melee should be active at pull. Blisterwood stakes are not recommended due to Drakan ranged defence and the 26–28 damage cap.

How do I dodge blood waves in phase 2?

Run toward incoming waves, not away. Use true tile to verify position, avoid spam clicking, and stay four tiles past each wave. Diagonal movement causes hits.

When should I use Protect from Magic in the final fight?

Activate before Drakan four-projectile blood strikes after wave sequences and during single red magic attacks in phase 2. Phase 3 blood strikes after lunge sequences also require Magic prayer before projectiles land.

Do I lose supplies if I die on the final fight?

You respawn at full HP and prayer by the arena door with remaining supplies. No death fees. More potions are available from the chest, but you restart the entire fight from phase 1.

What unlocks immediately after defeating Drakan?

Vampyrium access, Maggot King boss, Bloodwood trees, Leechfin fishing, Venator Slayer, vyres becoming tolerant, restored Burgh de Rott pub, and three tomes of 30,000 XP each for skills above level 70.