Boss
Volatile Materium
Vigilant Guardian - Sepulcher of the First Ones
Found In
Adventure Guide Entry
The in-game Adventure Guide text for the Vigilant Guardian encounter in Sepulcher of the First Ones.
This eternal guardian lies in wait, keeping a timeless vigil over the entrance to the Sepulcher of the First Ones.
Encounter Facts
Instance Entrance: Zereth Mortis
Sepulcher of the First Ones entranceThe Sepulcher of the First Ones entrance is in Zereth Mortis, at 81.0, 53.3 on the Zereth Mortis map.
Abilities & Strategy
What the in-game dungeon journal describes for this encounter. Every ability links to its spell page.
Abilities & Strategy
Overview
The Vigilant Guardian will activate Pre-Fabricated Sentries to attack players periodically while employing its own defense routines. Throughout the encounter the Vigilant Guardian will Expose its core, inflicting lethal damage to all players not shielded by an Automated Defense Matrix. When automa are defeated, their energy is automatically redistributed to the next largest Powered Down automa. Automa restored to full power in this way reactivate.
Tanks
- The Vigilant Custodian and the Pre-Fabricated Sentries use Dissonance to inflict very high damage to their current target.
- The Vigilant Guardian can only be damaged by the Detonation of an Unstable Core dropped by Automated Defense Matrixes.
- Force Field greatly reduces the damage taken from Exposed Core.
Healers
- The Vigilant Guardian can only be damaged by the Detonation of an Unstable Core dropped by Automated Defense Matrixes.
- Force Field greatly reduces the damage taken from Exposed Core.
- Deresolution will trigger Spikes of Creation caught in its path.
Damage Dealers
- The Vigilant Guardian can only be damaged by the Detonation of an Unstable Core dropped by Automated Defense Matrixes.
- Force Field greatly reduces the damage taken from Exposed Core.
- Deresolution will trigger Spikes of Creation caught in its path.
Automa
The Vigilant Guardian is aided by various automa. Automa are Powered Down until restored to full power. When Automa are defeated their power is redistributed to the next largest automa nearby that is still Powered Down.
Powered Down
Automated Defense Matrix
The Automated Defense Matrix creates a Force Field when powered up. Drops Unstable Cores on death.
Point Defense Drone
Targets enemies at random with its Blast ability once powered up.
Pre-Fabricated Sentry
The Vigilant Guardian periodically awakens Pre-Fabricated Sentries to assist itself.
Volatile Materium
The Vigilant Guardian periodically awakens Volatile Materium to assist itself.
Stage One: Systems Online!
The Vigilant Guardian begins the encounter protected by the gateway to the Sepulcher of the First Ones. Detonating an Unstable Core nearby will damage the Vigilant Guardian. On Mythic Raid Difficulty, the Vigilant Guardian rolls out of the wall, using their Stage Two abilities during Stage One.
Exposed Core
Radioactive Core
Refracted Blast
On Mythic Raid Difficulty, a Spike of Creation is created with the impact of Refracted Blast.
Spike of Creation
Spikes of Creation are also triggered by Deresolution and Split Resolution.
Deresolution
Stage Two: Roll Out, then Transform
Once the Vigilant Guardian reaches 40% health remaining it rolls forward and then transforms into its battle mode.
Stage Three: Self-Destruct Sequence
At 15% health remaining, the Vigilant Guardian activates its self-destruct sequence.
Ability Spells
Every ability the Adventure Guide lists for this encounter, with its spell's school, cast time and duration and the description the game gives it.
Force Field
Holy, Nature, Shadow, Arcane · Instant
The Automated Defense Matrix creates a force field that reduces the damage taken from Exposed Core by 90%. The Force Field persists until Exposed Core ends. When Force Field ends the Automated Defense Matrix attacks players.
Sear
Holy, Nature, Shadow, Arcane · Instant · Lasts 12 sec
The Automated Defense Matrix channels cosmic energy at a random player, inflicting Cosmic damage every 1 sec. for 12 sec.
Unstable Core
Holy, Nature, Shadow, Arcane · Instant
Carrying the Unstable Core reduces the player's movement speed by 50% and inflicts Cosmic damage every 1 sec.
Detonate
Holy, Nature, Shadow, Arcane · Instant
The Unstable Core detonates, inflicting 20.1% of the Vigilant Guardian's maximum health. The detonation cancels Optimal Core Temperature and any affects of Overclocking.
Blast
Holy, Nature, Shadow, Arcane · 3 sec cast
Searing Ablation
Physical · 0.5 sec cast
The Point Defense Drone teleports away and chooses a random player to attack.
Wave of Disintegration
Holy, Nature, Shadow, Arcane · 1 sec cast
The Pre-Fabricated Sentry smashes the ground beneath the player. The impact creates a Wave of Disintegration zones that explode in rapid succession, inflicting Cosmic damage to all players caught in the blast.
Dissonance
Holy, Nature, Shadow, Arcane · 0.7 sec cast · Lasts 20 sec
At 50 energy, the Pre-Fabricated Sentry slams the player for Cosmic damage. The victim's defenses vibrate with dissonant frequencies that increase the damage taken by further attacks of Dissonance by 20% for 20 sec. This effect stacks.
Adaptive Subroutines
Physical · Instant
Volatile Materium adapt their combat parameters the longer they are in combat. Every 10 secs the Adaptive Subroutines increase the movement speed of the Volatile Materium by 20% and their damage done by 10%.
Exposed Core
Holy, Nature, Shadow, Arcane · 5 sec cast · Lasts 10 sec
The Vigilant Guardian exposes its core to cool down. All players suffer Cosmic damage every 1 sec. for 10 sec. Once complete, the Vigilant Guardian starts operating at Optimal Core Temperature.
Optimal Core Temperature
Physical · Instant
After exposing its core, the Vigilant Guardian can Overclock its processes. Each time it Overclocks, its damage increases by 10%.
Radioactive Core
Physical · Instant
The Vigilant Guardian's core radiates Cosmic damage to all players every 3 sec.
Spell Name
Holy, Nature, Shadow, Arcane · Instant
The Vigilant Guardian fires beams of Cosmic energy at random players, inflicting Cosmic damage to all players caught in the blast.
Spike of Creation
Holy, Nature, Shadow, Arcane · Instant · Lasts 6 sec
The Vigilant Guardian creates a Spike of Creation at the target location. A player coming into contact with the Spike of Creation will cause it to explode, inflicting Cosmic damage every 1 sec for 6 sec to all players. This effect stacks.
Deresolution
Holy, Nature, Shadow, Arcane · Instant
The Vigilant Guardian fires a beam of immense power that sweeps the battlefield and triggers several explosions, each inflicting Cosmic damage to all players caught within the blast.
Matter Dissolution
Physical · Instant · Lasts 5 sec
The Vigilant Guardian marks the player for Matter Dissolution. After 5 sec., multiple orbs of Anti-Matter form in a large circle around the player. The orbs move in toward the player, inflicting Cosmic damage to any player they come in contact with. Players affected this way take 100% more damage from other orbs of Anti-Matter for 10 sec.
Anti-Matter
Holy, Nature, Shadow, Arcane · Instant · Lasts 10 sec
The Anti-Matter orb inflicts Cosmic damage to any player it comes in contact with. Anti-Matter increases the damage taken from other orbs of Anti-Matter by 100% for 10 sec. This effect stacks.
Split Resolution
Holy, Nature, Shadow, Arcane · 1 sec cast
The Vigilant Guardian smashes the ground beneath the player, inflicting Cosmic damage. The impact creates a series of Split Resolution zones that explode in rapid succession, inflicting Cosmic damage to all players caught in the blast.
3D Model
First-party render from the game files. Model © Blizzard Entertainment.
Drops
Loot the dungeon journal lists for this encounter in Sepulcher of the First Ones.
What is shown is the loot the game's own dungeon journal lists for this encounter.
What Each Drop Is
The Vigilant Guardian encounter lists 21 items in the dungeon journal, item level 226. Equip slots covered: Legs, Trinket, Chest, Waist, Head, One-Hand, Finger, Feet, Shield and Wrist. Every piece binds when picked up, so none of it reaches the Auction House.
- Ancient Materium Tassets Legs (Cloth), item level 226, requires level 60. Bind on Pickup. Stats: Intellect, Stamina, Critical Strike and Haste. A vendor pays 89g 60s for it.
- Auxiliary Attendant Chime Trinket, item level 226, requires level 60. Bind on Pickup. Stats: Intellect. A vendor pays 70g 48s for it. Equip: Pre-Fabricated Assistant.
- Fractured Colossus Core Chest (Leather), item level 226, requires level 60. Bind on Pickup. Stats: Agility or Intellect, Stamina, Mastery and Critical Strike. A vendor pays 81g 95s for it.
- Girdle of the First Gate Waist (Mail), item level 226, requires level 60. Bind on Pickup. Stats: Agility or Intellect, Stamina, Versatility and Haste. A vendor pays 82g 59s for it.
- Helm of Solemn Vigil Head (Mail), item level 226, requires level 60. Bind on Pickup. Stats: Agility or Intellect, Stamina, Mastery and Versatility. A vendor pays 61g 58s for it.
- Key to the Immortal Hearth One-Hand (One-Handed Mace), item level 226, requires level 60. Bind on Pickup. Stats: Agility, Stamina, Haste and Critical Strike. Tooltip: “Will you unlock inner courage, or terrible destruction?” A vendor pays 119g 33s for it.
- Legplates of the Slumbering Sentinel Legs (Plate), item level 226, requires level 60. Bind on Pickup. Stats: Strength or Intellect, Stamina, Haste and Critical Strike. A vendor pays 83g 21s for it.
- Modified Defense Grid Finger, item level 226, requires level 60. Bind on Pickup. Stats: Stamina, Critical Strike and Mastery. A vendor pays 56g 52s for it.
- Pre-Fabricated Footpads Feet (Cloth), item level 226, requires level 60. Bind on Pickup. Stats: Intellect, Stamina, Versatility and Mastery. A vendor pays 65g 13s for it.
- Sepulcher's Savior Shield, item level 226, requires level 60. Bind on Pickup. Stats: Strength, Stamina and Intellect. A vendor pays 81g 62s for it.
- Unstable Giant's Cuffs Wrist (Plate), item level 226, requires level 60. Bind on Pickup. Stats: Strength or Intellect, Stamina, Haste and Versatility. A vendor pays 41g 68s for it.
- Bloodletting Consumable, item level 145. Bind on Pickup. Use: Learning.
- High Voltage Consumable, item level 145. Bind on Pickup. Use: Learning.
- Magi's Brand Consumable, item level 145. Bind on Pickup. Use: Learning.
- Maim, Mangle Consumable, item level 145. Bind on Pickup. Use: Learning.
- Merciless Bonegrinder Consumable, item level 145. Bind on Pickup. Use: Learning.
- Resplendent Light Consumable, item level 145. Bind on Pickup. Use: Learning.
- Rolling Agony Consumable, item level 145. Bind on Pickup. Use: Learning.
- Shining Radiance Consumable, item level 145. Bind on Pickup. Use: Learning.
- Umbral Intensity Consumable, item level 145. Bind on Pickup. Use: Learning.
- Walk with the Ox Consumable, item level 145. Bind on Pickup. Use: Learning.
Read from the current game build's item data. Listed prices come from our latest US Auction House scan; a drop that binds when picked up never has one.
Achievements for Defeating It
9 achievements list a victory over Volatile Materium among their criteria.