Magisters' Terrace
Available on Normal, Heroic, Mythic and Mythic+, with working entrance and exit portals.
Doors close shortly after a boss fight begins and open again once it ends. After a wipe you return near the last boss you defeated.
Magister Umbric guides you through the terrace. He opens the secret doors, meets a projection of Grand Magister Rommath and waits for you at key points of the story. After the final boss, speak with him to leave the dungeon.
The Void invasion: once the Cynosure of Twilight is drained, the Void invades the terrace and the whole dungeon changes, with new enemies, Void Portals and fallen defenders. The invasion stays in place if you leave and come back.
Your progress is saved. Defeated bosses, opened doors and Umbric's position are restored when you re-enter.
Boss loot comes from the Dungeon Journal and follows your loot specialization.
Bosses
Arcanotron Custos: Repulsing Slam, Ethereal Shackles and Arcane Expulsion. During Refueling Protocol, Energy Orbs roll toward the boss. Intercept them to deny him Empowerment, but each orb you catch hits you with Unstable Energy.
Seranel Sunlash: Runic Mark bounces between players. Step into a Suppression Zone to remove it, which triggers a Null Reaction on Mythic. Watch out for her Feedback projectiles.
Gemellus: Triplicate splits him into copies that share his health and circle the room. Watch for Cosmic Sting, Void Secretions and Astral Grasp, which pulls you in. On Mythic he also uses Neural Link.
Degentrius: Unstable Void Essence jumps between players. Intercept it every time, or the whole group is hit by Void Destruction. He also uses Devouring Entropy orbs, Void Torrent beams through the lenses, Hulking Fragment, and Umbral Splinters, which leave Stygian Ichor behind.
Trash & Atmosphere
All trash packs fight with their own abilities:
Sunblade Enforcers chain Shield Slam.
Healers shield wounded allies.
Arcane Sentries' beams leave Arcane Residue.
Hollowsoul Shredders use Dimensional Shred.
Dreadful Voidwalkers, Devouring Tyrants and Void Terrors fight with their own kits.
Energy Crystals can be drained for Energy Infusion charges.
The terrace comes alive:
Apprentices practise their spells, chat with each other and flee when you get close.
Guards patrol the halls, and escort groups walk the balconies and stairs.
Brightscale Wyrms and Voidlings roam freely, and pets play in the courtyard.
Core Fixes
Bosses no longer ignore players standing slightly above or below their arena floor. Before, this could make a boss reset and heal back to full.
Creatures near ledges and balconies now find the floor next to them instead of trying to path onto the roof above.
Fixed a game client crash caused by Astral Grasp.
Overlapping ground effects no longer remove their debuff when you step out of one while still standing in another.



