Sanity's Edge
A trial inside the dreaming mind of the Telvanni wizard Vanton. Three bosses: Exarchanic Yaseyla, Archwizard Twelvane with his Chimera, and Ansuul the Tormentor. Each has a 'go into the mind' portal or puzzle phase.
- Hard mode: raise the challenge banner before each boss (veteran only). You must beat the previous boss on HM to be eligible for HM on the next one.
- Wamasu charges show up in trash and on Yaseyla. Stand near pillars or obstacles to break the charge line. On HM a charge can one-shoot anyone, tanks included.
- PC addons: Sanity's Edge Helper (Fire Bomb and Shrapnel timers, frost bomb icons, Ansuul split HP) and Slip's Sanity's Edge Assist (mostly HM alerts).
Contramagis trash
Trash- Wamasu (~3.6M HP): charges a random player. Put an obstacle between you and it, and don't stand in its path.
- Contramagis archers and Enforcers: interrupt Taking Aim / Eagle Eye shots. Kill archers before they get a shot off.
- Disruptor packs (after Yaseyla): the Disruptor's aura enrages adds and cuts their damage taken. Pull adds out of its circle and kill it early.
- Lead every pull. Groups stack on the Enforcer, who teleports and sets the stack point.
- Face Griffins and Paranoxia (watchers) away. Their cleaves and gaze stun.
- Priority: archers and Disruptor > Voidmaster (biggest damage, its Reaper Hounds explode) > rest.
- Spiral Descender (17.6M miniboss) can appear during trash. Its Pervade and Frightening Grasp pull players in.
More detail
- Fextralife says the Spiral Descender appears 'randomly'. No other source confirms that or says what triggers it.
Exarchanic Yaseyla
Boss- Fire Bombs: red circles on players about every 25s, faster as she drops. Walk out of the group before they pop. Below ~26% they come about every 11s.
- Frost Bomb: goes on the 1–2 players closest to her (usually not tanks since a 2023 fix). It freezes you in an ice tomb and cuts healing. Free and heal the frozen player fast.
- Wamasu + 4 archers spawn at 90 / 70 / 50 / 30 / 20 / 10%. Kill the archers first and keep the Wamasu's charge and lightning cone off the group.
- Shrapnel: a big group-wide hit at health thresholds, at most once every ~52s. Pre-heal and pre-shield. HM players report that blocking isn't enough and they dodge-roll at the very end.
- MT: move her away from fire bombs; the group follows her.
- OT: take each Wamasu and face its lightning cone away. Either hold it apart (safe) or on the boss for cleave (burn).
- Portal team: at about 60% and 35% a team goes into the mind portal and kills the Horrors. Only one player at a time can use Vanton's Clarity, and you kill one Horror at a time.
- Safe strategy: pause boss damage near 60% and 35% until the portal is handled.
- Interrupt archers.
- Spike-heal frost-bombed players and anyone hit by Knife Blast's bleed.
- Yaseyla: a Contramagis Exarch who throws potions. Fire Bomb: a red circle under a player. Frost Bomb: an icy marker that freezes the target in place.
- Wamasu: a big lightning lizard with a forward cone. Its charge shows a line toward a player.
- Burn strategy: stack the Wamasus on her and cleave. It's faster but riskier.
Activate: Challenge banner before the fight.
- Wamasu charges one-shot anyone they hit, tanks included.
- Knife Blast becomes near-lethal.
- Shrapnel hits much harder. Finish the 60% portal before pushing her to ~55%.
- Execute (below ~26%) with fast fire bombs plus Shrapnel is the wall. Many groups kill the 20% Wamasu before they push.
More detail
Sanity's Edge Helper says the Fire Bomb timer drops from about 23.5s to 11s when she crosses 26%. If 11s have already passed by then, she throws bombs instantly. Two portal teams of 4 DPS are the usual setup, one at 60% and one at 35%. Portals manage the Agony debuff and give Positive Visualization.
- Shrapnel counterplay: no guide explains it in detail. The 52s cooldown comes from an addon author, and the block/roll advice from a forum player.
- Portal timing: mmonster says 60% and 35%; Fextralife says 'pause DPS around 60% and 35%'. Both agree, but neither explains the inside of the portal well.
Archwizard Twelvane and Chimera
Boss- Coruscating Field: lightning circles that grow over time. Kite them out of the group and away from where you'll fight.
- Constellation puzzle: players get a constellation mark (Lion = fire, Gryphon = ice, Wamasu = lightning). Go to the matching pad and room. Crystals light up in a sequence; shatter them in that same order. A wrong order fails the room.
- Chimera (after the puzzle): kill it within ~90s, or the puzzle phase repeats.
- Chain Circuit / Chain Lightning (Chimera): hits whoever has taunt plus the 5 closest players. Keep non-tanks spread off the tank.
- Twelvane: face Blizzard and Racing Flames away. Pull the Firestorm Simulacrum adds (500k HP) into cleave.
- Chimera: swap or reposition for Arctic Shred (Gryphon) and the Lion's double strikes.
- Kill Firestorm Simulacrums fast.
- In the puzzle, call the crystal order out loud and break them one at a time.
- Burst-heal through the Chimera's Inferno meteors and lightning bolts.
- Twelvane: a Telvanni mage. Ice Cage traps a player. Lightning Rod Slam marks a big AoE.
- Constellation: a star sign over your character showing which portal you take.
- Chimera: one creature with lion, gryphon and wamasu heads (fire, ice, lightning).
Activate: Challenge banner before the fight.
- 5 crystals per puzzle room instead of 4.
- A third lightning circle and the Circuit Charge debuff on the Chimera.
- Chimera health roughly doubles (Fextralife: 46.6M vet, 93.1M HM).
More detail
- The 90s Chimera timer and HM lightning changes come from Fextralife only. mmonster lists ~3.9M (vet) and ~7.8M (HM) per Ascendant beast instead, which looks like a different count.
Ansuul the Tormentor
Final boss- Maze phases (~80%, 60%, 40%): Ansuul sinks and reappears in a corner. Her color shows the maze element: red = fire, green = poison, blue = lightning. Follow the moving wall. Running into it (Mental Barrier) almost always kills you.
- Manic Phobia (~90 / 70 / 50 / 30%): the current target is sent to the far corner with an essence to kill. Up to 4 players can enter Vanton's Torment. An invisible ring only that player sees hurts if crossed.
- Between mazes the arena keeps the old element's leftovers: lightning landmines (stun), fire atronachs (interrupt Inferno), and poison pools under random players every ~5s. Keep them away from the stack.
- Split at ~20%: she splits into red, green and blue parts. All three must reach zero; parts at zero keep fighting until the last one dies. Keep their health even.
- Wrathstorm: a fire ring that grows from ~2m to ~10m. Roll-dodge or get out.
- Sunburst / Solar Burst: a meteor on the farthest player. It leaves an 8s burning area.
- Face Toxin Spray (wide cone) and Catastrophe away from the group.
- Interrupt Execute fast (Fextralife says within ~1.5s).
- In the split, spread damage so all three parts die together.
- Rack / Torment: 6 lightning circles that stun. Heal the stunned players.
- Lots of group damage between mazes. Ground HoTs on the stack.
- Ansuul: a large Daedric tormentor who changes color: red (fire), green (poison), blue (lightning).
- Maze: hedge-like walls rise with one sliding wall that shows the route.
- Split: three smaller copies in red, green and blue.
Activate: Challenge banner before the fight.
- Much higher health (Fextralife: ~70M vet, ~160.7M HM).
- Poison mines can spawn hidden inside poison AoEs.
- Damage ramps hard in execute. Groups report that low DPS there almost always wipes.
More detail
The maze route depends on her element. Fire mazes Ignite you, poison stacks Toxic Impression (slow), and lightning gives Chilling Thought (stun). Group Therapy (achievement) wants all 11 non-phobia players through one maze run.
- Phase percentages (maze at 80/60/40%, Manic Phobia at 90/70/50/30%) come from Fextralife only. mmonster just says 'at low health'.
- HM details come from forum posts and PTS feedback, not a full guide.