Bosses

The Veiled Paladin

The Veiled Paladin is a Boss in Derelict. The Veiled Paladin wears ceremonial armor with gold accents and a Spiked Crown. For his armament, he wields an Aureatus Hammer and an Aureatus Shield.

The Veiled Paladin possesses balanced Armor and Resistance in combination with high Health scaling, making him relatively bulky.

The Veiled Paladin wields a number of large AoE attacks in a small enclosed area, punishing poor dodging and positioning.

This raid boss may be repeated with modifiers for extra rewards.

There is a minor chance (about 0.0003%) for The Veiled Paladin to drop the Plasma Core

Location

The Veiled Paladin can be found at:

The Veiled Paladin will be at the center of the room, waiting with his back to the player.

Community Guide

Check out our community crafted guide for a more in-depth approach for this boss.

Drops

Upon exiting via the light, you will be granted a Treasure Box containing the raid's loot.

ItemDescriptionDrop ChanceAmountExtra Drops Every X LevelsRecipes
Crowns
Crowns
"..."100%1600n/a
Solar Mark
Solar Mark
"A blindingly bright mark. Even the Solar god cannot avert its gaze upon this."80%10Golden Offering
Invalid Item: Forging Stone
Aureatus Shield
Aureatus Shield
"A refined, extravagant golden shield inscribed with powers of the Solar God."1.5%10n/a
Spiked Crown
Spiked Crown
"An unusual spiked ornament adorned by higher ranked Solarians. It is pointy yet fits the head like a glove."0.02%10n/a
Sigil of the Dying Sun
Sigil of the Dying Sun
"Bestowed by the Radiant One, it burns with the final light of a dying sun."0.02%10n/a
Wings of the Prophet
Wings of the Prophet
"Sacred wings granted to the Prophet, blazing with the Radiant One's undying light."0.02%10n/a
Holy Quiver
Holy Quiver
"A mystic quiver blessed by the Solar God. Basic Attacks that use Arrows have a 50% chance to apply Illumination. Max Health: -10%"1.5%10n/a
[Judgement Chains] Ancient Arts Scroll
Ancient Arts Scroll
"Unlocks an ancient ability when read. Contains: Judgement Chains"1.5%10n/a

Moveset

Attack Description Type Parryable? Media
Basic Attack Combo 1

The Paladin swings his hammer at the player from the side twice, before following up with a third blow from the ground and (occasionally) a fourth swing.

If the player is too far, the Paladin will replace the fourth blow with a Slam attack.

It is recommended to parry this attack if possible.

Physical
Basic Attack Combo 2

The Paladin slams his hammer down at the player twice, before following up with a slower and heavier swing from the side.

Though this attack may be parried, it may be more optimal to back out of range during this attack sequence to take advantage of the large end lag to deal damage.

Physical
PaladinM1Combo2
Basic Attack Combo 3

The Paladin swings wildly at the player thrice, before following up with Absolution.

Though this attack may be parried, the large attack window after Absolution leaves him vulnerable for much longer than a Staggered effect would. Hence, dodging or backing out of range for this attack sequence would be more optimal for dealing damage.

Physical
PaladinM1Combo
Basic Attack Combo 4 The Paladin swings at the player, downward strikes, and then ground slams. Physical Untitled video
Slam The Veiled Paladin will pull back his hammer before slamming it down, dealing heavy damage and stunning players in a wide area. Physical
Paladin Overhead Slam
Absolution

The Paladin will windup his hammer for a few seconds before slamming it into the ground, dealing lethal damage and stunning players in a massive area.

The Paladin will be vulnerable for a few seconds after attacking. Use this opportunity to deal damage.

Magical
Paladin Absolution
Angel's Descent

Using the momentum of his hammer's swing, the Paladin will leap into the air and smash into the ground, dealing heavy damage and stunning players in a wide area. The Paladin will follow up this attack with Basic Attack Combo 1 or Basic Attack Combo 2.

If you have to dodge the first attack, use back dodge for less end lag to be able to dodge the second attack in time.

Physical
PaladinStomp
Solar Chain After a short cast time, the Paladin will cast fast moving chains at all players, dealing damage and Slow, before pulling them in within melee range. The Paladin will then follow up with a random Basic Attack Combo or Angel's Descent if the player is too far. Magical, Status Effect
PaladinGetOverHere
Solar Charge

See Solar Charge.

The Paladin will use this attack up to 4 times before becoming fatigued. Take advantage of his fatigued state to deal damage.

Time your dodge when he starts to turn his shield.

Physical, Status Effect
PaladinSolarCharge
Judgment

The Paladin takes to the skies before throwing his hammer, dealing damage. After a few seconds, the Paladin will descend smashing down on his hammer, dealing heavy damage and stunning the player.

Be sure to time your dodges precisely based on your distance.

Physical, Magical
PaladinDivineJudgment
Attack Description Type Parryable? Media
Penance

After roaring, the Paladin becomes Enraged and initiates a prayer, gaining greatly increased damage mitigation, stance mitigation and status resistance for 5 seconds. The Paladin will begin a barrage of 2 low trajectory hammers before following up with a second wave consisting of 2 low trajectory hammers and 1 high trajectory hammer. Each hammer deals damage and inflicts Illumination. Hammers deal damage both in flight and on impact.

Do not stay in the same spot on the second wave of hammers as the high trajectory hammer is timed to land directly after the last hammer.

This attack automatically occurs after the Paladin has reached 60% or less Health. The Enraged status may occur independently of this ability.

Make use of back dodge over front/side dodge for less end lag.

Magical, Status Effect
PaladinHammerRain
Aureatus' Calling

See Aureatus' Calling. After casting this ability, the Paladin will follow up with a random Basic Attack Combo.

Try to parry his attacks and Riposte before he unleashes his swords at you. If you are too far or unconfident in your parrying abilities, dodge forward on the first wave of swords then dodge back on the last sword. The timing on the dodging method may take practice.

Magical, Status Effect
PaladinAureatusCalling
Judgment (Enraged)

The Paladin takes to the skies before throwing his hammer, dealing damage. After a few seconds, the Paladin will descend smashing down on his hammer, dealing heavy damage and stunning the player. Upon landing in the Enraged state, the Paladin will release 7 spinning blades that deal damage and inflict Illumination.

Be sure to time your dodges precisely based on your distance.

Physical, Magical, Status Effect PaladinDivineJudgment2
Solar Charge (Enraged)

See Solar Charge. In the Enraged state, the Paladin will sprout wings and begin his charge from above. At the end of each charge, he will teleport to a different location.

The Paladin will use this attack up to 4 times before becoming fatigued. Take advantage of his fatigued state to deal damage. Use camera lock on to keep track of his location.

Time your dodge when he starts to descend.

Physical, Status Effect
PaladinRush

Movement and Battle Strategy

  • The Paladin gains hyperarmor on some attacks, reducing stance damage taken
  • Solar Charge, like its player ability equivalent, gains lowered cast times as the Paladin's Health becomes lower so adjust your dodge timing as needed
  • When inflicting Staggered on the Paladin, make sure to get some Basic Attacks in that 2.5s window before Riposting to maximize damage output
  • Melee weapons are preferred on this boss to take advantage of parries and stance breaks
  • The first Penance attack may be skipped entirely by Staggering or Riposting the Paladin at the ~66% Health threshold - make sure to watch for the phase change visuals
  • Some of the boss' attacks have high end lag making them a prime opportunity to deal significant damage
  • Staggering the boss while Solar Charge is active does not cancel the attack's timer. If timed right, you can catch the boss in its fatigued state only within a few seconds after inflicting Staggered
  • Dodging is extremely important as many of the boss' attacks are fatal
  • Use Angel's Respite if you are forced to take lethal damage
  • Healing items like Bread and Bottle of Regeneration I can help sustain yourself as he deals heavy damage
  • The Veiled Paladin phase transition can be skipped using Earth Spikes or Solar Charge.