Castrum Marinum (Extreme)

Shadowbringers Trial Lv80 iLvl 500 Extreme

The extreme version of the Emerald Weapon trial with enhanced mechanics and tighter execution requirements across two phases.

Emerald Weapon

Phase 1

MechanicTypeDescription
Emerald ShotTankbusterMulti-hit tankbuster. Stack mitigation for the consecutive hits.
Optimized UltimaRaidwideUnavoidable raid-wide damage.
Aetheroplasm ProductionAoEOrbs spawn that must be soaked or avoided based on color/pattern.
Magitek MagnetismAoEEnhanced magnet mechanic. Positive/negative charges on mines determine repulsion or attraction. More mines and tighter timing than normal.
Divide Et ImperaTankbuster / SpreadHits tank, then spreads to party. Requires precise spacing.
SidescatheCleaveHalf-arena cleave. Watch for glowing wing indicator.
Emerald BeamAoESpinning conal AoEs with expanding circles. Zigzag clockwise with precise movement.
SplitKnockbackLeg detachment with knockback. Position to avoid arena edges or use knockback immunity.
Primus/Secundus/Tertius Terminus EstAoESequential X-shaped and line AoE patterns. Watch order of appearance for dodge sequence.

Notes: Phase 1 mechanics are significantly more punishing. Magnet puzzles have additional mines and faster timing.

Phase 2 (Gaius Phase)

MechanicTypeDescription
Arena ChangeAoEPlatform changes—new arena for Phase 2. Serves as checkpoint.
Legio PhantasmatisAddsPhantom soldiers spawn in formations and execute synchronized attacks.
ExpireRaidwideHeavy raid-wide damage when adds are defeated.
Tertius Terminus EstAoELarge X-pattern AoEs covering significant arena space.
Mechanized ManeuverAoEEmerald Weapon repositions with accompanying AoE patterns.
Enhanced Divide Et ImperaTankbuster / SpreadStronger version of the tankbuster spread mechanic.
EnrageEnrageMust defeat Emerald Weapon before enrage timer.

Notes: Phase 2 introduces the Gaius/phantom soldier mechanics. Add waves require attention while maintaining boss DPS. The checkpoint means Phase 2 practice doesn’t require re-clearing Phase 1.