Make Believe Quest
Location
General
Requirements
Legend
The distant kingdom of Thalassara is a secluded realm recently thrust into the spotlight by the fall of a fragment of the moon. What began as a rush for the newly discovered moonsilver has quickly turned into something far more troubling.
Throughout the quest, you will find yourself dealing with suspicious factions, strange cult activity, and the consequences of forces that should perhaps have remained undisturbed. Expect investigation, infiltration, exploration, puzzles, and a journey that leads from a besieged frontier settlement all the way to places few have ever seen.
Dangers
- In Thalassara: Moonspawn Blightspitter, Moonspawn Oozecrown, Moonstone Excavator, Moonstone Overseer, Devoted Radiant Acolyte, Devoted Radiant Inquisitor, Devoted Radiant Paragon, Devoted Radiant Templar, Devoted Radiant Warden, Devoted Radiant Zealot.
- In the Radiant Skyhold: Radiant Warden, Radiant Paragon, and Radiant Acolyte.
- In the Radiant Ascendancy: Radiant Templar, Radiant Inquisitor, and Radiant Zealot.
- Bosses Mimar Haffar, Maior Domus, and Phosphorus, as well as their final forms Mimar Haffar (Final), Maior Domus (Final), and Phosphorus (Final).
Reward
Rewards for the quest come through the fights against its bosses. It includes:
- the best in slot equipment from Summer Update 2026, the Moonsilver Set
- the
Cloud In a Bottle, used to obtain the
Radiant Nimbus (Mount) and the
Radiant Nimbus achievement - the Illuminated Warrior Outfits
- the Lamp Breaker, Pit Fighter, Light Reaver guaranteed titles, as well as Djinn Dominator and Eclipse Bringer optional titles
- access to crafting of Stellar Moonsilver weapons
Boss Difficulty System
The bosses in this quest were the first to introduce the Boss Difficulty System. It is important to note that the guide here will display the fights and mechanics of difficulty 1. Higher difficulties apply new mechanics, higher damage, more complexity, but also more rewards. The mechanics and values listed here should be without any additional modifiers from difficulty scaling.
Access to Thalassara
Players start the quest by meeting NPC Wayland Smythers next to the temple in Venore, here. Wayland is looking for someone willing to fight enemies who have fallen from the moon, and free his mentor, Doctor Marrow, from them.
He suggests you sneak in a supply ship and head to Thalassara, and for that he will grant you access through the storehouse that loads the ship. In the storehouse, you need to disguise as a cargo crate by clicking the crate at the entrance, and follow your way to the northwest part of the room.

Keep on moving while avoiding getting caught by the guards (being in melee range). Standing in the same tile for too long makes your character sneeze, and you will get caught. There are also some grid tiles that make noise when you step on them, revealing your position to nearby guards.
Reaching the northwest area, just jump in the teleport and you will arrive in Thalassara after a short cutscene.
Moonspawn Juggernaut
Now in Thalassara, walk to the southeast and go up some stairs to find the mayor of Salgadara village, Mayor Pocaro, here. Talk to him and he tells you that in order to help, you need to prove that you are not just another scavenger, and asks you to prove your intention by defending Salgadara when the next raid of Moonspawns happen.
The raid takes place nearby, to the east of the village, around here. Once it starts, some Moonspawn creatures will appear, and after some time Moonspawn Juggernaut will appear. Kill it and report back to the mayor (all players involved in the kill should get a quest log update message).
Infiltrate the cult
Pocaro tells you fishermen have reported seeing suspicious, white-robed figures moving around near the fallen rock. He believes disguising as one of them and infiltrating their ranks to find out what they are up to will help you find out more on Doctor Marrow and these moon creatures.
Head to south of Thalassara, in a region called Recifar, around here. There you should be able to find Cult Initiates. Defeat one of them, and use their corpse to disguise as one of them, then enter the teleport here.
In this room you have a
Gong, three coloured tiles, and a book to the north. Use the gong and watch the sparkles around the book and their colour. Pay attention to the order they happen, and once the entire sequence is shown, repeat it by using the devices just north of the coloured tiles. If the sequence is done in the correct order, all players in the room receive a quest log update.
Leave the room, follow a path to southeast and enter a teleport to get inside the crater. Go south, then upstairs to get to the lever for your first boss fight.
Mimar Haffar
Mimar Haffar is located in the middle of the lower floor, but is initially invulnerable behind an invisible defense barrier. He is locked in place, but will still target and damage players who get close.
This boss fight has two phases happening simultaneously in two floors.
Phase 1: Charging the Cannons
Split your team so you have players on the upper floor and lower floor. The Paladin(s) or Knight(s) in the team must stay at the lower floor to handle Trapped Souls. Letting them reach the boss will result in the boss getting one charge, and each charge makes the boss stronger. The Trapped Souls walk aimlessly for a while, randomly becoming unstable (The soul is becoming unstable!), and exploding two seconds later in a small radius, dealing 25% of a character's maximum HP as Agony Damage. Eventually, they will move towards the boss. They are slow, have low HP, and are immune to all but Holy Damage, so Paladins can eliminate them. Otherwise, they can be Challenged by the Knights and brought north near the big moon essence tanks, disappearing. A counter will then be put on the character that brought them, that counts down every few seconds and heals the character, although this mechanic is not yet fully understood.
At the lower floor, there are two
Energy Cannons located southwest and southeast of the room, which need to be charged to their full capacity.
At the south of the room, a
portal will transport players to the upper floor. These portals have a 30 second cooldown, so players need to calculate their movement properly. Upstairs, players need to kill Moonstone Miners and loot
Moonsilver Crystals. These crystals can be brought down by players, or can be thrown downstairs by dropping them at the teleports located west and east.
During this process, the rooms where Moonsilver Custodians are locked up will open over time and they will move to these teleporters, trying to go downstairs to help the boss. Players can block their path by standing on their way, or using Magic Wall Runes and Wild Growth Runes, or just let them walk past if players downstairs are fine with dealing with them.
Players downstairs need to get the Moonsilver Crystals and use them on the Energy Cannons. Each used crystal powers up the cannon for 10 charges, so 10 Moonsilver Crystals are needed for each cannon. The Moonsilver Crystals disappear after a short while, so they must be used quickly.
Phase 2: Killing the Boss
When cannons reach 100 charges, they become
Charged Cannons. When both are fully charged, they fire a spell to break the defenses of the boss, letting it loose and making it vulnerable for 45 seconds. Once the time runs out, the boss teleports back to its locked position, and Phase 1 restarts. Repeat until the boss dies.
Find Doctor Marrow
As you defeat Mimar Haffar, you and your team are granted access to the cult's base, located southwest in Thalassara, here. Enter the base, walk south, and enter the teleport to the east, then walk in the room until you find Doctor Marrow locked in a room. Talk to him and he will reveal details about moonsilver, and how he got imprisoned by the God summoned from the faith of his own cult. In order to stop bigger issues, he suggests defeating Maior Domus, a 'traitor' that holds the spiritual key to the inner sanctum.
The Maior Domus' lever room is located five floors up from the entrance of the Radiant Skyhold, here, and the way will be full of strong radiant creatures.
Maior Domus
As the boss fight starts, players will meet Maior Domus as well as some Moonsilver Guardians in the room. The boss takes damage but heals completely all the time in this phase. This defense is indicated by the
yellow shield icon, which grants it the ability to heal for around 23,000 HP for each instance of damage taken.
This fight also has two phases.
Phase 1: Charging the Plates
The guardians have an area healing spell that is used regularly, so keeping all of them together makes them harder to kill if you lack enough damage. This is important to know, because the mechanic relies on two types of charges on the guardians. Each guardian killed will raise one of the charges by 1:
indicates charges related to the west plate. They go up when guardians die and Knights or Monks dealt most damage to them. When reaching 20
charges, the west plate will be charged.
indicates charges related to the east plate. They go up when guardians die and Paladins, Druids, or Sorcerers dealt most damage to them. When reaching 30
charges, the east plate will be charged.- When 20+ blue shield charges and 30+ fire charges are reached, the south plate will be charged.
When all plates are charged, guardians disappears and Phase 2 can start.
Phase 2: Killing the Boss
From this moment on until the end of the fight, the boss should not be hit under its yellow shielded state, or it will heal for 23,000 HP for each hit, negating progress.
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Activating a plate will make Maior Domus vulnerable for 20 seconds, this vulnerability is indicated by the
white 'X' icon replacing the yellow shield. Once the time runs out, the boss teleports to the middle of the room and becomes shielded again. This must be repeated until all charged plates are activated.
Characters will become stronger while staying on top of the plates, being granted a +20 skill bonus. This is represented through a
red shield icon.
Once all plates are used, Phase 1 restarts. Repeat the process until the boss dies.
Elite Fanatics
After defeating Maior Domus, leave his room and walk through some teleports located north, here. When entering the room and pulling the lever, six Elite Fanatics appear. They heal each other a lot, so they should be split from one another. When their HP is reduced to around 40%, they turn into Petrified Fanatic. The goal is to make every Petrified Fanatic stand on a
richly ornamented floor. The Petrified Fanatics can be pushed.
Once all Petrified Fanatics are on the special floors, an orange teleport will appear at the northern part of the room, which allows players to move towards the final boss lever room.
Final Battle
Phosphorus
At the start of this first phase, Phosphorus will be invulnerable and will spawn together with several Moonsilver Protectors.
Players should clear the Protectors when possible, but focus should be the mechanics at play: in this room, there are five areas built with pedestals on it. Each area is 3x4sqm and has pedestals representing one of the vocations. Shortly after the battle starts, the boss will teleport to one of the areas. When this happens, a Rival enemy will appear in the northern part of the room. Players must lure the boss away from the pedestals it teleported to, and lure the Rival into the area containing its corresponding pedestal, killing it there. The Rivals do extra damage to characters of vocations that do not match theirs. The boss will repeat this teleporting and spawning mechanic until 5 successful Rivals have been killed.
The order of Rival rotation is always the same:
| Rival | Direction | Pedestals |
|---|---|---|
Knight Rivals |
south east |
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Paladin Rivals |
south |
|
Sorcerer Rivals |
north east |
|
Druid Rivals |
north west |
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Monk Rivals |
south west |
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When the Rival is killed at the correct spot, a success message (YOU CONVERTED THE ENERGY!) will appear. If players kill a Rival outside of its intended pedestal area, a failure message (YOU FAILED TO CONVERT THE POWER!) will appear, and the boss will gain one charge, becoming stronger and taking less damage. The charges are represented by an
icon with a counter.
There is a counter indicating the mechanic progress at the northern wall. Once a total of 5 Rivals have been eliminated successfully, the boss will teleport to the northern part of the room and become vulnerable for 40 seconds. Several messages indicate how long this will last:
- Start of vulnerability phase: THE TEST BEGINS NOW!
- 20 seconds left indicator: THE TEST IS NEARLY OVER
- 5 seconds left indicator: THE TEST ENDS NOW!
- End of vulnerability phase: IT STARTS AGAIN!
After the boss becomes invulnerable again, just repeat the mechanic cycle until the boss flees the battle (PHOSPHORUS ESCAPED - CHASE AFTER HIM!). Go after it through a
teleporter that appears (A TELEPORTER HAS APPEARED!) on the east side of the room. This is an object that must be used, not moved into. The first player to use this teleport will cause everyone to be teleported to the next room, starting the next phase of the battle.
Mimar Haffar (Final) and Maior Domus (Final)
This fight is split into two parts, the first being focused on Maior Domus (Final), that is already on the arena, while Mimar Haffar (Final) is outside the arena throwing random spells at players.
At the start of the fight, the room will spawn 4 Moonsilver Sentinels, that keep respawning when killed.
The room also starts with two
Storms. They are invulnerable, and walk randomly around the room. Two extra Storms will eventually spawn, one for each boss when they reach 50% HP. These Storms use some area spells around themselves that apply root. This lasts for 5 seconds, but can be renewed if getting hit by the spell again before the previous effect ended. This means characters can stay rooted for a long time. When they spawn, they give a charge to the bosses, indicated by the
magic icon. It is not clear how this affects the bosses, but they might gain new attacks.
Maior Domus does not respect Challenge, but has no special healing or shielding mechanics, so it can be damaged down until death. He must be kept around the center of the room. If he is moved away, Mimar Haffar will prepare a spell to target (The center of the room is charging up!), and 3 seconds later an Energy Damage explosion (3,000+) (The clashing auras trigger a devastating explosion!) will hit the center of the room. This will continue to happen constantly until Maior Domus is back at the center. Additionally, after a few seconds away from the center, Maior Domus and the Sentinels will start getting +1 charge every second, becoming stronger fast.
After Maior Domus dies, Mimar teleports into the arena to fight. He respects Challenge, and starts the fight with an
arrow icon charged at 5. This charge is not yet understood. Mimar Haffar will sporadically throw an Agony Damage (1,500+) spell at its target, exploding in an area. If any Storm is hit by it, they will trigger an explosion around themselves for Energy Damage (2,000+, this might be maximum HP related). Multiple storms hit can cause a big damage spike.
Note that Mimar Haffar is targetable throughout the whole fight, and can be killed with distance attacks when standing outside the arena. Killing Mimar before Maior might be interesting to do in case time is not an issue, as it will mean only up to 3 Storms will be in the room when Mimar dies, reducing chance and incoming damage spikes from Mimar's special spell.
Once Mimar Haffar dies, a
teleporter will appear (A TELEPORTER HAS APPEARED!) on the east side of the room. Once again, the first player to use it will teleport everyone to the next room.
Phosphorus (Final)
The final form of Phosphorus does not respect Challenge. It can also apply
Fear on its targets.
Some mechanics are constantly happening throughout the whole fight:
Disruptive Energies will keep spawning randomly throughout the room. They live for 4 second and explode dealing small area Energy Damage if a player is nearby when this time ends.
Sanctified Draining Rifts will keep spawning randomly throughout the room. Stepping on them will make them disappear (The rift devours your energy.), but will deal 40% of a character's current HP as Agony Damage.
A curse will be regularly applied to one of the characters.
- This curse will be announced to the affected character (You have been cursed.), a Death Effect will happen on the character, and an
icon will appear next to their name together with a counter. - The counter will start at 1 and will go up by 1 per second. For each second the character remains cursed, the
curse will deal 10% of the character's maximum HP as Agony Damage, until reaching 8 charges. After that, the curse will fade, the counter will disappear, and the character will take one additional hit of (at least) 25%~30% maximum HP as Agony Damage. - In order to avoid this damage, a
Shimmering Field appears somewhere in the room at the same time the curse starts. The cursed character must step on it, which will immediately clean up the curse (The curse fades as you enter the field.).
- This curse will be announced to the affected character (You have been cursed.), a Death Effect will happen on the character, and an
Reward
After defeating Phosphorus (at any difficulty) you'll get a quest log updated message, which grants you access to a teleport located southwest on ground floor. There you can meet Wayland Smythers again, as well as shortcut teleports to all bosses in the quest.
Wayland Smythers
First interaction:
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Player: hi |
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Doctor Marrow
First conversation:
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Player: hi |
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Talking with him again:
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Player: hi |
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Actual explanation:
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Player: explain |
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Doctor Marrow
First conversation:
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Player: hi |
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Talking with him again:
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Player: hi |
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Actual explanation:
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Player: explain |
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