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Mistfall HunterFIELD GRIMOIRE

Patch 7 August 2026 update
Updated 2026-08-12

Mistfall Hunter Sálmar Boss Guide

Every Sálmar move in both phases, what each one looks like before it lands, and how to answer it — including the two that summon a copy of your own fully geared character.

Applies to 7 August 2026 updateUpdated

By

A spectral creature confronting a party of Gyldhunters
Image: Official Mistfall Hunter Steam store

Every mechanic here comes from a single published solo guide. It is the only one that exists for this fight, so treat the move list as one careful player’s reading rather than a datamined table — and expect the tells to be right even where the emphasis is personal.

At a glance

Where
Hallowgrove, through the boss-area teleport
Phases
Two. The second begins at roughly 70% health
The real threat
Her summons — two moves conjure a copy of you at your own gear level
Solo picks
Mercenary or Withered Knight; ranged is described as considerably harder

Sálmar, the Cursed Moonwane — every move

Two phases, and the second keeps everything from the first. Each move is three lines in the same order: what you see, what you do, and what it costs if you read it wrong — which is the line that decides whether a move deserves your dodge or your health bar.

Stay close. Three of her four close-range options are the easiest things in the fight to read, and every time she creates distance she switches to the ranged set that is genuinely hard to handle.

Dash and fire trailPressure
You seeShe dashes and leaves fire behind her along the line.
You doDodge on the dash. The window is generous and it becomes predictable once you have seen it.
If wrongNot much even if it lands — this is the cheapest mistake in the fight.
Staff raise into ground slamPressure
You seeThe staff goes up toward the sky before the slam.
You doJump it, or dodge on the timing. Both work.
If wrongArea damage around her, and she often chains it onto the end of her close-range combo.
Slide and homing fireballsPressure
You seeShe slides to one side at range, then sends small fireballs that track you.
You doShield them, or bait them to one side and roll the other way.
If wrongChip damage and a broken approach, which costs more than the damage does.
Four projectilesPressure
You seeA fan of four, thrown along one line.
You doAt range, keep moving left or right. Up close, shield-dodge every other one.
If wrongPunishing if you eat the whole fan while closing the gap.
Two-hit close comboPunish window
You seeA visible wind-up before the first of two slashes.
You doDodge the first and you are usually clear of both — she often chains the staff zone attack onto the end, and you are already out of it.
If wrongReading this one correctly is most of what makes the fight survivable at close range.
Rays into grabbing handsCan end it
You seeThree rays at range, with hands following behind them.
You doFar away, stand in the gaps between the rays. Mid-range, dodge sideways or rush her — the spell does not reach close range.
If wrongA long stun, and it summons a copy of you at your own gear level. Focus the clone immediately; with some classes this alone ends the attempt.
Glowing groundCan end it
You seeThe floor underneath you starts to glow.
You doDodge out of it. Easy once you know to watch the ground rather than her.
If wrongAnother copy of you joins the fight.
  • Can end the attempt
  • Your punish window
  • Ordinary pressure

The boss’s name is the publisher’s, taken from its own Boss Reveal. Every move below comes from the single published guide cited at the foot of this page, so the threat flags are that writer’s emphasis and not measured damage. Phase two is drawn as additions because that is how the source describes it: the same moveset, plus these. This block is the page’s content rather than a summary of it, so both phases stay in the markup and the tabs only change which is shown.

§01

Bring potions, not courage

This is a long fight, and the single most repeated piece of preparation advice for it is not about damage — it is about how many healing potions you walk in with. The guide this page is built on suggests going back to camp and starting over if you arrive at the teleport with fewer than ten, and describes arriving with thirty. The cheap potions at the camp shop are the ones to buy, because you can restock from the in-run merchant on the way.

  • Sell your whites at the in-run merchant on the way to the boss and spend it on the discounted potions.
  • Use instant heals only when close to death; drink potions at around 70% health, whenever you cannot reach her anyway.
  • A Pro combat bag from the season shop is a cheap way to arrive in blues with a usable rune set.
§02

Close range is the safe range

The fight inverts the usual instinct. At close range Sálmar has three options, all of them readable. At distance she has the ray-and-hands spell, the tracking fireballs and the projectile fan — the moves that actually end attempts. So every time she creates space, closing it again is the priority, which is why the recommended solo kits carry two dashes on the sword-and-shield side plus the long dash on the hammer.

  • Open with a charged heavy rather than poking. It is powerful enough to be worth the commitment and can chain into a follow-up.
  • Sword auto-attacks into the two-hit finisher will sometimes stagger her, which is the cue to switch and charge.
  • Ranged classes are described as much harder here, not impossible — but this is not the fight to learn one in.
§03

The summons are the fight

Strip the adds out and this is a straightforward two-phase boss. With them it is a fight you can lose while she is at half health. Two separate phase-one moves conjure a copy of your own character — at your gear level, with your kit — and the phase-two summons can be any class at all. The rule is the same every time and it does not have an exception: focus the add, immediately, before you go back to her.

  • Being caught by the grabbing hands stuns you first and summons second, so you meet the clone already behind.
  • On the kneel punish, take the damage window and then turn straight to the add rather than greeding a second charge.
  • The one consolation is that phase-two adds are not copies of you, so they arrive with someone else’s kit rather than yours.
§04

How to practise her without going broke

The loop that makes repeated attempts affordable is worth as much as the move list. Enter with a combat bag rather than your own gear, run the route to the boss area, and if the attempt fails, revive, leave through the teleporter and extract with whatever the run picked up. You keep the loot, you keep the lesson, and the next attempt costs a bag rather than a loadout.

  • Take the nearest quest on the way in — it funds the potion run and is doable in poor gear.
  • The training grounds will not rehearse this fight, because a bot does not have her moveset. What they will rehearse is the class you intend to bring.
§05

How this fight differs from the Brandrgarde Mist Lords

Sálmar is a solo-shaped fight and the guide behind this page is a solo player’s. The two Mist Lords on Brandrgarde are not: Otto, the Flesheater is written up as a three-role team fight in a sealed arena on a timer, and the recommended answer to him is a Withered Knight holding aggro behind a shield rather than anything you do alone. If you have learned Sálmar and are about to meet him, the differences are the point rather than the similarities — his tells are colours, not shapes, and two of the three colours mean the tank is about to lose him.

  • Otto has his own page with all seven of his attacks and what each glow means.
  • General Harald has a page too, and it is deliberately a different kind of page: still no moveset, because no published guide says what any of his attacks look like before they land, but activation, per-mode health, sight radii and drop ranges from the datamined profile, labelled as datamined throughout.
  • So the three pages are not interchangeable. Sálmar teaches you a fight, Otto teaches you a colour language, and Harald tells you how to reach and survive a fight nobody has described. Read each for what its sourcing actually supports.

Sálmar, the Cursed Moonwane FAQ

Fight her at close range, where she has only three readable attacks, and close the gap again every time she creates distance. Bring a large stock of healing potions — this is a long fight — and focus every summon the moment it appears, because two of her moves conjure a copy of your own geared character.

Sources for this page

Before you pull her

Bosses and Mist Lords — the rules every boss fight sharesHallowgrove map and extraction guideOtto, the Flesheater — every move, and what each tell meansGeneral Harald — no moveset published, and what is known insteadDeath and recovery — what a failed attempt actually costsTraining grounds — rehearse the class you intend to bringGold farming — how to afford the potions this fight needs