Battle reference

Intangir: Weakness, Battle Decisions & Recovery

Earth, Light or Dark magic during Slumber is the useful damage plan for Dragon’s Maw, Pharm. Fire, Ice, Wind, Lightning and Water are absorbed; escape is reported unavailable.

Quick answer

Earth, Light or Dark magic during Slumber is the useful damage plan for Dragon’s Maw, Pharm. Fire, Ice, Wind, Lightning and Water are absorbed; escape is reported unavailable.

On this page

Read this encounter

Save before engaging the visible enemy. Magic preserves its sleep; physical attacks wake it and can trigger Meteor. A Dark whip technique is still physical, so check type as well as element. Remove ordinary weapon filler from the planned sleep window.

Answer the dangerous action

When awake, stabilize with magic protection and recovery. When asleep, use safe-element spells while reading the timeline. Heal before the killing blow because a powerful defeat response remains dangerous even with no HP left on the enemy. If HP rises, inspect the last attack’s element; if Meteor follows a sleeping hit, inspect its type.

After the battle

Intangir is separate from the fifteen Cave Masters. The deeper Rogue Magitek Weapon requires Lightning/Water, so rebuild before carrying this exact spell setup into that fight.

Check command types and Stagger · All battle guides

Sources and verification

Reviewed 1 November 2026. This guide compares published references. Independent gameplay results and current-patch timing are not claimed; source-reported conflicts remain explicit.

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