EndgamerBlack Myth: Wukong
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Height of Ember

Father of Stones石父

Mandatory
Defeated
What it inflicts
No status effect
Phases
1 phase
Equipment
One set

Recommended gear

With what you can get before this boss, in your first cycle.

Editor's pick As against the other stone bosses, go for pure attack and Defense rather than elemental damage: the Weaver's Needle slightly raises your Critical Hit Chance and Critical Damage, and the Wandering Wight adds Defense on top of a spirit attack that hits very hard; Umbral Abyss unleashes Frost Bane: prefer Ebon Flow or Azure Dust over it. The Mount Lingtai Seedlings, picked up on the way to the Height of Ember shrine, extend the clones of your next A Pluck of Many, the spell that opens the fight. Golden mask and shirt, Non-Pure gauntlets and greaves: 6 Fine Gold Thread for the 4, 2 of them sold at the chapter's shrines; failing that, keep your Loongscale pieces.

Weapon attack
80
Armor defense
188
Resistance: Poison
+8

Base values, before upgrades, from the registry.

The fight

A single fight, with no pause. Slow, it holds a skeleton in one arm and only strikes with the other; most of its attacks can be avoided by stepping back, and it takes a while to recover from them.

One set: a single fight, with no pause.

Spells, transformation and soaks are set at a Keeper's Shrine (soaks also with the Shen Monkey), never during a fight: what you bring into a fight stays until the end. One spell per category: Cloud Step and Rock Solid exclude each other, pick one before the fight.

What it inflicts

  • No known status: its kicks send out sparks and a line of fire toward you, fire damage; the rest are arm swings, leaps, rolls and a roar.

Attacks to watch

  • Kicks that send out sparks and a line of fire toward you: along with its roar, its most dangerous attack.
  • Roar: as soon as it opens its mouth, jump or step back out of the area around it, or it knocks you back and damages you. If you get flung back, dodge to recover quickly.
  • A series of one-armed swings, the other arm holding the skeleton: step back far enough or dodge.
  • A leap to land on you: step back or dodge. It also stomps, swings its upper body around, belly flops or lashes out with its tongue.
  • If you stay behind it for too long, it sits down and rolls toward you over and over.

What works

  • Pure attack rather than elemental damage, Defense as high as possible: build up your combos and land the finisher often, as the heavy blow knocks it over and leaves it open.
  • A Pluck of Many, then Immobilize right away, and a flurry of hits; the Wandering Wight's attack adds heavy damage with each hit landed. A Pluck of Many, Immobilize, Wandering Wight

Strategy

  • Bait out its attacks, then punish its slow recovery; when it reaches out to hit you, it often falls over right after: that's the time to combo.
  • The Height of Ember shrine is right before its arena: stop by it after the fight to put the Fireproof Mantle back on before the Gray-Bronze Cart and its fire attacks.

Access

Woods of Ember, Height of Ember shrine: head toward the open space on the left; it jumps over the wall near the door, on the right, just past the shrine. A story boss, on the main path: you can't miss it as you progress.

What it gives

Will: 1,787

Its spirit takes its form and lets out 2 powerful roars that hit nearby enemies; equipped, it slightly raises your Critical Hit Chance and Critical Damage.

Right after, through the door by the wall it climbed over, the cave leading to the Gray-Bronze Cart hides the Amber Prayer Beads, in a chest by the statues at an exit on the right, and the Charface spirit, on the enemy glowing blue.

Updates

No published update changes this boss.

In NG+

In NG+, you keep your gear, spells, transformations and spirits, and bosses are tougher. Key items don't carry over: the chapter's quest items must be taken again.

Page checked on October 17, 2026.