Verdant Path
Supreme Celestial Inspector王灵官
- What it inflicts
- Shock Burn
- Phases
- 2 phasesthunder first, then fire from half health; at around 30%, he traps you in a ring of fire
- Equipment
- One setno shrine or checkpoint between the phases
Recommended gear
With what you can get before this boss, in your first cycle.
Editor's pick The full Yaksha Armor Set significantly increases both the damage you deal and the damage you take, enough to shorten this very long fight, and its shirt and bracers resist the Burn of the second half. The Thunderstone raises your Shock Resistance against the early thunder, the Flame Orb your Burn Resistance, and the Stranded Loong's Whisker extends your next Immobilize after a sip, your key spell against him. Cloud Step and A Pluck of Many stay equipped, as a backup if your mana allows, but save it for Immobilize first.
- Weapon attack
- 80
- Armor defense
- 234
- Resistance: Burn
- +10
Base values, before upgrades, from the registry.
- Weapon
Chitin Staff Crafting: Venomous Hair × 1, Refined Iron Sand × 4, Yaoguai Core × 8, 20,000 WillOtherwise: Bishui Beast Staff, Staff of Blazing Karma
- Headgear
Yaksha Mask of Outrage Crafting: Cold Iron Leaves × 4, Fine Gold Thread × 2, 8,100 WillOtherwise: Bronze Monkey Mask
- Chest
Embroidered Shirt of Outrage Crafting: Cold Iron Leaves × 5, Fine Gold Thread × 2, 9,000 WillOtherwise: Loongscale Battlerobe
- Arms
Yaksha Bracers of Outrage Crafting: Cold Iron Leaves × 1, Fine Gold Thread × 1, 4,800 WillOtherwise: Loongscale Armguard
- Legs
Yaksha Greaves of Outrage Crafting: Cold Iron Leaves × 2, Fine Gold Thread × 1, 7,200 WillOtherwise: Loongscale Greaves
- Vessel
Otherwise: Weaver's Needle
- Spirit
Otherwise: Clay Vajra
- Transformation
Otherwise: Azure Dust
- Spells
- Curios
- Gourd
Otherwise: Medicine Buddha Gourd
- Soaks
The Yaksha set can be crafted from the Verdant Path shrine: 12 Cold Iron Leaves, 6 Fine Gold Thread and 29,100 Will for the 4 pieces, and the chapter's shrines sell 2 Fine Gold Thread. If you're short, take the alternative pieces: worn together, the 3 Loongscale pieces greatly shorten Shock, 2 of them resist it, and the Bronze Monkey Mask resists Burn.
The Bishui Beast Staff or the Staff of Blazing Karma, which adds Defense and Burn Resistance, if you have their materials: 4 Gold Tree Cores each, so only one of the two at this point without a reserve from earlier chapters; otherwise, keep the Chitin Staff.
As alternatives, the Weaver's Needle hits him while you dodge, but costs you the fan; the Clay Vajra spirit raises your Burn Resistance, and Azure Dust makes you immune to the Four Banes while transformed.
The fight
A single fight, a long one, with no shrine or break. The Inspector has a lot of health and often flies out of reach to pelt you with projectiles; on the ground, he strikes with his wings like arms, turns them to gold to deflect your hits, and wields a lightning-charged sword. Zhu Bajie helps you at first. At around half health, he gets more aggressive and brings out a fiery wheel, which he rides or sends at you. At around 30%, he grabs you and traps you in a ring of flames that shrinks the arena, and fights with 2 swords.
One set: the fight runs with no shrine or break, from thunder to fire; set it up at the Verdant Path shrine, just before the arena.
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
- Shock: in the first third of the fight, he mainly attacks with thunder, with his sword and waves that run along the ground; the end of the fight mixes thunder and fire.
- Burn: from half health, his fiery wheel can burn you; then he sets his sword ablaze and traps you in a ring of flames that burns you on contact.
Attacks to watch
- Aerial attacks: at the start, he rises, spins, then drops onto you very fast; dodge, or deflect it with Rock Solid if you take it instead of Cloud Step, then cast Immobilize. His feather volleys, which end up tracking you, deal little damage. He also charges twice in the air, chains melee attacks and ends with a long charged kick: time your dodge on that kick to have time to counterattack.
- Golden wings: when he hides behind a wing, don't strike: your hit is deflected, barely hurts him, and he counters at once with 2 wing strikes. Dodge the first, land a quick attack, dodge the second, then wait for him to spread his wings again. His feathers moving signal his wing strikes.
- Ground waves: when his sword glows red while he is in the air, he sends lightning waves spreading across the ground. Back away: the farther you are, the more they spread apart; step sideways, without dodging too early.
- Fiery wheel, from half health: he throws it at you, and it comes back, so plan a second sideways dodge, or leaps to slam it down on you after a long delay. He can also circle the arena, creating copies of the wheel that cross it in a crisscross, then strike heavily. While he is on his wheel, don't attack: dodge until he gets off.
- Ring of fire, at around 30% of his health: he grabs you and traps you in a ring of flames that shrinks the arena; touching it burns you. He often flies outside it: dodge patiently until he comes back into melee, or dispel the ring with the Plantain Fan.
What works
- Immobilize, every time it's ready: frozen, he can neither fly nor launch his aerial attacks. Save your mana for this spell rather than the others; in the ring of fire too, it remains your best weapon. Immobilize
- Plantain Fan, the best vessel against him, ahead of the Fireproof Mantle: thrown while he flies, it brings him straight back down and stuns him; at the start of the second phase, it knocks him off his wheel, and in the ring of fire, it dispels the flames at once. Plantain Fan, Fireproof Mantle
- Umbral Abyss: transform early, quick attacks and the transformation's spell included, so it recharges before the end, then use it again when he isn't flying or on his wheel; or save it for his last quarter of health. Umbral Abyss
- Shock-Quelling Powder against the early thunder, Body-Cooling Powder once the fire arrives: each removes its status and briefly raises your resistance. The Mount Huaguo shrines sell 6 of each. Shock-Quelling Powder, Body-Cooling Powder
Strategy
- At first, Zhu Bajie fights alongside you and often heals you: be as aggressive as you can and save your gourd while he is there. Zhu Bajie
- His openings are short: after each dodge, mostly land quick attacks, heavy ones are often too slow. After your string of quick attacks while he is immobilized, spend your Focus: a heavy attack can stun him.
- A long fight, for which level 80 or higher is recommended: before going in, take damage-boosting medicines, such as Amplification Pellets and Tiger Subduing Pellets. If he stops you, go gain a few levels: the following bosses are even harder. Amplification Pellets, Tiger Subduing Pellets
Access
Foothills, Verdant Path shrine, the first of Chapter 6: from the start of the chapter, head down the only path, beating 2 large groups of enemies, and the shrine is on the left. Carry straight on to the clearing adorned with chains: in the middle, Zhu Bajie thinks it's a dead end, then the Supreme Celestial Inspector arrives and the fight begins. Mandatory and impossible to miss: he is the chapter's first boss, and your win teaches you the Somersault Cloud, which carries you through the rest of the chapter.
What it gives
- to obtainSomersault Cloud
- to obtainAscension Powder Formula
- to obtainFine Gold Thread × 2
- to obtainGold Tree Core × 2
- to obtainCelestial Ribbon
- to obtainMind Core
Sources give 3,596 or 3,599 Will: count on about 3,600.
After your win, he carries you into the air: at the end of the cutscene, you have learned the Somersault Cloud and stand at the edge of a cliff. This cloud carries you through the rest of the chapter; it only works within Mount Huaguo and is not listed among the shrine's spells.
The Ascension Powder formula lets you craft this medicine: for a short while, none of your actions cost Stamina. His journal entry comes with this fight; in Chapter 4, it is the Crane Immortal's entry that gets added.
His 2 Gold Tree Cores, with the one sold at the chapter's shrines, help fund a second 4-Core staff, such as the Bishui Beast Staff or the Staff of Blazing Karma.
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 19, 2026.