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	<title>Age of Dungeons Wiki - User contributions [en]</title>
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	<updated>2026-04-30T10:46:35Z</updated>
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		<id>https://dungeons.block.land/wiki/index.php?title=Legendaries&amp;diff=1024</id>
		<title>Legendaries</title>
		<link rel="alternate" type="text/html" href="https://dungeons.block.land/wiki/index.php?title=Legendaries&amp;diff=1024"/>
		<updated>2025-05-27T12:32:47Z</updated>

		<summary type="html">&lt;p&gt;2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5: /* Trivia */ gilded armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LegendaryPedestal.png|thumb|right|460px|Gilded ranger armor sitting atop a legendary shop pedestal]]&lt;br /&gt;
Legendary weapons and items are unique and stand tall above all others in their class. These items generally can only be acquired from special pedestals encountered in the dungeon, certain bosses, or through [[Prayer#Crafting|Divine Crafting]].&lt;br /&gt;
&lt;br /&gt;
Legendary shop pedestals are rarely encountered special rooms which contain a single legendary item upon a golden pedestal. The item can be purchased from the pedestal for its gold value.&lt;br /&gt;
&lt;br /&gt;
=Melee Legendaries=&lt;br /&gt;
Melee users have a wide variety of legendary weapons to collect.&lt;br /&gt;
&lt;br /&gt;
==Dragon Dagger (p++)==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Dragon Dagger (p++)&lt;br /&gt;
| image = DDP.png&lt;br /&gt;
| type = Dagger&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| damage = 22&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 20000&lt;br /&gt;
| note = 3 poison per strike&lt;br /&gt;
}}&lt;br /&gt;
The Dragon Dagger (p++)&#039;s special ability &#039;&#039;Puncture&#039;&#039; uses 30% special ability power. This ability is a rapid attack that allows the quick application of a lot of poison.&lt;br /&gt;
&lt;br /&gt;
==Shirogane==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Shirogane&lt;br /&gt;
| image = Shirogane.png&lt;br /&gt;
| type = Shortsword&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| damage = 90 to 100&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = No&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Shirogane&#039;s special ability &#039;&#039;Silverwing Assault&#039;&#039; allows the wielder to dash up and forwards, delivering a powerful overhead strike that deals 190 damage. 5 second cooldown, requires melee class armor.&lt;br /&gt;
&lt;br /&gt;
==Astraea==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Astraea&lt;br /&gt;
| image = Astraea wep.png&lt;br /&gt;
| type = Dagger&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| damage = 44 to 52&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = No&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Alternates between right and left hand dealing 44 or 52 damage with really fast swing speeds.&lt;br /&gt;
&lt;br /&gt;
Special ability &#039;&#039;Astraea&#039;s Fury&#039;&#039; empowers both daggers for 10 seconds. While empowered, both daggers fire projectiles when swung, alternating projectile dependent on the dagger swung. One which deals 24 damage and inflicts burn and one that fires a burst of 8 projectiles each dealing 7 damage. This special has a 20 seconds cooldown.&lt;br /&gt;
&lt;br /&gt;
==Elemental Swords==&lt;br /&gt;
Main Article: [[Elemental Swords]]&lt;br /&gt;
&lt;br /&gt;
The elemental swords are a set of legendary swords which have randomly-selected special effects upon hitting enemies, but all share similar mechanics and visuals. See [[Elemental Swords]] for a complete description of their effects.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Weapon Type&lt;br /&gt;
|Acquisition Method&lt;br /&gt;
|Base Damage&lt;br /&gt;
|Soulbound?&lt;br /&gt;
|Special Resource?&lt;br /&gt;
|Gold Value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Elemental Swords#Body and Mind|Body and Mind]]&#039;&#039;&#039;&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Pedestal&lt;br /&gt;
|40&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Elemental Swords#Feast and Famine|Feast and Famine]]&#039;&#039;&#039;&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Pedestal&lt;br /&gt;
|45&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Elemental Swords#Fire and Ice|Fire and Ice]]&#039;&#039;&#039;&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Pedestal&lt;br /&gt;
|60&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Elemental Swords#Light and Shadow|Light and Shadow]]&#039;&#039;&#039;&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Pedestal&lt;br /&gt;
|50&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Elemental Swords#War and Peace|War and Peace]]&#039;&#039;&#039;&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Pedestal&lt;br /&gt;
|70&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gram==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Gram&lt;br /&gt;
| image = Gram.png&lt;br /&gt;
| type = Longsword&lt;br /&gt;
| acquisition = Mashhit&lt;br /&gt;
| damage = 200 to 300&lt;br /&gt;
| soulbound = Yes&lt;br /&gt;
| usesSpecial = No&lt;br /&gt;
| value = 9000&lt;br /&gt;
}}&lt;br /&gt;
Gram is a slow but heavy-hitting buster sword. It alternates between an overhead swing and forward thrust attack. Each attack has a 10% chance to hit critically for an extra 500 damage.&lt;br /&gt;
&lt;br /&gt;
Gram is obtained from a floating book, rather than a gold pedestal. Upon obtaining the Gram it is soulbound and therefore cannot be dropped or traded.&lt;br /&gt;
&lt;br /&gt;
==Wraithcutter==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Wraithcutter&lt;br /&gt;
| image = Wraithcutter wep.png&lt;br /&gt;
| type = Longsword&lt;br /&gt;
| acquisition = Divine Crafting&lt;br /&gt;
| damage = 100 to 250&lt;br /&gt;
| soulbound = Yes&lt;br /&gt;
| usesSpecial = No&lt;br /&gt;
| value = 19000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Prayer|Crafting]]: Golden Idol, Gram, Sword Fragment&lt;br /&gt;
&lt;br /&gt;
Acts similarly to the sword [[Minibosses|Dark Wraith]] uses. Has a standard attack that can hit multiple targets with a slow swing speed. Has a special attack with a five second cooldown but extreme burst damage. Standard swing deals 250 damage up close, 100 damage on outer edge hits. &#039;&#039;Blade Vortex: 7 flurry slices that deal 100 damage each; the jab does 300 damage up close, 100 damage on outer edge hits. This special has an 9 second cooldown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gleamfang==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Gleamfang&lt;br /&gt;
| image = Gleamfang wep.png&lt;br /&gt;
| type = Scythe&lt;br /&gt;
| acquisition = Divine Crafting&lt;br /&gt;
| damage = 100 to 250&lt;br /&gt;
| soulbound = Yes&lt;br /&gt;
| usesSpecial = No&lt;br /&gt;
| value = 19000&lt;br /&gt;
}}&lt;br /&gt;
[[Prayer|Crafting]]: Golden Idol, Gram, Shotel Fragment&lt;br /&gt;
&lt;br /&gt;
Acts similarly to the scythe Light Wraith uses. Has a standard attack that can hit multiple targets with a slow swing speed. Has a special attack that sends out an explosive projectile. Standard swing deals 250 damage up close, 100 damage on outer edge hits. &#039;&#039;Solar Crescent: Send out a projectile that deals 230 direct and 370 radius damage. Deals 350 bonus damage to point-blank targets. This special has an 8 second cooldown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Musashi==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Musashi&lt;br /&gt;
| image = Musashi.png&lt;br /&gt;
| type = Longsword&lt;br /&gt;
| acquisition = Divine Crafting&lt;br /&gt;
| damage = 95-325&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = No&lt;br /&gt;
| value = ?&lt;br /&gt;
}}&lt;br /&gt;
[[Prayer|Crafting]]: Golden Idol, Charged Fur, Shirogane&lt;br /&gt;
&lt;br /&gt;
Musashi has an initial unshealthing strike of 325 damage then alternates between two overhead swings that deal 140 damage each and two seeping attacks that deal 95 damage each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wave of Thunder: you strike the area in front of you casting lightning down in a straight line in front of you it does from 30 to 104 damage and applies the Thunder Debuff.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Ranged Legendaries=&lt;br /&gt;
&lt;br /&gt;
==Crystal Bow==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Crystal Bow&lt;br /&gt;
| image = Crystalbow.png&lt;br /&gt;
| type = Swiftbow&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| damage = 65&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Has a 30% arrow recovery chance on arrows. Greatly increases arrow modifiers for its arrows. Deals 65 damage per arrow. Uses special attack energy for its special ability. &#039;&#039;Special ability: Rapid fires three arrows which each deal 120 damage. Using this ability does not consume arrows, but costs 150 mana.&#039;&#039; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;You also need arrows to be activate the ability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sayonara Bow==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Sayonara Bow&lt;br /&gt;
| image = SayonaraBow.png&lt;br /&gt;
| type = Swiftbow&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| damage = 30&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Has a 10% arrow recovery chance on arrows. Deals 30 damage per arrow, fires 3 at a time. Uses special attack energy for its special ability. &#039;&#039;Special ability: Homing shot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Clockstorm==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Clockstorm&lt;br /&gt;
| image = Clockstorm.png&lt;br /&gt;
| type = Crossbow&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| damage = 195&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Deals 195 damage per arrow. Uses special attack energy for its special ability. &#039;&#039;Special ability: Flurrystorm, rapidly fire arrows that ignore recovery chance for 65 damage each, having a fire rate of 5 arrows per second, and cost %2 per arrow shot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Thermite Shrapnel==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Thermite Shrapnel&lt;br /&gt;
| image = Thermite.png&lt;br /&gt;
| type = Arrow Modifier&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| value = 9000&lt;br /&gt;
}}&lt;br /&gt;
Main section: [[Ranged#Arrow Modifiers]]&lt;br /&gt;
&lt;br /&gt;
==Enchanted Quiver==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Enchanted Quiver&lt;br /&gt;
| image = EnchantedQuiver.png&lt;br /&gt;
| type = Quiver&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| value = 8000&lt;br /&gt;
}}&lt;br /&gt;
Same recharge rate as the [[Ranged|ranger&#039;s quiver]], but refills 2 arrows at a time instead of 1. Out of combat refill is 6 arrows.&lt;br /&gt;
&lt;br /&gt;
=Magic Legendaries=&lt;br /&gt;
&lt;br /&gt;
==Archangel&#039;s Staff==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Archangel&#039;s Staff&lt;br /&gt;
| image = Archangel.png&lt;br /&gt;
| type = Staff&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| element = Light&lt;br /&gt;
| manaMod = -30%&lt;br /&gt;
| spellPower = +30%&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Special ability &#039;&#039;Archangel&#039;s Embrace&#039;&#039; Channels to create a barrier in front of the player. While the barrier is active, the player gets a powerful temporary HP shield for 5 seconds, granting 150 shield and stacks each tick. Consumes special ability power while channeling.&lt;br /&gt;
&lt;br /&gt;
==Dragon&#039;s Fury==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Dragons&#039;s Fury&lt;br /&gt;
| image = dragonFuryStaff.png&lt;br /&gt;
| type = Staff&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| element = Fire&lt;br /&gt;
| manaMod = -30%&lt;br /&gt;
| spellPower = +30%&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Special ability &#039;&#039;Dragon Breath&#039;&#039; Channels to produce a cone of fire in your aim direction. Anything caught in the cone is dealt 10 magic damage per channel tick. Consumes special ability power while channeling.&lt;br /&gt;
&lt;br /&gt;
==World Tree Branch==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = World Tree Branch&lt;br /&gt;
| image = worldTreeBranch.png&lt;br /&gt;
| type = Staff&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| element = Earth&lt;br /&gt;
| manaMod = -30%&lt;br /&gt;
| spellPower = +30%&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| usesSpecial = Yes&lt;br /&gt;
| value = 25000&lt;br /&gt;
}}&lt;br /&gt;
Special ability &#039;&#039;Earthen Cleansing&#039;&#039; While channeling, the player gains 90% resistance to poison damage and rapidly triggers their remaining poison stacks. Consumes special ability power while channeling.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Note that you need to be prepared to take some damage as the poison decreases!&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Superior Channeling Orb==&lt;br /&gt;
{{LegendaryWeapon&lt;br /&gt;
| title = Superior Channeling Orb&lt;br /&gt;
| image = Superiororb.png&lt;br /&gt;
| acquisition = Pedestal&lt;br /&gt;
| soulbound = No&lt;br /&gt;
| value = 22000&lt;br /&gt;
}}&lt;br /&gt;
Main section: [[Magic#Channeling Orbs]]&lt;br /&gt;
&lt;br /&gt;
=Armors=&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:HPlateArmour.png|[[Melee|Heavy Plate Armour]]&lt;br /&gt;
File:RangerArmour.png|[[Ranged|Ranger Armour]]&lt;br /&gt;
File:MagisterRobes.png|[[Magic|Magister Robes]]&lt;br /&gt;
File:HolyKnight_Armour.png|[[Prayer|Holy Knight Armour]]&lt;br /&gt;
File:Ronin_Arnour.png|[[Prayer|Ronin Armour]]&lt;br /&gt;
File:Warlock_Armour.png|[[Prayer|Warlock Armour]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
*Gilded versions of Heave Plate, Magister, and Ranger armor can be found on golden pedestals, and cost 200,000 gold.&lt;br /&gt;
*Craftable legendaries require certain materials to craft using prayer [[Prayer|Crafting]].&lt;br /&gt;
*Pedestals are implemented with the same logic that handles [[Minibosses|miniboss]] rooms.&lt;br /&gt;
*Discovering pedestals has nearly always played a sound, but there was a bug that made the sound play at the map&#039;s origin. This was finally fixed on June 21st, 2024 with v.1.2.4.&lt;/div&gt;</summary>
		<author><name>2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5</name></author>
	</entry>
	<entry>
		<id>https://dungeons.block.land/wiki/index.php?title=Items&amp;diff=1023</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://dungeons.block.land/wiki/index.php?title=Items&amp;diff=1023"/>
		<updated>2025-05-27T12:14:44Z</updated>

		<summary type="html">&lt;p&gt;2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5: /* Other */ Cannot store challenge stones in bank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Potions==&lt;br /&gt;
There are 5 types of potions, &#039;&#039;&#039;Health, Mana, Antipoison, Experience and [[Prayer#Crafting|Crafted Potions]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All variants of Health, Mana, and Antipoison potions can be bought from the town potion shop. All potions can be found in the dungeon.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Potion type&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Size&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gold Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
|Tiny&lt;br /&gt;
|Heals 100 health&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|Heals 200 health&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|150&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
|Heals 400 health&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|250&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Mana&amp;lt;br&amp;gt;&#039;&#039;Can overcharge*&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Tiny&lt;br /&gt;
|Restores 200 mana&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|Restores 400 mana&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
|Restores 800 mana&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;Antipoison&#039;&#039;&#039;&lt;br /&gt;
|Standard&lt;br /&gt;
|Cures 20 poison&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|Super&lt;br /&gt;
|Cures 100 poison&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|500&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
|Tiny&lt;br /&gt;
|Grants 650 experience&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1800&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|Grants 1500 experience&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|3500&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
|Grants 3500 experience&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|8000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| &#039;&#039;&#039;Craftable&#039;&#039;&#039;&lt;br /&gt;
|Tonic Vitæ**&lt;br /&gt;
|Heals 800HP &amp;amp; Restores 800MP (1200MP if blood-cursed) plus a +100 Max HP &amp;amp; Mana buff &lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&#039;s Draught**&lt;br /&gt;
|Bestows a 300 HP shield for 5 minute and gain +0.2x player scale &amp;amp; outgoing damage for 5 minutes.&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|2000&lt;br /&gt;
|-&lt;br /&gt;
|Focus Distillate**&lt;br /&gt;
|Completely restores special attack energy to a 150% overcharge.&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|2000&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing Waters**&lt;br /&gt;
|Dispels all negative status effects and buildup&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*The higher your overcharge is, the faster your mana will drain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**Please see the prayer page for the crafting recipe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Foods are items which are consumed to grant healing over a fixed amount of time. You can eat up to 10 food items before you need to start waiting for one to finish its effect.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Food name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Total healing&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Healing time (seconds)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Price&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Food Category&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cherries&lt;br /&gt;
|60&lt;br /&gt;
|240&lt;br /&gt;
|25&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|Hot-Cross Bun&lt;br /&gt;
|80&lt;br /&gt;
|240&lt;br /&gt;
|40&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|Cinnamon Bun&lt;br /&gt;
|80&lt;br /&gt;
|180&lt;br /&gt;
|40&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|Apple&lt;br /&gt;
|60&lt;br /&gt;
|180&lt;br /&gt;
|45&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|Bread Bun&lt;br /&gt;
|100&lt;br /&gt;
|240&lt;br /&gt;
|50&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|Drumstick&lt;br /&gt;
|160&lt;br /&gt;
|480&lt;br /&gt;
|80&lt;br /&gt;
|Medium (Big*)&lt;br /&gt;
|-&lt;br /&gt;
|Steak&lt;br /&gt;
|200&lt;br /&gt;
|480&lt;br /&gt;
|90&lt;br /&gt;
|Medium (Big*)&lt;br /&gt;
|-&lt;br /&gt;
|Baguette&lt;br /&gt;
|500&lt;br /&gt;
|480&lt;br /&gt;
|150&lt;br /&gt;
|Large (Huge*)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*Internal size name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039; - Compasses are used to find the major floor [[Bosses|bosses]]. A compass can be found in dungeon shops or as rare boss drops. Values at 2000 gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Golden Idol&#039;&#039;&#039; - A rare and valuable statuette. This item is useful as a sacrifice at altars, as a crafting component, or you can cast alchemy on it to get a decent chunk of money from it. Values at 9999 gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039; - A rare &#039;&#039;achievement&#039;&#039; item that allows for the user to detect miscellaneous info pertaining to a target&#039;s inventory or HP. A boon for certain people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firework Launcher&#039;&#039;&#039; - A rare &#039;&#039;achievement&#039;&#039; item that allows for instant celebration, no matter the occasion. Each shot uses 15 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Challenge Stone&#039;&#039;&#039; - A rare stone found in the dungeon and sometimes is a drop from Challenge major floor [[Bosses|bosses]] variant. Consuming the stone will activate challenge mode for the next encountered major floor boss. Values at 1500 gold. Cannot be stored in the Bank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass of Time&#039;&#039;&#039; Extends the dungeon timer by 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seal Breaker&#039;&#039;&#039; - Used to activate [[Bosses|The Oathbreaker]]. &#039;&#039;Priceless.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Oath&#039;&#039;&#039; - Used to activate [[Bosses|The Oathbreaker&#039;s]] challenge mode. &#039;&#039;Priceless.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potion Bag&#039;&#039;&#039; - Drop from [[Bosses|The Oathbreaker]]. Can hold up to 4 potions. Values at 5000 gold.&lt;/div&gt;</summary>
		<author><name>2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5</name></author>
	</entry>
	<entry>
		<id>https://dungeons.block.land/wiki/index.php?title=Minibosses&amp;diff=1022</id>
		<title>Minibosses</title>
		<link rel="alternate" type="text/html" href="https://dungeons.block.land/wiki/index.php?title=Minibosses&amp;diff=1022"/>
		<updated>2025-05-27T12:04:16Z</updated>

		<summary type="html">&lt;p&gt;2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5: /* Mashhit */ Encounter location information; solo nature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MinibossRoom.png|thumb|right|460px|Large room with multiple minibosses]]&lt;br /&gt;
Minibosses are special enemies that can be encountered on floor two and below. They have loot tables that contain not only EXP and Gold, but also items such as potions, food, weapons, and more. Killing them in deeper floors will yield better rewards.&lt;br /&gt;
&lt;br /&gt;
Their health scales depending on total levels of nearby players, and often the floor they spawn in. &#039;&#039;&#039;Note that you can encounter rooms where there are multiple minibosses!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Mantis=&lt;br /&gt;
[[File:MantisMiniboss.png|thumb|right|400px|A Mantis preparing its charge attack]]&lt;br /&gt;
The Mantis miniboss can be found in floor two and below. It will approach the nearest enemy before pausing a short distance away. After 2 seconds, it&#039;ll charge towards its target and attack rapidly for up to 2 seconds before flying away and launching numerous poison attacks.&lt;br /&gt;
The amount of melee attacks and frequency of poison attacks increase in deeper floors.&lt;br /&gt;
&lt;br /&gt;
At floors five and six, it can afflict those caught by its melee attacks with the [[curses|Mind Toxin curse]] upon direct contact.&lt;br /&gt;
&lt;br /&gt;
=Scorpion=&lt;br /&gt;
[[File:ScorpionMiniboss.png|thumb|right|400px|A Scorpion approaching]]&lt;br /&gt;
The scorpion miniboss can be found in floor two and below. Its initial combat strategy is simply to run towards a player to melee attack them. However, upon sustaining heavy damage or being struck with a melee attack, it&#039;ll attempt to run away whilst laying one or more eggs. If players aren&#039;t able to kill the eggs quickly enough, they can hatch into a ranged attacking bug (type varies depend on floor). When the scorpion&#039;s target is facing away from it, the scorpion will prepare a deadly sting attack that applies a large amount of poison if its target is caught unaware.&lt;br /&gt;
&lt;br /&gt;
On floors two and three, the scorpion&#039;s eggs hatch into [[Monsters#Floor 2|Bug Spitters]]. On floors four and five, the eggs hatch into [[Monsters#Floor 4|Mite Spitters]]. On floor six, the eggs will hatch into [[Monsters#Floor 6|Jumping Mites]].&lt;br /&gt;
&lt;br /&gt;
=Dark Wraith=&lt;br /&gt;
[[File:DarkWraith.png|thumb|right|400px|A Dark Wraith approaching]]&lt;br /&gt;
The Dark Wraith can be found in floor three and below, and will spawn with numerous other monsters. It uses a [[Legendaries#Wraithcutter|Wraithcutter]] that can pull players towards it when it performs its combo at point-blank, and a ShadowBomb when the player strays too far from itself.&lt;br /&gt;
&lt;br /&gt;
Reward Chests from Dark Wraiths can very rarely contain a Sword Fragment, which is used to [[Prayer#Crafting|craft]] the [[Legendaries#Wraithcutter|Wraithcutter]].&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
DarkWraith2.png|Dark Wraith charges its ShadowBomb attack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Light Wraith=&lt;br /&gt;
[[File:LightWraith.png|thumb|right|400px]]&lt;br /&gt;
The Light Wraith can be found in floor three and below, and will spawn with numerous other monsters. It uses a [[Legendaries#Gleamfang|Gleamfang]] which hits hard in close combat, and will periodically perform a Solar Crescent as a ranged attack.&lt;br /&gt;
&lt;br /&gt;
Reward Chests from Light Wraiths can very rarely contain a Shotel Fragment, which is used to [[Prayer#Crafting|craft]] the [[Legendaries#Gleamfang|Gleamfang]].&lt;br /&gt;
&lt;br /&gt;
=Axe Knight=&lt;br /&gt;
[[File:Axe Knight.png|thumb|right|400px]]&lt;br /&gt;
Axe Knights are a varied miniboss which can be encountered starting on floor three and below. Their actual displayed name (and the visual of their shield) will vary depending on the floor they&#039;re encountered at. The Axe Knight has a special ability it will use about every 10 seconds which forces it to stand still while it charges a magical rupture attack, opening a line of stone in a line from the front of the knight.&lt;br /&gt;
&lt;br /&gt;
Axe Knights and Sword Knights both wield massive shields which render them immune to any attacks which hit near the shield. Defeating them requires kiting to avoid having all your attacks blocked by the shield.&lt;br /&gt;
&lt;br /&gt;
=Sword Knight=&lt;br /&gt;
[[File:Sword Knight.png|thumb|right|400px]]&lt;br /&gt;
Sword Knights are a varied miniboss which can be encountered starting on floor three and below. Their actual displayed name (and the visual of their shield) will vary depending on the floor they&#039;re encountered at. The Sword Knight has a special ability it will use about every 10 seconds which forces it to stand still while it charges a magical sword strike, hitting everything nearby it with a magical sword strike.&lt;br /&gt;
&lt;br /&gt;
Axe Knights and Sword Knights both wield massive shields which render them immune to any attacks which hit near the shield. Defeating them requires kiting to avoid having all your attacks blocked by the shield.&lt;br /&gt;
&lt;br /&gt;
=Wasp Swarm=&lt;br /&gt;
[[File:WaspSwarm.png|thumb|right|400px|A Wasp Swarm approaching]]&lt;br /&gt;
Occasionally, the player may encounter a large wasp swarm instead of the usual miniboss. Having low health but being incredibly fast, wasps can easily kill a lone adventurer if they&#039;re unable to fend them off. They spawn in groups of 8 on the fourth floor, 10 on the fifth floor, and 12 on the sixth floor.&lt;br /&gt;
&lt;br /&gt;
=Mesmerizing Shade=&lt;br /&gt;
[[File:MesmerizingShade.png|thumb|right|400px|A Mesmerizing Shade and its clones]]&lt;br /&gt;
The Mesmerizing Shade can be found in floor four and below. A ranged spellcaster, its main gimmick is discreetly teleporting around while leaving behind clones of itself to confuse other combatants. By itself it will deal very low damage, but all of its clones have the same damage output and can become deadly if left unchecked.&lt;br /&gt;
&lt;br /&gt;
=Mashhit=&lt;br /&gt;
[[File:Mashhit.png|thumb|right|400px|The Mashhit standing near the effects of its fire attack]]&lt;br /&gt;
When attempting to obtain [[Legendaries|Gram]], players must first fight against Mashhit in floor five or six before being able to claim their reward. Mashhit comes in three variants: Corrupting, Bloodthirsty, and Amok. Corrupting variants apply double the curse stacks, Bloodthirsty variants heal upon successfully landing a hit on you, and Amok variants deal more damage.&lt;br /&gt;
&lt;br /&gt;
Mashhit will initially wield a spear when attacking in melee and switch to a Shadow Bolt attack when at range. Occasionally, they&#039;ll coat a 16x16 area with fire to limit the area that players can move safely. Upon dropping to ~15% HP, Mashhit will pull out a longsword for melee attacks which is impossible to dodge. If the player breaks line of sight with Mashhit, they&#039;ll teleport to an area nearby the player.&lt;br /&gt;
&lt;br /&gt;
Mashhit can only be encountered by activating a mysterious floating tome. It is a solo encounter; only the player who summons Mashhit is allowed to damage them. Other players are allowed to be present, but dire consequences await if they attempt to damage Mashhit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Mashhit2.png|The Mashhit attacking with its spear&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mind-Torn Guard=&lt;br /&gt;
[[File:mtg.png|thumb|right|400px|A Mind-Torn Guard before it has engaged a player]]&lt;br /&gt;
Due to the influences of the Void and the dungeon, a wandering guard has lost sight of their main goal. Upon sighting a player, the guard will declare them as a player killer and that they&#039;re to be struck down. Much like Mashhit, the guard will switch to a shortsword when in melee range or a bow when far away. The damage output that the guard can deal is immense, and it&#039;s generally advised to keep a fair distance to have a better chance of surviving the ordeal.&lt;br /&gt;
&lt;br /&gt;
When the guard initially drops to or below 50% HP, they will receive Sarmina&#039;s blessing alongside having their health restored to 75%. Whilst in this state, the guard will receive benefits of the Crown of Protection, and become invincible for 3 seconds.&lt;br /&gt;
As a last ditch attempt, they will fire off a Sunburst spell shortly after reaching 10% HP.&lt;br /&gt;
&lt;br /&gt;
=Blood Knight=&lt;br /&gt;
[[File:Blood Knight.png|thumb|right|400px]]&lt;br /&gt;
Blood Knight is a special miniboss encounter that can only be encountered during a special challenge. The Blood Knight holds a special blood sword that will apply blood curse and upon reaching 100 stacks, the blood curse becomes active, and you will be unable to heal by any means for the duration. When the blood curse wears off, an aura will surround the player and explode outwards after a few seconds. Any other players in range of the explosion will be afflicted with 20 points of buildup of blood curse. It also has has a special ability it will use about every 10 seconds which forces it to stand still while it charges a blood curse sword strike, hitting everything nearby with blood curse.&lt;br /&gt;
&lt;br /&gt;
Just like the Axe Knight and Sword Knight the Blood Knight wields a massive shield which renders it immune to any attacks which hit near the shield.&lt;/div&gt;</summary>
		<author><name>2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5</name></author>
	</entry>
	<entry>
		<id>https://dungeons.block.land/wiki/index.php?title=Bosses&amp;diff=1021</id>
		<title>Bosses</title>
		<link rel="alternate" type="text/html" href="https://dungeons.block.land/wiki/index.php?title=Bosses&amp;diff=1021"/>
		<updated>2025-05-27T11:34:14Z</updated>

		<summary type="html">&lt;p&gt;2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5: Compass info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a total of five bosses in AoD currently. Not to be confused with [[minibosses]].&lt;br /&gt;
&lt;br /&gt;
Bosses reset every 2 hours at dungeon generation; many players will group up and rush the bosses right when the server resets.&lt;br /&gt;
&lt;br /&gt;
The bosses can be found on their corresponding floor. To find them, you will need a [[items|compass]], which can be found in dungeon shops. Follow the North needle to find the boss on that floor. Minibosses may also drop a compass.&lt;br /&gt;
&lt;br /&gt;
Bosses can also be &#039;&#039;upgraded&#039;&#039; through the usage of a [[items|Challenge Stone]], which increases their DMG, HP, potential rewards, and may add different actions.&lt;br /&gt;
&lt;br /&gt;
Boss&#039; HP and rewards are based off a hidden formula that relates to how many players are online and what level those players are. Boss rewards are individually ranked based on the DPS players deal to the boss: NONE, BRONZE, SILVER, and GOLD. Higher rank means better potential rewards, and a minimum DPS rate must be reached for a player to receive a reward.&lt;br /&gt;
&lt;br /&gt;
==Troll Boss==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
TrollBoulder.png|The Troll boss throwing a boulder.&lt;br /&gt;
F1BossRoom.png|Troll Boss&#039; Ruined Castle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Troll boss is a simple-minded troll which has two forms of attack: directly hitting you, or throwing boulders. Both have a slight area of effect. It will usually resort to hitting a player directly unless that player is too far away, or outside of the main courtyard area in the ruin. The boulders have a strong knockback and violently shake your screen. Like many bosses, the troll will strongly prioritize the players that are closest to it; but will also more strongly consider players that are doing a lot more damage to it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; The troll attacks much faster, and squads of Goblins with stats comparable to those found on F5 will spawn periodically at the sides of the ruin.&lt;br /&gt;
&lt;br /&gt;
==Spider Boss==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
SpiderBoss.png|The Spider boss as it appears in its room.&lt;br /&gt;
F2BossRoom.png|Spider Boss&#039; Lair&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Spider boss has 2 stages, on the ground and on the roof. &lt;br /&gt;
&lt;br /&gt;
During its initial stage, it will be on the ground. It will run out and attempt to grab a player then run back to the center of the room to eat them. The grabbed player cannot recall or escape the spider on their own terms, but can attack the spider while being eaten if using a melee weapon. After 20 seconds, or after the spider takes damage equal to 10% of its max HP (whichever comes first), the spider will release the grabbed player and switch attack phases. Each bite of the player will heal the spider for a percentage of its lost HP, which means it is especially important to avoid being grabbed when the spider is nearing death so it can be finished off. &lt;br /&gt;
&lt;br /&gt;
After the eating phase, numerous spiderlings will spawn around the arena to attack players with weak melee attacks. Meanwhile, the spider will fire off a barrage of poison balls that apply 11 stacks of poison each. Shortly after the boss is finished spitting poison, the boss will switch back to its grabbing attack phase.&lt;br /&gt;
&lt;br /&gt;
While below 50% HP, the spider will jump up to the ceiling and remain up there any time it is not attempting to grab a player. Having access to ranged attacks is important for finishing the fight effectively.&lt;br /&gt;
&lt;br /&gt;
*Tip: Burning and Blood Curse can be used on the spider to mitigate its healing, making the fight easier to finish out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; Healing from eating a player is increased. Grabbed players take more damage from being eaten. Poison stacks applied from the spider&#039;s ranged attacks are increased to 22. Spiderlings have increased health and attack damage.&lt;br /&gt;
&lt;br /&gt;
==Cursed Knight==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
cursedKnightv1.png|The Cursed Knight staring down a interloper.&lt;br /&gt;
F3BossRoom.png|Cursed Knight&#039;s Sacred Spring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Cursed Knight is a paladin on floor 3. Due to the influences of the dungeon, it has mutated to a size rivaling the Troll boss whilst enchanting its weapon to drop pools of corruption.&lt;br /&gt;
&lt;br /&gt;
Before the fight begins, the Cursed Knight will give any trespassers 10 seconds to leave the room. Once that time is up, the paths into the room will be destroyed about 2 seconds after it starts combat. The Cursed Knight&#039;s attack pattern comprises of two modes: projectile reflection and a devastating overhead swing that can instantly kill most players if directly hit. When the projectile reflection ability is used, the Cursed Knight will stop and face a single direction while channeling the ability which destroys any projectiles which come near the front of it. Once finished channeling, the knight will begin rapidly firing a doubled quantity of all absorbed projectiles back at the player who fired the majority of them. The Cursed Knight occasionally pulls players in before performing an attack. As the Cursed Knight&#039;s health decreases, particularly around the 50% mark, its mace attacks will swing much faster.&lt;br /&gt;
&lt;br /&gt;
Each swing will leave behind a &amp;quot;puddle&amp;quot; of corruption that remains active for 20 seconds. While touching this puddle, you will rapidly accumulate &amp;quot;corruption&amp;quot;, up to 100 points, after which you obtain a random curse.&lt;br /&gt;
&lt;br /&gt;
The room is lined by a roman bath style body of boiling water. Being in the boiling water deals a percentage of your remaining HP, making it particularly devastating to your health pool while near maximum health. If you&#039;re thrown into the water at a low health percentage, it may take longer than you might expect for it to kill you.&lt;br /&gt;
&lt;br /&gt;
*Tip: Although the mace swings faster later in the fight, the maximum damage it can deal scales inversely with the attack speed. So while it may be hitting you more reliably later on, the overall danger posed by being hit directly decreases substantially.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; The Cursed Knight&#039;s pull ability is used more frequently and is more effective at pulling players from the side. The projectile reflection ability will fire back four times as many projectiles instead of just double. The heated water surrounding the arena deals damage at a greatly increased rate.&lt;br /&gt;
&lt;br /&gt;
==The Excavator==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
TheExcavator.png|The Excavator as it appears in its arena.&lt;br /&gt;
F4BossRoom.png|Excavator&#039;s Crystal Collection&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Excavator is a short but stout miner found in floor 4. &amp;lt;!-- Wants to prove its dance moves. Rock and stone to the bone. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their attack pattern alternates between slinging a large rock at players when at a distance or by performing a whirlwind attack or hitting the ground infront of them. Any boulders or pickaxe strikes that hit the ground will &#039;&#039;damage the floor&#039;&#039;. &#039;&#039;&#039;Their attacks are largely centered around dealing AoE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon reaching half HP, it&#039;ll destroy any floors that it previously damaged and cause the room&#039;s ceiling to partially collapse dealing room-wide damage as rocks fall from the ceiling. It&#039;ll also overheat its pickaxe, with it now performing burning damage alongside flinging small pebbles that can damage players with every attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; Will now switch to phase two at 70% HP rather than at 50%. Applies an additional 30% damage to all attacks.&lt;br /&gt;
&lt;br /&gt;
==FrostFire Mage==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
FrostFireMage.png|The FrostFire Mage as it appears in its arena.&lt;br /&gt;
F5BossRoom.png|FFM&#039;s Resting Place&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The FrostFire Mage is an eons old mage that resides in floor five. Gone mad whilst dabbling in dark arts, they view any trespassers as mere sacrifices to their endless pursuit for immortality and power. The fight revolves largely around positioning, with many abilities requiring players to move strategically to avoid taking massive damage.&amp;lt;!-- you&#039;re gonna have a bad time. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FrostFire Mage has two primary combat phases: frost mode and fire mode.&lt;br /&gt;
&lt;br /&gt;
For each rotation in the fire phase, the mage has three options: Hurl huge devastating fireballs at faraway players, perform a fiery leap towards the nearest player, or fire a cone of flames at players in melee range. The mage will rotate between these three abilities in that order when applicable. If no players are far away, the fireballs will be skipped. If players are in melee range, the leap will be skipped. If the cone or fireballs would be used more than twice in a row, the rotation is complete and the mage will teleport randomly to a new position to restart the ability rotation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; All attacks in the fire rotation will apply a long lasting burning debuff that will constantly damage the player until they douse themselves in the pools of blood in the room.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the FrostFire Mage is in the frost phase, they&#039;ll walk towards the center of the room before conjuring a blizzard at their location. While generating the blizzard, large ice crystals will form above players before dropping down, dealing damage and a slowing effect.  &#039;&#039;It takes roughly two seconds for the crystals to form and fall.&#039;&#039; &#039;&#039;&#039;Being affected by too many ice debuffs can trap you in an icy prison.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon dropping to 1/4 of their HP, the FrostFire Mage becomes invincible and cleanses all poison as the &#039;&#039;entire&#039;&#039; server temporarily goes dark. The FrostFire Mage then summons lost souls that each have 1/12 of their HP. The FrostFire Mage will drain 250 HP per half second from the souls as healing. Any damage players do to the lost souls during this phase will deny that much healing to the boss, so it is encouraged to DPS the lost souls as much as possible. During this phase, the FrostFire Mage doesn&#039;t attack, so it&#039;s a good chance for anyone low on resources to get their bearings before the final phase begins.&lt;br /&gt;
&lt;br /&gt;
*After all lost souls are killed, the FrostFire Mage enters its combined frost and fire phase for the remainder of the fight. The combined phase is similar to the normal fire phase, except:&lt;br /&gt;
**Frost crystals are summoned every time the boss uses its leap or cone attacks.&lt;br /&gt;
**The cone attack applies slowing in addition to burning.&lt;br /&gt;
**The teleport explosions apply slowing in addition to burning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; Fire damage greatly increased. Delay between phase switches is shorter than normal. Darkness from summoning the lost souls remains for the duration of the fight. As more of the lost souls&#039; HP is successfully drained by the boss, maximum visibility decreases even further.&lt;br /&gt;
&lt;br /&gt;
*Trivia: In challenge mode, the FrostFire Mage&#039;s final phases play different music.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Oathbreaker== &amp;lt;!-- OATBINGUS IS REAL --&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
TheOathbreaker.png|The Oathbreaker as it appears whilst encased in crystal.&lt;br /&gt;
TheOathbreaker2.png|The Oathbreaker breaking out.&lt;br /&gt;
TheOathbreaker3.png|Final stare down.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Oathbreaker is a special &amp;quot;hidden&amp;quot; boss that can be found in FFM&#039;s boss arena after FFM has been defeated.. When it spawns in, it&#039;ll be encased in a crystal and requires a special [[Items|item]] to be broken out of its prison. After a brief five second preparation time, the boss fight will begin.&lt;br /&gt;
&lt;br /&gt;
Oathbreaker&#039;s melee attacks have wide sweeping properties, high damage, and sweetspot potential &#039;&#039;&#039;(extra damage dealt if hit at the edge of hitbox)&#039;&#039;&#039;. It&#039;ll occasionally dash around the arena to catch players flatfooted and teleport back to start if it gets too close to the edge of the arena. &lt;br /&gt;
&lt;br /&gt;
Upon reaching 80% HP, the Oathbreaker will switch to using ranged attacks alongside using extra melee attacks.&lt;br /&gt;
Upon reaching 60% HP, Oathbreaker performs a DPS check. The players must destroy the shield that encases Oathbreaker within &#039;&#039;30&#039;&#039; seconds. &#039;&#039;&#039;Shield HP scales with the amount of players currently battling.&#039;&#039;&#039; After the DPS check is completed, Oathbreaker will shift into phase 2.&lt;br /&gt;
Upon reaching 30% HP, another DPS check will be performed. They&#039;ll also randomly perform devastating room-wide attacks that must be avoided through positioning.&lt;br /&gt;
&lt;br /&gt;
All of Oathbreaker&#039;s attacks apply a build-up of blood curse. Upon reaching 100 stacks, the blood curse becomes active, and you will be unable to heal by any means for the duration. When the blood curse wears off, an aura will surround the player and explode outwards after a few seconds. Any other players in range of the explosion will be afflicted with 20 points of buildup of blood curse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; If a player within the boss fight is holding a certain item, the Oathbreaker will remark upon it. Upon dropping to 60% HP, the Oathbreaker will proceed to stab themselves multiple times before transforming into &amp;quot;The Oathbreaker?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Upon dropping to 30% HP, Oathbreaker will perform a DPS check. They&#039;ll make the entire server go dark, similar to FFM&#039;s final phase, whilst spawning two minibosses to assist them. &#039;&#039;&#039;Players cannot damage the DPS check shield until the two minibosses are defeated.&#039;&#039;&#039; Oathbreaker will also randomly teleport around the arena with the shield.&lt;br /&gt;
&lt;br /&gt;
Attacks deal more damage. Oathbreaker will occasionally do fakeouts with their charge attacks, either by teleporting into the center or in a different spot. While doing charge attacks, various sections of the arena will be marked in circles before a lightning strike hits.&lt;br /&gt;
&lt;br /&gt;
Blood-curse has been upgraded to now deal damage alongside its usual effects.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The Troll Boss&#039; room has a door intended for passage to floor 2 upon defeat of the Troll Boss, however this was not implemented.&lt;br /&gt;
*There is a rare chance that the Troll Boss will spawn with hair.&lt;br /&gt;
*There is a chance you can teleport directly into a boss lair.&lt;br /&gt;
*Only opening one of the 4 doors at the floor 4 and 5 boss rooms can generate the boss rooms. Teleporting into them, whether on the level above or below, will not generate them.&lt;br /&gt;
*There is a chance you can teleport below a boss room on the above floor (whether generated or not) and fall to the ground plane.&lt;br /&gt;
*If a player leaves and rejoins the server during a boss encounter (without dying), their DPS stat may be reset to 0.&lt;br /&gt;
*The Cursed Knight&#039;s room was originally designed to occupy parts of floors 3 and 4, but it ended up fitting entirely within floor 3. However, you can still hear floor 3 music if you are below the room on floor 4.&lt;br /&gt;
*The Excavator room unnecessarily blocks floor 2 rooms above and can split mini-boss rooms on that floor in half.&lt;br /&gt;
*The portions of the Excavator room that are in floor 3 (at the top near the crystals) will have normal floor 3 music during the boss fight and regular Excavator battle music after the boss is defeated.&lt;br /&gt;
*If somebody in the FrostFire Mage&#039;s room is holding a Seal-Breaker, the FFM will mention it during the starting monologue.&lt;br /&gt;
*The blood puddles in FFM&#039;s room will cleanse any fire debuff when stepped in, which can affect the boss itself. This could cause thermite users to generate large amounts of salt.&lt;br /&gt;
*The FrostFire Mage spawns off-center and will not walk to the center as some other bosses do.&lt;br /&gt;
*The FrostFire Mage is the only boss that is initiated by players getting within and staying in a certain radius as opposed to entering and remaining in the room. You can enter the room and go to a corner and the FFM will cancel its starting monologue as you will be outside the initialization radius.&lt;br /&gt;
*In challenge mode, the FrostFire Mage&#039;s final phases play different music.&lt;br /&gt;
*The FrostFire Mage and Oathbreaker (challenge mode) disappear to 0, 0, -1000 between teleports&lt;br /&gt;
*One of the lines Oathbreaker says mentions a certain character who lost sight of their original goal and has been caught in the eternal abyss.&lt;br /&gt;
*Oathbreaker appears as a playable boss in Pecon&#039;s Boss Battles.&lt;/div&gt;</summary>
		<author><name>2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5</name></author>
	</entry>
	<entry>
		<id>https://dungeons.block.land/wiki/index.php?title=Bosses&amp;diff=1020</id>
		<title>Bosses</title>
		<link rel="alternate" type="text/html" href="https://dungeons.block.land/wiki/index.php?title=Bosses&amp;diff=1020"/>
		<updated>2025-05-27T11:32:34Z</updated>

		<summary type="html">&lt;p&gt;2600:8800:1780:4140:9DAB:C5A2:5C4E:65A5: Added info regarding boss rewards; relevant trivia point&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a total of five bosses in AoD currently. Not to be confused with [[minibosses]].&lt;br /&gt;
&lt;br /&gt;
Bosses reset every 2 hours at dungeon generation; many players will group up and rush the bosses right when the server resets.&lt;br /&gt;
&lt;br /&gt;
The bosses can be found on their corresponding floor. To find them, you will need a [[items|compass]], which can be found in dungeon shops. Follow the North needle to find the boss on that floor.&lt;br /&gt;
&lt;br /&gt;
Bosses can also be &#039;&#039;upgraded&#039;&#039; through the usage of a [[items|Challenge Stone]], which increases their DMG, HP, potential rewards, and may add different actions.&lt;br /&gt;
&lt;br /&gt;
Boss&#039; HP and rewards are based off a hidden formula that relates to how many players are online and what level those players are. Boss rewards are individually ranked based on the DPS players deal to the boss: NONE, BRONZE, SILVER, and GOLD. Higher rank means better potential rewards, and a minimum DPS rate must be reached for a player to receive a reward.&lt;br /&gt;
&lt;br /&gt;
==Troll Boss==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
TrollBoulder.png|The Troll boss throwing a boulder.&lt;br /&gt;
F1BossRoom.png|Troll Boss&#039; Ruined Castle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Troll boss is a simple-minded troll which has two forms of attack: directly hitting you, or throwing boulders. Both have a slight area of effect. It will usually resort to hitting a player directly unless that player is too far away, or outside of the main courtyard area in the ruin. The boulders have a strong knockback and violently shake your screen. Like many bosses, the troll will strongly prioritize the players that are closest to it; but will also more strongly consider players that are doing a lot more damage to it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; The troll attacks much faster, and squads of Goblins with stats comparable to those found on F5 will spawn periodically at the sides of the ruin.&lt;br /&gt;
&lt;br /&gt;
==Spider Boss==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
SpiderBoss.png|The Spider boss as it appears in its room.&lt;br /&gt;
F2BossRoom.png|Spider Boss&#039; Lair&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Spider boss has 2 stages, on the ground and on the roof. &lt;br /&gt;
&lt;br /&gt;
During its initial stage, it will be on the ground. It will run out and attempt to grab a player then run back to the center of the room to eat them. The grabbed player cannot recall or escape the spider on their own terms, but can attack the spider while being eaten if using a melee weapon. After 20 seconds, or after the spider takes damage equal to 10% of its max HP (whichever comes first), the spider will release the grabbed player and switch attack phases. Each bite of the player will heal the spider for a percentage of its lost HP, which means it is especially important to avoid being grabbed when the spider is nearing death so it can be finished off. &lt;br /&gt;
&lt;br /&gt;
After the eating phase, numerous spiderlings will spawn around the arena to attack players with weak melee attacks. Meanwhile, the spider will fire off a barrage of poison balls that apply 11 stacks of poison each. Shortly after the boss is finished spitting poison, the boss will switch back to its grabbing attack phase.&lt;br /&gt;
&lt;br /&gt;
While below 50% HP, the spider will jump up to the ceiling and remain up there any time it is not attempting to grab a player. Having access to ranged attacks is important for finishing the fight effectively.&lt;br /&gt;
&lt;br /&gt;
*Tip: Burning and Blood Curse can be used on the spider to mitigate its healing, making the fight easier to finish out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; Healing from eating a player is increased. Grabbed players take more damage from being eaten. Poison stacks applied from the spider&#039;s ranged attacks are increased to 22. Spiderlings have increased health and attack damage.&lt;br /&gt;
&lt;br /&gt;
==Cursed Knight==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
cursedKnightv1.png|The Cursed Knight staring down a interloper.&lt;br /&gt;
F3BossRoom.png|Cursed Knight&#039;s Sacred Spring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Cursed Knight is a paladin on floor 3. Due to the influences of the dungeon, it has mutated to a size rivaling the Troll boss whilst enchanting its weapon to drop pools of corruption.&lt;br /&gt;
&lt;br /&gt;
Before the fight begins, the Cursed Knight will give any trespassers 10 seconds to leave the room. Once that time is up, the paths into the room will be destroyed about 2 seconds after it starts combat. The Cursed Knight&#039;s attack pattern comprises of two modes: projectile reflection and a devastating overhead swing that can instantly kill most players if directly hit. When the projectile reflection ability is used, the Cursed Knight will stop and face a single direction while channeling the ability which destroys any projectiles which come near the front of it. Once finished channeling, the knight will begin rapidly firing a doubled quantity of all absorbed projectiles back at the player who fired the majority of them. The Cursed Knight occasionally pulls players in before performing an attack. As the Cursed Knight&#039;s health decreases, particularly around the 50% mark, its mace attacks will swing much faster.&lt;br /&gt;
&lt;br /&gt;
Each swing will leave behind a &amp;quot;puddle&amp;quot; of corruption that remains active for 20 seconds. While touching this puddle, you will rapidly accumulate &amp;quot;corruption&amp;quot;, up to 100 points, after which you obtain a random curse.&lt;br /&gt;
&lt;br /&gt;
The room is lined by a roman bath style body of boiling water. Being in the boiling water deals a percentage of your remaining HP, making it particularly devastating to your health pool while near maximum health. If you&#039;re thrown into the water at a low health percentage, it may take longer than you might expect for it to kill you.&lt;br /&gt;
&lt;br /&gt;
*Tip: Although the mace swings faster later in the fight, the maximum damage it can deal scales inversely with the attack speed. So while it may be hitting you more reliably later on, the overall danger posed by being hit directly decreases substantially.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; The Cursed Knight&#039;s pull ability is used more frequently and is more effective at pulling players from the side. The projectile reflection ability will fire back four times as many projectiles instead of just double. The heated water surrounding the arena deals damage at a greatly increased rate.&lt;br /&gt;
&lt;br /&gt;
==The Excavator==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
TheExcavator.png|The Excavator as it appears in its arena.&lt;br /&gt;
F4BossRoom.png|Excavator&#039;s Crystal Collection&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Excavator is a short but stout miner found in floor 4. &amp;lt;!-- Wants to prove its dance moves. Rock and stone to the bone. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their attack pattern alternates between slinging a large rock at players when at a distance or by performing a whirlwind attack or hitting the ground infront of them. Any boulders or pickaxe strikes that hit the ground will &#039;&#039;damage the floor&#039;&#039;. &#039;&#039;&#039;Their attacks are largely centered around dealing AoE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon reaching half HP, it&#039;ll destroy any floors that it previously damaged and cause the room&#039;s ceiling to partially collapse dealing room-wide damage as rocks fall from the ceiling. It&#039;ll also overheat its pickaxe, with it now performing burning damage alongside flinging small pebbles that can damage players with every attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; Will now switch to phase two at 70% HP rather than at 50%. Applies an additional 30% damage to all attacks.&lt;br /&gt;
&lt;br /&gt;
==FrostFire Mage==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
FrostFireMage.png|The FrostFire Mage as it appears in its arena.&lt;br /&gt;
F5BossRoom.png|FFM&#039;s Resting Place&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The FrostFire Mage is an eons old mage that resides in floor five. Gone mad whilst dabbling in dark arts, they view any trespassers as mere sacrifices to their endless pursuit for immortality and power. The fight revolves largely around positioning, with many abilities requiring players to move strategically to avoid taking massive damage.&amp;lt;!-- you&#039;re gonna have a bad time. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FrostFire Mage has two primary combat phases: frost mode and fire mode.&lt;br /&gt;
&lt;br /&gt;
For each rotation in the fire phase, the mage has three options: Hurl huge devastating fireballs at faraway players, perform a fiery leap towards the nearest player, or fire a cone of flames at players in melee range. The mage will rotate between these three abilities in that order when applicable. If no players are far away, the fireballs will be skipped. If players are in melee range, the leap will be skipped. If the cone or fireballs would be used more than twice in a row, the rotation is complete and the mage will teleport randomly to a new position to restart the ability rotation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; All attacks in the fire rotation will apply a long lasting burning debuff that will constantly damage the player until they douse themselves in the pools of blood in the room.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the FrostFire Mage is in the frost phase, they&#039;ll walk towards the center of the room before conjuring a blizzard at their location. While generating the blizzard, large ice crystals will form above players before dropping down, dealing damage and a slowing effect.  &#039;&#039;It takes roughly two seconds for the crystals to form and fall.&#039;&#039; &#039;&#039;&#039;Being affected by too many ice debuffs can trap you in an icy prison.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon dropping to 1/4 of their HP, the FrostFire Mage becomes invincible and cleanses all poison as the &#039;&#039;entire&#039;&#039; server temporarily goes dark. The FrostFire Mage then summons lost souls that each have 1/12 of their HP. The FrostFire Mage will drain 250 HP per half second from the souls as healing. Any damage players do to the lost souls during this phase will deny that much healing to the boss, so it is encouraged to DPS the lost souls as much as possible. During this phase, the FrostFire Mage doesn&#039;t attack, so it&#039;s a good chance for anyone low on resources to get their bearings before the final phase begins.&lt;br /&gt;
&lt;br /&gt;
*After all lost souls are killed, the FrostFire Mage enters its combined frost and fire phase for the remainder of the fight. The combined phase is similar to the normal fire phase, except:&lt;br /&gt;
**Frost crystals are summoned every time the boss uses its leap or cone attacks.&lt;br /&gt;
**The cone attack applies slowing in addition to burning.&lt;br /&gt;
**The teleport explosions apply slowing in addition to burning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; Fire damage greatly increased. Delay between phase switches is shorter than normal. Darkness from summoning the lost souls remains for the duration of the fight. As more of the lost souls&#039; HP is successfully drained by the boss, maximum visibility decreases even further.&lt;br /&gt;
&lt;br /&gt;
*Trivia: In challenge mode, the FrostFire Mage&#039;s final phases play different music.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Oathbreaker== &amp;lt;!-- OATBINGUS IS REAL --&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
TheOathbreaker.png|The Oathbreaker as it appears whilst encased in crystal.&lt;br /&gt;
TheOathbreaker2.png|The Oathbreaker breaking out.&lt;br /&gt;
TheOathbreaker3.png|Final stare down.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
The Oathbreaker is a special &amp;quot;hidden&amp;quot; boss that can be found in FFM&#039;s boss arena after FFM has been defeated.. When it spawns in, it&#039;ll be encased in a crystal and requires a special [[Items|item]] to be broken out of its prison. After a brief five second preparation time, the boss fight will begin.&lt;br /&gt;
&lt;br /&gt;
Oathbreaker&#039;s melee attacks have wide sweeping properties, high damage, and sweetspot potential &#039;&#039;&#039;(extra damage dealt if hit at the edge of hitbox)&#039;&#039;&#039;. It&#039;ll occasionally dash around the arena to catch players flatfooted and teleport back to start if it gets too close to the edge of the arena. &lt;br /&gt;
&lt;br /&gt;
Upon reaching 80% HP, the Oathbreaker will switch to using ranged attacks alongside using extra melee attacks.&lt;br /&gt;
Upon reaching 60% HP, Oathbreaker performs a DPS check. The players must destroy the shield that encases Oathbreaker within &#039;&#039;30&#039;&#039; seconds. &#039;&#039;&#039;Shield HP scales with the amount of players currently battling.&#039;&#039;&#039; After the DPS check is completed, Oathbreaker will shift into phase 2.&lt;br /&gt;
Upon reaching 30% HP, another DPS check will be performed. They&#039;ll also randomly perform devastating room-wide attacks that must be avoided through positioning.&lt;br /&gt;
&lt;br /&gt;
All of Oathbreaker&#039;s attacks apply a build-up of blood curse. Upon reaching 100 stacks, the blood curse becomes active, and you will be unable to heal by any means for the duration. When the blood curse wears off, an aura will surround the player and explode outwards after a few seconds. Any other players in range of the explosion will be afflicted with 20 points of buildup of blood curse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Challenge mode variant:&amp;lt;/span&amp;gt; If a player within the boss fight is holding a certain item, the Oathbreaker will remark upon it. Upon dropping to 60% HP, the Oathbreaker will proceed to stab themselves multiple times before transforming into &amp;quot;The Oathbreaker?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Upon dropping to 30% HP, Oathbreaker will perform a DPS check. They&#039;ll make the entire server go dark, similar to FFM&#039;s final phase, whilst spawning two minibosses to assist them. &#039;&#039;&#039;Players cannot damage the DPS check shield until the two minibosses are defeated.&#039;&#039;&#039; Oathbreaker will also randomly teleport around the arena with the shield.&lt;br /&gt;
&lt;br /&gt;
Attacks deal more damage. Oathbreaker will occasionally do fakeouts with their charge attacks, either by teleporting into the center or in a different spot. While doing charge attacks, various sections of the arena will be marked in circles before a lightning strike hits.&lt;br /&gt;
&lt;br /&gt;
Blood-curse has been upgraded to now deal damage alongside its usual effects.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The Troll Boss&#039; room has a door intended for passage to floor 2 upon defeat of the Troll Boss, however this was not implemented.&lt;br /&gt;
*There is a rare chance that the Troll Boss will spawn with hair.&lt;br /&gt;
*There is a chance you can teleport directly into a boss lair.&lt;br /&gt;
*Only opening one of the 4 doors at the floor 4 and 5 boss rooms can generate the boss rooms. Teleporting into them, whether on the level above or below, will not generate them.&lt;br /&gt;
*There is a chance you can teleport below a boss room on the above floor (whether generated or not) and fall to the ground plane.&lt;br /&gt;
*If a player leaves and rejoins the server during a boss encounter (without dying), their DPS stat may be reset to 0.&lt;br /&gt;
*The Cursed Knight&#039;s room was originally designed to occupy parts of floors 3 and 4, but it ended up fitting entirely within floor 3. However, you can still hear floor 3 music if you are below the room on floor 4.&lt;br /&gt;
*The Excavator room unnecessarily blocks floor 2 rooms above and can split mini-boss rooms on that floor in half.&lt;br /&gt;
*The portions of the Excavator room that are in floor 3 (at the top near the crystals) will have normal floor 3 music during the boss fight and regular Excavator battle music after the boss is defeated.&lt;br /&gt;
*If somebody in the FrostFire Mage&#039;s room is holding a Seal-Breaker, the FFM will mention it during the starting monologue.&lt;br /&gt;
*The blood puddles in FFM&#039;s room will cleanse any fire debuff when stepped in, which can affect the boss itself. This could cause thermite users to generate large amounts of salt.&lt;br /&gt;
*The FrostFire Mage spawns off-center and will not walk to the center as some other bosses do.&lt;br /&gt;
*The FrostFire Mage is the only boss that is initiated by players getting within and staying in a certain radius as opposed to entering and remaining in the room. You can enter the room and go to a corner and the FFM will cancel its starting monologue as you will be outside the initialization radius.&lt;br /&gt;
*In challenge mode, the FrostFire Mage&#039;s final phases play different music.&lt;br /&gt;
*The FrostFire Mage and Oathbreaker (challenge mode) disappear to 0, 0, -1000 between teleports&lt;br /&gt;
*One of the lines Oathbreaker says mentions a certain character who lost sight of their original goal and has been caught in the eternal abyss.&lt;br /&gt;
*Oathbreaker appears as a playable boss in Pecon&#039;s Boss Battles.&lt;/div&gt;</summary>
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