Bosses
There are a total of five bosses in AoD currently. Not to be confused with minibosses.
Bosses reset every 2 hours at dungeon generation; many players will group up and rush the bosses right when the server resets.
The bosses can be found on their corresponding floor. To find them, you will need a compass, which can be found in dungeon shops. Follow the North needle to find the boss on that floor.
Bosses can also be upgraded through the usage of a Challenge Stone, which increases their DMG, HP, and may add different actions.
Boss' HP and rewards are based off a hidden formula that relates to how many players are online and what level those players are.
Troll Boss
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.
Challenge mode variant: 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.
Spider Boss
The Spider boss has 2 stages, on the ground and on the roof.
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.
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.
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.
- Tip: Burning and Blood Curse can be used on the spider to mitigate its healing, making the fight easier to finish out.
Challenge mode variant: Healing from eating a player is increased. Grabbed players take more damage from being eaten. Poison stacks applied from the spider's ranged attacks are increased to 22. Spiderlings have increased health and attack damage.
Cursed Knight
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.
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'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's health decreases, particularly around the 50% mark, its mace attacks will swing much faster.
Each swing will leave behind a "puddle" of corruption that remains active for 20 seconds. While touching this puddle, you will rapidly accumulate "corruption", up to 100 points, after which you obtain a random curse.
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're thrown into the water at a low health percentage, it may take longer than you might expect for it to kill you.
- 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.
Challenge mode variant: The Cursed Knight'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.
The Excavator
The Excavator is a short but stout miner found in floor 4.
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 damage the floor. Their attacks are largely centered around dealing AoE.
Upon reaching half HP, it'll destroy any floors that it previously damaged and cause the room's ceiling to partially collapse dealing room-wide damage as rocks fall from the ceiling. It'll also overheat its pickaxe, with it now performing burning damage alongside flinging small pebbles that can damage players with every attack.
Challenge mode variant: Will now switch to phase two at 70% HP rather than at 50%.
FrostFire Mage
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.
FFM has two modes: frost mode and fire mode.
Their main attacks revolves around disrupting one's position throughout the fight. While being fired up, they'll chuck fireballs with medium sized AoE towards targets. If a player is within melee range, they'll slowly start spinning around whilst spewing flames. They will occasionally teleport away in a flash of flames after a brief pause. All of FFM's attacks whilst in fire mode 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.
When FFM is frozen up, they'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. It takes roughly two seconds for the crystals to form and fall. Being affected by too many ice debuffs can trap you in an icy prison.
Upon dropping to 1/4 of their HP, the entire server will go dark as the FFM summons various souls that each have 1/12 of FFM's HP. FFM will drain 250 HP per half second from the souls as healing. Players can attempt to reduce the HP of non-targeted souls to negate healing to the FFM.
Challenge mode variant: Fire damage heavily increased. Switches to dual fire and frost mode after healing, which will cast both ice crystals and fireballs at players.
Trivia
- There is a rare chance that the Troll Boss will spawn with hair, oddly enough.
- There is a chance you can teleport directly into a boss lair.
- The blood puddles in FFM'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.