Editing Bosses
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<gallery mode="packed-hover" heights="180px"> | <gallery mode="packed-hover" heights="180px"> | ||
cursedKnightv1.png|The Cursed Knight staring down a interloper. | cursedKnightv1.png|The Cursed Knight staring down a interloper. | ||
F3BossRoom.png|Cursed Knight's Sacred | F3BossRoom.png|Cursed Knight's Sacred Spa | ||
</gallery> | </gallery> | ||
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 | 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 their 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 | 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 down 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. | 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. | ||
<span style="color:red">Challenge mode variant:</span> 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. | <span style="color:red">Challenge mode variant:</span> 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. |