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. | ||
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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. | 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. | ||
<span style="color:red">Challenge mode variant:</span> Will now switch to phase two at 70% HP rather than at 50% | <span style="color:red">Challenge mode variant:</span> Will now switch to phase two at 70% HP rather than at 50%. | ||
==FrostFire Mage== | ==FrostFire Mage== | ||
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F5BossRoom.png|FFM's Resting Place | F5BossRoom.png|FFM's Resting Place | ||
</gallery> | </gallery> | ||
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 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. <!-- you're gonna have a bad time. --> | ||
FFM has two modes: frost mode and fire mode. <!-- real bloody original --> | |||
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.'' <span style="color:red"> 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. </span> | |||
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. | |||
<span style="color:red">Challenge mode variant:</span> Fire damage heavily increased. Switches to dual fire and frost mode after healing, which will cast both ice crystals and fireballs at players. | |||
==The Oathbreaker== | <!-- ==The Oathbreaker== | ||
TheOathbreaker.png|The Oathbreaker as it appears whilst encased in crystal. | TheOathbreaker.png|The Oathbreaker as it appears whilst encased in crystal. | ||
The Oathbreaker is a special "hidden" boss that can be found in FFM's boss arena. When it spawns in, it'll be encased in a crystal and requires a special [[item|Items]] to be broken out of its prison. (Although whether it's to protect the players from it or the other way around is another matter.) It'll flex on the players by glancing around whilst invincible before fighting. | |||
The Oathbreaker is a special "hidden" boss that can be found in FFM's boss arena | |||
All of Oathbreaker's attacks apply a build-up | All of Oathbreaker's attacks apply a unique effect called "blood curse build-up". Upon reaching 100 stacks, your player will be affected by "Blood Curse", and will be unable to heal by any means for the duration. | ||
Oathbreaker's melee attacks are wide sweeping and extremely damaging. It'll occasionally dash around the arena to catch players flatfooted. Throughout the battle, it'll apply a summoning circle attack to attacking players to deal AoE damage. | |||
Upon reaching 60% HP, the Oathbreaker will switch to a dual ranged/melee form. Upon reaching 30% HP, they'll randomly perform devastating wide room damage. | |||
<span style="color:red">Challenge mode variant:</span> No challenge mode variant. | <span style="color:red">Challenge mode variant:</span> No challenge mode variant. It always spawns as if in challenge mode. --> | ||
==Trivia== | ==Trivia== | ||
*There is a rare chance that the Troll Boss will spawn with hair, oddly enough. | |||
*There is a rare chance that the Troll Boss will spawn with hair. | |||
*There is a chance you can teleport directly into a boss lair. | *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. | *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. | ||
<!-- *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. | |||
*Oathbreaker's AoE summoning circle can randomly apply to characters who teleported back to the town. --> | |||
*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. |