Editing Bosses

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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%. Applies an additional 30% damage to all attacks.
<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 fight revolves largely around positioning, with many abilities requiring players to move strategically to avoid taking massive damage.<!-- you're gonna have a bad time. -->
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. -->


The FrostFire Mage has two primary combat phases: frost mode and fire mode.
FFM has two modes: frost mode and fire mode. <!-- real bloody original -->


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.
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>


<span style="color:red"> 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.</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.'''


When the FrostFire Mage is in the frost phase, 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.


Upon dropping to 1/4 of their HP, the FrostFire Mage becomes invincible and cleanses all poison as the ''entire'' 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't attack, so it's a good chance for anyone low on resources to get their bearings before the final phase begins.
<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.


*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:
<!-- ==The Oathbreaker==
**Frost crystals are summoned every time the boss uses its leap or cone attacks.
**The cone attack applies slowing in addition to burning.
**The teleport explosions apply slowing in addition to burning.
 
<span style="color:red">Challenge mode variant:</span> 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' HP is successfully drained by the boss, maximum visibility decreases even further.
 
*Trivia: In challenge mode, the FrostFire Mage's final phases play different music.
 
 
==The Oathbreaker== <!-- OATBINGUS IS REAL -->
<gallery mode="packed-hover" heights="180px">
TheOathbreaker.png|The Oathbreaker as it appears whilst encased in crystal.
TheOathbreaker.png|The Oathbreaker as it appears whilst encased in crystal.
TheOathbreaker2.png|The Oathbreaker breaking out.
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.
TheOathbreaker3.png|Final stare down.
</gallery>
The Oathbreaker is a special "hidden" boss that can be found in FFM's boss arena after FFM has been defeated.. When it spawns in, it'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.
 
Oathbreaker's melee attacks have wide sweeping properties, high damage, and sweetspot potential '''(extra damage dealt if hit at the edge of hitbox)'''. It'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.
 
Upon reaching 80% HP, the Oathbreaker will switch to using ranged attacks alongside using extra melee attacks.
Upon reaching 60% HP, Oathbreaker performs a DPS check. The players must destroy the shield that encases Oathbreaker within ''30'' seconds. '''Shield HP scales with the amount of players currently battling.''' After the DPS check is completed, Oathbreaker will shift into phase 2.
Upon reaching 30% HP, another DPS check will be performed. They'll also randomly perform devastating room-wide attacks that must be avoided through positioning.


All of Oathbreaker'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.
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. The Oathbreaker is always a challenge.
<span style="color:red">Challenge mode variant:</span> No challenge mode variant. It always spawns as if in challenge mode. -->


==Trivia==
==Trivia==
*The Troll Boss' room has a door intended for passage to floor 2 upon defeat of the Troll Boss, however this was not implemented.
*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.
*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.
*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.
*The Cursed Knight'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.
*The Excavator room unnecessarily blocks floor 2 rooms above and can split mini-boss rooms on that floor in half.
*If somebody in the FrostFire Mage's room is holding a Seal-Breaker, the FFM will mention it during the starting monologue.
*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.
*The FrostFire Mage spawns off-center and will not walk to the center as some other bosses do.
<!-- *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.
*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.
*Oathbreaker's AoE summoning circle can randomly apply to characters who teleported back to the town. -->
*In challenge mode, the FrostFire Mage's final phases play different music.
*The FrostFire Mage disappears to 0, 0, -1000 between teleports
*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.
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