Bosses: Difference between revisions

From Age of Dungeons Wiki
(→‎Spider Boss: Dump more info into spider boss section, rewrite some)
No edit summary
(6 intermediate revisions by 2 users not shown)
Line 13: Line 13:
F1BossRoom.png|Troll Boss' Ruined Castle
F1BossRoom.png|Troll Boss' Ruined Castle
</gallery>
</gallery>
The Troll boss seems to randomly target a player within range and 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 out of the main boss fight area in the square. The boulders have a strong knockback and violently shake your screen.  
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.  


<span style="color:red">Challenge mode variant:</span> Swarms of Goblins with stats comparable to those found on F5 will spawn periodically in the arena.
<span style="color:red">Challenge mode variant:</span> 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==
==Spider Boss==
Line 37: Line 37:
<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 Spa
F3BossRoom.png|Cursed Knight's Sacred Spring
</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 their weapon to drop pools of corruption.
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 down faster.
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.
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.


<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.
Line 59: Line 63:
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%. Applies an additional 30% damage to all attacks.


==FrostFire Mage==
==FrostFire Mage==
Line 66: Line 70:
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. <!-- 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. 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 has two primary combat phases: frost mode and fire mode.
 
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.
 
<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 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.'''


FFM has two modes: frost mode and fire mode. <!-- real bloody original -->
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.


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>
*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:
**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.


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.'''
<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.


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.
*Trivia: In challenge mode, the FrostFire Mage's final phases play different music.


<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==
<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.
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.
</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.


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.
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 the blood curse.
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.
Oathbreaker's melee attacks are wide sweeping and extremely damaging. It'll occasionally dash around the arena to catch players flatfooted. Upon reaching 60% HP, the Oathbreaker will switch to a dual ranged/melee form. Upon reaching 30% HP, they'll randomly perform devastating room-wide attacks that must be avoided through positioning.
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. It always spawns as if in challenge mode. -->
<span style="color:red">Challenge mode variant:</span> No challenge mode variant. The Oathbreaker is always a challenge.


==Trivia==
==Trivia==
Line 92: Line 107:
*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.
*In challenge mode, the FrostFire Mage's final phases play different music.
*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.

Revision as of 04:49, 29 August 2022

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%. Applies an additional 30% damage to all attacks.

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. The fight revolves largely around positioning, with many abilities requiring players to move strategically to avoid taking massive damage.

The FrostFire Mage has two primary combat phases: frost mode and fire mode.

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.

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.

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 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.

  • 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:
    • 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.

Challenge mode variant: 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

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 item to be broken out of its prison. After a brief five second preparation time, the boss fight will begin.

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 the blood curse. Oathbreaker's melee attacks are wide sweeping and extremely damaging. It'll occasionally dash around the arena to catch players flatfooted. Upon reaching 60% HP, the Oathbreaker will switch to a dual ranged/melee form. Upon reaching 30% HP, they'll randomly perform devastating room-wide attacks that must be avoided through positioning.

Challenge mode variant: No challenge mode variant. The Oathbreaker is always a challenge.

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.
  • In challenge mode, the FrostFire Mage's final phases play different music.
  • 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.