Boss 1: Goo
Boss mechanics
General
- The boss will always appear on the top of the room once you open the locked chest in the center of the room
- Is immune to mind and body effects, and is resistant to acid damage, but vulnerable to Banishment/Blessing
- Has no armor, and will receive increased damage from physical sources while frozen
- Receives increased damage from wands of Disintegration or any sources of electric damage
- Will regenerate 1 point of health on every turn if it stands in the water
Alternative phase
- Goo will waste one turn to start its alt phase, giving you time to put some distance or to heal yourself
- Base enrage duration is 5-10 turns, but it is doubled on second enrage and tripled on third
- While enraged, Goo receives only half damage from all sources, but doesn't spawns minions on hit
- While enraged, Goo will spread damaging miasma cloud around on every turn until exhausted
- Miasma deals "body" damage, which means that it can be resisted with certain rings and armor enchants
- Miasma is flammable just like grass tiles or corrosive gas, so it can be used against the boss
- After enrage ends, Goo falls asleep and several additional minions appear on the top of the map
- Amount of these minions depends on # of enrage (1-2/2-3/3-4 for the first, second and third times)
- Goo will sleep until it recovers all of its health or is disturbed (by receiving damage or hearing a fight nearby)
Minions
- Normally, every physical attack on the boss or its minions has a chance to cause another minion to appear
- Such spawns of Goo appear with total health equal to the damage of the hit which caused them to appear
- However, they will have only part of their health, but they can regenerate it while they are standing in the water
- Chance for the minion to appear depends on damage inflicted (hits for 24+ damage will always create a spawn)
- Wands of Magic Missile and of Avalanche deal physical damage, so they can cause minions to appear on hit
- If minion recovers full health, it will become entranced and stop attacking you (it will start emitting black particles)
- Entranced minions will try to approach the boss to be absorbed, healing it by the amount of their current health
- Entranced minions are unable to dodge, which makes them vulnerable to backstabs
- Entranced minions will not stop being entranced after losing health
Boss 2: Tengu
Boss mechanics
General info
- Tengu will spawn in the random point of the main room once you enter there, same as in the original
- Immune to min effects, and resistant to body effects
- Attacks from distance, occasionally teleports around the room
- Teleports every 8 attacks, but this counter is increased every time he's damaged
- Activates one of the deactivated traps on the arena every time he teleports
Alternative phase
- Tengu will waste one turn when enraged
- Enrage lasts 2.5-5.0 turns, but will be doubled on the second enrage and tripled on the third
- While enraged, attacks twice as fast and can inflict very serious damage very quickly
- Teleport counter is increased on every Tengu's turn, so it will teleport more often
Boss 3: DM-300
Boss mechanics
General info
- DM-300 will spawn in the random point of the main room, same as in the original
- Deals significant damage and has quite high armor class
- Immune to Body/Mind debuffs as any unnatural mob, but also immune to Banishment/Blessing
- Resistant to fire/unholy damage and being frozen
- Moves only at 75% speed normally, so it is possible to kite the boss
- Heals itself for a 20% of missing health when stepping on a trap while not enraged
Alternative phase
- Base enrage duration is 8-12 turns, but it is doubled on second enrage and tripled on third
- While enraged, its damage is doubled and it starts moving at 100% speed, so it is better to run
- Every move will generate avalanches on two random tiles near it, these can damage and stun you
- Traps will not heal DM-300 while it is enraged, so running away is encouraged