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Top-down RPG roguelike

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mechanics:boss_fights

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mechanics:boss_fights [2025/03/05 23:12] – created coppercrusadermechanics:boss_fights [2025/03/05 23:23] (current) coppercrusader
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 ===== Notes ===== ===== Notes =====
   * Bosses will be located in dedicated boss chambers, which are pre-generated into the world.   * Bosses will be located in dedicated boss chambers, which are pre-generated into the world.
 +  * Boss chambers are locked until the appropriate conditions have been met (e.g. quest completion or item used).
 +  * Once the boss fight starts, the chamber is locked until either the player or the boss if defeated.
 +  * Bosses have multiple fighting phases:
 +    * Each phase has a set of attack patterns.
 +    * Attack patterns increase in deadliness and complexity in successive phases.
 +    * Each phase contains at least 1 vulnerable state the boss can enter, which allows the player a window of opportunity to damage the boss an extensive amount.
 +    * Until the vulnerable state is reached, boss fights consist of dodging attacks and dealing chip damage.
 +    * Attacks are mostly choreographed with visual indicators that show their shape and AOE, unless they are traditional projectiles.
 +  * After defeat, the boss drops experience and a rare catalyst for use in the next crystal attunement.
 +  * The player is also rewarded with an [[:ancient_fragments|ancient fragment]] which unlocks the next portion of the map, raises the max level cap, and furthers the main story quest line.
mechanics/boss_fights.1741212737.txt.gz · Last modified: 2025/03/05 23:12 by coppercrusader