mechanics:boss_fights
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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 [[: |
mechanics/boss_fights.1741212737.txt.gz · Last modified: 2025/03/05 23:12 by coppercrusader