Pixel Dungeon Wiki
(Changed page title, added stub tag)
Tag: Visual edit
(Made a basically copy-paste from Zrp's bestiary as a placeholder.)
Tag: Visual edit
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{{Clr}}
 
{{Clr}}
 
Its gelatinous nature has let it absorb lots of dark energy, you feel a chill just from being near. If Goo is able to attack with this energy you won't live for long.|heading = Goo|width = 100%|image = Goo-Shattered.gif}}
 
Its gelatinous nature has let it absorb lots of dark energy, you feel a chill just from being near. If Goo is able to attack with this energy you won't live for long.|heading = Goo|width = 100%|image = Goo-Shattered.gif}}
  +
Has a 50% chance to inflict 20 turns of caustic ooze on hit.
  +
  +
Can use a special "pump" attack that takes 2 turns to charge (telegraphed to the player by a growing circle of dark miasma). This attack can hit a single target in a 5x5 radius (up to 2 tiles away), deals triple regular damage and has doubled accuracy.
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  +
When below a certain HP threshold it becomes enraged. Enraging causes its accuracy, evasion, and direct damage output to increase by 50%.
   
 
=== Tips ===
 
=== Tips ===
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{{Clr}}
 
{{Clr}}
 
He will try to use traps, deceptive magic, and precise attacks to eliminate the only thing stopping his escape: you.|heading = Tengu|width = 100%|image = Tengu-Shattered.gif}}
 
He will try to use traps, deceptive magic, and precise attacks to eliminate the only thing stopping his escape: you.|heading = Tengu|width = 100%|image = Tengu-Shattered.gif}}
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Has 3 phases:
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* '''Phase 1:''' Tengu sets fading poison dart traps (FPDs) on jump, jumping scrambles them. The FPDs fade a turn after being placed, serving as an impediment for actually reaching Tengu. The FPDs cannot target Tengu and inflict 8 turns of poison upon a target (for a total 17 damage) in addition to the standard 1-4 physical damage. Cannot move by himself, instead teleports ("jumps") around when dealt a total 20 HP in damage. Jumping sets his current HP to be 20 HP lower than he had after he last jumped; it's impossible to knock him through multiple jump iterations with 1 hit. After jumping 4 times (total of 80 HP), ends current phase.
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* '''Phase 2: '''Does not feature Tengu himself. In this phase Hero is forced to obtain 4 keys at the end of 4 rooms. Rooms are randomly filled with fading poison dart traps, which will dissapear after 1 turn. Traps will always make a clear path to the key and never require disarming in order to pass through. The player must remember the path before entering the room. The keys are used to open 4 doors in a corridor leading to Tengu's third phase.
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* '''Phase 3:''' Attacks player while using abilities to hinder player efforts to approach Tengu. Tengu tries to use 1/3/5/8/11 abilities per jump (depending on # of prior jumps in phase 3). Takes 2 turns per use normally, but only 1 turn if he's at least 4 behind desired ability uses. Tengu uses an ability every 1-4 turns if on track, every other turn if 3 behind "goal", and every turn if at least 4 behind goal. Ability is picked randomly after first three uses, but if would use same ability twice, 90% chance to reroll. Abilities cannot harm Tengu. Blinks 5-7 tiles away on jump. Abilities can be used against targets he cannot see.
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Attacks used in third phase:
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* Shurikens: treated as melee attack. Only ranged attack in phase 1.
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* Smoke bomb: ability that deals 15-30 bomb dmg in a 5x5 radius 3 turns after being thrown; does not affect terrain/items; when thrown, thrown to tile at least 3 tiles away from Tengu but is also adjacent to target. Cannot be picked up. Tengu attempts to use this as very first ability.
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* Shocker: deals 12 electric dmg to all targets in either the telegraphed '+' or 'X' formation that it alternates between; does not expire over time; thrown to closest tile not adjacent to tengu but adjacent to target; Tengu attempts to use this as second ability
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* Fire: moving steam that ignites for 1 turn every other turn; Tengu attempts to use this as third ability, though he will use it earlier if the corresponding ability cannot be used for any reason.
   
 
=== Tips ===
 
=== Tips ===
  +
Be quick.
   
 
== DM-300 ==
 
== DM-300 ==
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== King of Dwarves ==
 
== King of Dwarves ==
 
{{Game description|The last king of dwarves was known for his deep understanding of processes of life and death. He has persuaded members of his court to participate in a ritual, that should have granted them eternal youthfulness. In the end he was the only one, who got it - and an army of undead as a bonus.|heading = King of Dwarves|image = Dwarf King gif.gif|width = 100%}}
 
{{Game description|The last king of dwarves was known for his deep understanding of processes of life and death. He has persuaded members of his court to participate in a ritual, that should have granted them eternal youthfulness. In the end he was the only one, who got it - and an army of undead as a bonus.|heading = King of Dwarves|image = Dwarf King gif.gif|width = 100%}}
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Attempts to summon dwarf skeletons when standing on pedestals. The number of skeletons summoned depends on his health - starts at just 1 summoned at a time and goes up to 5 as he's getting more wounded; if both pedestals are occupied by entities, skips the summoning phase entirely.
   
 
=== Tips ===
 
=== Tips ===

Revision as of 14:43, 5 January 2020

Several bosses have already been overhauled compared to the original version, with the remaining ones being planned to be reworked in the future. All bosses however received several balance changes, for example in the form of extra debuff resistances and immunities.

See also: Locked Floor buff

Goo

Goo-Shattered
Goo
Little is known about The Goo. It's quite possible that it is not even a creature, but rather a conglomerate of vile substances from the sewers that somehow gained basic intelligence. Regardless, dark magic is certainly what has allowed Goo to exist.

Its gelatinous nature has let it absorb lots of dark energy, you feel a chill just from being near. If Goo is able to attack with this energy you won't live for long.

Has a 50% chance to inflict 20 turns of caustic ooze on hit.

Can use a special "pump" attack that takes 2 turns to charge (telegraphed to the player by a growing circle of dark miasma). This attack can hit a single target in a 5x5 radius (up to 2 tiles away), deals triple regular damage and has doubled accuracy.

When below a certain HP threshold it becomes enraged. Enraging causes its accuracy, evasion, and direct damage output to increase by 50%.

Tips

Tengu

Tengu-Shattered
Tengu
A famous and enigmatic assassin, named for the mask grafted to his face.

Tengu is held down with large clasps on his wrists and knees, though he seems to have gotten rid of his chains long ago.

He will try to use traps, deceptive magic, and precise attacks to eliminate the only thing stopping his escape: you.

Has 3 phases:

  • Phase 1: Tengu sets fading poison dart traps (FPDs) on jump, jumping scrambles them. The FPDs fade a turn after being placed, serving as an impediment for actually reaching Tengu. The FPDs cannot target Tengu and inflict 8 turns of poison upon a target (for a total 17 damage) in addition to the standard 1-4 physical damage. Cannot move by himself, instead teleports ("jumps") around when dealt a total 20 HP in damage. Jumping sets his current HP to be 20 HP lower than he had after he last jumped; it's impossible to knock him through multiple jump iterations with 1 hit. After jumping 4 times (total of 80 HP), ends current phase.
  • Phase 2: Does not feature Tengu himself. In this phase Hero is forced to obtain 4 keys at the end of 4 rooms. Rooms are randomly filled with fading poison dart traps, which will dissapear after 1 turn. Traps will always make a clear path to the key and never require disarming in order to pass through. The player must remember the path before entering the room. The keys are used to open 4 doors in a corridor leading to Tengu's third phase.
  • Phase 3: Attacks player while using abilities to hinder player efforts to approach Tengu. Tengu tries to use 1/3/5/8/11 abilities per jump (depending on # of prior jumps in phase 3). Takes 2 turns per use normally, but only 1 turn if he's at least 4 behind desired ability uses. Tengu uses an ability every 1-4 turns if on track, every other turn if 3 behind "goal", and every turn if at least 4 behind goal. Ability is picked randomly after first three uses, but if would use same ability twice, 90% chance to reroll. Abilities cannot harm Tengu. Blinks 5-7 tiles away on jump. Abilities can be used against targets he cannot see.

Attacks used in third phase:

  • Shurikens: treated as melee attack. Only ranged attack in phase 1.
  • Smoke bomb: ability that deals 15-30 bomb dmg in a 5x5 radius 3 turns after being thrown; does not affect terrain/items; when thrown, thrown to tile at least 3 tiles away from Tengu but is also adjacent to target. Cannot be picked up. Tengu attempts to use this as very first ability.
  • Shocker: deals 12 electric dmg to all targets in either the telegraphed '+' or 'X' formation that it alternates between; does not expire over time; thrown to closest tile not adjacent to tengu but adjacent to target; Tengu attempts to use this as second ability
  • Fire: moving steam that ignites for 1 turn every other turn; Tengu attempts to use this as third ability, though he will use it earlier if the corresponding ability cannot be used for any reason.

Tips

Be quick.

DM-300

DM-300 gif
DM-300
This machine was created by the Dwarves several centuries ago. Later, Dwarves started to replace machines with golems, elementals and even demons. Eventually it led their civilization to the decline. The DM-300 and similar machines were typically used for construction and mining, and in some cases, for city defense.


Tips

King of Dwarves

Dwarf King gif
King of Dwarves
The last king of dwarves was known for his deep understanding of processes of life and death. He has persuaded members of his court to participate in a ritual, that should have granted them eternal youthfulness. In the end he was the only one, who got it - and an army of undead as a bonus.

Attempts to summon dwarf skeletons when standing on pedestals. The number of skeletons summoned depends on his health - starts at just 1 summoned at a time and goes up to 5 as he's getting more wounded; if both pedestals are occupied by entities, skips the summoning phase entirely.

Tips

Yog-Dzewa

Yog Dzewa gif
Yog-Dzewa
Yog-Dzewa is an Old God, a powerful entity from the realms of chaos. A century ago, the ancient dwarves barely won the war against its army of demons, but were unable to kill the god itself. Instead, they then imprisoned it in the halls below their city, believing it to be too weak to rise ever again.


Tips

  • Drinking a potion of mind vision and/or reading a scroll of magic mapping can help immensely in locating the boss, which in turn allows Hero to make more use of various ranged weapons at their disposal early in the fight, while the fists and the eye are still clustered together.

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