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This article is outdated. DM-300, Dwarf king and Yog Dzewa were completely overhauled in 0.8.0.

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 Edit

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.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
100 2 15 8 1 - 8 10 30 Boss, Demonic, Acidic

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%.

Heals 1 point of its 100 Max Health every turn it is standing in a water tile.

Tips Edit

  • Make sure Goo is not in water when shooting him with wands or ranged weapons at the beginning of the fight, as he will simply heal again.
  • Attempt to stay near water, while keeping Goo out of water. (It's best to battle in hallways while Goo is in the doorway and you are in a hallway with water next to the doorway)
  • When Goo begins pumping up, walk away from it. If you are out of range, it will cancel the attack.
    • After dodging a pumped up attack, Goo will be one tile away from your character. Use this space to attack with wands or ranged weapons.

Tengu Edit

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.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
160 5 18 15 6 - 12 20 30 Boss, Flying

Has 2 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. After this phase, the door becomes unlocked and you have to go through the doorway to where you first came into the dungeon. This will then activate the next phase.
  • Phase 2: 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 second 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 Edit

  • Be quick.
  • Try to save some ranged weapons and wand charges until the third phase, as the room is much bigger.
  • Use scrolls of recharging to recharge your wands during battle.
    • You can get wands from the wandmaker before you fight Tengu. It's recommended to have wands that gives status effects in which does damage overtime (this includes Wand of Blast Fire, Wand of Corrosion, etc.).
  • With the Timekeeper's Hourglass and a Potion of Toxic Gas, phase one can be dealt with by throwing the potion in the center and activating stasis over and over to either end the phase or leave Tengu on a sliver of health for the phase.

DM-300 Edit

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.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
200 10 28 18 20 - 25 30 30 Boss, Inorganic

Has a toxic aura that generates toxic gas as it moves.

Heals a random value from 1 to (Max Health - HP) when stepping on an inactive trap.

Tips Edit

  • When attacking DM-300 melee, move away from the boss every other turn after attacking to prevent the gas from enveloping your character.
  • Try to move to tiles that will result in DM-300 not stepping on a trap, as this will cause him to heal a significant amount of health.

King of Dwarves Edit

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.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
300 14 32 25 25 - 40 40 30 Boss, Undead

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 entitiYog will use abilities throughout the battle seeperated by individual cooldowns .s, skips the summoning phase entirely.

Resistant to: Wand of DisinEach ability has its own cooldown, though the range is identical for both. Damaging Yog will reduce its ability cooldowns by 10% of the damage recieved.tegration, Toxic Gas, and Burning.

Immune to: Paralysis, Vertigo, Blindness, and Terror.

Tips Edit

  • Attempt to directly damage the king, over attacking his minions. The sooner the king is dead, the fewer skeletons you will need to dispatch.

Yog-Dzewa Edit

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.

Yog was completely reworked in v0.8.0.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
1000 0 Infinite 0 20 - 35 50 30 Boss, Demonic, Immovable

Yog cannot directly attack and instead relies on its abilities to put pressure on the hero.

Ability Description
Deathgaze After a turn of warning, attempts to deathgaze a target, dealing its damage roll to all hero-aligned characters caught in the beam. The amount of beams starts at one, but increases to two once it is brought to 600 HP during phase 3. It will increase one more time to 3 beams once Yog is brought to 200 HP during phase 5.
Summon Spawns a larva. Works in a queue-like fashion with 4 larva in the queue. However, one of the larva is randomly replaced with a ripper demon for each spawner left unharmed while going through floors 21-24.

This means that if no spawners were killed, Yog will not spawn larva at all, instead spawning rippers, and if all spawners were killed, no rippers will appear.

Phase Trigger Cooldown
1 Start 10 - 15
2 Yog at 700 HP 18 - 23
3 Fist #1 Defeated 8 - 13
4 Yog at 400 HP 16 - 21
5 Fist #2 Defeated 7 - 12
6 Yog at 100 HP 14 - 19
7 Fist #3 Defeated 3

At the beginning of every even phase, Yog summons a fist and becomes invulnerable. The player's view distance is reduced by 1 (indicated by the message "the darkness pulls in closer"), though having a torch sidesteps this mechanic.

While the Fist is near Yog (inside its "shrine"), the fist is also invulnerable. Luring it out will allow it to be damaged.

The order of the fists is randomized, but the fight will always consist of a tank fist (rotting or rusted fist), an environment-oriented fist (burning or soiled fist), and a ranged fist (bright or dark fist).

Yog is Immune to:

  • Terror
  • Amok
  • Charm
  • Sleep
  • Vertigo

God's Larva

God's larva gif
God's Larva
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.
HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
20 4 30 20 15-25 5 -2 Demonic

Legacy Bosses Edit

These bosses can only be fought by updating from a version that had them while in the middle of their respective boss fight.

Legacy Yog-Dzewa Edit

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
300 Passive Passive Passive Passive 50 30 Boss, Demonic, Immovable

Immune to:

  • Grim
  • Terror
  • Amok
  • Charm
  • Retribution
  • Psionic blast
  • Magical sleep
  • Burning
  • Toxic gas
  • Vertigo
  • Corruption

Yog himself can not directly damage the player as it's a passive entity, but instead summons larvae to fight for him on every successful physical attack received.

Legacy Burning fist Edit

Burning fist gif
Burning Fist
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.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
200 15 36 25 26 - 32 30 Boss, Demonic

Immune to:

  • Amok
  • Magical sleep
  • Terror
  • Vertigo
  • Burning
  • Blazing
  • Corruption

Resistant to:

  • Toxic gas
  • Fireblast
  • Grim
  • Retribution
  • Psionic blast

It has a permanent flame aura that generates fire in a 3x3 area around it as it moves. Uses shadow bolts to attack the Hero from distance.

Legacy Rotting fist Edit

Rotting fist gif
Rotting Fist
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.

HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
300 15 36 25 20 - 50 30 Boss, Demonic

Immune to:

  • Paralysis
  • Amok
  • Magical sleep
  • Terror
  • Poison
  • Vertigo
  • Caustic ooze
  • Corruption

Resistant to:

  • Toxic gas
  • Corrosion
  • Grim
  • Retribution
  • Psionic blast

Has a 1/4 chance of giving the player the caustic ooze debuff on each attack. Regenerates 4 HP per turn when standing on water.

Legacy God's Larva Edit

God's larva gif
God's Larva
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.
HP Armor Accuracy Evasion Damage EXP EXP Cap Properties
25 8 30 20 22-30 5 -2 Demonic

Yog-Dzewa and his two fists - the rotting fist and burning fist - spawn near each other. Both fists will wander around the room until they detect the Hero.

Tips Edit

  • 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.
  • If the burning fist draws near your character and you are forced into melee combat, drinking a potion of purity will negate the effects of fire.

Update history Edit

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