Altar of Invocation: Difference between revisions
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*'''Spike:''' Summons a spike somewhere on the map, inflicting damage to anyone standing in its place when it appears. These mainly serve to hinder movement, and can only be hit by commands or active skills. | *'''Spike:''' Summons a spike somewhere on the map, inflicting damage to anyone standing in its place when it appears. These mainly serve to hinder movement, and can only be hit by commands or active skills. | ||
*<font color=red>'''Aiming Shot:''' </font> The boss aims at a party member and shoots 3 light orbs that will track them until they get hit. | *<font color=red>'''Aiming Shot:''' </font> The boss aims at a party member and shoots 3 light orbs that will track them until they get hit, inflicting a stack of the "light" debuff on them per hit. | ||
*<font color=red>'''Orb Release:'''</font> The boss releases 9 light orbs and then 9 dark orbs in a circle around itself. After being released, the orbs will initially slow down slightly before accelerating again. | *<font color=red>'''Orb Release:'''</font> The boss releases 9 light orbs and then 9 dark orbs in a circle around itself. After being released, the orbs will initially slow down slightly before accelerating again. Players hit by the light orbs will receive a stack of the "light" debuff per hit. Players hit by the dark orbs will receive a stack of the "dark" debuff per hit. | ||
*<font color=red>'''Demon Lasers:'''</font> The boss raises its hands and marks the map with lines, both horizontally and vertically. After a small pause, light and dark rays will spawn there, dealing huge damage on contact. This move is always used twice in a row above 150x HP, and 4 times in a row below 150x HP, interchangeably with the delayed variant below. The rays can either spawn in a grid or horizontally and vertically separately. | *<font color=red>'''Demon Lasers:'''</font> The boss raises its hands and marks the map with lines, both horizontally and vertically. After a small pause, light and dark rays will spawn there, dealing huge damage on contact. This move is always used twice in a row above 150x HP, and 4 times in a row below 150x HP, interchangeably with the delayed variant below. The rays can either spawn in a grid or horizontally and vertically separately. | ||
*When below 150x HP: | *When below 150x HP: | ||
**<font color=red>'''Delayed Demon Lasers:'''</font> Areas are marked for lasers to appear like before, but the indicators appear 4 times first, before any lasers are fired. Then a few seconds after, lasers will appear in the marked locations in order, requiring players to memorize each of the 4 patterns' safe spots. | **<font color=red>'''Delayed Demon Lasers:'''</font> Areas are marked for lasers to appear like before, but the indicators appear 4 times first, before any lasers are fired. Then a few seconds after, lasers will appear in the marked locations in order, requiring players to memorize each of the 4 patterns' safe spots. | ||
*'''Orb Call:''' Two orbs will fall from the sky in two separate locations. Players can absorb the effects of these orbs by standing on the location where they hit the ground. They will not be absorbed while they are travelling through the air. | *'''Orb Call:''' Two orbs will fall from the sky in two separate locations. Players can absorb the effects of these orbs by standing on the location where they hit the ground. They will not be absorbed while they are travelling through the air. | ||
**'''Light Orb:''' Removes the | **'''Light Orb:''' Removes both the "light" and "dark" debuffs from the player and grants immunity to them for 20 seconds. | ||
**'''Dark Orb:''' Traps players in a '''Dark Cage''' 3 seconds after absorbing the orb's effects, inflicting 15 seconds of '''Potion Sickness''' and constantly draining their HP by 10% per second, rendering them unable to act. The cage can be broken by commands and active skills. | **'''Dark Orb:''' Traps players in a '''Dark Cage''' 3 seconds after absorbing the orb's effects, inflicting 15 seconds of '''Potion Sickness''' and constantly draining their HP by 10% per second, rendering them unable to act. The cage can be broken by commands and active skills. | ||
*'''Heal:''' The boss raises its hands and a yellow aura appears below them. It will heal itself by 15x HP if no one has absorbed the '''Dark Orb''' the last time it spawned. | *'''Heal:''' The boss raises its hands and a yellow aura appears below them. It will heal itself by 15x HP if no one has absorbed the '''Dark Orb''' the last time it spawned. | ||
*'''<font color=red>Flame:</font>''' The boss will go into the background and use '''Orb Call''', while charging up a flame attack that will kill anyone who makes contact with it. Players who are trapped inside the '''Dark Cage''' will create a barrier which prevents people inside it from dying. Players will be freed from the '''Dark Cage''' automatically after this attack. | *'''<font color=red>Flame:</font>''' The boss will go into the background and use '''Orb Call''', while charging up a flame attack that will kill anyone who makes contact with it. Players who are trapped inside the '''Dark Cage''' will create a barrier which prevents people inside it from dying. Players will be freed from the '''Dark Cage''' automatically after this attack. | ||
'''''Attacks highlighted in <font color=red>red</font> bypass Invincibility frames.''''' | '''''Attacks highlighted in <font color=red>red</font> bypass Invincibility frames.''''' | ||
'''Note:''' | '''Note:''' | ||
*"Light" debuff reduces attack power by 2% per stack, unlimited duration. (Up to 30 stacks) | |||
* | *"Dark" debfuff reduces movement speed by 2% per stack, unlimited duration. (Up to 30 stacks) | ||
* | |||
<span style="display:none">}}</span> | <span style="display:none">}}</span> | ||
| YSet=<span style="display:none">{{</span> | | YSet=<span style="display:none">{{</span> |
Revision as of 14:05, 18 August 2020
Altar of Wishes
“ | Altar of Wishes.
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” |
Entry Requirements
Dungeon Layout
Details
- Up to 6 players can enter (minimum 3 players required to enter)
Demon Realm
- The El's power does not reach into this realm, Attack and HP will be reduced by 80%.
Boss
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Monster Image | Boss Description | Boss Moves |
---|---|---|
Berthe - The traitorous leader of the White-Ghost Army, empowered by Aegirp's soul, he is much more powerful than he was in the past. |
Attacks highlighted in red bypass Invincibility frames. Note:
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Fierce Berthe - Unleashing the true powers of Aegirp's soul, Berthe has begun to merge with the former King's power and has grown into a giant. |
Attacks highlighted in red bypass Invincibility frames. Note:
| |
One Who Destroys - The power of Aegirp's soul conflicting within Berthe goes out of control, creating a being that is neither truly Berthe nor the White-Ghost King. |
Attacks highlighted in red bypass Invincibility frames. Note:
|
Dialogue
Legendary Weapon
Icon | Name | Stats | Enhancement Bonuses |
---|---|---|---|
Vestige of Soul - Weapon of Requiem |
Lv99 Weapon: [Unidentified Stats] [Unidentified Stats] [Unidentified Stats] Adaptation +5% |
Enhancement +10: Physical/Magical Attack Power +10% |
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Image | Name | Boss | Character | Stats |
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Lv99 Face Accessory (Top): |
Gallery
Trivia
- Following The Barbaric White-Ghost Castle's loading screen, the characters featured on the loading screen are the next three characters: Rage Hearts, Code: Esencia, and Comet Crusader.
- The dungeon's name calls back to the Altar of Dedication back in Feita, where Berthe was first fought. Additionally, just like back then, a portal is prominently visible in the background during the fight.
- Many of Berthe's attacks in the first phase of the dungeon are the same as those used during his original fight, adjusted to fit his current more agile quadrupedal form. These include Pounce, Ice Beam, Ice Carve and his defining skill, Howl.
- The remixed version of Berthe's original boss theme is the first time an original boss theme was created for the game since CODE-Maya in Elysion Tower.
Updates
Date | Changes | |
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KR | NA | |
08/13/2020 | - |
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