Altar of Invocation: Difference between revisions

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*<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.
*<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.
*<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. The rays can either spawn in a grid during both uses, 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.

Revision as of 15:04, 17 August 2020

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Altar of Wishes

Altar of Wishes.

Description
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Recommended Level
99
Required Combat Power
1,500,000
Entry Requirements
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Dungeon Layout
Details
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  • 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%.
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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.
  • Counter Designation: Berthe stands upright and sends out a blue, purple or red howl. This does not deal damage, but for one minute after, the skill tier that matches the color of the howl will cause Berthe to counter with his signature Howl attack.
  • Howl: If the currently designated skill tier(s) are used by any player, Berthe will become immune and send out a howl across the battlefield, instantly killing anyone with less than 400 MP. Anyone that survives the howl through revival effects or by having enough MP will be inflicted with Silence. He will always use Counter Designation again afterwards.
  • Claw Strikes: Berthe slashes at a player up to two times with his claws.
  • Ice Carve: Berthe slashes at a player twice, then smashes the ground to send out a wave of ice in front, launching players away.
  • Ice Beam: Berthe becomes invulnerable as he charges up his ice beam, before firing it at players ahead while slowly arcing the beam upward. Players hit by the beam will be frozen in place, but can rapidly tap left and right to break free.
  • Ice Pillars: Berthe smashes the ground and makes several ice pillars appears from the ground, inflicting Frostbite on hit. The area an ice pillar will spawn is telegraphed by a dark blue magic circle.

Attacks highlighted in red bypass Invincibility frames.

Note:

  • Upon reaching 150x HP and any time afterwards, Berthe will perform the Counter Designation twice, targeting two skill tiers at once.
  • Flexibility, Hyper Active and Master skills are never targeted and can freely be used throughout the fight.
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.
  • Counter Designation: As before, Berthe will periodically target certain skill tiers throughout the fight, displayed through the use of a special UI at the top of the screen with 3 colored orbs. These follow the same colors as in phase 1.
  • Howl: If the currently designated skill tier(s) are used by any player, Berthe will become immune and send out a howl across the battlefield, instantly killing anyone with less than 400 MP. Anyone that survives the howl through revival effects or by having enough MP will be inflicted with Silence.
  • Grab: Berthe performs a grab towards the center of the map, then swipes in the opposite direction, pushing back everyone hit.
  • Swipe: A yellow indicator will be shown on the map, and a second later, Berthe will swipe across the stage horizontally in the marked area, pushing away everyone hit.
  • Wing Ray: Berthe charges up one of its two wings and then releases a ray towards that side of the map. Right after, he'll do this move again with his other wing.
  • Soul Interference:The two souls clash inside Berthe's body and send out waves of energy across the battlefield, ones of light on his right side and ones of darkness on his left. Each wave inflicts its own unique debuff that lasts for 3 seconds and stacks up to 10 times. Players must switch between the two sides to prevent either debuff from reaching 10 stacks, as they will be immediately killed otherwise.
  • Soul Orbs: Berthe will raise his left hand into the air and will spawn yellow orbs across the map, while also teleporting some players to a different plane of existence. The orbs will periodically disappear, sending a pulse across the field that inflicts massive damage to all players regardless of the map they are on.
    • (Speculation) Current theories suggest that the damage of an orb can be mitigated by dealing enough hits to it before it disappears, as they cannot be destroyed. This page will be updated when more is known about the mechanic. Be prepared to heal after every pulse.

Attacks highlighted in red bypass Invincibility frames.

Note:

  • The Counter Designation UI will automatically change depending on Berthe's health:
    • 240~210x HP: Red
    • 150~120x HP: Blue, Purple
    • 90~60x HP: Purple, Red
    • 30~15x HP: Blue, Purple, Red
  • Flexibility, Hyper Active and Master skills are never targeted and can freely be used throughout the fight.
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.
  • 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.
  • Aiming Shot: The boss aims at a party member and shoots 3 light orbs that will track them until they get hit.
  • Orb Release: 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.
  • Demon Lasers: 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:
    • Delayed Demon Lasers: 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.
    • Light Orb: Removes the statistics debuff from the player and grants immunity to it for a short period of time.
    • 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.
  • Flame: 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 red bypass Invincibility frames.

Note:

  • Being hit by any light orb attack from the boss will inflict a -2% attack debuff. (Up to 30 stack)
  • Being hit by any dark orb attack from the boss will inflict a -2% Movement Speed debuff. (Up to 30 stacks)
    • Both these debuffs have unlimited durations. Can only be cleared through collecting the Light Orb during the boss' Orb Call.

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Dialogue
Legendary Weapon
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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%
Enhancement +11: Physical/Magical Attack Power +Lv.10
Enhancement +12: Polarize +7%
Enhancement +13: Critical Damage +10%

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{{
Image Name Boss Character Stats
Soul Crown
Soul Crown
Annihilator
Common

Lv99 Face Accessory (Top):
Adaptation +2%
Awakening Charge Speed +5%
Upon awakening, Physical/Magical Attack Power +5%

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Trivia
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  • 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.
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Updates
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Date Changes
KR NA
08/13/2020 -
  • Altar of Wishes added.
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Alternative Names
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Server Name Translation
South Korea 비원의 제단 Altar of Wishes
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  • Region 1~6
  • Region 7~12
  • Region 13~18
  • Region 19~21
  • Laby
  • Noah
  • Lithia
  • Other
  • Miscellaneous