Halls of Water/fr: Difference between revisions

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|'''Fallen Red Knight (Rune Slayer)''' - Unlike the Red Knights from [[Magmanta's Cave]], these Red Knights have now turned over to the dark side and fight for the demons. They use moves of a traditional Rune Slayer and can use [[Flame Geyser]]. They have much more health than other enemies and can combo much like players.
|'''Fallen Red Knight (Rune Slayer)''' - Unlike the Red Knights from [[Magmanta's Cave]], these Red Knights have now turned over to the dark side and fight for the demons. They use moves of a traditional Rune Slayer and can use [[Flame Geyser]]. They have much more health than other enemies and can combo much like players.
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-Has a stoic threshold of 30 hits.
-Has a stoic threshold of 30 hits.
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-Some of Ran's attacks have differentiated names on the Japanese server. Examples of this are '''Black Destiny''' becoming "Sacred Spear," and '''Black Flame Burst''' becoming "Eternal Banishment."
-Some of Ran's attacks have differentiated names on the Japanese server. Examples of this are '''Black Destiny''' becoming "Sacred Spear," and '''Black Flame Burst''' becoming "Eternal Banishment."
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| Dialogue='''Mid Dungeon:'''
| Dialogue='''Mid Dungeon:'''
::Ran: ''-''
::Ran: ''-''
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| Trivia=<span style="display:none">{{</span>
| Trivia=<span style="display:none">{{</span>
*As Aren Haan, Ran wrote the skill note [[Falling Dragon|Head Slam]].
*As Aren Haan, Ran wrote the skill note [[Falling Dragon|Head Slam]].
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| Video=
| Video=
[https://m.youtube.com/watch?v=h3DAqCBxp0c '''''By luckykamon''''']
[https://m.youtube.com/watch?v=h3DAqCBxp0c '''''By luckykamon''''']
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}}

Revision as of 17:11, 3 May 2022

Reliquaire du temple de l'eau

« 
Ran the Dark Earl has many secrets... Hall of Water.... this is where the battle of Hamel's fate begins...
 »
Description
The heart of the temple. Something huge is happening here.
Niveau recommandé
58-60
Capacité de combat requise
48
Plan du donjon
Monstres
{{ {{
Image Description Attaques
Shadow Port Walker - This is an stronger variant of the Shadow Walker that you have encountered in previous Hamel dungeons. They will use the same attacks but they are now more stronger and faster in their attacks.
Shadow Port Trickster - A Shadow monster that attacks with lightning in front or summons "totems". The Fire Totem is red and casts a homing fireball that does moderate damage and should be dealt with as soon as possible if placed. The Buff Totem is blue and increases the stats of the mob.
Shadow Port Charger - This is an stronger variant of the Shadow Charger that you have encountered in previous Hamel dungeons. They will use the same attacks but they are now more stronger and faster in their attacks.
Shadow Port Defender - This is an stronger variant of the Shadow Defender that you have encountered in previous Hamel dungeons. They will use the same attacks but they are now more stronger and faster in their attacks.
Shadow Port Sniper - This is an stronger variant of the Shadow Sniper that you have encountered in previous Hamel dungeons. The Sniper has been enhanced and now it will aim for its target before firing its laser.
  • Many of these have been placed in positions where they will 'platform glitch' and teleport to much more difficult to reach places of the room if they are allowed to fire even once.
Shadow Port Voider - These snakes can absorb magical projectiles and use their energy to heal themselves 10% of their maximum HP. It fires energy bolts very similar to Eve's Mega Electron Balls.
Blood Linker - This is a variant of the Shadow Linker. When it links onto you, your HP will be slowly siphoned.
Mana Linker - This is a variant of the Shadow Linker. When it links onto you, your MP will be slowly siphoned.
Shadow Linker - A small Shadow monster that can Soul Link just like Shadow Master. Defeat it to prevent or stop the Soul Link. Although easily defeatable, multiple Shadow Linkers can be a pain.
Fallen Red Knight (Lord Knight) - Unlike the Red Knights from Magmanta's Cave, these Red Knights have now turned over to the dark side and fight for the demons. They use moves of a traditional Lord Knight and can use Sonic Blade. They have much more health than other enemies and can combo much like players.
Fallen Red Knight (Rune Slayer) - Unlike the Red Knights from Magmanta's Cave, these Red Knights have now turned over to the dark side and fight for the demons. They use moves of a traditional Rune Slayer and can use Flame Geyser. They have much more health than other enemies and can combo much like players.

}}

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Boss intermédiaire
{{ {{
Image Description Attaques
Shadow Stinger - A deadlier creature of the shadows. Has spikes on it.

-Forward Spikes: Jabs you with a few spikes when you stand in front of it. Hits multiple times and pushes backwards for some distance
-Spike Ball: Extends all the spikes on it, impaling anything nearby. Induces KD.
-Spike Fall: Jumps into the air and turns upside down as it's turning its head into a giant spike before making a sharp fall, tends to do this to attack players through platforms. Induces KD.
-Crystal Stinger: Brings forth a crystal in it's chest to poke you with it. Does moderate damage. Induces KD.
Note:
-Has a stoic threshold of 30 hits.

Bizarre Conrad - An old man with a bluish complexion in a UFO. He somehow has knowledge of Nasod technology.

-Failed Heaven's Fist: Summons a rocket propelled fist at a fixed range to attack you with. Does substantial damage. The arm will collapse after he uses this attack.
-Failed Hornet's Sting: Conrad whisks out a cannon (similar to that of Code: Exotic's) and fires a missile at you. He then chucks the cannon at you when he's done.
-Slide: Conrad slides away from you in his UFO.
-Health Conversion: Conrad will remove some of his mana in order to regain some health.
-Triple Spear: Conrad will summon 3 Nasod spikes out of the ground in front of him to attack you.

Giant Hammer Bobosse

-Smash: Bobosse will simply smash his hammer once onto the ground.
-Launcher: Bobosse will swing his hammer twice at you. The second hit will launch you into the air.
-Double Hit: Bobosse will become super-armored and smashes his hammer twice into the ground.
-Quake Smash: Bobosse will jump into the air and as he descends, he will swing his hammer into the ground, which will create a small quake on the ground.
Note:
-Has a stoic threshold of 30 hits.

Fallen Chloe - Chloe returns, corrupted by the forces of darkness. She has lost her bow, so now her moves are pretty much like Wind Sneaker's.

-Advanced Kick Combo: Starts with 2 normal kicks followed by 3 powerful kicks: A rear horse kick, knee kick and a long range knee kick. Similar to Wind Sneaker combo ZZ→ZZZ.
-Slash: Chloe draws her knife and slashes you TWICE with it. Induces KD and Bleed (see Status Effects)
-Tumble: Jumps into the air and turns upside down as it's turning its head into a giant spike before making a sharp fall, tends to do this to attack players through platforms. Induces KD.
-Air Kick Combo 1 & a half: Chloe performs the Triple Air Kick maneuver. However, she only stops at the second kick and starts combo-ing you later.Similar to Combat Ranger combo →→↑ZZZ canceled on second Z.
-Nature Force: Dark Ver.: Chloe imbues her attacks with the power of darkness. Similar to Wind Sneaker's Nature's Force active skill.
-Spinning Kick: Dark Ver.: Chloe spins horizontally, drilling into opponents with her feet. Similar to Combat Ranger's Spinning Kick special active skill. This does substantial damage.
-Slide Double Kick: Dark Ver.: Chloe slide kicks behind the you followed by a kick and another kick into the air. Similar to Wind Sneaker's Slide Double Kick special active skill. This does enormous damage.
Note:
-Has very high resistance (300\500 or higher) to most elements.
-High attack and recovery speed.
-High defense and attack power.
-Like most Dark Elves she has 10% evasion allowing her to avoid attacks.
-Has a stoic threshold of 20 hits.

  • This works differently than a player's evasion and makes her immune to that player's attacks for several seconds each time it activates.
Victor - Victor, the one responsible for the disappearance of Hamel's water. One of the more aggressive bosses in Elrios. Possesses superhuman strength and loves violence.

-Victor Combo: Poses then strikes in a certain direction three times. Unlike when fighting him as a boss this attack has no super armor frames.
-Victor Swing: Poses then swings his fists into the air to throw you upwards while in super armor.
-Victor Charge: Occurs only if you are at a certain distance away from him. It's similar to Burning Rush, except debris will fall from the ceiling on impact with a wall.
-Victor Assault: Victor roars, beats his chest rapidly, and then launches himself at the nearest target. He lands on them and violently attacks them repeatedly for enormous damage.

  • If he fails to land on a valid target he will not continue with his combo.

-Body Slam: Body Slam that will inflict Flattening for a period of time. Very fast and powerful but requires that he jumps before performing it.
Note:
-Has absolute immunity against all elements so you cannot inflict any elemental debuff on him.
-Due to his strange physical properties, he can be knocked around much more easily than normal enemies making him difficult to use some special actives on.
-Has a stoic threshold of 30 hits. }}

}}
Boss
{{ {{
Image Description Attaques
Ran

-Dark Sword Combo: Ran slashes with his sword twice, then uses his shadow arm to attack and launch you into the air.

  • Roughly half the time he uses this skill he will have super armor for the animation's duration.
  • When in awakening its range, speed, and damage is increased.
  • While he can be interrupted while doing this attack, if he is in awakening the secondary magical attacks will still proceed uninterrupted.
  • He can cancel this attack on his own after the first two strikes and chain with another attack, including another Dark Sword Combo.

-Black Fire Claw: Ran will materialize a shadow arm and use it to slash you. He will use this move when he is knocked down or when you are more than a certain distance away from him.

  • The claw will generally knock whoever is hit towards Ran, who will then usually try to catch with a Dark Sword Combo.
  • He will always target the player furthest away from him with this attack.
  • Range, size, knock-back force, and damage is greatly increased by his Awakenings.
  • Hitbox becomes larger than visible claw size when he is awakened making it more difficult to avoid.

-Shadow Clone: If you try to distance yourself from Ran, he will create a clone of himself next to you and attack.

  • He will always target the player furthest away from him with this attack.
  • The clone will always appear to the side of you that's furthest from him.
  • He can still use this move even if you stay close to him, however he will use it less.

-Aerial Black Fire Claw: Ran will ascend to the air and will move left or right of the stage for a small distance. He will use Black Fire Claw to swipe anyone that is close to him as he descends.

  • While he can be interrupted while doing this attack, his claw will still appear regardless.
  • After the Hunting Fields patch he has gained his super armor frames when using this skill.

-Black Flame Burst: Ran will swing his sword and unleash a trail of black fire towards you. He will only use this after his second awakening.

  • He cannot use this move before he use Black Destiny first.
  • Virtually he use this move 3 moves after he use Reverse Gravity and/or 6~7 moves after he use Black Destiny.
  • He will skill delay all players regardless of distance after he finishes his opening taunt for this attack to prevent escape.
    • You have a second to avoid this move before he will skill delay.
  • While he can be interrupted while doing this attack, the flame burst will still proceed uninterrupted.

-Black Destiny: Ran will unleash several slashes against you, each followed by a rapid burst of black fire, and finishes his string of attacks with an eruption of dark energy. He will only use this after his second awakening.

  • Virtually he use this move 6~7 moves after he use Black Flame Burst.
  • He cannot use this move before he use Black Flame Burst first.
  • He will skill delay all players regardless of distance at the start of this attack preventing escape.
  • While he can be interrupted while doing this attack, the rapid flame bursts and maybe even the dark energy eruption will still proceed uninterrupted depending on when he's interrupted.

-Reverse Gravity: A spell circle will appear under Ran. Any player caught within the circle will slowly rise into the air and will be vulnerable for his next attack, where he releases a shock wave from the ground. He will use this whenever he is awakening after his HP is depleted. He will only use this regularly after his first awakening, his second awakening will almost double its area of effect.

  • This attack will abruptly cancel many special actives used within its area of effect.
  • After the Hunting Fields patch he has regained his super armor frames when using this skill.

-Awakening I: Dark Enhancement: After depleting about 1/4 of Ran's health, he will enhance his sword with darkness. Afterwards, his attacks will then inflict Curse on you.

  • All claw related attacks become larger and more damaging.

-Awakening II: Fire Enhancement: After depleting about 1/2 of Ran's health, he will enhance his sword with fire. Afterwards, his attacks will then inflict  Enemy DebuffBurnEnemy DebuffBurn on you.

  • All claw related attacks become even larger and more damaging.


Note:
-Approximately 7,000,000HP (35 Life Bars) on Very Hard.
-His defense lowers damage by about ~24.6% on Very Hard against a level 60.
-Has absolute immunity against dark element so you cannot steal his HP/MP or inflict Curse on him.
-Has 300\500 or higher resistance to virtually all other elements.
-Has a stoic threshold of 20 hits.
-Has 10% evasion, if triggered he will automatically 'dodge' all other attacks from the player for several seconds.
-Very high hit recovery speed allows him to start a special attack even while being attacked himself.
-Similar to Berthe, he always do Knockdown Counter through his Black Fire Claw even you stay away with him.
-Many of his dark and fire enhanced attacks still continue even if he is interrupted by an attack.

  • Beware that if he is interrupted while doing an attack he can immediately start another.

-Many of his dark and fire enhanced attacks ignore skill delays even if Ran himself is delayed.

  • You can abuse this by using a long delay skill to completely avoid the attack. (e.g. Gungnir, Energy Spurt, most Hyper Actives)

-When awakened his sword will glow whenever he is about to use a skill, which can be used to predict his attacks.
-Ran will always turn to the right as he dies.

  • Dying will not immediately cancel attacks he initiated.
  • Ran's attacks will change direction to the right with his death animation if they weren't already aimed in that direction.

-Entangle and Stunned Status Effects will not prevent him from attacking.
-Some of Ran's attacks have differentiated names on the Japanese server. Examples of this are Black Destiny becoming "Sacred Spear," and Black Flame Burst becoming "Eternal Banishment." }}

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Dialogue
Mid Dungeon:
Ran: -
Butins de bossMusique de fond
{{
Image Name Boss Character Stats
Shadow Sabre
Shadow Sabre
Shadow Stinger
Elsword

Lv54 Great Sword:

Physical Attack +3446

Magical Attack +3446


[Unidentified * ?]

[Unidentified * ?]

Critical +4%

Action Speed +2%

}}
{{

music050_stage

music051_stage

music052_boss



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Galerie
Vidéo
{{

By luckykamon

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Anecdote
{{
  • As Aren Haan, Ran wrote the skill note Head Slam.
}}


Donjons