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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怪物图片
Boss介绍
攻击方式
波尔德 - 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 45 seconds 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, and it does not remain on the field afterward.
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.
暴走的波尔德 - 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 his 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. Afterwards, he will use Soul Interference; with waves corresponding to the beam fired appearing on the same side.
Soul Interference:The two souls clash inside Berthe's body and send out waves of energy across the battlefield, ones of light on one side and ones of darkness on the other. 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.
Ice Pillars: Berthe raises his arm to summon an ice pillar from the ground. The area an ice pillar will spawn is telegraphed by a dark blue magic circle, and it remains on the field afterward. They can only be hit by command and active attacks.
Soul Fragments: Berthe will raise his left hand into the air and will spawn yellow soul fragments across the map, while also teleporting some players to a different plane of existence. The fragments will periodically disappear, sending a pulse across the field that inflicts massive damage to all players regardless of the map they are on. Destroy them to prevent the pulse from occurring.
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.
破碎者 - 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.
Ice Pillars: The boss raises its arm to summon an ice pillar from the ground. The area an ice pillar will spawn is telegraphed by a dark gray magic circle, and it remains on the field afterward. They can only be hit by command and active attacks.
Aiming Shot: 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.
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. 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.
Mass Orb Release: The boss teleports to the top-left platform and immediately performs an enhanced version of Orb Release, sending out two sets of each orb. It will then repeat the attack after teleporting to the center platform and the top-right platform respectively.
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.
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 both the "light" and "dark" debuffs from the player and grants the player a Light Aura buff. The light aura buff grants immunity to the two debuffs for 20 seconds, and allows the player to deal damage to the Dark Cage.
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 by players with the Light Aura buff.
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 with the Light Aura buff will kill anyone inside these barriers should they enter them, and will not receive protection from the flame attack. Players will be freed from the Dark Cage automatically after this attack.
When below 150x HP:
Dance of Light and Darkness: An enhanced version of Mass Orb Release. The light orbs from both sets will start to spiral clockwise, while the dark orbs from both sets will start to spiral counter-clockwise. Immediately after releasing the second set of orbs, the boss will then send out an additional 2 rings of bright light spheres that move outwards past the light and dark orbs rapidly, after which they slowly return towards to the boss to form 2 rings around it. The rings then move outwards again after some time. At the same time as the bright light spheres, smaller light particles will flow out of the boss in a spiral like pattern until the bright light spheres have formed a ring around the boss. A visual representation of the entire attack can be found here. As before, the boss performs this 3 times, on the top-left, center and top-right platforms.
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.
Attacks highlighted in red bypass Invincibility frames.
Note:
"Light" debuff reduces attack power by 2% per stack, unlimited duration. (Up to 30 stacks)
"Dark" debuff reduces movement speed by 2% per stack, unlimited duration. (Up to 30 stacks)