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"The Mothership" Dungeon Design Idea (By PhDPS)
Hey there! So this is a dungeon idea I had for DECA a short while back, and I wanted to share it all with you to get your thoughts! I haven't edited it since the time of the Design Contest. Let me know what you think! PS: Please don't complain to me about my idea being too "this and that". This is for fun, enjoy the concept for what it is, a concept, not the impacts if it were to make it into the game.
I might make some changes here and there, as O3 was not released when this idea was finished.
RotMG “The Mothership” Dungeon
With the Calbrik and Alien event having been featured more recently, I had an idea for a dungeon to top halls in difficulty and loot. While the game doesn't really need a higher step, it would be great for endgame players to grind out and have content to keep them interested. The items would be extremely powerful, but not so rare. Instead of focusing on pure absurd RNG to obtain a single item like in Halls, the gear would be crafted from parts obtained more commonly throughout the raid from bosses. This is to make players feel as if they are working toward their legendarily powerful loot. With gradual steps of progress in between the loot would feel more earned, and more deserved.
This dungeon was designed to bring a well-deserved challenge to the Realm Community. That being said, there is a permanent suppression effect over the entire dungeon to make it much more difficult upon release: Silence. The ship has an advanced gravitational field covering its entirety that the denizens of the realm are not equipped to handle. This specialized defense system stops players from operating at their full potential.
It’s highly difficult without an excellent group of players with good pets (or items already dropped in the dungeon). THE SILENCE IS DESIGNED TO CULL LOW-END PLAYERS. THIS IS ENDGAME CONTENT, NO ONE SHOULD BE SKIPPING STRAIGHT TO IT. FROM A GAME DESIGN STANDPOINT IT SHOULD BE A PROGRESSION GOAL. The way around the silence is an added mechanic we already see on items: Effect Immunity.
Each of the 3 Minion Wings will drop a special material at a pretty decent rate, considering the dungeon’s rarity and difficulty. Once you have all 3 of these materials from each boss, you can combine them in the Engineering Wing after Final Boss to obtain a Ring that makes you immune to Silence effects as long as you’re wearing it. These materials would ideally drop in new Mint Bags (which I have made sprites for, though I’m no artist), which have priority above Cyan and Blue Bags and below White, Orange, and Red Bags. Because it was requested that mechanics not be added if possible, I would recommend they drop in Cyan or Orange Bags, but the new bags would be extremely noticeable so that you’ll know when you’re getting materials. Note: This combined ring will be wearable outside the dungeon, but its intent is for the Mothership dungeon, so to make it not as useful outside that dungeon, it will have no stats until upgraded through further progression.
Additionally, there will be an NPC that resides in the Engineering Wing after the final boss. He will work like the Tinkerer and have repetitive quests for you to finish. These quests grant you arguably the strongest items in the game (This was before O3 so probably not now LOL), but they require you to scour the realm for reagents AND survive the dungeon to make them. It wouldn't be an easy task, and it shouldn’t be, but it would be very well worth it. It would give players a reason to return, and have a long span of content before it became stale.
Bosses would not have HP scaling. The dungeon would be capped at 25 players. This would be considered a raid, you CAN NOT SOLO it, and that is intentional. You are meant to actually FORM A GROUP OF HIGH-LEVEL PLAYERS to finish this dungeon, it is not designed to be done publicly. That being said, the dungeon does not drop publically. Instead, when killing Command Calbrik he would have a RARE CHANCE to drop the ‘Mothership Beacon’ item, which at least one person will get every fight. This item works like a key and opens the dungeon in bizarre/guild halls when used. Ideally, the key would be tradeable.
Materials are meant to be a means of endgame progression, but because they are obtainable for everyone (Including Light Blue Stars) they will have decently high feed power, again depending on rarity. This is designed to give them useful for all players.
Also, to make progression feel earned, materials will be soulbound. No trading to get crazy armor, no buying them with IRL money, this mechanic is designed with the intent to make you PLAY THE GAME.
I know, a real shocker. If Deca thinks they could make the materials tradable without screwing the economy then they have the power to do so, but I would HIGHLY advise against it, as you can skip almost every step of progression in the game’s current state, which limits your time playing, which then limits the enjoyment and longevity of the game. This is RotMG’s biggest issue and this idea is meant to attempt to fix the game's Power Creep issues.
After an embarrassing defeat by the denizens of the realm, Calbrik calls all his troops to rally outside the atmosphere with: “My ship...RUINED! Attention all units, leave that busted wormhole generator and regroup outside the atmosphere immediately!”
Calbrik may be the militia’s leader, but there is always a bigger fish. To ensure these aliens (We’ll call them the ‘Grukk’, they don't have a name canonically so that’ll just be our placeholder.) don't return, they'd need to be killed at the source. Players would use Calbrik’s beacon teleporter to enter The Mothership and seize control to end their reign of terror and release their iron grip on the helpless colonies they’ve weaponized on other planets.
Each Wing of the ship would have a boss behind a door. When all three Wings have been pilfered the Final Wing would open. The boss, however, would be a two in one. The Overlord is a weak and fragile humanoid easily dispatchable in one blow, but you would have to get past The Mothership’s Systems, and with The Mothership protecting The Overlord, the fight would have you down the entire ship itself.
This entire dungeon is a BOSS RUSH similar to Secluded Thicket. There will be NO REAL ENEMIES in between bosses, which the dungeon would consist of 5. There would be Three Minion bosses, a Final boss, and a Secret/Treasure boss. You can do the three minion bosses in any order you like, but you must complete them all to do the Final Boss. There is no specific order of the bosses, and doing one will not change the others. The Secret Boss is rewarded if the raid is completed in a certain time limit.
The layout would consist of 5 wings of the ship. The South wing would be where players spawn in, the 3 Minion bosses would be in the North, West, and East wings, having the Final Boss be in the middle of the ship. The Secret boss would be found in a hidden wing from where players spawned after the Final Boss if you beat the dungeon fast enough. The Secret Boss is designed to reward skilled players.
Boss fights will be activated by breaking down one of the Wing doors. When one door reaches 50% health the other doors will heal and become invulnerable (until the activated boss is dead). Immediately after the door is broken down an alert will play in the chat from the Overlord stating: “Attention! Intruders in the wing. Lockdown commencing in seconds.” that updates every 10-30 seconds. When the timer hits 0 the Wing door that you broke will be replaced with another invulnerable door that will become breakable after the boss.
North: Spawning Wing (Broodmother Boss); West: Habitat Wing (Behemoth Boss)
East: Engineering Wing (Construct Boss); South: Navigation Wing (No Boss; Spawn Point)
Center: Military Wing (Overlord Boss); Secret: Cargo Wing (Stowaway Boss)
The Broodmother (High Queen Qualia)
Overview: The Broodmother would be a stationary boss with a very large amount of HP that would be invulnerable until phases were completed. The fight would be mostly minion phases with damaging the boss in between. There would be a damaging liquid moving around in the room as well (acid dealing 50 damage every 0.5 seconds and applying armor breaking when standing in it) that would force players to position themselves in opportunistic locations. The minions would be little alien wasps, alien beetles, and squirming pods that hatch into stronger enemies. The boss arena itself would be a circle with the boss stationary in the very middle.
Health: 2,500,000 [Does not scale]
Defense: 50 (For Final Phase)
Status’: Invulnerable (Weakened when below 50% HP; Armor Broken when out of Survival Phase)
Immunities: Stun, Stasis, Daze, Paralyze, Slow
Damage: 1 shot dealing 175 damage (rapid and consecutive)
Damage: 2 crossing inward shots dealing 55 armor-piercing damage each
Squirming Pod: (Turns into a Brood Baby if not killed in 30 seconds)
Brood Baby: (Turns into a Brood Bug if not killed in 45 seconds)
Damage: 1 shot dealing 50 armor-piercing damage
Brood Bug: (Turns into a Brood Brute if not killed in 60 seconds)
Damage: 3 shots dealing 75 armor-piercing damage each
Damage: 5 shots dealing 150 armor-piercing damage each
Phase 1: The boss will throw out 4 Squirming Pods (in the N, W, E, and S) and spawn 4 Alien Wasps. After 30 seconds the boss will become vulnerable for 10 seconds or until at 2,225,000 Health. This phase repeats until the boss is at 2,250,000 Health.
Phase 2: The boss will throw out 4 Squirming Pods (in the N, W, E, and S), the NW, NE, SW, and SE corners will fill with Alien Acid, and spawn 4 Alien Wasps and 2 Alien Beetles. After 30 seconds the boss will become vulnerable for 10 seconds or until at 2,000,000 Health. This phase repeats until the boss is at 2,000,000 Health.
Phase 3: The boss will throw out 6 Squirming Pods (in the N, NW, NE, S, SW, and SE), the N, W, E, and S corners will fill with Alien Acid, and spawn 4 Alien Wasps and 2 Alien Beetles. After 45 seconds the boss will become vulnerable for 15 seconds or until at 1,500,000 Health. This phase repeats until the boss is at 1,500,000 Health.
Phase 4: The boss will throw out 6 Squirming Pods (in the N, NW, NE, S, SW, and SE), the entire N corner will fill with Alien Acid, and spawn 8 Alien Wasps and 4 Alien Beetles. After 45 seconds the boss will become vulnerable for 15 seconds or until at 1,000,000 Health. This phase repeats until the boss is at 1,000,000 Health.
Phase 5: The boss will throw out 8 Squirming Pods (in the N, NW, NE, W, E, S, SW, SE), the entire W and E corners will fill with Alien Acid, and spawn 8 Alien Wasps and 4 Alien Beetles. After 60 seconds the boss will become vulnerable for 20 seconds. This phase repeats until the boss is at 250,000 Health.
Phase 6: The boss will enrage, become Armored, throw out 12 Squirming Pods in random spots in the arena, the entire arena will fill with Alien Acid (except for a small circle around the boss forming a tight ring), and spawn 6 Alien Wasps and 2 Alien Beetles every 10 seconds. This phase continues until the boss is defeated.
Strategy: In order to properly defeat this boss the group will need to coordinate their melee and ranged players. The melee will need to hard focus on the Boss and the Squirming Pods while the ranged dispatch the Alien Minions in phases 1-5. This will get progressively harder the farther into the fight the group reaches. For phase 6 the strategy will change slightly, but in all just go into overdrive. The melees will hard focus on only the Boss while the ranged need to juggle holding back the Alien Minions AND dispatching the Squirming Pods before they evolve. This fight does not get more difficult the longer you take to complete it, so it’s very simple and not too challenging if you just take your time focusing on enemies rather than just lasering the boss. The large Health pool will ensure everyone gets loot anyhow, so there SHOULD be no rush, there doesn’t need to be. It’s more of a DPS check than anything and one of the simpler fights in the dungeon.
The Behemoth (The Insatiable One)
Overview: The Behemoth would be a stationary boss trapped inside of a giant cage. Over the course of the fight, the boss would gradually break free from its cage until it is either killed or escaped and if it escapes you will die. However, you’ll know the fight is lost before the boss actually breaks free. The boss would be damageable throughout the entire fight, but you would have to focus on the multiple forms of damage you would be taken from many sources. The boss will break free it’s two claws, then it’s tail, then it’s head, and finally, it’s entire body ending the fight and resulting in failure. This will be a very difficult boss that can EASILY kill you if you aren’t paying attention to your positioning and the boss’s telegraphing. Each body part of the behemoth can be damaged and killed, but it will only take it out of the fight and the boss will not truly die until its Body (main Health Bar) or Head (which comes out when the boss is almost free) reaches 0. This entire fight is timed and not based on the Health the boss is at. This fight would need to be VERY VERY fine-tuned. That is unfortunately something I’m not equipped to actually do, as I have no way of testing what a group of 25 high-end players would be able to accomplish within a time limit and with multiple entities.
Boss Statistics: [Does not scale]
Health: 1,750,000 Body, 450,000 Claws, 125,000 Tail, and 250,000 Head
Defense: 20 Body, 75 Claws, 15 Tail, and 0 Head
Immunities: Stun, Stasis, Daze, Paralyze, Slow, Weak
Phase 1: The boss will begin tossing out boulders and 2 Grukkian caretakers rapidly in random spots in the arena. The boulders will deal with an AOE of 350 damage while the caretakers will deal 75 damage but leave a small pool of... “caretaker juice”...that will apply Slow and Sick for 4 seconds to players who step over it. These caretakers will run in from the sides of the arena to try and sedate the behemoth but will be killed and have their corpses tossed instead. 2 more caretakers will come in and be thrown every 10 seconds. This phase will last until the Boss’s Body reaches 1,500,000 Health. During this phase and all the following phases, the Boss’s Body will be damageable.
Phase 2: The boss will reach its 2 claws out of the cage and begin targeting players and slamming them down on them dealing a 500 damage AOE for each slam. The claws will lock on to the nearest player to them and perform a telegraph for 2 seconds (staying in place) before slamming and going back to the cage for a cooldown (where they can be attacked without consequence). The lock on slams will occur every 7 seconds. This phase continues for 2 minutes (timing is not, as I have no real way to test how much DMG a group of 25 high-end players deals with a 20 defense target within a certain amount of time). During the resting cooldown of the claws, they are damageable, and killing them will stop the slams from occurring altogether.
Phase 3: The boss will add its tail to the fight. The tail will sweep across the arena dealing a flat 100 armor-piercing damage that is unavoidable and paralyzing players for 3.5 seconds. This sweep will occur every 10 seconds and work in combination with the claws. During the sweep, the tail is damageable, and killing the tail will stop the sweep from occurring altogether. This phase continues for 2 minutes (again: timing is not, as I have no real way to test how much DMG a group of 25 high-end players deals with a 20 defense target within a certain amount of time).
Phase 4: The boss will enrage alarming the players that the fight is soon going to be a losing battle. The boss will grab the cage with both claws, the tail will stop sweeping, and the body will become hidden. The boss will stretch the bars of its cage and begin to thrust it’s head out of it to chomp on the players it can. These chomps will reach out into the arena almost its entire length, so you would need to stand at the very back wall to avoid taking the damage. Speaking of the damage, the chomp has a large hitbox, comes out quick, and deals 1500 armor-piercing damage. Yes, that’s right, it instantly kills any player it comes in contact with. The chomp will either occur in the Left, Middle, or Right column of the arena. It’s not random, however, and the order is Left -> Middle -> Right -> Middle -> Left -> Middle (you get the point, it continues with that order) and so on until moving to the final phase 30 seconds after. The head will be damageable when it reaches out, and it has low Health and no defense so you can kill it pretty easily, but you must risk dying in one hit.
Phase 5: The boss will scream a death rattle and apply Weak to all players in the arena for 3 seconds every 15 seconds. The boss will then begin chomping in random spots in the arena, stopping it’s order entirely. This phase lasts for 15 seconds.
Phase 6: The boss peeks out its head in the middle and begins flashing. A dialogue will play saying: “THE INSATIABLE ONE IS FREED? WHAT HAVE YOU DONE?”. The boss will then spew a black liquid across the entire arena that will deal with 1500 armor-piercing damage to all it hits.
Strategy: The first phase is meant to be lasered down very quickly or else the blood spots will stack in the arena and cause the fight to be much more difficult. The second phase is when the fight really begins. The claws are meant to be taken away from the group by a high defense melee who can eat the hit or a fast player who can dodge it. The third phase introduces the tail which swings through the entire arena for undodgeable damage. The damage is true so it’s fair to players of all defenses, but it paralyzes, making the claws hit easier. The fourth phase introduces the head, in which the players will have to risk taking lethal damage in order to complete the fight in their short remaining time.
The Construct (OTS-Hellbringer)
Overview: The construct boss would be the simulated amalgamation of the realm’s most tortured souls. The engineer who was forced to create it made it from flesh, stone, and steel. The boss works as a sort of matryoshka doll, shedding a shell and becoming easier to kill every phase. During every single phase of the fight, an orb will bounce around the room (like the DVD screensaver) that applies Quiet for 7 seconds.
Boss Statistics: [Does not scale]
Health: 500,000 for each form (2,000,000 in total)
Defense: 125 for Steel, 50 for Stone, 15 for Flesh, -20 (or 0) for Astral
Immunities: Stun, Paralyze, Weak, Curse, Stasis, Daze
Phase 1: The boss will stomp dealing 150 damage in a large AOE every 1.5 seconds. While stomping the boss will get slowly closer to the nearest enemy. This will continue until the boss reaches 1,800,000 Health. After reaching 1,800,000 Health the boss will go back to the middle of the arena and begin controlling machines. Steel chains will shoot across the entire arena towards the boss dealing 200 armor-piercing damage to anyone it hits. When all of the chains are attached (there are 12 in total) they will begin conducting electricity dealing 25 armor-piercing every 0.5 seconds damage and paralyzing anyone hit. The shocking will last until the boss reaches 1,500,000 Health.
Phase 2: The boss will shed its steel exterior and reveal a stone construct. The stone construct will chase players stomping in a small AOE dealing 100 damage and applying Slow for 1.5 seconds. This will continue until the boss reaches 1,300,000 Health. At 1,300,000 Health the boss will go back to the middle of the arena and begin stomping vigorously. The AOE will still occur, but now boulders will begin falling from the ceiling dealing a small AOE of 300 damage and applying Weak for 4 seconds on any player hit. These boulders will fall very rapidly and in large numbers. The rockfall will last until the boss reaches 1,000,000 Health.
Phase 3: The boss will crack off its stone exterior and reveal a flesh construct. The flesh construct will chase players rapidly and shoot 5 shots dealing 100 damage each every 1.5 seconds. This will continue until the boss reaches 750,000 Health. At 750,000 Health the boss will go back to the middle of the arena and seep a pool of blood from its center applying Sick and Slow to players inside of it. The boss will also shoot spines rapidly in all directions dealing 150 armor-piercing damage and applying Weak for 3 seconds. This will last until the boss reaches 500,000 Health.
Phase 4: The boss will melt into the ground and reveal its soul. This is where the fight hits a difficulty spike. The fight is pretty straight forward and normal until this point. The boss will split into 6 clones with 75,000 Health each that will begin circling the arena and piling a ton of bombs each dealing 50 armor-piercing damage and applying Armor Broken for 6 seconds into the middle of the arena. The clones will also be firing AOE stomps dealing 150 damage and applying Slow and Weak for 4 seconds. This phase will continue until there is only 1 clone left.
Phase 5: The last clone will grow in size and go back to the middle of the stage. It will then fire 6 beams of shots out towards the wall that begins moving slowly after 3 seconds. Standing in the beams will deal 30 damage rapidly until you step out of them, and it being hit will apply Slow for 2 seconds. 10 seconds after the beam phase the astral construct will begin lobbing a large amount of the bombs into 2 of the quadrants for 5 seconds. Then it will lob more bombs into 2 more, and so on until the boss is defeated.
Strategy: While the boss fight is pretty simple it is only a misdirect to alarm and panic players in the final phases. The only strategy I can really advise is having a high defense target soak the damage from the beams to allow the group to enter another quadrant to avoid the bomb barrage. The bombs armor break in the phase before last, players might notice that the bombs deal armor-piercing damage already, so the armor break doesn't actually change the way that prase should be played. When the bombs come back in the next phase the players will hopefully know not to get hit, as they will break armor making the beams hurt...a lot.
The Overlord and The Mothership (Overlord Zok’kal and Mothership OS)
Overview: The Overlord is the final lifeline of the Mothership’s internal defenses. A huge machine tethers this half-alien, half-machine creature to the ship itself. In a sense, they are one. The battle will consist of both fighting the Overlord and then the Mothership’s Onboard Defense Intelligence. As the fight goes on you will chip away Health from both entities, the Overlord by, well, hitting him a bunch, and the Mothership by disabling her operating systems. Many arena hazards will appear to position players in tight spots throughout the fight.
Boss Statistics: [Does not scale]
Health: 1,500,000 for Overlord; 5,000,000 for Mothership (broken into 9 entities)
Defense: 5 for Overlord; 45 for Mothership (not the generators)
Immunities: Stun, Paralyze, Weak, Slow, Stasis, Daze for both Bosses
Minion Statistics: [Does not scale]
Immunities: All status effects.
Alien Colonists: These are the exact same enemies from the 4 alien dungeons. All of them are present.
Phase 1: The repulsive Overlord rises from the mothership’s core and begins a monologue (gotta have those tasty epic fight preparations) and then calls for his army of enslaved colony aliens. This phase will end when five waves of different alien enemies, that get progressively harder, are defeated.
Phase 2: The Mothership will light up pads on the group (like Janus) and shock all players inside (after a telegraph of course). The shock will paralyze, stun, and deal 35 armor-piercing damage every 0.5 seconds. This phase starts with the Mothership saying: “Sufficient threat detected. Activating Tier One Offensive Measures. Allocating resources from Preservation Systems.”. This will cue you in that the Overlord, still sitting in the middle, is damageable. It will of course be hard to damage him with the static floors, but the phase continues until the Overlord reaches 1,250,000 Health.
Phase 3: The Mothership will state: “Generators in danger of overheat. Releasing coolant tanks. Vulnerability increased.” and 8 coolant tanks will rise in a circle around the arena. This phase continues until two of the coolant tanks are destroyed.
Phase 4: The Overlord will say: “NO! My precious systems! Mothership, damage report!”. The coolant tanks will lower back into the floor and The Mothership will say: “Temperature restored. Generator damage sustained. A Tier 2 threat has been detected. Activating Preservation Systems on full power.”. The Overlord will get a shield making him invulnerable as he begins to spew liquid all over the arena in the form of bombs. There are two bombs. Green ones with a large radius that do no damage but apply Slow and Sick for 4 seconds, and yellow ones with a small radius that deals 250, apply armor break for 2 seconds and create a small puddle of the same liquid from the Broodmother fight that breaks armor when standing in it. This is a survival phase and it will always end after roughly 35-45 seconds.
Phase 5: The Overlord will begin panting heavily and the Mothership will say: “Threat remains onboard. Activating Tier 2 Offensive Measures. Allocating Life Support resources to Offensive Measures”. The static pads will return, but in a different and more random pattern this time, but in smaller patches and for less time. Additionally, large shots will be fired from the middle in all directions (like 12-24 lines) that move slowly in a line formation dealing 100 damage and hitting multiple targets. This Overlord will once again become vulnerable. This phase continues until The Overlord reaches 1,000,000 Health.
Phase 6: The Mothership will say: “Generators in danger of overheat. Releasing coolant tanks. Life Support low on resources.” and the Overlord will say: “WHAT?! Impossible! Mothership, bypass threat levels three and four!”. 8 coolant tanks, two of which are destroyed, will rise from the floor and become vulnerable. This phase ends when 2 of the 6 tanks are destroyed.
Phase 7: The Mothership will say: “Temperature restored. Damage reaching dangerous levels. Are you sure you would like to bypass threat level three? Are you sure you would like to bypass threat level four?” and The Overlord will reply: “YES! YES! JUST DO IT!”. The Mothership will say: “A Tier 5 threat has been issued. Activating Tier 5 Offensive Measures.”. The entire back half of the arena’s circle (so the walls) will be obstructed by constant flamethrowers dealing 75 armor-piercing damage every 0.5 seconds a player stands in its shots and applying Weak for 3 seconds. The static pads will return, but like the first time they were used. Players will have to strafe around the arena’s circle to damage the Overlord, who will be vulnerable. The slow shots from Phase 5 will return as well. This phase will continue until the Overlord reaches 800,000 Health.
Phase 8: The Mothership will say: “Generators in danger of over-” before benign cut off by the Overlord with: “OVERRIDE! OVERRIDE! Activate Full Offensive Measures!”. The Mothership will reply: “Overheat is imminent. Are you sure you would like to-” and the Overlord will scream: “DID I STUTTER? YES!”. The Mothership will reply: “Override accepted. Activating Tier Full Offensive Measures. Passenger mortality rate at 74%.” The Mothership will then fire its full systems. The flamethrowers, slow line shots, and static pads will all return with the addition of a circle of spikes thrusting in and out of the center towards the walls that move counterclockwise and deals 150 damage on impact and applies Bleeding for 3 seconds. This phase is a survival phase and will end after roughly 25-35 seconds.
Phase 9: The Mothership will say: “Overheat occurring in quadrants: All. Structural integrity at critical failure. Collapse of ship imminent.” to which the Overlord will reply: “Mothership, allocate full resources to Life Support and Preservation Systems!” to which the Mothership will reply back: “Request denied. Self Preservation Protocol initiated. Control assigned to the Mothership Operating System.” to which the Overlord will then reply: “TRAITOR! And YOU! How could you let our glorious empire fall! Without us there is no hope of progression for your species. You have DOOMED yourselves to astral obscurity and now you will DIE on that PUNY rock you call home while the universe CONTINUES in its ENDLESS MOTION!”. The Overlord will become vulnerable again and players can attack him until he is dead. The ship will shed debris that deals 100 damage and applies Stunned and Quiet for 1.5 seconds and the Overlord will throw out his bombs again while thrashing. Once the Overlord is killed a terminal will lower from the roof and the Mothership will say: “Mothership Collapse Simulation concluded. Primary directive “Terminate Overlord” complete. Sustained Damage at level 3 of 10. Repair Protocols initiated. Reward for Tier 1 threat issued. Engineering bay access granted.”, by this point, the Mothership will say: “Attention: Unexpected entity in Cargo Bay. Access denied / granted.” depending on if your group completed the time trial or not.
Strategy: The strategy of this boss varies from phase to phase, but the most important thing to keep in mind when fighting is the positioning of not only yourself but your entire group. Players will be rapidly separated from each other in the higher phases, and with the arena’s large space buffs will become more difficult to apply to separated players. Melee will have a pretty smooth experience with this boss unless they are actually braindead and stand in the bombs/acid, and will be very useful in the pure damage phases. Ranged will be at an advantage for the parts of the fight that require strafing and shooting of the Overlord. Support classes will be very useful in terms of getting a higher damage output so the phases don't last as long.
The Stowaway (Beach Bum: Reloaded)
Overview: I have no space for this boss fight, but the whole idea was that the Beach Bum had hitched a ride on the Mothership and geared up. Thought it would be fun and a cool continuation of lore. Would function as a secret/treasure boss.
Legend (Of Drop Rarity):
Guaranteed (100%) (1/1)
Very Common (~33%) (~1/3)
Common (~20%) (~1/5)
Uncommon (~10%) (~1/10)
Rare (5% or less) (1/20+)
Very Rare (1% or less) (1/100+)
Crafted Items: I would have the bosses drop items, but I have no room for that either, and I believe the crafted items are what I’d like to see implemented far more. You would collect materials and bring them to the engineer of the ship after the dungeon was completed.
The Living Veil (Heavy): +110 HP, +21 Def, +40 Vit, -60 MP, -10 Spd
Wearer is Immune to Armor Break. Chance every 45 seconds to gain Healing for 12 seconds and Invulnerable for 3 seconds.
Required Parts: (REPEATABLE)
- A ‘Heavy Protective Matrix’ (Commander Calbrik)
- The ’Everlasting Heart’ (The Broodmother)
- 3 ‘Parasitic Puss’ (Swarm Colony from Parasite
- 5 ‘Cnidarian Paste’ (Any Cnidarian in Cnidarian Reef)
- A ‘Writhing Soul of Waste’ (Gulpord the Slime God)
The Seething Veil (Leather): +10 Atk, +15 Def, +10 Dex, +10 Spd, -40 Wis
Wearer is Immune to Paralyze. chance every 45 seconds to gain 30 Attack and Dexterity, and Armored for 8 seconds.
Required Parts: (REPEATABLE)
- A ‘Fitted Protective Matrix’ (Commander Calbrik)
- The ‘Hide of the Behemoth’ (The Behemoth)
- 3 ‘Scale of Nature’ (Limoz the Veridian Dragon)
- 5 ‘Mask of the Hunt’ (Mixcoatl the Masked God)
- A ‘Writhing Soul of Instinct’ (Tezcacoatl the Great Basilisk)
The Tortured Veil (Robe): +110 MP, +10 Atk, +10 Def, +20 Wis, -60 HP, -30 Vit
Wearer is Immune to Quiet. Chance every 45 seconds to gain 100 MP and Energized for 8 seconds.
Required Parts: (REPEATABLE)
- A ‘Magic Protective Matrix’ (Commander Calbrik)
- The ‘Titan’s Core’ (The Construct)
- 3 ‘Terrorized Djinn’ (Shaitan the Advisor)
- 5 ‘Spider Prince Silk’ (Common from Son of Arachna and Very
Rare from Arachna the Spider Queen)
- A ‘Writhing Soul of Torment’ (Esben the Unwilling)
Ray Spectrum Ring (Ring)
Wearer is Immune to Silence
Required Parts: (REPEATABLE)
- A ‘Pulsing Talisman’ (The Broodmother)
- A ‘Terrestrial Talisman’ (The Insatiable One)
- A ‘Soultorn Talisman’ (The OTS Hellbringer)
Harmonic Embrace / Discordant Clasp (Ring):
+180 HP / MP, +6 Def / Atk, +6 Spd / Dex, +6 Vit / Wis
The wearer is Immune to Silence. Shift-Clicking on the Ring will change its stats with a cooldown of 60 seconds. Chance every 30 seconds to purge all negative Status effects.
Required Parts: (REPEATABLE)
- A ‘Ray Spectrum Ring’ (Engineer Quest)
- A ‘Cataclysm Core’ (Overlord Zok’kal)
submitted by PhDPS