![]() When below 50% of his max HP (50) it becomes enraged. Enraging causes its accuracy, evasion, and direct damage output to increase by 50%. Heals 1 point of its 100 Max Health every turn it is standing in a water tile. Loot: Always drops 1~3 blobs of goo, which are worth 3 alchemical energy each and used in some exotic alchemy recipes. Sometimes drops skeleton key (depends on if the door to the next level has already been uncovered by the player). When Goo begins pumping up, walk away from it.(It's best to battle in hallways while Goo is in the doorway and you are in a hallway with water next to the doorway) Attempt to stay near water, while keeping Goo out of water.Make sure Goo is not in water when shooting him with wands or ranged weapons at the beginning of the fight, as he will simply heal again.If already discovered, the door will automatically unlock, without the need for the key. After dodging a pumped up attack, Goo will be one tile away from your character.If you are out of range, it will cancel the attack. " I've heard horror stories about that mask." Use this space to attack with wands or ranged weapons. Phase 1: Tengu sets fading poison dart traps (FPDs) on jump, jumping scrambles them.He will try to use traps, deceptive magic, and precise attacks to eliminate the only thing stopping his escape: you. The FPDs fade a turn after being placed, serving as an impediment for actually reaching Tengu. The FPDs cannot target Tengu and inflict 8 turns of poison upon a target (for a total 17 damage) in addition to the standard 1-4 physical damage. Cannot move by himself, instead teleports ("jumps") around when dealt a total 20 HP in damage. Jumping sets his current HP to be 20 HP lower than he had after he last jumped it's impossible to knock him through multiple jump iterations with 1 hit. After jumping 4 times (total of 80 HP), ends current phase. Phase 2: Attacks player while using abilities to hinder player efforts to approach Tengu.After this phase, the door becomes unlocked and you have to go through the doorway to where you first came into the dungeon. ![]() Tengu tries to use 1/3/5/8/11 abilities per jump (depending on # of prior jumps in phase 3). Takes 2 turns per use normally, but only 1 turn if he's at least 4 behind desired ability uses. Tengu uses an ability every 1-4 turns if on track, every other turn if 3 behind "goal", and every turn if at least 4 behind goal. ![]() Ability is picked randomly after first three uses, but if would use same ability twice, 90% chance to reroll. Smoke bomb: ability that deals 15 - 30 bomb dmg in a 5x5 radius 3 turns after being thrown does not affect terrain/items when thrown, thrown to tile at least 3 tiles away from Tengu but is also adjacent to target.Abilities can be used against targets he cannot see. Fire: moving steam that ignites for 1 turn every other turn Tengu attempts to use this as third ability, though he will use it earlier if the corresponding ability cannot be used for any reason.Shocker: deals 12 electric dmg to all targets in either the telegraphed '+' or 'X' formation that it alternates between does not expire over time thrown to closest tile not adjacent to Tengu but adjacent to target Tengu attempts to use this as second ability.Tengu attempts to use this as very first ability. Tengu drops the Tome of Mastery when defeated, which allows the Hero to pick a subclass. However, since v0.3.2 defeating Tengu no longer unlocks Tome of Mastery as a starting item. Rings of haste, stones of blink and the Ethereal Chains may help you get Tengu in attack range.
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