Bosses

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Bosses are dangerous creatures found at the end of quests. There are currently 15 (technically 14 + 1 variation) bosses in DemonCrawl.

Mechanics

Bosses roam the board in the same way as familiars but will only walk into opened cells and will not solve cells. If any cell they enter contains loot or a familiar, the boss will destroy it.

Bosses are random for each quest with three exceptions. In Beyond, the Computer Simulation emblem guarantees Beyond Ego, in normal mode, the player's first completion of Shadowman will always be Bruises and in hard mode, the first completion of Shadowman will be Ego.

When on a boss stage, special loot called Dark Heart.png Dark Hearts spawn. These empower the boss in unique ways. Making a mistake in a boss level will spawn additional dark hearts as well as, for most bosses, triggering an additional undesirable effect.

Strategy

You are able to kill bosses by freezing or exploding them and can trap them in Bubbles. Ego is an exception and can not be frozen. All bosses resist burning. Having full health along with Midas Glove.png Midas Glove turns all Dark Heart.png Dark Hearts into Diamond.png Diamonds, making bosses much more predictable. Similarly, Iron Sceptre can clean up unwanted dark hearts without the need to collect them. Uncovering a corner cell as the first cell but then starting to solve elsewhere on the board (using something like Spy gleaning, a Longbow or Wand Of Light to safely make a start elsewhere) will leave a boss confined to a small area of the board, leaving the player to solve the level in relative safety.

As of Sweeping Heights, bosses can resist attempts to remove them:

Boss Resistance
Resists Effect Chance
Explosion Dodges and takes no damage 50% +5% per boss mod at time of explosion
Frozen Escapes 5% +5% per boss mod chance per turn
Bubble Pops out in a random cell, regardless of bubble location 5% +5% per boss mod chance per turn

Bosses

Bosses
Name Image Abilities
HELLSPAWN
HELLSPAWN
  • Gain a random omen whenever a Dark Heart is collected.
  • Whenever you make a mistake, increase the stage power by number of omens.
  • You cannot be immune to omens.
EGO
EGO

Switches between the following effects randomly every turn whenever you make a mistake or a Dark Heart is collected:

  • Lose 1 HP for every burning tile
  • Lose 1 Defense for every frozen tile
  • Lose 10 coins for every electric tile

Creates a burning/frozen/electric/toxic trail every turn
Cannot be killed

BEYOND EGO
BEYOND EGO

Switches between the following effects randomly every turn triggered when you make a mistake or a dark heart is collected:

  • Lose 3 HP for every visible burning cell
  • Lose 3 Defense for every visible frozen cell
  • Lose 30 coins for every visible electric cell
  • Lose 3 max life for every visible sanctified cell
  • Gain a random omen for every visible cursed cell

Creates a burning/frozen/electric/sanctified/cursed trail every turn
Is a unique boss fought when using the Computer Simulation emblem in Beyond mode
Cannot be killed

JAILKEEPER
JAILKEEPER
  • Seal your first available inventory slot when a Dark Heart is collected.
  • You cannot open your inventory if you've opened fewer than 10 cells since your last mistake.
  • Whenever you click on an inventory slot, seal it.
CULTIST
CULTIST
  • Spawn 2 Dark Hearts whenever a Dark Heart is collected.
  • You cannot manually collect Dark Hearts.
  • Whenever you make a mistake, spawn another boss.
BURGLEZ
BURGLEZ
  • Lose a random item whenever a Dark Heart is collected
  • Whenever you make a mistake, lose items equal to the amount of visible Dark Hearts.
  • If you would lose an item but your inventory is empty, lose a life instead.
DOOMSTEED
DOOMSTEED
  • Spawn a Harbinger whenever a Dark Heart is collected.
  • Whenever you make a mistake, activate all Harbingers.
  • It costs more to bribe Harbingers.
SPELLBINDER
LOST SHAMAN
  • Take 2 damage whenever a Dark Heart is collected.
  • Whenever you make a mistake, manalock your magic items for 30 turns.
  • Whenever you use a magic item, destroy a random Dark Heart.
BRUISES
BRUISES
  • Whenever a Dark Heart is collected, you take 1 damage.
  • Whenever you make a mistake, spawn Dark Hearts around the boss.
  • You cannot reduce the stage power.
CHRONOS
TIMELORD CHRONOS
  • Every minute, take 3 damage.
  • Add 20 seconds to the timer whenever a Dark Heart is collected.
  • Reset the timer whenever you collect other loot
SHADE
SHADE
  • Conceal a random cell every time a Dark Heart is collected.
  • Whenever you make a mistake, spawn dark hearts in all concealed cells.
  • Nearby cell values are concealed.
HUSKBANE
HUSKBANE
  • Spawn 3 cankers whenever a dark heart is collected.
  • Whenever you make a mistake, increase the size of all cankers.
  • Big cankers shrink to their regular size when clicked instead of getting destroyed.
YESTERKING
YESTERKING
  • Uncomplete the first stage.
  • Add a random stage mod to the first stage whenever a dark heart is collected.
  • Whenever you make a mistake, double the power of the first stage.
BAGLORD
BAGLORD
  • Spawn a Bagman whenever a Dark Heart is collected.
  • Whenever a Bagman is killed, take damage equal to its empowerment value.
  • Bagmen cannot weaken monsters.
HECKASLUG
HECKASLUG
  • Gain Poison whenever a Dark Heart is collected.
  • Whenever you make a mistake, lose lives equal to your number of Posions.
  • Creates a trail of Toxic cells.

Boss Mods

As of Sweeping Heights, bosses can now be affected by certain mods which influence their abilities.

Boss Mods
Name Effect
Captain Take 1 damage whenever a monster is revealed.
Culling Activate mistake effects whenever you use an item.
Darker Dark Hearts activate an additional time.
Darkfoot Creates a trail of Dark Hearts.
Devilish 10% chance to activate mistake effects after collecting a Dark Heart.
Emergent Collect a Dark heart whenever you discover a 6 or greater.
Fatal If the boss is killed, you take 50 damage.
Forever If the boss is killed, it respawns on another cell.
Greasy If the boss can't move, it relocates to a random empty cell.
Harvesting The boss interacts with all nearby cells on movement, not just the cell it moved to.
Hearty Collecting a heart of any kind counts as collecting a Dark Heart.
Intelligent The boss always moves towards Dark Hearts.
Invisible Whenever a Dark Heart is collected, toggle the boss visibility.
Pillaging Collect a Dark Heart whenever the boss destroys an object.
Profane Whenever a Dark Heart is collected, randomly distribute 50 turns of manalock across your magic items.
Rapid The boss moves an additional space per turn.
Rowdy When the stage timer hits 2 minutes, activate mistake effects.
Spreading On movement, the boss has a small chance to duplicate itself to a nearby cell.
Subversive Mistake effects activate an additional time.
Swelling Whenever a Dark Heart is collected, increase the stage power.
Timelord Increase the stage power each minute.
Wandering The boss has a chance to travel into hidden cells. This chance increases with visible Dark Hearts. If the boss reveals a monster, you take monster damage.
Weary Lose 10 mana each turn for each visible Dark Heart.

Changelog

  • v1.50 Spellbinder rework
  • v1.49 Ego boss can no longer die