Chagorz
Abilities
Pillar of Dark Energy1-8 Pillar of Dark EnergyLocation
Loot
28 items · sorted by chance
Crystal Coin100%×16-161
Supreme Health Potion71%×14-198
Ultimate Spirit Potion57%×1-4
Blue Gem43%×1-3
Yellow Gem38%×9-165
Ultimate Mana Potion38%
Giant Topaz38%
Giant Sapphire38%×14-41
Berserk Potion33%×17-43
Transcendence Potion33%×1-4
Red Gem29%×1-4
Violet Gem24%×1-2
Giant Amethyst24%
Gold Ingot19.0%×13-45
Mastermind Potion19.0%
Dragon Figurine14.3%×1-2
Green Gem14.3%×21-35
Bullseye Potion14.3%
White Gem9.5%
Raw Watermelon Tourmaline4.8%
Darklight Figurine4.8%
Chagorz Igneous Obsidian4.8%
The Essence of Chagorz4.8%
Bag You Covet?
Spiritual Horseshoe?
Unicorn Figurine?
Spiritualist Gem?
Darklight Geode?General Properties
Bosstiary Properties
Immunity Properties
Behavioural Properties
Notes
One of the bosses in the Rotten Blood Quest.
Strategy
Chagorz is the twin of Vemiath, and both share similarities. During the fight, players have a counter next to their names (
icon), increasing by two per second to a maximum of 21. When under maximum stacks, characters will take 15% maximum health Agony Damage per second. Each time a player moves, they "drop" these charges on the ground, leaving
Darkfield as tracks and reducing the counter by one. The darkfields last for three seconds and deal 3% of a character's maximum HP as Agony Damage when stepped on, or once every second while standing on it. Therefore, players can take take up to 18% maximum health per second if not handling these carefully. Chagorz heals itself by 375 HP for each Darkfield it steps on.
The boss fights together with two
Elder Bloodjaws, not considering modifiers from taints. It can summon up to 8
Pillars of Dark Energy. Each one of these Pillars can chain players in its melee range for Fire Damage. Players should avoid standing next to one, and it is specially important to avoid standing next to many, as multiple chains can be triggered at the same time, dealing very high spikes of Fire Damage. When taking damage from this chain spell, a different counter is applied to the characters hit by it (
icon). This counter is reduced at a rate of one per second and deals 1,200~ Fire Damage with every tick. The maximum counter value is 11. Players should be extra careful when having these because getting hit by Chagorz's beam spell will trigger all charges at once, dealing a high Fire Damage outburst.
Every 90 seconds, Chagorz will drop a
Rotten Charge at the center of the room that lasts for 15 seconds. If no Elder Bloodjaw steps on it:
- The room will make an announcement after 6 seconds (The rotten charge is going to explode!), and again after 10 seconds (THE ROTTEN CHARGE WILL EXPLODE SOON!). After 15 seconds, the charge will explode, and each player will take 40% of their character's maximum hit points as Agony Damage.
If an Elder Bloodjaw steps on it:
- all players in a small radius of the charge will not generate Darkfields for 15 seconds
- the boss will not heal itself on fields for 15 seconds
- all Elder Bloodjaws will be removed from the boss room for 15 seconds
- the resistances of the boss will be noticeably lowered for 15 seconds
- the boss will prepare a devastating spell that hits its current target after 6 seconds and 12 seconds, respectively. When the boss strikes, Agony Damage in form of percentage of maximum HP will be dealt for both strikes. The damage depends on the current target and their vocation:
- Knights will lose 5% maximum HP from the first strike and 10% maximum HP from the second strike
- Paladins, Druids, and Sorcerers will lose 20% maximum HP from the first strike and 40% from the second strike
- Note: the boss will yell WILL ... PUNISH ... YOU! once at the start of the mechanic, then repeat it after the first strike. Finally, it yells RAAAR! when doing the second attack, which should help players identify the moment it happened
The most common strategy is to have the Paladin run in circles with the boss at the northern part of the room, while shooters split on the west and east sides. The Knight takes the Elder Bloodjaws and runs in circles with them at the southern part of the room. Once the Rotten Charge appears, the Knight should lure the Bloodjaws on it, then take the boss to block the two hits. Once they are done, the Paladin should take the boss again and the whole strategy is repeated until the boss is dead.