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Chagorz

Chagorz

Walks through
Can't pass
EnergyFirePoison
Unknown.
3,250,000 Experience
0
Damage taken
Resistant
90%
Neutral
100%100%100%100%100%100%100%100%

Abilities

Melee?
Pillar of Dark Energy1-8 Pillar of Dark Energy
Self-Healing by Darkfield (375)375
Great Energy Ring (3200~4000+) Chagorz
Great Deathball (500+) Chagorz
Death Explosion (500+) Chagorz
Mana Drain Explosion (500+) Chagorz
Paralyze Explosion Chagorz
Charge Consuming Beam (triggers damage of all charges) Chagorz
Death Beam Spell Chagorz

Location

General Properties

ClassificationUnknown.
Spawn TypeUnknown.
RankBoss
Illusionable
Pushable
Pushes
Cooldown20 hours
Max. Battle Length15 minutes

Bosstiary Properties

CategoryArchfoe (5/20/60 kills to unlock) Archfoe

Immunity Properties

Paralysable?
Sense Invis

Behavioural Properties

Walks AroundUnknown.

Other Properties

Version13.20.13560
July 10, 2023
Summer Update 2023
StatusActive

Notes

One of the bosses in the Rotten Blood Quest.

Strategy

Battle recommendations:
Fire Protection Icon
Equip Fire Damage Protection during this fight.
Energy Protection Icon
Equip Energy Damage Protection during this fight.

Chagorz Chagorz is the twin of Vemiath, and both share similarities. During the fight, players have a counter next to their names (Quest Condition White X 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 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 Bloodjaw Elder Bloodjaws, not considering modifiers from taints. It can summon up to 8 Pillar of Dark Energy 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 (Quest Condition Red Ball 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 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.

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