Ichgahal
Abilities
Mushroom1-8 MushroomLocation
Loot
27 items · sorted by chance
Crystal Coin100%×16-163
Supreme Health Potion66%×6-165
Ultimate Spirit Potion55%×1-2
Amber with a Dragonfly52%×27-173
Ultimate Mana Potion48%×1-5
Red Gem45%×1-2
Raw Watermelon Tourmaline41%×1-5
Yellow Gem31%×18-44
Transcendence Potion31%×1-4
Green Gem31%×1-4
Blue Gem28%×15-37
Berserk Potion28%×12-46
Bullseye Potion24%×9-34
Mastermind Potion17.2%
Gold Ingot17.2%×1-2
Amber with a Bug13.8%×3-4
Violet Gem13.8%
The Essence of Ichgahal10.3%×1-3
White Gem6.9%
Dragon Figurine6.9%
Putrefactive Figurine3.4%
Unicorn Figurine?
Ichgahal's Fungal Infestation?
Spiritual Horseshoe?
Cursed Wood?
Bag You Covet?
Royal Almandine?General Properties
Bosstiary Properties
Immunity Properties
Behavioural Properties
Notes
One of the bosses in the Rotten Blood Quest.
Strategy
Ichgahal is the twin of Murcion, and both share similarities. This is arguably the easiest boss in the quest, and that is why it is left for last, to be fought with three Bakragore's Taints.
The boss will leave
spore tracks on the ground, wherever it passes or stands. If players come into contact with the tracks in this first stage, they receive minor Agony Damage and a lesser hex. After a few seconds, the spore tracks turn into their second stage, which is
Volatile Funghi. If players come into contact with this second stage, they receive considerable Agony Damage and a greater hex for 15 seconds, and the funghi becomes an even more dangerous
Spore Cloud. Ichgahal heals itself by 13,500 HP for each Volatile Funghi it steps on, and by 27,000 HP for each Spore Cloud.
The boss fights together with two
Elder Bloodjaws, not considering modifiers from taints. During the whole fight, the boss will keep summoning
Mushrooms randomly around itself. Up to 8 Mushrooms can exist at the same time, exploding after a while or if players come close to them, dealing 2,500+ Life Drain damage in a small area.
There are two common strategies used on the fight. One is to have the Knight use Challenge on all Elder Bloodjaws and stand in a corner, with one Druid staying nearby to heal them. This is because the room is big enough that the Paladin can then run a half-lap on the other side of the room, having basically three shooters staying away from the Elder Bloodjaws vision the entire fight and avoiding swapping caused by the first taint. Another is to repeat the strategy used in Murcion, where the Knight just runs the full lap as well, staying half a lap behind the Paladin.