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Vemiath

Vemiath

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

Abilities

Pillar of Dark Energy1-8 Pillar of Dark Energy
Melee?-1500+
Self-Healing (900-5300+)900-5300+
Self-Healing by Darklight Spark (200)200
Self-Healing by Darklight Field (400)400
Death Beam (?) Vemiath
Charge Consuming Beam (triggers damage of all charges) Vemiath
Poison Missile (?) Vemiath
Death Explosion (600+) Vemiath
Physical Ball (100-500+) Vemiath
Mana Drain Missile (?-470+) Vemiath
Mana Drain Explosion (?-530+) Vemiath
Great Energy Ring (2000-3500+) Vemiath
Paralysis Explosion Vemiath

Location

General Properties

ClassificationUnknown.
Spawn TypeTriggered
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

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:
Energy Protection Icon
Equip Energy Damage Protection during this fight.

Vemiath Vemiath is the twin of Chagorz, 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 Darklight Spark Darklight Spark as tracks and reducing the counter by one. Stepping or staying over the Darklight Sparks causes 3% maximum health per second as Agony Damage. After three seconds, the Darklight Sparks turn into their second stage, Darklight Field Darklight Fields, which last for two seconds but also cause 3% maximum health agony damage immediately upon being stepped on. Therefore, players can take take up to 18% maximum health per second if not handling these carefully. Vemiath heals itself by 200 HP for each Darklight Spark it steps on, or by 400 HP for each Darklight Field.

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 Energy 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 Energy Damage. When taking damage from this chain spell, a different counter (Quest Condition Red Ball icon) is applied to each character hit by it. This counter is reduced at a rate of one per second and deals 1,200~ Energy Damage with every tick. The maximum counter value is 11. Players should be extra careful when having these because getting hit by Vemiath's beam spell will trigger all charges at once, dealing a high Energy Damage outburst.

Every 90 seconds, a Rotten Charge Rotten Charge will appear at the center of the room, lasting for 15 seconds. Players must lure an Elder Bloodjaw into it.

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 Darklight Sparks or fields for 15 seconds
  • the boss will not heal itself on players' tracks 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 hit points will be dealt for both strikes. The damage depends on the current target and their vocation:
    • Knights will lose 5% maximum health from the first strike and 10% maximum health from the second strike
    • Paladins, Druids, and Sorcerers will lose 20% maximum health 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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