Skeletron is a pre-Hardmode boss.It must be defeated prior to entering the Dungeon, and defeating it grants unlimited access to all Dungeon areas for all players.It also causes the Clothier NPC to spawn, as long as a vacant house is available.. The Baby Skeletron Head floats around the player and sometimes spins its head, similarly to Skeletron's spinning head attack or the Dungeon Guardians in general. The names of vanilla bosses are italicized. "The very walls of that place are cursed further still.". Once both hands have been destroyed the frequency becomes every 0.67 seconds. The Hive will not ram if a Perforator is alive, but will gain slightly increased acceleration. The AI-reset problem has now been fixed, causing Turtle armor to no longer deal massive damage. Skeletron does not spawn on its own. Reduced damage from 9000 to 1000 in an effort to prevent the Turtle armor exploit. Giant Ancient Cores can be obtained by defeating Guardian Stalkers, Skywatchers, and Turrets in battle, but the drop chance is fairly low. After reaching 75% health, it will attack 2x as fast. HP increased to 171,200 (468,000 post-Moon Lord). It is significantly more aggressive, attempting to ram into the player whenever possible. The Calamity Mod makes heavy adjustments to the progression of Hardmode, removing many restrictions on the order in which bosses must be fought, and also (if the Early Hardmode Progression Rework configuration option is enabled) changing the obtainment method of early-Hardmode ores and Hallowed Bars. Cookies help us deliver our services. Waves of Ethereal Lances can be either the spaced walls in Normal Mode or the converging walls in Expert Mode. In the new phase, Cryogen hovers above the player. Cookies help us deliver our services. One complex but effective way to kill the Dungeon Guardian is to lure it into a circular hoik and throw a boomerang, effectively preventing it from reaching the player while it will constantly be taking damage from the boomerang. For example, a percentage of 75%, with a velocity scalar of 0.5 would return a value exactly 75% of the way between 0.5 and 1.1, which is 0.95. As limbs are killed, the remaining limbs gain increased speed and fire rate. After the Moon Lord is defeated, enemies within this biome are significantly buffed, increasing their life by 2.5x, contact damage by 30 / 60 and projectile damage by 60 / 120. Revengeance, only usable in Expert Mode, will toggle it's respective difficulty mode when used. The Calamity Mod re-balances a significant amount of vanilla weapons by buffing or nerfing certain attributes such as damage, granting auto-use, and changing mana costs. Homing projectiles and minions won't home in on or attack Skeletron's head while his hands are alive. Celestial's Particle is a material dropped from the Dungeon Guardian . While the hands are alive, they will attempt to hit the player by swinging towards them. Ironically, defeating the Dungeon Guardian will not grant access to the Dungeon, despite the name. Helmet now grants 3 defense (instead of 2) and increases rogue damage by 3%. No longer gains 40% extra damage reduction in Malice Mode. Once both hands are destroyed, the head will begin to teleport, firing a spread of 3 bolts from where it teleports to. When it reaches 50% HP it starts using even stronger red Death Lasers. This action may also occur if the player is a bit . Movement speed during Phase 1 is increased. Skeletron is made up of three segments, two hands and a head, all of which can go through blocks. Head now gains 250 defense while either hand is alive. The Calamity Mod makes heavy adjustments to the progression of Hardmode, removing many restrictions on the order in which bosses must be fought, and also (if the Early Hardmode Progression Rework configuration option is enabled) changing the obtainment method of early-Hardmode ores and Hallowed Bars. It is possible to survive one or two successive hits in Expert Mode (without utilizing damage-negating effects like the Black Belt) by having maximum defense and damage reduction. To see those, click here. This means that the Dungeon Guardian will normally take an average of 1.04 damage. Acceleration increased, and tries to stay further away from the player. Hands HP increased to 45,000 each (90,000 both), Head HP increased to 81,000, Core HP increased to 165,000. We have a more worthy enemy to destroy., Guardian Defender: You you will not get away with the prize money this time., Proflamed Guardian: BURN THE DELICIOUS MEAT! Transitions to phase 2 at 70% HP and phase 3 at 40% HP. https://terraria.gamepedia.com/File:NPC_Hit_52.wav, https://terraria.gamepedia.com/File:NPC_Killed_55.wav, https://terraria.gamepedia.com/File:Item_20.wav, https://terraria.gamepedia.com/File:Item_14.wav, Do Not Sell or Share My Personal Information. "A sorry old man, cursed by an even older cult, caught trespassing on their ancient library.". Dungeon Guardian bug, Calamity 10 7 comments Best Add a Comment Onyx915 3 yr. ago Always read the descriptions on your accessories - Ethereal Talisman gives a 6.67% chance for a magic attack to instantly kill a non-boss enemy. Any player who attacks a Dungeon Guardian, regardless of the weapon or other equipment (with very few exceptions), will deal only 1 damage, or 2 for critical hits. Guardian Healer fires 16 Holy Crystal Shards instead of 14. Healer guardian's orbs now last for 5 seconds instead of 10. However, high critical chance is crucial, as critical hits can tremendously speed up the fight. Slowly gains more speed while spinning. Occasionally shoots sand blasts at the player. Ice Mists home in towards the player, and inflict the Frozen debuff for 2 seconds and the Chilled debuff for 3 seconds. Several Revengeance Mode features were present in previous versions of the mod that have since been removed or changed: Soft caps on damage and crit chance were present, both of which have been removed, and a DR soft cap, which has been made global to. Calamity introduces several means through which bosses can be fought "out of order", which greatly increases the player's choices and freedom during Hardmode. Skeletron Head spins and teleports at a slower pace while hands are revived. Because of the extreme effort that has to be taken to defeat a Dungeon Guardian, and because its only drop, the Bone Key, is a purely cosmetic item, defeating a Dungeon Guardian is pointless from a practical perspective, however on the Old-gen console version, the Bone Key is required for the "Pet Hoarder" achievement. If no Mechanical Bosses have been defeated: The Mechanical Boss' base HP and damage are decreased by 20%. Switches between its attacks faster and has increased movement speed. When Prime Laser is killed, the Head begins to fire laser circles. If enraged during the night, she gains a massive defense boost. For three players, 72% of health is contributed per player, totaling 216% of base health. Moves at the highest speed immediately, instead of gradually speeding up as health lowers. Enters phase 6 at 25% HP. Viable options include: Since the Dungeon Guardian moves at 41 mph, having high mobility is essential. Segment HP increased to 273. Visit. (On the Old-gen console version, the Bone Key is required for the "Pet Hoarder" achievement.) When below 55% HP, Ancient Dooms will circle the player before exploding into 4 projectiles in the cardinal directions. Killing Skeletron after the night ends will cause it to drop loot and grant access to the dungeon per normal. Buffed Boss Rush damage modifier from 1.25x to 1.75x. If the player has the Otherworldly Amulet in their inventory, the Alchemist will start selling Celestial's Particle, which is a material used in various crafting recipes. The Dungeon Guardian can drop Hearts and Stars, like all common enemies. Crab Shrooms drift quicker and fall faster. Total HP increased to 72,000 (144,000 post-Providence). By using our services, you agree to our use of cookies. At 50% HP more Dark Energies are spawned; however, they are invincible and rotate around the point they were spawned. Breastplate now grants 5 defense (instead of 3) and increases rogue crit chance by 3%. When the head reaches 33% health, both hands will respawn. The eyes inside Moon Lord aren't destroyed when defeated, but they instead spawn a True Eye of Cthulhu and continue attacking. Healing stars are 25% less likely to spawn. Cycles through 5 different attack patterns: Uses a Fiery Zigzag attack, moving in a rapid zigzag motion around the player while leaving. At 10% health, the Proflamed Guardian enters a desperation phase where it attacks 80% faster and constantly uses all 5 of its attacks at once. The main guardian's flares no longer inflict Holy Flames. Calamity Mod Wiki is a FANDOM Games Community. Hungry II health increased to 117 and Leech health increased to 100. Buffed Dungeon status message now has a . Changed Main Profaned Guardian contact damage from 140 /, Buffed Main Profaned Guardian Flare Dust damage from 140 /, Nerfed Rock Profaned Guardian contact damage from 110 /, Nerfed Crystal Profaned Guardian contact damage from 90 /. Notably, several melee weapons have had their damage increased significantly. The head initially will only have one attack but gains more as the fight progresses. Spawns Cthulhunados during Phase 3, about every 10 seconds. If the Dungeon Guardian is going through blocks then its speed slows down. 1 Otherworldly Amulet is an item obtained by killing the Dungeon Guardian, with a 10% drop chance in normal mode, and a 20% drop chance in Expert Mode. The only reason to fight it is for the Bone Key it drops. All Guardians are no longer immune to War Cleave. Can no longer fire homing skulls while either of his hands are alive. 4 4 comments Best Add a Comment QualityVote 21 days ago Hi! Swapped the sprites for the main and rock guardians. Guardian Healer: Be careful were some tough guardians!, Guardian Defender: Prepare to meet your end, fool., Proflamed Guardian: YOU WILL BURN BY THE WILL OF THE PROFLAMED FLAMES!, Guardian Defender: How? Moves faster. Fixed main Profaned Guardian performing a downwards charge improperly. Although virtually impossible to do on-tier, if the Guardian Defender is somehow defeated before the Guardian Healer (such as using an endgame weapon), the Guardian Commander will remain in its first phase until the Healer is defeated as well, upon which it will instantly skip to its final phase. Head acceleration increases as health decreases. Moves faster. Spawns a bunch of Sharkrons as well as bubbles when spinning in Phase 2. Deals no contact damage unless dashing. If enraged during the day, she will regain health over time. With the Dungeon Guardian having 9999 health, it's clear to see why this is a challenge. When the phase begins and at regular intervals afterwards, the Profaned Rocks surrounding the Guardian Defender will detach, then launch themselves at the player in an attempt to hit them. Periodically fires a lifesteal laser at the player, completely restoring all Guardians healths if it hits. Below 30% life, alternates between firing streams of crystals to the side while slamming down and firing an upward semi-circle of crystals after landing. Skeletron Prime can be summoned manually using a Mechanical Skull at night (7:30 PM to 4:30 AM). Enters phase 2 at 75% HP and phase 3 at 25% HP. Fires more projectiles. The Profaned Guardians will not spawn on their own and must be summoned by using a Profaned Shard while in The Hallow or The Underworld. In Expert Mode, enemies will not spawn in towns. The main guardian now varies its spear attacks and uses spears more frequently at lower health. The Dungeon biome features three new enemies and a new Biome Chest which can be opened upon the defeat of Astrum Aureus. You'll get certain items from beating certain bosses. Fires more projectiles if the Guardian Defender is charging. Anahita HP increased to 66,560, Leviathan HP increased to 116,096 (182,656 total). After the Moon Lord is defeated, enemies within this biome are significantly buffed, increasing their life by 2.5x, contact damage by 30 / 60 and projectile damage by 60 / 120 . The body fires bursts of lasers in phase 2. Prime Laser no longer shoots in a cone of spread; it alternates between firing single lasers and laser circles. Spazmatism's flamethrower has a longer range in this state. While the head is spinning, the hands will not swing at the player. Outlaw Hat now increases rogue damage by 3%. In vanilla Terraria, many Hardmode bosses require other bosses to be defeated before they can be fought, creating a linear sequence of progression. Lasers are no longer fired in a random spread, and are instead fired in a stream starting from the head and ending at the tail. Guardian Commander and Guardian Defender swap sides more often. Decreased main Guardian minimum coin drop amount from. The Dungeon Guardian has a map icon. It is now togglable. Moves faster and jumps higher depending on how high the player is. True Eyes of Cthulhu stick closer to each other and their attacks are synced. Summon attacks will deal 10% greater damage while holding a, This effect will not trigger when holding a, Each boss is assigned one of two values to be a. The alternate ores provide a 5% weaker buff compared to their normal counterparts, due to providing extra defense. Reduced damage from 9000 to 1000 in an effort to prevent the Turtle armor exploit. After reaching 25% health, it will attack 12x as fast. Copies the movement of the Guardian Defender and shoots single. All vanilla wings now display statistics such as horizontal speed, acceleration multiplier, vertical speed and flight time. In this subphase, Yharon teleports, performs two fast charges, then teleports and performs a bullet hell attack before repeating the cycle. When all limbs are killed, it spins in circles near the player before every spin attack after the first, shooting Cursed Skulls. Enters phase 3 at 25% HP, or if Spazmatism is defeated first. True Eyes of Cthulhu no longer use their deathray attack. In phase 2, Regal Gels are fired in downward semi-circles and are no longer affected by gravity. The fiery main Guardian is immune to all damage until the rock Guardian and the crystal Guardian are defeated. Enemy spawn rates are boosted by 17.65%. The main guardian's spears now last for half as long, but can now pierce through the player and can pass through tiles for a few seconds. When trying to outrun it with asphalt blocks, the Dungeon Guardian will chase you down and keep a certain distance near the player until you stop or if it goes through blocks. for 10 seconds. Used for easier readability. In 2011, YouTuber Yrimir uploaded a video of him killing the Dungeon Guardian in, approximately, version, The end of the bestiary entry, Those who are deemed unworthy shall not pass! may be a reference to. Buffed Boss Rush health from 1,700,000 to 2,500,000. Once a hand has been destroyed or the head reaches 75% health, the head will begin shooting homing skulls towards the player every 1.33 seconds. How could you! All three guardians are now immune to all debuffs. Uses all attacks regardless of health; it only shoots one wave of astral flame crystals above 50% HP. Can spawn more Plague Chargers at once. It is further succeeded in difficulty by Death Mode. The Guardian Defender has a 100% chance to deflect projectiles, making all classes except for. Can now respawn all four of its hands at 33% health in Death Mode. Below 20% health, gains a new dash pattern, charging 3 times, teleporting, and then 4 times before repeating the cycle, and stops spawning Cthulhunados. Spawns all kinds of slimes when damaged. While the Moon Lord's Core is revealed, the player takes 10% more damage from all sources. Astrum Aureus spawns Aureus Spawns after astral flame crystal attacks, they are initially passive, but will become homing bombs if enough damage is dealt to them. Nerfed Head DR from 25% to 10%, but Hands now have 10% DR. Buffed hands' Death Mode health modifier from, Buffed Death Mode Skeletron's Hand's health modifier from. Decreased teleport and attack changing frequency. Nerfed Boss Rush base health from 1,600,000 /, Increased Chaos Balls fired when teleporting from. Dungeon Guardians will adhere to the same. Can't use the same attack two times in a row in phase 1. Increased godslayer fireball fire rate in phase 2, the fire rate is dramatically increased again at 10% HP. Body segments are larger, and gain a defense boost which increases as its health gets lower, up to a maximum of 10. In phase 3 it gains the ability to perform 2 long dashes after its normal laser attacks. Summons an invincible Crown Jewel under 50% life, which hover above the player and fires Ruby Bolts, Ruby Bolt damage is 55% of King Slime contact damage. In addition, it will also target any other players in the vicinity of the player who entered the dungeon. Deals 15% more contact damage during phase 2. This page was last edited on 10 April 2023, at 19:36. Moves faster and shoots projectiles more often. Circling lunges can be used from the start of phase 2 and occur after every teleport. The Destroyer enrages during the day. At the beginning of Hardmode, before the player has summoned or fought any boss, all enemies are weaker. Manage all your favorite fandoms in one place! Drill missiles track the player more accurately and much faster. Inside the Starter Bag are also Death and Malice, which each activate more challenging difficulty modes that can be toggled on and off, but only while Revengeance Mode is active. Fires seeds, moves faster to catch up to the player and belches lingering spore clouds that spread out over time when all tentacles are dead. Begins the fight and respawns with 4 hands instead of 2. Dungeon Guardian Burden Breaker drop I heard that there was supposed to be the Burden Breaker as a drop on the dungeon guardian but after 5 kills I still havent dropped it, did it got removed or theres a lesser chance to drop? Head segments deal 23% more contact damage, whereas other segments do 25% more. Multiple weaker Guardians are also summoned during the fight against Providence. When below 85% HP, it can additionally fire green lasers which inflict Cursed Inferno for 2 seconds. The Guardians were tasked with protecting Hyrule and aiding Princess of Hyrule and the Hero in defeating and sealing Calamity Ganon. During its spin attack it will pause shooting skulls. Plate Mail now grants 18 defense (instead of 15). The main guardian now gains increased contact damage depending on which attack it's performing. Changed the main guardian's health from 150,000 /, Changed the main guardian's spear damage from 140 /, Nerfed the defense guardian's health from 60,000 /. Greaves now grant 13 defense (instead of 11). Some bosses drop differing amounts of money. Phantoms shoot more often. Lightning inflicts the Electrified debuff for 3 seconds. Now has an indicator for where it is going to teleport. Moves much faster in phase 2 and takes less time to teleport, but can no longer summon enemies when reeling back. Inflicts Extreme Gravity for the entire fight. If a player enters the Dungeon in a world where Skeletron has not been defeated and travels below zero depth (the border between surface and underground), one or more Dungeon Guardians quickly fly at the player, dealing 1000 damage each, which will instantly kill most players if they are unprepared. Both Twins enter phase 2 at 70% health. Total HP increased to 206,805 (1,034,025 post-Providence). Homing Skulls, despite their name, have poor homing abilities. Nerfed the length of the defense guardian's charge. The head, body, and fists inflict the Broken Armor debuff for 3 seconds. Try out our Hydralize gadget! Jump speed and height increased. Their theme has similarities with Providence's, due to the fact that their theme is a repurposed scrapped portion of Providence's theme. Watch for the hands' movements. With the exception of the Party Girl, items normally just dropped by certain Town NPCs are now sold by them. During her Holy Ray phase, she fires two Holy Rays instead of one, which converge inward towards each other, leaving a small gap in between. If attempting to enter the Dungeon before killing Skeletron, Dungeon Guardians spawn once a player reaches 0 depth. Do Not Sell or Share My Personal Information. Phantasmal Eyes home on the player for a while and don't travel downwards all the time. This can be reverted via configuration options. Similarly, the Portal Gun can be used such that the player is always teleporting, which will make it nearly impossible for the Dungeon Guardian to hit them. Now fires both spears and homing fireballs. If the Dungeon Guardian is going through blocks then its speed slows down. Spazmatism HP increased to 46,575, Retinazer HP increased to 39,000. (When activated), "Revengeance is not active." Calamity Ganon is one of the monsters in The Legend of Zelda: Breath of the Wild . ML - Moon Lord. If the Difficulty Indicator is empty, it means the world does not have any Calamity Mod difficulties enabled. The Guardian Defender will then charge at the player several times, leaving behind Holy Bombs along its flight path. If the Archmage is present anywhere in the world, the Guardians will enrage and immediately fly at him, using various attacks until he dies. Charges at the player while leaving behind Holy Flames that linger briefly, before splitting horizontally into two homing flames. In phase 1, Regal Gels are fired in rings of 12 and have increased velocity. The Dungeon Guardian will override all Dungeon spawns, so the. Due to this, it is simplest to fight the Dungeon Guardian on a Classic world to save time, money, and further troubles. When trying to outrun it with Asphalt Blocks, the Dungeon Guardian will chase the player down and keep a certain distance near the player until the player stops or if it goes through blocks. Charges are slightly predictive. Healing stars are 33.33% less likely to spawn. All 3 guardians are no longer immune to Astral Infection, Celled, Dryad's Bane, and Oiled. Circling dashes occur before every teleport when below 50% HP. Time window to defeat the illusions decreases as the Cultist's health decreases. The changes are summarised below. Certain spawn-modifying items are buffed. Several vanilla enemies and bosses are now immune to. In phase 3 Spazmatism performs the flamethrower attack for less time, stops to hover below the player and fire semi-homing Shadowflame Fireballs, then charges four times. Fires hellfireballs and lasers quicker. Two chaos balls are now spawned in addition to its white magic projectiles after each teleport, fires skulls more often with extra velocity and Head accelerates quicker as its health decreases in Death Mode. When below 70% HP, fires 2 Ice Mists at once. HIGHLY resistant to all forms of damage until the other two Guardians are defeated. Contact damage increased to 40 in phase 1, and to 48 in Phase 2. However, the attack lasts for a shorter duration. The tentacles deal more damage. Moves and jumps faster. The Guardian Defender will regenerate the rock shield after finishing its charge attacks, but it will contain less Profaned Rocks from this point. Spawns Bees much faster and also sometimes spawns Large Bees. All enemies drop 50% more money. Providence continuously increases in speed when flying in the same direction, up to a maximum of roughly double speed, but will go back to normal speed when she changes direction. Summons a Brimling after each teleport in phase 1, which shoots brimstone hellfireballs at the player. Its head spins clockwise when the player is going left and counterclockwise when going right. All three guardians are no longer immune to Cursed Inferno. - Terraria Calamity, AlchemistNPC, Fargo's mod Elemental Terraria 4.58K subscribers Subscribe 5.5K views 2 years ago The death of AFK farms!. Prime Cannon fires rockets instead of bombs; it alternates between firing single rockets and three rockets at once. Terraria Wiki is a FANDOM Games Community. On the map, the Dungeon Guardian is a normal, red enemy dot. Moves faster in all phases, spawns more Phantom Spirits, has more damage reduction, and enters phase 3 at 50% HP. Probes no longer drop hearts. The Perforators have more segments, shoot projectiles more often and the projectiles travel faster.