Hello Tibians,

This thread is dedicated exclusively to the boss encounters leading up to and including the final confrontation against the enigmatic necromancer pulling the strings.
(Speaking of the necromancer, please refer to him as such, not to spoil the not so little surprise for everyone else).

Anything not directly related to the battles themself, like quest progression, access mechanics, lore, or regular monsters, belongs in their corresponding thread. Keep things tidy.

Once you've reached the later stages of The Roost of the Graveborn questline, you'll face a series of bosses designed to test your coordination, adaptability, and general ability to not die horribly.
Each encounter has its own unique mechanics and environmental hazards. After defeating all of them, you'll gain access to the final confrontation deep beneath ancient burial grounds.

As usual, all bosses have a 20-hour cooldown. On the test server, cooldowns can be reset (perhaps even in new ways, that will be available on live servers too...), so feel free to experiment with different setups and strategies.

So please use this thread to give feedback on:

* Boss fight mechanics and phases

* Difficulty and pacing

* Loot logic and reward balance


Please stay constructive and respectful when posting feedback, especially to each other.

Good luck down there. Try not to join the crypt décor.

Tibian greetings,
Knightmare
Dear Tibians,

thank you for your detailed feedback on the new bosses from the Roost of the Graveborn quest.

We are currently evaluating your suggestions. If there are any changes, we will post them here in this thread.

Best regards and happy boss slaying
Ilyndor and Shazaya
Dear Tibians,

based on our data and your feedback, we have identified two issues in the fight against the adventurer group, which we have addressed with the latest test server patch.

1) It was possible to separate the adventurers so much that they sometimes entered an idle state and did not participate in the fight until they were attacked again.
  • To address this issue, we have decreased the size of the boss room.

2) The blue crystals that charged from player attacks were mostly ignored.
  • To make them more relevant, the crystals no longer inflict ice damage. Instead, their explosions now drain mana of all affected players and inflict Hex. If players are hit by multiple explosions in quick succession, the level of Hex they suffer will increase.

We will closely monitor how these changes impact the boss fight and make further adjustments if necessary.

Happy hunting,
Ilyndor
Hello Tibians,

With the next testserver update this afternoon you can expect the following changes:

Gravedigger Fight
  • Gravedigger is now more sensitive towards earth damage while being more resistant to ice damage.
  • Targeting of the Gravedigger now strongly favors the nearest target.
  • Reduced the healing of the totem in general.
  • Further reduced the totem healing for longer fights.
  • Deleted the totem spell that causes fear.

Ice Horror Fight
  • The Ice Horror now walks over fields.
  • Some adjustments for the ice crawler to reduce burst damage in general and also for the massive spawn during the fight.

Thanks for testing and happy Monday!
Shazaya
Hello Tibians,

With the testserver update this morning the following changes have been implemented:

Gravedigger Fight
  • Gravedigger now recieves more damage in general and especially for longer fights

Thanks for putting so much effort in testing these bosses. Your feedback is much appreciated.

Happy bossing,
Shazaya
Hello Tibians,
in one of the next updates the level of drunkenness in the ice horror fight will be reduced to a minimal level - the complaints from the creatures dwelling in neighboring dungeons about all the cursing and singing have simply become unbearable.

Tibian greetings,
Knightmare
Hello Tibians,

With the next testserver update we will adjust the Eldritch Dragon fight with the following changes:
  • The healing of the eruption (stage 2) and the flame totem (stage 3) has been reduced.
  • If you are able to keep the totems down, you are now rewarded with a higher damage intake of the dragon. If two totems are "down" the damage is approximately the same but for each additional totem will be more rewarding now. On the other hand, completely ignoring the totems will result in less damage or in the worst case healing for the dragon.
Our goal with these changes is to give you the possibility to generate more damage windows.

Bone Overlord
Not sure if this has been mentioned, but one of us died in the boss room, got teleported to the temple and directly afterwards back to the boss in the seperate room with the bone cages.
There was a fix yesterday that should prevent this really strange and funny (on the testserver ) behaviour.

@King Teiko
Thanks for the feedback! If you and your team manages to fight the Bone Overlord it would be great to hear your opinion.

@all
What is your opinion about the Bone Overlord fight?

Happy testing,
Shazaya
Hello Tibians,

thank you for sharing your valuable feedback in this thread. Based on your suggestions and our data, we have made several adjustments to the boss fight against the Bone Overlord.

Our goal with these changes is to make certain challenges less frequent and more manageable, while still maintaining a high level of pressure throughout the fight.

  • Reduced fear duration of Enthralled Dragons and changed the superdrunken effect to drunken.
  • Shifted Agony damage by An Eye from absolute values to percentage-based and replaced the shielding debuff with a moderate skill debuff for all vocations.
  • Reduced fear duration of Scarith's Soulcage.
  • Significantly reduced the burst heal of Elyrax's Soulcage.
  • Reduced the probability of being teleported to the bone prison.

In addition, we have added more thematic loot to all new bosses.

Best regards and have a nice weekend,
Ilyndor
Dear Tibians,

We have decided to implement the following changes to the new boss fights:

General

  • All exit teleporters in the new boss rooms will be changed to clickable, and it will no longer be possible to walk on them.

Bone Overlord

  • Enthralled Dragon: Fear, Root, and Drunken can no longer be applied simultaneously by the same monster.
  • A mechanic that healed the Bonelord's phylactery when Enthralled Dragons were close to it was not working properly and has been fixed.
  • Fixed an issue with the rotation of the Bonelord's phylactery.

Quick question: are the Runes dropping from each boss affected by boss slot bonus? I was not able to drop a single one so can't answer it that way
Yes, the crypt runes are affected by the boss slot bonus.

Before closing this thread, we want to thank you once again for your detailed feedback on the new bosses We believe the boss fights are now in a good state, but as always, we will monitor them after release and make changes if necessary.

We hope you enjoyed your time on the test server and look forward to your feedback once the update launches.

Best regards, and until next time,
Ilyndor and Shazaya