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Azhakar, the Fallen God
Dungeon boss

Azhakar, the Fallen God

Dwarven Dungeon·Dungeon·Phase 4

The final boss of Dwarven Dungeon. He waits asleep in his arena from the start of the phase and wakes when you approach. Killing it pays 25 Mithril, drops 2 Legendary chests and opens the exit: using it finishes the dungeon and saves your time.

It does not use the horde’s generic pattern: its own brain picks every attack from distance and position, with per-attack cooldowns and never the same one twice in a row.

Base health
6,000
Base damage of its attacks
18
Watch outThe health in the table is only the base. Real health is 6,000 × the live difficulty at the moment it appears × 100 (the factor of phase 4 of the run), frozen on spawn. Example: at difficulty 2.5 it appears with 1,500,000. There is no cap.

Attacks

AttackWarningDamageReachCooldownHow to dodge it
CleaveNo warning×1.46.8 m · ±80°3.5 sA wide greatsword sweep in front, with no ground warning: back off or get behind him.
Ground SlamCircle×2 · ×0.8r 3 m · 5.2 m6 sAn overhead blow with a circle in front and then a ring-shaped wave that only hits whoever stands on the ground: jump the wave or move away.
Three-hit ComboNo warning×0.9 · ×0.9 · ×1.36.3 m · 7 m12 sA diagonal slash, a thrust and an overhead finisher, stepping forward with each blow: back off sideways through all three.
Spinning SweepCircle×1.66.4 m5 sA circle around him; he uses it when you get behind him or several players are close. Leave before it fills.
Crushing LeapCircle×27–14 m · r 4.5 m8 sFrom mid range he leaps to where you were and lands in a marked circle: step sideways.
ThrustNo warning×1.65.5–10 m6 sIf you run away, he lunges forward with a narrow thrust: step sideways, not backwards.

Damage of each attack = 18 (its base damage) × the live difficulty × the multiplier in the table, and more while enraged. Reach and cooldown are the boss’s values in the game. Stun and Shock stop it from starting an attack, and Chill stretches its cadence: see Status effects.

Reading boss attacks

Rage

Below 50% health it enrages, once: damage ×1.25, and cadence and cooldowns ×0.8; its wind-ups get shorter (×0.85).

He roars and an aura of hellfire engulfs him.

Entrance

He wakes with a roar when you approach his arena.

Its own rules

  • Home rule: if no living player is within 32 m of the centre of his arena, he blocks every direct hit with “Blocked!”, ignores periodic damage and refuses statuses. If you all walk away, he loses interest and returns to his spot without healing.
  • He keeps a fighting distance and takes a step back if you rush into him.
  • If no player can be reached on foot (up on the brazier pillar, on a high rock or on the merchant platform), he turns immune —“Blocked!”— and goes back to his spot; as soon as someone comes down, he fights again. He can no longer fall out of his arena: if he gets stranded or stuck, he walks home.

Death

He kneels slowly and collapses wrapped in a hell-fire glow; his aura flares one last time and dies out, and his greatsword falls beside him. After 2.75 s on the ground he burns away into embers over 2 s.

Everything it gives arrives at the instant of the killing blow, without waiting for the fall: 25 Mithril, 2 Legendary chests that appear beside the body and the exit, now open. Using it finishes the dungeon and saves your time; the chests are optional. A single banner announces it when the body hits the ground.

When it dies, its attacks still in the air fizzle out without dealing damage and its warnings on the ground fade. In co-op, every player sees the same fall in the same place.

Video

Fight recorded in the game, from the entrance to the death. Click a moment in the list to jump to it.

Behavior

Pattern6 attacks of its own, a rage and an entrance
KnockbackImmune
Statuses it appliesNone

Rewards

Experience80
Gold15
Score1,000
Chests on death2 × Legendary
AlsoOpens the exit: using it finishes the dungeon

Where it appears

Dwarven DungeonDungeonBoss of phase 4 of the dungeon.