Last updated: Exalt Version 1.2.0.1 (Oct 2020) |
F.E.R.A.L. is the boss of the High Tech Terror.
The Realm Eye says: |
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The F.E.R.A.L. is one of Dr. Terrible’s most successful organic creations. Commissioned by Oryx as a pet, it sustains itself from the very essence of Oryx’s rage rather than physical food. This has led to several curious side effects in the creature, including limited psychic powers and the ability to generate energy from within itself. Although the Mad God is not completely uncaring, he never sets the creation loose. Oryx instead hopes the mad scientist can someday harness these powers for himself. |
HP: 100,000 (+10.8% [10,800] to 111.6% [111,600] per player in Dungeon)
DEF: 30
EXP: 40,000
Location: High Tech Terror
Immune to Stun
Immune to Stasis
Immune to Paralyze
Counts towards God Kills
Counts towards Grotesque Kills
Aesthetics |
Damage |
Condition effects |
Speed (tiles/sec) |
Acceleration (tiles/sec2) |
Time until Acceleration (sec) |
Maximum/Minimum Speed (tiles/sec) |
Range (tiles) |
Comments |
---|---|---|---|---|---|---|---|---|
110 |
5 |
4.5 |
0.7 |
10 |
93.72 |
Shots hit multiple targets |
||
130 |
4 |
4 |
2 |
8 |
30 |
Shots hit multiple targets Amplitude: 1 Frequency: 10 |
||
110 |
8 |
-4.5 |
2 |
3 |
27.78 |
Shots hit multiple targets Amplitude: 1 Frequency: 10 Faces direction |
||
200 |
Stunned for 4s |
6 |
-4 |
0.4 |
0 |
6.9 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.9 |
0 |
9.9 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
1.4 |
0 |
12.9 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
1.9 |
0 |
15.9 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.4 |
0 |
6.9 |
Shots hit multiple targets Longer Lifetime |
|
200 |
Stunned for 4s |
6 |
-4 |
0.9 |
0 |
9.9 |
Shots hit multiple targets Longer Lifetime |
|
200 |
Stunned for 4s |
6 |
-4 |
1.4 |
0 |
12.9 |
Shots hit multiple targets Longer Lifetime |
|
200 |
Stunned for 4s |
6 |
-4 |
1.9 |
0 |
15.9 |
Shots hit multiple targets Longer Lifetime |
|
200 |
Stunned for 4s |
6 |
-4 |
1.9 |
0 |
15.9 |
Shots hit multiple targets Longer Lifetime |
|
0 |
Purified |
15 |
- |
- |
- |
60 |
Shots hit multiple targets |
|
0 |
13 |
- |
- |
- |
52 |
Shots hit multiple targets |
||
110 |
5 |
4.5 |
0.7 |
10 |
93.72 |
Shots hit multiple targets |
||
140 |
8.5 |
3 |
2 |
11 |
103.95 |
Shots hit multiple targets |
||
160 |
Slowed for 2s |
6 |
3 |
2 |
11 |
95.83 |
Shots hit multiple targets |
|
130 |
3.5 |
3 |
2 |
11 |
85.625 |
Shots hit multiple targets |
||
140 |
3.5 |
6 |
0.5 |
8.5 |
80.41 |
Shots hit multiple targets |
||
160 |
Slowed for 2s |
6 |
- |
- |
- |
60 |
Shots hit multiple targets |
|
130 |
8.5 |
-6 |
0.5 |
3.5 |
39.58 |
Shots hit multiple targets |
||
115 |
5 |
2 |
0.5 |
6 |
89.25 |
Shots hit multiple targets Ignores defense of target |
||
200 |
Stunned for 4s |
6 |
-4 |
0.4 |
0 |
6.9 |
Shots hit multiple targets Longest Lifetime |
|
200 |
Stunned for 4s |
6 |
-4 |
0.19 |
0 |
5.64 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.12 |
0 |
5.22 |
Shots hit multiple targets Longest Lifetime |
|
200 |
Stunned for 4s |
6 |
-4 |
0.1 |
0 |
5.1 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.4 |
2 |
21.6 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.19 |
2 |
20.76 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.12 |
2 |
20.48 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.1 |
2 |
20.4 |
Shots hit multiple targets |
|
120 |
2.5 |
17 |
1 |
10 |
90.845 |
Shots hit multiple targets |
||
160 |
6 |
4 |
0.7 |
12 |
111.3 |
Shots hit multiple targets |
||
250 |
Stunned for 4s |
6 |
-4.5 |
0.9 |
0 |
4.54 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.2 |
0 |
5.7 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.4 |
0 |
6.9 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.6 |
0 |
8.1 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
0.8 |
0 |
9.3 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
1 |
0 |
10.5 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
1.2 |
0 |
11.7 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-4 |
1.4 |
0 |
12.9 |
Shots hit multiple targets |
|
100 |
2.5 |
16 |
1 |
9 |
82.18 |
Shots hit multiple targets Ignores defense of target |
||
200 |
2.5 |
- |
- |
- |
5 |
Shots hit multiple targets Ignores defense of target |
||
200 |
5 |
- |
- |
- |
10 |
Shots hit multiple targets Ignores defense of target |
||
200 |
7.5 |
- |
- |
- |
15 |
Shots hit multiple targets Ignores defense of target |
||
100 |
7.5 |
-20 |
0.15 |
2 |
31.58 |
Shots hit multiple targets Ignores defense of target From split Goo Wheels |
||
200 |
Stunned for 4s |
6 |
-4 |
0 |
0 |
4.5 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-6 |
0 |
0 |
3 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-8 |
0 |
0 |
2.25 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-10 |
0 |
0 |
1.8 |
Shots hit multiple targets |
|
200 |
Stunned for 4s |
6 |
-12 |
0 |
0 |
1.5 |
Shots hit multiple targets |
|
100 |
5 |
- |
- |
- |
25 |
Shots hit multiple targets Ignores defense of target |
||
150 |
- |
- |
- |
Laser attack: continuous damage on contact Shots hit multiple targets Ignores defense of target |
Aesthetics |
Damage |
Condition effects |
Speed (tiles/sec) |
Acceleration (tiles/sec2) |
Time before Acceleration (sec) |
Maximum/Minimum Speed (tiles/sec) |
Range (tiles) |
Comments |
---|---|---|---|---|---|---|---|---|
150 |
2.5 |
2 |
0.9 |
6 |
29.79 |
Shots hit multiple targets |
||
0 |
Dazed for 2s |
5 |
10 |
0.5 |
10 |
6.25 |
Shots hit multiple targets Ignores defense of target Shots boomerang |
|
0 |
Dazed for 2s |
8 |
- |
- |
- |
80 |
Shots hit multiple targets |
The F.E.R.A.L. is found in the center of High Tech Terror, initially submerged and dormant. After some time has passed, it will surface and start attacking.
The F.E.R.A.L. randomly chooses between one of several attack patterns, teleporting to a valid blue pool every few attacks. The boss will light up with the respective color (blue/green/purple) when using an attack. Depending on its position in the room, it will use different attacks, with the boss having one attack of each color for each location. However, it will never use two attacks of the same color consecutively.
Center Pool
Corner Pools
Cardinal Pools
The F.E.R.A.L. is invincible, and cannot be harmed by conventional means. However, each of the blue pools along the edges of the dungeon will have a S.W.I.T.C.H. (referred to simply as a switch on this page for convenience) floating inside. If a switch is destroyed, the pool will turn green and all other switches in blue pools will briefly vanish. Shortly after, the F.E.R.A.L. will teleport to the green pool and be transformed into a pet, rendering it harmless and vulnerable for a few seconds. Once enough time passes, the F.E.R.A.L. will move back to the center pool and resume its attack.
Any pool that has been turned green will have another switch appear inside it, along with an invincible tentacle that will attack nearby players with wavy armor-piercing blue shots. If the second switch is destroyed, the tentacle will vanish as a grate closes over the pool, making it safely traversable for the rest of the fight.
The F.E.R.A.L. cannot take more than 10% of its max HP in one vulnerability window. If more damage is dealt, the boss will heal off all excess damage dealt. It will always restart its attack pattern with HP equal to 20% + 10% per blue pool remaining.
Once one pool has been turned green, the F.E.R.A.L. briefly envelops itself in a shield and summons two invincible A.E.G.I.S. minions resembling green orbs, before resuming its attack. The minions (marked on the minimap as green dots) will each choose one of the devices currently in the blue pools and orbiting it, making them invulnerable. They will periodically switch their current targets, effectively making two of the blue-pool devices invulnerable at any given time.
Once six blue pools are left, the boss summons the M.E.R.V, an invincible cart minion that periodically travels along the arena paths in a linear fashion. The cart enters and exits the dungeon via small holes in the walls of the dungeon and chooses a random straight path to move along every time. Each trip, the M.E.R.V. will use two of the three firing patterns below:
Once four blue pools are left, the F.E.R.A.L. temporarily despawns all switches and tentacles for the duration of the phase. The two A.E.G.I.S. orbs become vulnerable and chase down players while constantly detonating short-ranged green AoE attacks on themselves. Meanwhile, the F.E.R.A.L’s eye will glow bright green as it repeatedly fires a massive aimed laser beam that deals immense sustained damage on contact. Each beam will be telegraphed by the F.E.R.A.L. firing two shorter-ranged green bolts in the same direction. One of the orbs must be defeated in order to progress the fight, upon which the other orb will go invulnerable again.
After this phase ends, the F.E.R.A.L. will empower some of its attacks for the rest of the fight.
In addition:
Once two blue pools are left, the F.E.R.A.L. repeats Phase 4 again, albeit without the M.E.R.V, with only one of its orbs intact, and with the presence of the turrets. Once the remaining orb has been destroyed, the F.E.R.A.L. resumes its attack, albeit with certain modifications.
At 20% HP, the F.E.R.A.L. retreats into the center pool (which should be the only blue one at the time) and summons one tentacle in the center pool per closed green vat (up to a max of 8 if all vats were closed, and a minimum of 0 if all vats are still open). Any tentacles still active in the outer green pools will start firing streams of Slowing purple bolts in an attempt to form a “web” resembling a diamond within a square, and they will retreat to the center if their pool is closed during this phase. Tentacles in the center cannot fight back.
The boss is now restricted to using its center attacks, albeit with increased frequency. The tentacles in the center, however, lose their vulnerability and can be attacked/destroyed at will. Each tentacle has 20,000 base HP (the same as the switches and orbs), 30 DEF, and counts as a Structure kill.
A final switch will appear in the center pool, protected by its tentacles. Destroying the last switch is required to progress the fight.
With the final switch destroyed, the center pool becomes green and turns the F.E.R.A.L. vulnerable for the last time as red warning lights start flashing. During this phase, the F.E.R.A.L. can only wander haplessly and let players deal damage to it. However, note that the turrets, any active tentacles, and the M.E.R.V. will continue attacking during this phase.
Periodically, the F.E.R.A.L. will release an unavoidable ring of harmless blue shots that clear all negative status effects on contact. This is so that even if players accidentally transform themselves using the green vats, they can transform back despite there not being any blue vats remaining.
Once the F.E.R.A.L. dies, it will explode into a final ring of purifying shots. Grates will slide over all exposed pools, the turrets will deactivate, and the M.E.R.V. will stop shooting before despawning.
Protected by:
S.W.I.T.C.H (x8)
M.E.R.V (x1)
A.E.G.I.S. (x2)
T.U.R.R.E.T. (x4)
F.E.R.A.L. Tentacle (x8)
TBA
This enemy was originally an unreleased Mad Lab enemy, intended to drop the dungeon in the realm as a setpiece boss. It was scrapped and left unreleased for 8 years before being repurposed.