Factory Control Core

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Last updated: Exalt Version 4.1.4.0 (Feb 2024)
Factory Control Core Factory Enforcer Core Ferrus, Kogbold Deity

The Factory Control Core is the boss of the Kogbold Steamworks.

The Realm Eye says:
The Control Core is the most powerful self-improving artificial intelligence the Kogbolds have ever created. Its original purpose was to find ways to improve life for the feeble Kobolds who built it.
As generations passed from its creation, the Kobolds grew to revere this machine as their god, unquestioningly following its every directive.
The Core commanded its followers to leave behind their frail mortal bodies in exchance for artificial ones, creating the Kogbolds that exist today.

Contents

Stats

Base HP: 250,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 40
EXP: 94,400
Location: Kogbold Steamworks

Quest Boss

Immune to Stasis
Immune to Stun
Immune to Paralyze

Counts towards God Kills
Counts towards Construct Kills

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Combat

Attacks (Main Body)

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
KSW Red Arrow
100
8
24
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Blue Arrow
180
6
?
Piercing Shots hit multiple targets
Acceleration: -2 tiles/sec2
KSW Blue Arrow
180
4
?
Piercing Shots hit multiple targets
Acceleration: -2 tiles/sec2
KSW Blue Arrow
180
7
21
Piercing Shots hit multiple targets
KSW Drill Shot
125
Word Bubble Quiet for 1s
10
20
Piercing Shots hit multiple targets
KSW Yellow Arrow
150
Word Bubble Quiet for 1s
7
?
Piercing Shots hit multiple targets
Turning: 50 degrees/sec
KSW Yellow Arrow
75
Word Bubble Quiet for 1s
4
28
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Med Red Wave
150
Red Down Arrow Slowed for 2s
7
?
Piercing Shots hit multiple targets
Turning: 80/-80 degrees/sec
KSW Blue Arrow
150
Red Down Arrow Slowed for 2s
5
25
Piercing Shots hit multiple targets
KSW Blue Arrow
150
Red Down Arrow Slowed for 2s
7
35
Piercing Shots hit multiple targets
KSW Red Bolt
70
7.5
18.75
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Large Flameblast
75
Grey Down Arrow Exposed for 2s
Silenced Silenced for 2s
4
28
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Blue Ball
225
4
20
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Small Sawblade
200
Blood Drop Bleeding for 1.2s
7
35
KSW Small Sawblade
150
Blood Drop Bleeding for 1.2s
8.5
?
Turning: 45/-45 degrees/sec
KSW Small Sawblade
150
Blood Drop Bleeding for 1.2s
8.5
12.75
Armor Piercing Ignores defense of target
KSW KSW Drill Shot
150
7
14
KSW Core Spear
140
7
21
KSW Large Energy Ball
200
1
?
Piercing Shots hit multiple targets
Acceleration: 0.2 tiles/sec2 after 0.25/0.5/0.75/1/1.25s
Max. Speed: 3
KSW Small Flameblast
160
Grey Down Arrow Exposed for 3s
3
?
Turning: 60 degrees/sec
KSW Large Flameblast
150
Grey Down Arrow Exposed for 3s
5
?
Turning: 60 degrees/sec
KSW Flame Wave
100
7
14
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Amplitude: 1.5
Frequency: 1
Grey AoE
175
From Crushers
Radius: 2
Armor Piercing Ignores defense of target
Laser
150
-
-
Laser attack: continuous damage on contact
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target

Attacks (Factory Defense Turret)

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
KSW Large Sawblade
150
Blood Drop Bleeding for 3s
3
36
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Large Sawblade
150
Blood Drop Bleeding for 3s
6
36
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Floating Mine
200
5
?
Piercing Shots hit multiple targets
Acceleration: -1.5 tiles/sec2
Min. Speed: 1.8
KSW Blue Arrow
140
3
18
Piercing Shots hit multiple targets
KSW Large Energy Bolt Slow
200
4
40
Piercing Shots hit multiple targets
KSW Large Energy Bolt
200
5
50
Piercing Shots hit multiple targets
KSW Blue Ball
150
2
10
Piercing Shots hit multiple targets
KSW Fire Ball
200
4
28
Piercing Shots hit multiple targets
KSW Classic Bullet
100
2
16
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Classic Bullet
100
3
18
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Small Flameblast
60
2
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Acceleration: 5 tiles/sec2 after 0.5s
Max. Speed: 6
KSW Green Arrow
125
Silenced Silenced for 2s
1.5
?
Piercing Shots hit multiple targets
Acceleration: 6 tiles/sec2 after 0.4s
Max. Speed: 4.5

Attacks (Factory Maintenance Core)

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
KSW Large Red Wave
65
8
14.2
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Med Red Wave
65
7
14.175
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Small Red Wave
65
6
14.1
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Core Spear
150
Silenced Silenced for 2s
4
?
Piercing Shots hit multiple targets
Acceleration: -0.3 tiles/sec2
Min. Speed: 3
KSW Core Spear
150
Silenced Silenced for 2s
5
?
Piercing Shots hit multiple targets
Acceleration: -0.3 tiles/sec2
Min. Speed: 3
KSW Core Spear
150
Silenced Silenced for 2s
6
?
Piercing Shots hit multiple targets
Acceleration: -0.3 tiles/sec2
Min. Speed: 3
KSW Red Wave
85
2
8.4
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
KSW Red Wave
150
4
24
Piercing Shots hit multiple targets
Laser
150
-
-
Laser attack: continuous damage on contact
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target

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Behavior

The Factory Control Core is found at the end of the Kogbold Steamworks in a massive, square room that initially has no other objects within save for a border of hazardous Steam Vents that deal a higher 80 damage per tick compared to most of those found in the dungeon. It initially wanders around aimlessly, but will activate when attacked enough, moving to the center of the room and initiating combat.
“Hostile presence detected…”

Phase 1

Taunt: “…Initiate defense protocol: Windup”
The Factory Control Core fills the outer portion of the arena with damaging Steam Vents (leaving a much smaller platform of safe tiles), and divides the platform into quadrants with four conveyor belts in a plus shape that push players outward. Four turrets spawn at the corners of the room and begin firing slow red orbs in various spread patterns to restrict player movement, and arrays of crushers will periodically spawn in various patterns, slamming down to deal AoE damage after a telegraph. The Core itself will be stationary, firing aimed spreads of stagnating blue arrowheads at the nearest player while firing solid “blocks” of red arrowheads in two directions, rotating the orientation of the attack 45 degrees clockwise each time.

At the start of the phase, four Shield Generators will spawn in the corners of the arena next to the turrets; these will be invulnerable for a few seconds upon spawning and be marked on the minimap by blue dots. Destroying all four Generators is needed to make the boss start taking damage. Once the phase ends, all turrets stop firing and all hazards disappear outside of the outermost ring of Steam Vents, which now seals off the entrance to the room.

Phase 2

Taunt: “Threat level increased”
At 90% HP, the Factory Control Core chooses a random “defense” attack out of 3 possible ones. Each attack is announced in advance by the Core in the chat, and often drastically changes the structure of the arena with new hazards and Steam Vents surrounding the new arena. During each phase, players must find and destroy the four Shield Generators to render the Core vulnerable.

The Core will switch to a new attack when brought to 75% HP. When an attack ends, there is a noticeable delay to allow the arena to return to its default state and to let lingering shots clear out.
“Recalibrating…”

Push Apart

The Core transforms the arena into a rectangle of conveyor belts that push players away from the central axis. A line of turrets along the central axis will start firing walls of shots parallel to the conveyor belts’ directions; these span the length of the rectangle but have periodic gaps to dodge through. Two lines of turrets at the short ends of the rectangle will periodically fire single slow sawblade projectiles perpendicular to the conveyor belts’ directions. The Core itself does not move or attack during this phase.

The Shield Generators are evenly spaced along the central axis.

Scatter

The Core transforms the arena into a cross-shaped platform, with a smaller cross of Steam Vents in the center to limit movement and periodic triple crushers that slam down at the ends of the cross. A turret in the middle starts firing an oscillating barrage of slow blue arrowheads in all directions, while four turrets in the outermost corners of the room fire spreads of slow green arrowheads towards the center of the room. The Core itself will circle clockwise around the center turret, occasionally firing flame waves in four directions.

Two of the Shield Generators will be on opposite ends of the platform, while the other two will be right next to the center turret.

Semi-Spiral

The Core slightly shrinks the arena. A ring of invincible Factory Maintenance Cores rotate back and forth around the arena, firing silver arrowheads towards the center of the arena and releasing simultaneous rings of slow red waves whenever their rotation changes direction. The Core itself will remain stationary and fire a spiraling pattern of blue orbs, changing the spiral direction with each attack.

The Shield Generators are found at the corners of the platform.

Phase 3

Taunt: “Hostile vitals positive…deploying Enforcer Core”
At 60% HP, the Factory Control Core summons mechanical limbs and attaches them to itself to transform into a humanoid form, now called the Factory Enforcer Core. It follows a similar behavior to before, but now uses a new set of “enforcer” protocols where it takes on a more active role. The Core will choose one attack right after the phase begins and a new attack at 45% HP.

Minefield

The Core transforms the arena into a clover shaped platform. A central turret will fire rings of slow mines to create the namesake minefield of shots, and the corner turrets will fire pairs of flame shots aimed at the nearest player. The Core itself will chase players while firing four-way Quieting yellow arrowheads and launching aimed “arrows” of Quieting drills; it will periodically stop moving, become Wooden Shield Armored, charge up power, and fire a barrage of slower yellow arrowheads in four directions.

The Shield Generators are at the corners of the arena, next to each of the corner turrets.

Sawblade

The Core transforms the arena into a square with two concentric rings of conveyor belts that travel in opposite directions. Turrets surrounding the platform will periodically fire walls of shots with evenly spaced gaps to dodge through, alternating between horizontal and vertical walls. The Core itself will be chasing players while firing spreads of wavy sawblades; it will periodically stop moving, become Wooden Shield Armored, charge up power, and fire a spiraling barrage of larger sawblades.

Two Shield Generators are located at the corners of the outer conveyor belt ring, while two are located at the corners of the inner ring.

Crush Them

The arena remains unchanged in shape. Rings of crushers begin intermittently striking the platform; each ring starts by slamming down on the perimeter of the arena, with the ring shrinking more every time they slam down until they converge on the center. After two rings have fully converged, the crushers will instead slam down on the center and corners of the platform before reapeating. The Core itself will be chasing players while firing converging bursts of red shots, V-shaped bursts of more red shots to trap players, and spreads of blue arrowheads behind itself; it will periodically move to the center of the platform, become Wooden Shield Armored, charge up power, and fire a spiral of blue arrowheads and rings of turning red waves. When the Core is in the center, the crushers will adopt a new pattern with crusher rings expanding outwards from the center of the room.

The Shield Generators are located at the corners of the platform.

Phase 4

Taunt: “Threat level: Unprecedented”
“All systems, full power…”

At 30% HP, the Factory Enforcer Core explodes with energy, melting and reforming its body into a draconic new form: Ferrus, Kogbold Deity. Ferrus still uses similar behavior to before, but now uses its most powerful “extermination” attacks. Like before, Ferrus will choose one attack at the start of the phase and a new attack at 15% HP.

Draconic Fury

Ferrus leaves the arena the way it is. Factory Maintenance Cores spawn and circle around the arena, firing turning brown waves perpendicular to their flight, while a turret in the center of the platform fires spirals of fireballs. Ferrus itself will be rotating counterclockwise around the arena while occasionally changing its orbit distance, firing radial bursts of fire shots.

The Shield Generators are located at the four cardinal points of the platform.

Rip and Tear

Ferrus shrinks the arena platform to only the square in the center. Factory Maintenance Cores circle around the platform, firing lines of red waves towards the center of the room, while a turret in the center fires a 2-way spiral of blue orbs. Ferrus itself will chase players with a 3-shot spread of silver arrows and periodic rings of silver arrowheads.

Unlike before, 6 Shield Generators will spawn around the perimeter of the platform.

Energy Storm

Ferrus slightly shrinks the arena platform and inflicts all players with Red Down Arrow Slowed for the duration of the phase. A line of turrets at the top of the arena fires a massive storm of slow blue bullets down the length of the arena, while two Factory Maintenance Cores oscillate up and down along the sides of the arena. Ferrus itself will be idly patrolling back and forth at the top side of the arena; every once in a while, it will stop in place alongside the two Maintenance Cores as all three of them charge up and simultaneously fire devastating laser beams straight ahead of themselves, telegraphed by lines of red crosshairs.

Unlike before, 6 Shield Generators will spawn; two at the top and bottom of the arena, one on the left side, and one on the right side.

Death Explosion

“Power limit reached…core overloaded…”
At 0.1% HP, all hazards in the room (except for the outer ring of Steam Vents) disappear. Ferrus retreats to the center of the room before its body explodes after a delay, leaving behind its molten core which bursts into electricity and releases rapid rings of flame shots while flailing erratically. After this final attack ends, the core explodes and is defeated for good, leaving behind any loot.

Advanced Steamworks

In the Advanced Kogbold Steamworks, instead of going through its usual death explosion, Ferrus will go invulnerable and launch a final desperation attack. Players will be inflicted with Skull Sick, Silenced Silenced, Empty Potion Bottle Drought, and Grey Down Arrow Exposed for the duration of the phase, which lasts for roughly 60 seconds and gets progressively harder over the duration.

  • At the start of the phase, Ferrus will unleash a radial barrage of blue arrowheads as a chaotic barrage of Crushers periodically slams down on the entire arena.
  • After ~15 seconds, the Crushers vanish and Ferrus’ arrowheads turn orange and more damaging. Ferrus transforms the arena into hazardous Steam Vents, with 8 safe spots made of conveyors that push players in one direction each; there will be a delay before Ferrus, the Steam Vents, and Conveyors activate to give players room to reposition. Once Ferrus resumes attacking, Crushers will periodically strike the center of each conveyor patch, leaving only a small safe area around the edges.
  • After ~25 seconds, the Crushers will be replaced by special invincible Kogbold Drones that orbit clockwise around each safe zone, shooting fireballs towards the center.
  • After ~35 seconds, the arena returns to normal and the Kogbold Drones vanish. Ferrus then shrinks the arena as its arrowhead barrage turns red and even more damaging. While the barrage is ongoing, Ferrus will periodically summon rows of evenly spaced diagonal laser beams that cross the entire arena, telegraphed in advance by red crosshairs.

If players survive this final phase, Ferrus will explode into a double ring of fire waves and leave its upgraded loot behind.

Reproduction

Spawns:
Shield Generator Shield Generator (4-6 per phase)
Factory Defense Turret Factory Defense Turret (number varies, invulnerable)
Factory Maintenance Core Factory Maintenance Core (number varies, invulnerable)

Drops

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Tips and Strategies

TBA

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