Ghost of Skuld (Rev. 24)

Last updated: 8.0.0

The Ghost of Skuld is the final boss of the Haunted Cemetery. He appears throughout the dungeon to announce incoming waves of enemies and will spawn on the final wave of the final room as an enemy.

Contents

Stats

HP: 48000
DEF: 15
EXP: 4080
Location: Haunted Cemetery

Immune to Stasis


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Combat

Attacks

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Ghost X
25
Paralyze for 2.2s
8.5
17
Piercing
Ghost Cross
85
6.5
6.5
Giga Ghost X
250
Paralyze for 1s
4
10
Piercing, Boomerang, Passes through Obstacles

Behavior

  • When first spawning, he shoots a large ring of small, low damage paralyzing shots and will then proceed to enter Phase 1. Afterwards, he will change between each phase randomly.


Phase 1
He stands stationary in the middle of the room while firing 4 Ghost Cross shots at the nearest player every second or so. Every few seconds, he will fire hard-hitting boomerang shots in the 4 cardinal directions.


Phase 2
Randomly, Skuld will turn invulnerable and teleport to one of a few set locations (he will pick the nearest one to the player) and fire rings of paralyzing shots around himself. He will repeat this 3 times before teleporting back to the center and resuming Phase 1.

Reproduction

Spawns:
Blue Zombie
Flying Flame Skull

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Drops


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Tips and Strategies

  • Often, before Skuld starts his phase one, all the players will gather in one spot to shoot at him. This way, after the wave of paralyzing shots, everyone can continue shooting at Skuld without much threat. Make sure that you do not stand in one of the cardinal directions as that is where he will fire his boomerang shots.
  • It is possible to kill Skuld without him moving to phase 2. This way, he will spawn very few zombies and will be a much easier fight overall.
  • When Skuld teleports, he becomes invulnerable. The zombies and flying skulls will be more dangerous during this phase. DO NOT stand where he teleports, lest it spell your instant death.
  • After maxing, the zombies are little threat, though they can be annoying when they swarm.
  • The skulls tend to stick around the edge of the dungeon, so as long as you stay relatively close to the boss, you should be fine.
  • Knights should not have to worry much in this battle, as long as you have a few mana potions, a good pet and a good shield, you can chain stun him and deal massive damage.
  • You should especially look out for the large rotating flipper bullets, which fly out from Skuld and fly back in again. They paralyze and hit for massive damage so be careful of getting killed on the second pass. After Skuld dies, the boomerangs will all fly towards the loot bag. If you get hit by all of them, you will die.
  • After a while, the zombies can become a threat when clumped in huge swarms. If you have a weapons that pierces through enemies, you can circle around the map and defeat Skuld very easily.
  • If the zombies group up too much, it will start to lag even a decent computer. This is the reason why you have to kill Skuld fast before he spawns too many zombies. Otherwise, if Skuld does not die fast enough, there’s no point of fighting anymore as you’re either lagged out, or the zombies are just an annoying meatshield for Skuld.
  • If you are a warrior and get to the phase 2 with a swarm of zombies annoying you,there’s a good strategy to hit the boss.Try to push the zombies to a corner of the map,and when you see the boss teleported to the center of the map,buff yourself and go hit the boss!

Soloing Tips

  • Rogue is one of the easier classes to solo this Dungeon on as many of the enemies will simply go dormant when you cloak. this lets you cloak and walk around mowing down enemies. On the final boss fight try to do as much damage to Skuld as fast as possible but short detours will be necessary to clear the group of zombies that will eventually form. Recommended to be at least 4/8.

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