Last updated: Exalt Version 184.108.40.206 (May 2021)
The Skull Shrine is an event boss that spawns multiple times per realm.
As of build 122, the Skull Shrine appears with a shrine terrain.
|The Realm Eye says:|
A mystic once attempted to plant a cursed bloodstone in the heart of Oryx’s Castle. The seer had used a twisted enchantment, causing the stone to burn the flesh of all who touch it.
Oryx caught her before she managed to escape the fortress. To punish this act of defiance, he used the bloodstone on its maker.
The mystic’s charred cranium is now the centerpiece of the Mad God’s prized Skull Shrine. Mockingly, the bloodstone was stuck inside the mystic’s orb and crammed into her skull.
HP: 16,000 (+10% [1,600 HP] per player in Realm)
Location: Highlands, Mountains
Level 20 Quest
Levitates above ground
Immune to Stasis
Immune to Stun
Counts toward God Kills
Counts towards Undead Kills
Counts towards Encounter Kills
|Aesthetics||Damage||Condition effects||Speed (tiles/sec)||Range (tiles)||Comments|
|100||10||24||Shots: 9 Cooldown: 0.75s Aim: 1 Angle: 10|
Does not move. Fires wide shotguns of purple bullets while spawning skulls. When it reaches about 66% of its HP, it will flash blue and go invulnerable for a short time. At 33% HP, it will go invulnerable again, this time flashing red, gaining an immunity to Stun for the rest of the fight.
Strategies for the Skull Shrine
Assassins, Rogues, and Mystics are indispensable here. Assassin and Mystic punch holes in the Flaming Skulls for Paladin, Warrior, and Knight to get in, while the Rogue can sneak behind for quick damage to the Shrine.
Preferred healer is the Priest, as the skulls don’t bunch up enough for the Necromancer, though Paladin is wonderful as always with the 25% Damaging boost on Seals.
A Wizard isn’t too farfetched after the hole is punched to throw a spell or two on the stationary Skull, dealing 1300-3200 per use (assuming he is using Magic Nova).
Archers and Huntresses can spray multiple Skulls at a time. Archer can snipe the Shrine with a Quiver while Huntress can slow down the skulls. Proper manipulation of Slowed will have all the skulls in a line, creating more openings.
Trickster can find wide openings to slip a Decoy behind the Shrine, effectively making it a sitting duck. She can also send her Decoy off to where the Blue Skulls are coming in from to make their cooldown kick in as they pass by the brigade.
Warrior’s Berserk is extremely useful here, as it’s not as clustered as the Cube God. With Berserk’s Dexterity boost, it’s harder for the Blue Skulls to pass by unharmed.
A highly maxed knight can strafe towards the boss, avoiding most of the dangerous shots, stun the Skull Shrine, and attack it until the stun is about to wear off. Run out and regenerate your health and MP, then repeat. Keep an eye on your health, and remember never to be over-confident and stop moving. Additionally, remember that the shrine becomes immune to Stun once it reaches its second phase (indicated by it going invulnerable while slowly flashing red).
Sorcerer is preferred here over AoE due to the nature of Skulls being spread out. With even slight orbit manipulation, the chain lightning can link amongst very many skulls, quite quickly making a series of them fall simultaneously. It can also be used to chain between large numbers of Red Skulls and the Shrine itself.
Ninja’s and Samurai’s katanas’ piercing can be effective if the red skulls bunch up around the main shrine. However, their low range may make approaching the shrine difficult. Ninjas may have to rely on their shuriken to deal damage, while Samurai should rely on their higher defense and burst damage to weave in and out.
The Bard’s Inspired and Defense boost can be useful for any class: the range boost allows one to stand further away from the shrine’s shotgun, while the defense boost reduces the constant pokes of the smaller skulls.