The Flying Dutchman

Last updated: X.32.1.0

The Flying Dutchman is an event boss that is a Halloween-themed reskin of the Ghost Ship and replaces it during Halloween events since 2019. It was added in patch X.32.1.0.

Contents

Stats

HP: 50,000 (+10% [5,000 HP] per player in Realm)
DEF: 40
EXP: 4,000
Location: Mountains, Highlands
Setpiece: Inland Sea

Event
Level 20 Quest
Counts to God Kills
Immune to Stasis
Immune to Stun
Immune to Paralyze
Levitates Off of Ground


Back to top

Combat

Attacks

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Cannonball
80
6
24
Piercing
Giant Cannonball
250
4
16
Piercing

Behavior

The Flying Dutchman is initially found dormant in the center of its setpiece. It will remain dormant until sufficient damage has dealt to it, upon which it will temporarily turn invulnerable and brighten before attacking.

Throughout the whole fight, The Flying Dutchman will constantly spawn Sea Spectres on the beach.

Phase 1

The Flying Dutchman fires rapid spreads of small cannonballs at the nearest player. It will also constantly summon Dutchman Spirits and Ghost Mines to charge at you. Every now and then it will taunt “Fire at will!” and start firing faster spreads of both small and large cannonballs at the nearest player for a short time.

Phase 2

Upon reaching about 5/6 of its HP, The Flying Dutchman begins firing small cannonballs, alternating between firing them along the cardinal or intermediate directions. It will also start firing giant aimed cannonballs at the nearest player. Like before, it still summons minions.

From this phase onwards, occasionally the ship will go invulnerable and taunt “Ready…”, “Aim…”, and “FIRE!” in rapid succession, before firing rapid multi-directional shotguns of small cannonballs while firing bursts of giant ones along the cardinal/intermediate directions. After doing this for a couple of seconds, it will resume its normal attack pattern.

Phase 3

Upon reaching about 1/3 of its HP, the ship summons a ring of Tempest Clouds which orbit it while firing radial bursts of lightning to trap players. Besides this, its behavior remains the same as Phase 2. At about 1/6 HP, it will summon more Tempest Clouds that will double the density of the ring. This phase lasts until death.

Once The Flying Dutchman has been defeated, it will spawn a small island in the center of the setpiece for the Davy Jones’ Locker portal to spawn on.

Reproduction

Spawns:
Sea SpectreSea Spectre
Tempest CloudTempest Cloud
Ghost MineGhost Mine
Dutchman SpiritDutchman Spirit


Back to top