Twilight Archmage

Last updated: Exalt Version 2.0.2.0 (Aug 2021)
Twilight Archmage

The Twilight Archmage is the second boss of The Shatters.

The Realm Eye says:
The Twilight Archmage is the chief alchemist of the Shatters. Being extremely adept in both fire and ice magic, he trained the kingdom’s mages for combat application.
When he heard of his king’s aspirations for conquest, the archmage suggested that he commune with an entity from the dimension of lost souls to grant him otherworldly power.
I know not what the archmage intended with this recommendation, but his dealings in the dark arts indicate that he may have had more sinister motives for leading the king down this path.

Contents


Stats

Base HP: 300,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 45
EXP: 50,000
Location: The Shatters

Quest Enemy
Immune to Stasis
Immune to Stun
Immune to Paralyze
Counts towards God Kills
Counts towards Humanoid Kills

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Combat

Attacks

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Frost Twirl
100
Red Down Arrow Slowed for 3.4s
0
0
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Lifetime: 6s
Directed Flame
110
3.5
18.18
Piercing Shots hit multiple targets
Acceleration: 4 tiles/sec2 after 0.7s
Max. Speed: 10
Frost Wave
120
3.5
15.75
Piercing Shots hit multiple targets
Flame Explosion
130
7
31.5
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Frost Burst
140
0
14.29
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.4s
Max. Speed: 3.5
Frost Burst
140
0
13.59
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.6s
Max. Speed: 3.5
Frost Burst
140
0
12.89
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.8s
Max. Speed: 3.5
Frost Star
250
3
5
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Acceleration: -3 tiles/sec2 after 1.168s
Min. Speed: 0
Frost Star
250
3
4.5
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Acceleration: -3 tiles/sec2 after 1s
Min. Speed: 0
Frost Star
250
3
3
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Acceleration: -3 tiles/sec2 after 0.833
Min. Speed: 0
Frost Burst
140
0
14.99
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.2s
Max. Speed: 3.5
Frost Explosion
120
6
15
Piercing Shots hit multiple targets
Frost Missile
140
0
13.63
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.2s
Max. Speed: 6
Frost Missile
140
0
12.43
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.4s
Max. Speed: 6
Frost Missile
140
0
11.23
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.6s
Max. Speed: 6
Frost Missile
140
0
10.03
Piercing Shots hit multiple targets
Acceleration: 99.9 tiles/sec2 after 0.8s
Max. Speed: 6
Frost Star
250
Darkness Orb Darkness for 2s
2.5
20
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Frost Star
250
Darkness Orb Darkness for 2s
5
25
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Frost Twirl
220
Silenced Silenced for 5s
6
?
Piercing Shots hit multiple targets
Faces Direction
Turning: 90 degrees/sec
Frost Twirl
220
Silenced Silenced for 5s
6
?
Piercing Shots hit multiple targets
Faces Direction
Turning: -90 degrees/sec
Frost Twirl
220
Silenced Silenced for 5s
4.5
?
Piercing Shots hit multiple targets
Faces Direction
Turning: 90 degrees/sec
Frost Twirl
220
Silenced Silenced for 5s
4.5
?
Piercing Shots hit multiple targets
Faces Direction
Turning: -90 degrees/sec
Blue Ball of Hurt
100
Red Down Arrow Slowed for 3s
4
24
Piercing Shots hit multiple targets
Amplitude: 3
Frequency: 1
Flame Explosion
130
8.5
38.25
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Ball of Substantial Hurt
250
1.5
29.49
Piercing Shots hit multiple targets
Acceleration: 8 tiles/sec2 after 0.4s
Max. Speed: 9
Frequency: 1
Ball of Substantial Hurt
250
1
30.36
Piercing Shots hit multiple targets
Acceleration: 8 tiles/sec2 after 0.4s
Max. Speed: 7
Frequency: 1
Ball of Substantial Hurt
250
0.5
31.94
Piercing Shots hit multiple targets
Acceleration: 8 tiles/sec2 after 0.4s
Max. Speed: 5
Frequency: 1
Flame Vortex
240
Skull Sick for 3s
Blood Drop Bleeding for 3s
3
15
Piercing Shots hit multiple targets
Flame Twirl
185
4
?
Piercing Shots hit multiple targets
Faces Direction
Acceleration: 99.9 tiles/sec2
Max. Speed: 3.5
Turning: 90 degrees/sec
Turning stops after 5s
Flame Twirl
185
4
?
Piercing Shots hit multiple targets
Faces Direction
Acceleration: 99.9 tiles/sec2 after 0.05s
Max. Speed: 3.5
Turning: 90 degrees/sec
Turning stops after 5s
Flame Twirl
185
4
?
Piercing Shots hit multiple targets
Faces Direction
Acceleration: 99.9 tiles/sec2 after 0.1s
Max. Speed: 3.5
Turning: 90 degrees/sec
Turning stops after 5s
Flame Twirl
185
4
?
Piercing Shots hit multiple targets
Faces Direction
Acceleration: 99.9 tiles/sec2 after 0.15s
Max. Speed: 3.5
Turning: 90 degrees/sec
Turning stops after 5s
Flame Vortex
250
Gold Four Pointed Star Armor Broken for 4s
3
?
Piercing Shots hit multiple targets
Turning: -110 degrees/sec
Flame Twirl
185
3
?
Piercing Shots hit multiple targets
Faces Direction
Acceleration: 99.9 tiles/sec2 after 0.15s
Max. Speed: 3.5
Turning: -90 degrees/sec
Turning stops after 6s
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 0.6s
Turns -80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 0.8s
Turns 80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 1s
Turns -80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 1.2s
Turns 80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 1.4s
Turns -80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 1.6s
Turns 80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 1.8s
Turns -80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 2s
Turns 80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 2.2s
Turns -80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 2.4s
Turns 80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 2.6s
Turns -80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Circular Motion after 2.8s
Turns 80 degrees before circling
Flame Explosion
120
Silenced Silenced for 2s
Skull Sick for 1s
5
15
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Frost Twirl
195
Word Bubble Quiet for 4s
4
?
Piercing Shots hit multiple targets
Faces Direction
Turning: 90 degrees/sec
Turning stops after 4s
Frost Twirl
195
Word Bubble Quiet for 4s
4
?
Piercing Shots hit multiple targets
Faces Direction
Turning: -90 degrees/sec
Turning stops after 4s
Frost Vortex
270
3.5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Turning: 90 degrees/sec after 4.2s
Turning stops after 4.4s
Frost Vortex
270
3.5
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces Direction
Turning: -90 degrees/sec after 4.2s
Turning stops after 4.4s
Frost Twirl
195
Word Bubble Quiet for 4s
4
?
Piercing Shots hit multiple targets
Faces Direction
Turning: -30 degrees/sec
Frost Twirl
195
Word Bubble Quiet for 4s
4
?
Piercing Shots hit multiple targets
Faces Direction
Turning: 30 degrees/sec
Dissipating Flame Wave
150
Skull Sick for 2s
Blood Drop Bleeding for 2s
2
2.6
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Frost Star
175
3
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Circular Motion after 1.665s
Turns 90 degrees before circling
Frost Star
175
3
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Circular Motion after 1.5s
Turns 90 degrees before circling
Frost Star
175
3
?
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Circular Motion after 1.335s
Turns 90 degrees before circling
Frost Twirl
100
Red Down Arrow Slowed for 3.4s
0
0
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Lifetime: 3s
Frost Missile
100
7.5
25.46
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Acceleration: -10 tiles/sec2 after 0.1s
Min. Speed: 3
Blue Shard
250
5.5
33
From Ice Spheres
Piercing Shots hit multiple targets

Attacks (Fire Portals)

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Flame Explosion
130
Skull Sick for 2.6s
Blood Drop Bleeding for 2.6s
1.5
49.63
Piercing Shots hit multiple targets
Acceleration: -4 tiles/sec2 after 1.4s
Max. Speed: 8
Flame Burst
120
Skull Sick for 2.6s
Blood Drop Bleeding for 2.6s
3.5
24.5
Piercing Shots hit multiple targets
Flame Burst
240
Skull Sick for 2.6s
Blood Drop Bleeding for 2.6s
4
15.2
Piercing Shots hit multiple targets
Flame Burst
240
Skull Sick for 2.6s
Blood Drop Bleeding for 2.6s
3
3.9
Piercing Shots hit multiple targets

Attacks (Ice Portals)

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Frost Burst
170
Red Down Arrow Slowed for 4s
4
4.4
Piercing Shots hit multiple targets
Frost Explosion
160
Darkness Orb Darkness for 4s
3
21
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Ball of Substantial Hurt
250
4
12
Piercing Shots hit multiple targets
Amplitude: 5
Frequency: 0.5
Frost Twirl
185
4
?
Piercing Shots hit multiple targets
Turning: 60 degrees/sec
Frost Twirl
185
3.5
?
Piercing Shots hit multiple targets
Turning: 60 degrees/sec
Frost Twirl
185
3
?
Piercing Shots hit multiple targets
Turning: 60 degrees/sec
Frost Missile
105
Silenced Silenced for 3.8s
7.5
28.46
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Acceleration: -10 tiles/sec2 after 0.1s
Min. Speed: 3
Frost Explosion
145
Silenced Silenced for 3.8s
2
20
Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Frost Magic
150
Pet Stasis Pet Stasis for 5s
2.5
7.5
Piercing Shots hit multiple targets
Boomerang Shots boomerang
Faces Direction
Light Blue AoE
160
Silenced Silenced for 2s
Radius: 1

Behavior

The Twilight Archmage is found in a dormant puddle-like state in the center of a large carpeted room in the center of the Castle, standing atop a platform surrounded by four walkways to make up a larger platform. The larger platform’s quadrants will have invincible Magi-Generators on them, three of which must be activated by carrying Untempered Magic from 3 of the 4 castle wings to them. When 3 Generators are activated, he will fully appear, provide a taunt, and seal off the edges of his boss room before starting the fight.
“Eheh…heh…eheheheheh! Oh, it must have taken you quite some power to bring me back here!”
“But if you got yourself here…then that spiteful doorman has dropped his post! SPLENDID!”
“Yes yes, that is just grand! Allow me to show my thanks. After all, you’ve already brought me the tools.”

Afterwards, the Archmage teleports all players within all the castle wings to the carpeted room he’s in, beginning the fight. He will also despawn all Accursed graves and enemies within a large radius.

Phase 1

Taunts: “Ahhhhh yes…let’s see what fate chose for you.”
“Stay put now, you’ll love this next spell!”
“Now, what shall I conjure up with this?”
“Eeeheheheheh! It has been too long since I’ve felt this!”
“You’ll find that it was…unwise…to wake me.”
“Ohh yes, this will more than suffice.”
“Hmm, how best to end this…”
“Yesss…more, MORE!”

The Twilight Archmage raises his orb and draws power from the three generators around him. Each of the three generators will be orange or blue at random, representing fire or ice, and each one will randomize when the Archmage starts charging an attack. Depending on which element holds a majority, the Archmage will launch a fire attack or an ice attack, signified by his orb glowing the respective color. He will remain still for all of his attacks, and will only be vulnerable while one is in progress.

After a charging period, he will choose from one of 4 possible attacks for each element, with each one having its own unique incantation that can help predict it. Two of these are “regular” attacks, but if all three generators choose the same element, he will instead use one of two stronger “Nuke” attacks that have the Archmage spread his arms and elevate his orb as an additional telegraph. Each attack is time-based, with the Archmage immediately charging up another once one finishes; alternatively, he will prematurely end the attack and choose another if he takes excessive damage (roughly 10% of his max HP). If the Archmage uses an elemental attack once, he will always use the other available one the next time he gets the same element and attack type.

All portals summoned in these attacks are invincible and disappear either on contact with a surface or after the attack ends.

Fire Attacks

Fire Attack 1

Taunt: “Firos Xiflis’TOh Dristatiks Quantinoftus!”
The Archmage summons five Fire Portals rotating along the room’s edges that shoot streams of fire shots inwards to form a 5-armed clockwise spiral. The Archmage himself will periodically fire two 6-shot rings of flame vortexes that inflict Sick and Bleeding, while also throwing out Fire Bombs in rings of 8, which detonate into short-range explosions after a brief fuse time. The Fire Bombs are thrown at close, medium, and far distances on a cycle.

Fire Attack 2

Taunt: “Firos Xiflis’TOh Gantsualo Quantinoftus!”
The Archmage summons three fire portals that rotate clockwise closer to him, periodically pulsing rings of accelerating fire waves and regular small fire blasts. He will also be sporadically launching Fire Bombs randomly all over the arena while targeting the nearest player with a small shotgun of flaming blasts.

Fire Nuke 1

Taunt: “Firos Xiflis’TOh Wavunwavun Quantinoftus!”
The Archmage releases a chaotic barrage of small fireballs in all directions, which follow turning trajectories. He will also be firing periodic 3-way flame vortexes and summoning 3-shot “rows” of Slowing blue spinners from the walls of the arena, and there will also be 8 invincible fire portals rotating counterclockwise around the arena, pulsing short-ranged fire shots.

Fire Nuke 2

Taunt: “Firos Xiflis’TOh Pridigioc Quantinoftus!”
The Archmage fires two streams of fire waves along the horizontal or vertical axis and summons Slowing blue spinners from the outsides of the arena, as 8 fire portals rotate counterclockwise on the edges of the arena and pulse short-ranged fire bursts to trap players within them. Dense rows of Armor Piercing fire waves then fly across the arena from both sides (matching the two sides that his initial streams were pointed towards), which have gaps to dodge through. These rows alternate between coming from either side and perfectly cover each other’s safe spots, forcing players to weave between the alternating “walls” of shots. The bullet rows will terminate with the Archmage throwing out a large number of Fire Bombs around him. This attack will alternate between firing along the horizontal and vertical directions, or vice versa.

Ice Attacks

Ice Attack 1

Taunt: “Toahc Xifls’ToH Rigroatah Qualtinoc!”
The Archmage starts summoning ice portals in groups of 2 or 4, which fly out in opposite directions while periodically firing 4-way shotguns of Armor Piercing ice waves along the cardinal or diagonal directions. The Archmage himself will periodically fire three faster rings of Silencing icy twirls that rotate in opposite directions.

Ice Attack 2

Taunt: “Toahc Xifls’ToH Puroktis Qualtinoc!”
The Archmage summons a large number of ice portals that start off in a cross shape, but start rotating in alternating directions to form a dense network. The portals will pulse Silencing AoE attacks and periodically fire small bolts and more damaging frost waves in two directions, both of which pierce armor and Silence; the outer portals will fire them in 4 directions instead. The Archmage himself will be periodically firing slow blue stars in random directions.

Ice Nuke 1

Taunt: “Toahc Xifls’ToH Nohsdrol Qualtinoc!”
The Archmage traps all players inside a ring of stationary icy spinners while maintaining a second ring near him, made of three clockwise-rotating “streaks” of spinners. Six ice portals along the room’s edges rotate counterclockwise, firing short-ranged ice blasts in all directions while firing single accelerating purple spinners in unison to create converging rings of shots. The Archmage himself will rapidly fire various “beams” of shots in multiple directions: one type made of an ice wave and several small bolts, and the other made of a larger ice wave and several ice blasts. These beams of shots can be fired in 3, 6, and 8 directions at once.

Ice Nuke 2

Taunt: “Toahc Xifls’ToH Merilmeril Qualtinoc!”
The Archmage summons 6 ice portals that pulse AoE attacks while firing slow clusters of icy twirls aimed at the player, alternating between rotating counterclockwise around the edges of the room and rotating clockwise near the center. The Archmage will also be spawning special invincible Ice Spheres around the map, which grow in size before exploding into directed shotguns of icicles.

Phase 2

Taunt: “Oooh, admirable indeed! You’ve put up more fight than those pompous lords ever did. Let’s put that to good use…”
“BEHOLD! Your new place in my king’s forces!”

At 70% HP, the Archmage goes invulnerable and the screen darkens as the three Magi-Generators around him become vulnerable (but retain their previous colors), attacking with rings of purple spinners that fly in an overlapping pattern. Until one of the generators is defeated, all players will be permanently inflicted with Sick and Bleeding, putting a soft time limit on the phase.

Whichever of the generators was destroyed will retreat into the ground and become sealed, locking in whichever element it had before and rendering it unable to be changed during the Archmage’s attack selection sequence (eg. if the generator was sealed in a fire state, it will then always contribute one fire element during the attack selection for the remainder of the fight). This allows players to slightly influence which element will have a majority, and thus which attacks the Archmage is more likely to use (as well as completely preventing Nuke attacks of one element from occurring).

After one generator has been sealed, the others go invulnerable and the Archmage proceeds to his next phase with a taunt.
“Ehehehhh…huh?”
“You…you impetuous oaf, you sealed the generator! Fine then, let us do this the slow way…”

Phase 3

Taunt: “Inferno, incinerate them!” / “Freeze the life from our guests, Blizzard!”
The Archmage resumes attacking, but during every attack after this point, the Archmage will summon either Inferno or Blizzard, depending on the element of the attack. The bird can’t attack and will either circle the room, circle the Generators while periodically flying between them, idle near a random Generator, or traverse the four walkways depending on the pattern; if a Nuke attack is currently occuring, the bird will also be Armored. The birds are marked by either an orange or blue dot on the minimap.

While Inferno or Blizzard are alive, the Archmage cannot be harmed. Instead of attacking him normally, players will have to seek out and defeat the bird; this will cause the Archmage to stagger, stopping his attack and opening him up to damage for a lengthy period. However, the bird will also regenerate, go invulnerable, and defend its master while he’s staggered, forcing players to avoid the circling bird while piling damage onto the Archmage. Blizzard attacks with 4-way streams of ice blasts and shotguns of ice waves, while Inferno attacks with dense shotguns of fireballs and fire waves fired in opposite directions. Both birds will aim their attacks at the Archmage himself.
“…”
If excessive damage is dealt in the stagger (~10-15% of his max HP) or he is pushed to a phase transition threshold, the Archmage will prematurely recover.

Inferno and Blizzard respawn every time the Archmage chooses a new attack pattern, meaning that players will have to kill the active bird once per attack in order to deal damage to the boss. If he uses two of the same elemental attack in a row, damage dealt to the bird carries over to the next attack if players failed to kill it in the last attack.

Phase 4

Taunt: “Hmph, you would have made a more competent force than the royal guard!”
But it’s never too late to change that, wouldn’t you say?”

At 40% HP, the Archmage repeats Phase 2, but also summons the elemental bird present in the last phase, which remains invulnerable and circles the map while firing alongside the Generators while firing. Like before, sealing a generator will end the phase; in particular, sealing one generator from each element will completely stop all Nuke attacks from occurring.
“You really are dragging this out, you know. So much for making it painless! Eheheeeeh!”

Phase 5

Taunt: “Inferno, Blizzard, to me!”
The Archmage keeps the bird summoned in the previous phase and summons the other one as well, resulting in them both being active at once. He resumes his attack pattern with both of the birds, meaning that for every attack, both Inferno and Blizzard must be downed to stagger him. Both birds will also defend him when he’s staggered. Note, however, that whichever bird has the elemental disadvantage (ie. is the opposite element as the attack the Archmage is currently using) will be Exposed for the entire phase, making them weaker; if the Archmage is using a Nuke attack (causing the bird matching its element to become Armored), then the weakened bird will become Armor Broken instead.

If players fail to kill the birds before the Archmage’s attack naturally ends, all damage dealt to them is carried over to the next phase. However, if a bird is killed and players fail to kill the other one in time, the survivor will have its damage carry over, but the killed bird will respawn with full HP.

Phase 6

Taunt: “You have far overstayed your welcome! My master can wait no longer…”
“My lord, these souls are yours to reap! COME TO ME!”

At 10% HP, the last Magi-Generator goes vulnerable and the Archmage repeats Phase 2/4, but this time both Inferno and Blizzard will be active to provide supporting fire while invulnerable. Once the last Generator is sealed, the Archmage proceeds with the fight.
“NO!”

Phase 7

Taunt: “I leave the rest to you, my undying hosts. Time is short!”
The Archmage heals to 20% HP, goes invulnerable, raises his orb, and starts channeling as his eyes glow both red and blue. The two birds will attend him and use one of two attack patterns depending on how many Generators of each type were locked in, during which one bird will be invulnerable and the other must be killed to dispel the invulnerability.

  • If two or more ice Generators were locked in, Inferno becomes vulnerable. Blizzard circles the Archmage closely, firing 8-way “chains” of ice shots, while Inferno circles the outer perimeter with dense rings of small fireballs, occasionally wandering into the center of the room while firing rings of larger fireballs and pulses of short ranged fire waves. When Inferno is downed, Blizzard will Armor itself, go vulnerable and start chasing players with 3-way shotguns of shot chains, while periodically stopping to unleash a spiralling barrage of ice twirls.
  • If two or more fire Generators were locked in, Blizzard becomes vulnerable. Inferno circles the Archmage closely, firing extremely wide multilayered shotguns of armor piercing fire blasts at the player. Blizzard chases players, firing wavy bolts and periodic ice twirls to its sides, aimed shotguns of ice blasts, and rings of icy spinners. When Blizzard is downed, Inferno will Armor itself, go vulnerable and start throwing Fire Bombs in a spiral pattern across the entire arena alongside its regular attack.

Both birds must be defeated to make the Archmage vulnerable.

Phase 8

Taunt: “That’s IT! You brought this fate upon yourselves!”
The Twilight Archmage launches one of two “Finale” desperation attacks, selected depending on which bird was the last one slain in the previous phase, and thus which element the Generators hold a majority of:

Fire Finale

The Archmage divides the room vertically with a line of fire waves as 8 fire portals rotate counterclockwise around the edges of the room, firing short-ranged shots to make staying at the edges fatal. Each of the lines of fire waves then splits into a large number of smaller segments which start traveling around the room in circular patterns, with each segment circling at a different distance from the middle, forming a dense network of rotating shots that players must weave through. The Archmage will also periodically be throwing Fire Bombs, and will also pulse with short-ranged fire waves.

Ice Finale

The Archmage spawns eight ice portals that rotate counterclockwise around the perimeter, firing an extremely dense, randomized barrage of ice twirls and icy vortexes inwards. The portals also fire out spreads of ice bolts behind them to stop players from hiding behind them. The Archmage himself will also be periodically launching Ice Spheres that explode into directed spreads of ice shards shortly upon landing. He will be Armored for the first few seconds of the phase.

Death

When the Archmage is defeated, he will crumple over and stop attacking. He looks up in horror as his orb turns into a dark purple vortex, sucking him into it and sending him to an uncertain fate as his loot drops where he used to stand and the way to the Grand Hall opens.
“Im…impossible.”
“…? What is…no, it’s too soon!”
“Wait, there’s still time! I JUST NEED MORE POWER! WAIT!”

Reproduction

Defended by:
Magi-Generator Magi-Generator x3

Summons:
Inferno Inferno
Blizzard Blizzard
Fire Bomb Fire Bomb
Ice Sphere Ice Sphere (invincible, unique variant)
Fire Portal Fire Portal (invincible, number varies)
Ice Portal Ice Portal (invincible, number varies)

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Drops

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Tips and Strategies

TBA

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History

Until Patch X.32.4.1 (Jan 2020), the Twilight Archmage spawned a Test Chest which, when destroyed, provided a chance at loot. The chest has since been removed and any loot will drop directly from the boss upon its death.

Before Exalt Version 2.0.2.0 (Aug 2021), the Twilight Archmage had a vastly different fight and the following sprite:
Twilight Archmage (old)

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