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Possible Lair Mechanics

Kyle J. Kemp edited this page Sep 20, 2018 · 21 revisions

This page exists to outline the possibly wacky lair mechanics that could exist.

  • Goblin King: You get stripped of all gold entering the lair. You must kill trash and transmute the gear it drops to get gold on the ground, or else you can't damage the boss. Possible forms of transmute include a transmute gem in your weapon, a transmute ring, or having a mage/thief. Possibly, a certain % of tiles in the lair need to have gold on them for him to be able to take damage. He will run around and pick up the gold, too. Boss is a thief, and is always hidden (and totally unseeable) until you get a certain amount or % of gold on the ground. He will reveal himself when there is enough for him to justify coming out. He could start with 10000 stealth, and lose 500 (via a debuff) for every X gold he picks up. Debuff refreshes and gains in potency (stacks) every time he picks up gold. Transmute highly recommended.

  • Unknown: Protect NPCs during the fight. X NPCs spawn during the fight, and your reward scales based on how well you do at keeping them alive. Slow-moving assassins will home in on the NPCs and do X% of their health in one hit. They may also use debuffs like poison, disease, and need to be healed. Possibly, this would take place in a town and you're under siege. You could build turrets or something.

  • Unknown: You must have X people standing on different tiles to "dispel" some effect on the enemy. Further iterations of this mechanic could make it so you have to move around periodically or take a lot of damage. Possibly, it could involve a rotating cast of fire and if you are on the same tile as the fire, you get scorched.

  • Hydra(?): You must kill the first one within X minutes. After X minutes is up (or the creature dies) a second one spawns, with the same stipulation. This goes until the 5th one dies. Once the 5th one spawns, it will have a similar debuff with a warning - a 6th hydra will spawn at the end which is twice as strong as the previous 5. Falling behind means death. Each hydra does a different elemental damage attack which solely composes their damage. Ice will be accompanied by chill, fire by burn. Energy and necrotic do not have a buildup and physical would be first (or last). The final Hydra can do any of these attacks per round. Hydras can get a buff to do more damage the longer they're alive.

  • Unknown: Escort a creature through a dungeon (which spawns extra stuff along the way). It becomes the boss.

  • Unknown: The boss is a small area that has rifts that spawn. These rifts can be closed, meaning they won't spawn creatures, but some rifts ("big rift"?) will always spawn X creatures (and maybe bosses). The point of the event is to close all of the rifts.

  • Unknown: The boss is a liquid that breaks off every so often into tiny minions, 1 per 5%. Every minion you kill drops the boss health 5%. Probably have to hit him X times to make him split or something.

  • GW2 bosses have fun mechanics that can be twisted around a bit.

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