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| caption = Death
 
| caption = Death
 
| species = Unknown
 
| species = Unknown
| image = [[File:Death(Boss).PNG|250px]]
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| image = [[File:Death(Boss).png|250px]]
 
| level = 150
 
| level = 150
 
| quest = [[Tower of Ascension]]
 
| quest = [[Tower of Ascension]]

Revision as of 05:08, 6 September 2019

Death
File:Death(Boss).png
Species Unknown
Level 150
Health 350000
Quest Tower of Ascension
Special Drops Crystal Shard [Floor 7 - Level 10]
Elemental Effects
Earth Damage, Defense
Thunder Damage, Defense
Water Weakness
Fire Weakness
Air Damage, Defense


Death is the final and seventh boss of the Tower of Ascension, and is found at the top of Floor 7. It is a level 150 mob, attacking at medium range with scythe-like projectiles. Additionally, Death possesses a multihit and knockback spell. When killed, it drops the "Crystal Shard [Floor 7 - Level 10]", given to the Floor Master to end the quest. According to Doctor Legendary, the boss is not actually Death, but an impostor, though the player meets Death himself in the quest Beyond the Grave.

Appearance

Death is a skeletal figure with pitch black clothing, and two red eyes covered by a grayish hood. It wields a black and white scythe with a skull near the base of the blade, and its projectiles appear as stone hoes. Black particle effects appear for its knockback and multihit spells.

Location

Death is found at the top of Floor 7 of the Tower of Ascension.

Combat

Death utilizes a projectile strategy seen in other ToA bosses, however his damage, health and spells are all vastly increased in power; his large health pool of 350,000 will prove tough, and his multihit deals upwards of 10k damage if all hits connect. Additionally, four bosses from previous levels spawn in addition to Death throughout the fight - if one is killed, another will spawn to a maximum of four. These bosses include Snow Bear, Argaddon, Witch-Doctor, Guardian (Boss), Chained Beast, and Alkevo. They spawn at their typical statline with no buffs or debuffs. Players should try to keep weaker bosses such as Snow Bear alive as to lessen the threat. These factors make teaming up with another player a highly viable strategy, and partnering up with at least one other adventurer is highly recommended.

Death itself attacks at medium range with scythe-like projectiles, in similar vein to Witch-Doctor. These projectiles can be strafed at medium-close range, however players should be extremely cautious of Death's multihit attack. It is weak against Fire and Water elements; building around these elements is recommended. Additionally, investing into Air/Thunder/Earth Defense should be a priority.

  • For mages, circle-strafing Death and keeping the other bosses at bay works very well - healing interchanged with meteors while staying just out of the multihit's range will make the fight much easier. If this does not work, try to limit bosses with Ice Snake and utilize healing to persevere. Note that Death's naturally high regeneration rate may outplace a defensive mage's damage, and thus their build may need to be changed.
  • For warriors, this will be a very tough fight; Death is very strong at melee range with his multihit and projectile, making direct confrontation difficult. Charging out of the multihit is a viable strategy, and ensuring the boss is suppressed somehow is critical. Either way, try to avoid one-on-one combat with Death.
  • Archers have the options of fighting medium-close range (outranging the multihit and strafing the projectiles) for high damage or long range for low risk. Either way, the other bosses present in the arena will make this fight tough. Be wary of the surroundings and try to avoid Death where possible.
  • Assassins should be making good use of blinding Spin Attacks and Choke Smoke Bombs, as they will greatly assist in slowing the other bosses and disabling Death. Forcing Death into a corner with multihits is not a terrible idea, however one should be wary of Death's multihit in response. Otherwise, remember to use Vanish to recuperate (though remember that other bosses spawn, making a moment of respite difficult to find.)