github Lattymoy/daggerfall-js-source app-v0.1.10133
Update 0.0.281

2 hours ago

Patch Notes: Dagon's Breach - Portents

Portents

Some nights Dagon's Breach holds more than the Warden. A portent is a third kind of mark beside his aspect and his trials, and it is always announced: in the chat with his marks, on the map's card, on the marks card, and in the Discord omen post. About two breaches in five carry one, and never two breaches in a row. A Legion-Lord night never does.

  • The Vanguard - His vanguard holds the approach. You arrive on a platform out in the fire, with the Warden in sight across it.
  • The Sundering - He tears in two at the second phase.
  • The Captive - A knight of the Covenant lies chained in the Pen.
  • The Dire Breach - Dagon's Breach runs deep. The Vanguard and the Sundering on the same night.

The Vanguard

On a Vanguard night you arrive on the Bridgehead, a platform out in the fire, with the Warden waiting in his court across it. He won't wake until his vanguard is broken.

  • 6 seconds after the first fighter lands, the first wave rises from the fire. Each next wave comes when a quarter or fewer of the last still stand, or after 30 seconds. Clear the Bridgehead's 3 waves and a walkway rises to the Muster. Its third wave brings the Markynaz, the Warden's lieutenant. He calls Imps out of the fire every 15 seconds. When he falls his Imps crumble with him; bring down whatever else stands and the way to the Warden opens.
  • New foes: the Brute (a Daedroth that smashes the ground around it), the Caster (it keeps its distance and throws bolts of the Warden's element at your feet) and the Markynaz (a Daedra Lord whose Rend hits hard and wide).
  • The waves are sized to how many of you stand on the platform, so a full court breaks them in about the same time as a few. The Warden himself has less health on a Vanguard night, so the night takes no longer than a plain one.
  • Stall too long (4 minutes) and the Warden tires of waiting: his meteors start falling on the platforms (twice each, if he is Echoing).
  • The Warden's bar shows where you are: The Vanguard - Bridgehead, wave 2 of 3.

The Sundering

On a Sundering night Valkynaz Ruhn doesn't bound to the Burning Court at his second phase. He leaps to his court's heart and calls the Sundering (step out of its 8 m disc), then tears himself in two: Ruhn's Blade, his body, and Ruhn's Flame, his aspect's fire made flesh (Ruhn's Rime, Storm or Venom under his other aspects: an Atronach of fire, ice, iron or flesh).

  • With 4 or more of you in the fight, the Blade bounds to the Burning Court and the Flame to the third court over the Rift Way, a new walkway. Split up and take both. With fewer, both fight you side by side in the Burning Court.
  • The Blade keeps his steel (Cleave, Ground Slam, Charge, Leap, Chains). The Flame keeps his fire (Hellfire, Meteor, Flame Nova, Dagon's Brand).
  • Each half has its own health, shown on its own track under his bar. Bring one down and it kneels for 20 seconds. Bring the other down before it rises, or the first gets back up. It rises with as much health as the other half has left, so the two are even for the next try.
  • A half left with nobody in its court for 10 seconds starts to mend (its track says Alone).
  • Both down together and the halves rejoin in the first court (keep off its heart: the Rejoining is a 9 m disc). Run back: his last stand as Dagon's Champion is fought there.

The Warden's new arsenal

Valkynaz Ruhn has 6 new attacks. He cannot use one again for a while after it lands, and none comes in the first seconds after he wakes.

  • Chains of the Warden - a burning chain to one fighter near him. Be more than 16 m from him when it lands or you're dragged to his feet, and a Ground Slam follows.
  • Dagon's Brand - rings under up to 3 fighters. When it lands, each ring bursts on everyone else near it. Branded fighters: get away from the group.
  • Shared Torment - a gold ring under one fighter. Its blow is split between everyone standing in it, so gather on them. It only comes when 3 or more of you stand before him.
  • Scything Wheel - 2 blades turn around him for 6 seconds. Stay ahead of them, or out of reach.
  • The Burning Gaze - nothing on the ground. If you're looking at him when it lands, it hits and blinds you. Look away.
  • The Unmaking - half his court's wedges burn, then the other half. Step into a dark wedge, then back into one that has already burned.

When one of these is on you, the order shows under your crosshair (Chained! Run from him!, Look away!), with an arrow pointing the way out.

The Captive

On a Captive night a knight of the Covenant (one of 8, drawn by the night: Sir Evrard, Dame Lysandre and others) kneels in chains in the Pen, a platform east of the first court. When the Warden wakes, a walkway rises to it.

  • 2 to 4 gaolers rise as the first of you steps into the Pen, by how many of you are fighting then. They don't move, but they pulse at anyone who comes near.
  • Cut them all down and the knight goes free, standing in gold: The Covenant's ward stands over the court.
  • The next Dagon's Reckoning to land breaks on the ward and hits nobody. Its crystals still shatter for the stun if you break them. If you break a Reckoning before it lands, the ward waits for the next one.
  • The Warden's bar shows Gaolers: 3, then The Covenant's ward until it's used.

What a portent night pays

Beat the Warden on a portent night and your spoils carry one more piece of Magic or better for each portent: one for the Vanguard, one for the Sundering, and one for the Captive if the knight goes free. A Dire Breach pays 2. Each such piece can be socketed, carry a technique or turn Exalted like any other. Your Weir Key chance on a night whose portent pays (a Captive night only if the knight goes free) rises from one in six to one in four.

The Tithe-Imp

About one breach in five, with no warning, a Tithe-Imp bolts from the fire while the Warden is in his first or second phase: a large Imp burning gold, carrying a tithe to its master. It strikes nobody and runs from whoever is nearest, a little slower than you can run, so expect a chase. Catch it within 22 seconds, before he leaves its court, or it dives back into the fire. Everyone who landed a blow on it gets their own tithe: gold by their level and a gem, straight into the pack.

What's Changed

  • WB14: Dagon's Breach - portents, the Vanguard, the Sundering and the Warden's new arsenal by @Lattymoy in #1049

Full Changelog: app-v0.1.10103...app-v0.1.10133

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