Shadowlands: Difference between revisions
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{{NPCInfobox | {{NPCInfobox | ||
| title = Corrupted Prowler | | title = Corrupted Prowler | ||
| image = | | image = 3DCorruptedProwler.png | ||
| Attack = Punches the player in a 3-hit combo. | | Attack = Punches the player in a 3-hit combo. | ||
| Health = 176 | | Health = 176 | ||
Revision as of 16:08, 28 October 2025
General Biome Information
The Shadowlands is the most dangerous biomes found within Telos Realms. Unlike other biomes, it is not classified under any biome category, allowing it to stand alone as a separate region in the realm, shrouded in mystery. The area is consumed by darkness, where visibility is low and danger is around every corner.
The biome is home to four bosses; Reaper, Warden, Herald, and Defender; each guarding their own respective section of the biome. Certain mobs that spawn in the Shadowlands have a chance to drop a dungeon portal, such as the Dreadwood Thicket.
The entrance to the Shadowlands can only be found at the centre of the realm, where a guard will be protecting the entry point and restricting who may enter.
Biome Mechanics
Unlike all other biomes, entry into this biome is restricted, requiring players to be at least Level 20 and have 62+ Tier Points.
[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Shadowlands LOG:
[Transmission Received]
The air reeks of rot here. The sun dares not peek over the horizon, for it fears the indescribable horrors lurking in the shadows.
The legion that swore to protect this valley has been reduced to twisted monstrosities that mindlessly roam this wasteland. Killing these mobs will accumulate points.
Accumulating 200 points in one of three specific regions will spawn its respective Fallen Hero.
Upon defeating any shadowlands miniboss, a point will be granted towards the spawning of the Defender.
A strange barrier seem to repel any attack made upon the Fallen Heroes, only yielding to weapons imbued with shadow. This is tracked through Shadow Points, which will accumulate up to a max of 40 upon killing Shadowland mobs. Shadow points will dissipate every 30 seconds and a minimum of 25 are required in order to damage the minibosses, however, The Defender oddly does not require a minimum amount of shadow points to kill.
Sylvaris from the Dreadwood Thicket will provide a point towards the Defender and give 50 points towards spawning each miniboss. It will also give 20 shadow points.
...
That's a lot to process isn't it? I wish you success, I really do.
I hope this works...
[Transmission Ended] ] BYPASS STATE: {{{3}}}
Biome Enemies




Biome Bosses
Reaper
Fallen Hero

Commander of the Cutthroat Cohort, the Reaper was a silent killing machine. Their resolve was a value they lived by after training with Raphael. Despite this, their focus was broken as they gazed into the hauntingly hollow eyes of the Sanguine Lord, leaving only fear as they were cut down.
Boss Behaviour
(Arena Hazard) | The Reaper's mere presence allows devastating maelstroms to form around the arena, starting cyan and harmless before turning purple and dealing continuous damage while within it.
(Attack 1) | The Reaper walks towards the player, sending out two slow slash projectiles before spinning and sending out a ring of slashes in all directions.
(Attack 2) | The Reaper sends forwards a narrow shockwave that inflicts burning on players caught within.
(Attack 3) | The Reaper leaps into the air before slamming their scythe into the ground, launching players into the air and dealing massive damage.
(Attack 4) | The Reaper channels their energy before dashing forwards and sending out bursts of energy in all directions.
(Attack 5) | The Reaper slams their scythe into the ground, sending out four tombstones in a cross pattern that radiate smaller slash projectiles.
100% to 0% (Phase 1) | The Reaper cycles through their main attacks listed above in order to damage the player.
[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Reaper LOG: ???] BYPASS STATE: {{{3}}}
Warden
Fallen Hero


Commander of the Vanguard Cohort, the Warden was known as a steadfast and kind individual. They found the most joy in teaching and raising newer soldiers to eventually join the legion; a trait passed on by their master Raphael. Alas, in their haste to guide others, they never saw the Sanguine Lord approaching.
Boss Behaviour
(Attack 1) | The Warden moves toward the player, sending out slow moving slashes that deal damage on contact.
(Attack 2) | The Warden channels their energy, then performs a spinning slash across a wide area, releasing three spiked disks in a shotgun pattern that bounce on the arena's walls.
(Attack 3) | The Warden thrusts their halberd forward in a piercing jab, dealing heavy knockback and damage to any player caught by it. This attack also releases three spiked disks in a shotgun pattern that bounce around the arena.
(Attack 4) | The Warden slams their halberd into the ground, launching nearby players into the air and firing four spiked disks in a cross shaped pattern that rebound off of the arena's walls.
(Attack 5) | The Warden leaps high into the air before crashing down, creating a shockwave that launches players upward and sending four spiked disks in a cross pattern.
100% to 0% (Phase 1) | The Warden cycles through their main attacks listed above in order to damage the player.
[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Warden LOG: ???] BYPASS STATE: {{{3}}}
Herald
Fallen Hero

Commander of the Scout Cohort, the Herald gained their title for their willingness to venture into dangerous territory. They were thus celebrated for their brave and unyielding nature, traits passed on by their teacher Raphael. Ironically, the Herald fell to the Sanguine Lord before they were able to warn the legion of their impending doom.
Boss Behaviour
(Arena Hazard) | The Herald periodically calls upon a rain of fire. Each impact deals damage in a small area, which is indicated by yellow lights on the arena floor.
(Attack 1) | The Herald fires a projectile that fissures the ground, dealing damage to any player caught in its path.
(Attack 2) | The Herald unleashes a carpet of fire that moves forward, burning and damaging players.
(Attack 3) | The Herald moves toward the player while releasing slow moving slashes, dealing contact damage.
(Attack 4) | The Herald spins, firing red projectiles outward in all directions, each dealing damage on contact.
(Attack 5) | The Herald spins, releasing yellow projectiles that travel outward before returning back as slashes when reaching their maximum range.
100% to 0% (Phase 1) | The Herald cycles through their main attacks listed above in order to damage the player.
[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Herald LOG: ???] BYPASS STATE: {{{3}}}
Defender
Guardian of the Province

The legendary praetor of the legion and successor to Raphael upon his departure. Despite this, he was never a match for the Sanguine Lord and perished as the last bastion of the valley. Although this entity is that of the same as other possessed armors, the Celestials recognized that the previous owner and grade of this armor was superior, selecting it as the dark knight of the Celestial Province.
Boss Behaviour
(Arena Hazard) | The Defender periodically marks a quadrant of the arena as safe. After a short delay, any players outside the marked zone are inflicted with heavy damage and Blindness.
(Set 1, Attack 1) | The Defender targets a player and runs toward them, leaving a trail of fire behind them.
(Set 1, Attack 2) | The Defender leaps into the air, spinning before crashing down into the ground and releasing a powerful shockwave that deals massive damage to any player nearby.
(Set 1, Attack 3) | The Defender jumps upward and slashes their blade upon landing, sending out a projectile that burns the summons fire behind it as it moves. When the projectile reaches its maximum range or impacts with a wall or player, it summons a cross of fire.
(Set 1, Attack 4) | The Defender slams their sword into the ground, creating a cross pattern of fire and a shockwave that damages players nearby.
(Set 1, Attack 5) | The Defender leaps onto a player, dealing heavy damage, launching them into the air, and inflicting Slowness.
(Set 1, Attack 6) | The Defender fires two magic projectiles followed by a final shot that summons fire as it moves. Upon impact with a wall or player, or when it reaches its limit, it spawns a cross of fire.
(Set 2, Attack 1) | The Defender conjures and releases a fast-moving vertical slash toward their target, dealing precision damage.
(Set 2, Attack 2) | The Defender unleashes three consecutive slashes toward the targeted player, each hit dealing burning damage in addition to its direct strike.
100% to 50% (Phase 1) | The Defender cycles through their first set of attacks in order to damage the player.
50% to 0% (Phase 2) | The Defender exalts themselves. They now cycle between both sets of attacks in order to damage the player.
[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Defender LOG: ???] BYPASS STATE: {{{3}}}



