Dead King

From the Fear Nightfall wiki · Iron's Spells 'n Spellbooks
The Dead King
The Dead King
ModIron's Spells 'n Spellbooks
TypeBoss
Health500 ♥×250
Attack damage10
Armor15
Speed0.155
Follow range32
Knockback resist.0.8
Flying speed0.325
Size0.9 × 3.5 blocks
XP dropped60
CategoryMonster
IDirons_spellbooks:dead_king

The Dead King is a boss mob added by Iron's Spells 'n Spellbooks. It has 500 health (250 hearts) and fights mainly with spells, switching to a flying second phase at half health. It never generates in a biome. It appears in the Catacombs as a dormant Dead King Corpse, and if a player carries a Dead King Phylactery, the boss can be brought back after it dies. Fear Nightfall places Catacombs closer together than the base mod does, so the boss is more likely to be met in this pack.

Spawning

The Dead King does not spawn naturally. It is created by a Dead King Corpse, a stationary mob that the Catacombs place. A corpse is triggered when a player damages it from within 8 blocks, or when a player right-clicks it. Once triggered, the corpse plays a resurrection animation for 15 seconds (300 ticks), then removes itself and spawns a Dead King at its position with full health. The new boss is set to persist, so it does not despawn.

A Dead King Corpse Spawn Egg places a dormant corpse that must still be triggered the same way. A Dead King Soul that is used with a Dead King Phylactery also places a triggered corpse (see Death and respawning below).

When the boss is created, it counts the players within 60 blocks who are not spectators or in Creative mode. Each extra player adds 40 percent to maximum health, plus an extra 10 percent for each extra player squared. Two players therefore give 120 percent extra health. The count is fixed at spawn.

The Dead King can become ominous when a player with a Trial Omen or Bad Omen effect is within 24 blocks as the boss loads. See the Ominous mode section.

Does not spawn naturally in any biome (see Obtaining/Spawning text).

Behavior

The Dead King has 10 attack damage, 15 armor and a knockback resistance of 0.8. Its movement speed is 0.155 and its follow range is 32 blocks. It is hostile to players, Iron Golems, Villagers, Illagers and the Fire Boss. It is in the #c:bosses tag, so the Tide's Pocket Watch cannot freeze it. It uses the inverted healing and harm rule: healing effects damage it and harm effects heal it.

Each phase uses a fixed set of spell goals. Spells below are cast in repeating volleys, with the interval given in ticks (20 ticks is one second).

First phase (above half health):

  • Wither Skull at spell level 3 to 4, fired in volleys of three every 70 to 140 ticks.
  • Raise Dead at spell level 4, every 400 to 600 ticks.
  • Blood Step at spell level 1, every 100 to 180 ticks.
  • A melee and spell combat goal that chooses from Ray of Siphoning, Blood Slash, Wither Skull, Fang Strike, Poison Arrow, Blight, Acid Orb, Fang Ward and Blood Step. It also has one scheduled Raise Dead cast.

The boss holds a Blood Staff in its offhand, and that item is never dropped from the offhand slot.

Transition at half health: When health falls to half of maximum health, the Dead King stops its actions and becomes invulnerable. Its health is set to exactly half. It plays a fake-death sound and holds a transition animation for 139 ticks (about 7 seconds). When the animation ends, it explodes, damaging living entities within 5 blocks, and becomes vulnerable again.

Final phase (below half health):

  • It flies with gravity disabled, using a flying movement controller.
  • Wither Skull at spell level 5, fired in volleys of four every 60 to 140 ticks.
  • Summon Vex at spell level 2 to 4, every 200 to 400 ticks.
  • Blood Step as before.
  • A combat goal that uses Blaze Storm as a single-use spell.

The health bar shows the second half of the boss's health, so it starts from the transition point and reaches zero at death.

Ominous mode

An ominous Dead King sets its maximum health to 1000 and fills its health to that value. Its attack damage and spell power each grow by 20 percent, its movement and flying speed grow by 10 percent, its summon damage grows by 50 percent, and its armor gains 30 points.

Ominous mode adds two goals in both phases. The Undead Rift summons undead around a target. The Fang Swirl starts every 10 seconds when the boss is not casting. The Root barrage uses spell level 1 every 200 to 400 ticks.

While the boss is ominous, each summon it creates has a chance to receive the Sacrificial Mark effect, which lasts until the summon dies. The chance starts at 20 percent when the boss is at full health and rises to 75 percent as it nears death. The level of the effect rises with the same value.

Ominous kills also roll ominous loot tables. See Drops.

Death and respawning

The Dead King dies 20 ticks after its health reaches zero. A boss that was created from a corpse keeps the position of that corpse as its spawn position. At death it releases a Dead King Soul at its centre. The soul drifts toward the spawn position at 0.12 blocks per tick. When it arrives, a player who right-clicks it while holding a Dead King Phylactery uses one phylactery (unless the player has infinite materials). The soul is removed, and a new Dead King Corpse is placed and triggered at the soul's position. The boss returns after the usual 15-second resurrection.

Anti-magic effects remove a Dead King Soul. A Dead King with no spawn position, for example one created by a command, releases no soul.

Drops

The standard loot table gives Arcane Essence, 28 to 45 pieces with Looting. The Blood Staff and the Necronomicon each drop only when a player kills the boss, with a chance that Looting increases. Ominous kills also roll ominous loot tables, and each participating player rolls a separate per-player table.

The Dead King

ItemAmountConditions
Arcane Essencex28.0-45.0 +looting bonus
The Blood Staffkilled_by_player, random_chance_with_enchanted_bonus
Necronomiconkilled_by_player, random_chance_with_enchanted_bonus

Skeleton

No item drops.

Variants

The page covers three related entities. The Dead King is the boss described above. The Dead King Corpse is the dormant form that starts the fight. It resets its health to full every tick and ignores ordinary damage. Damage that bypasses invulnerability removes it. The Dead King Soul is the respawn marker described in the death section. It is removed by anti-magic effects.

MobHealthDamageArmorSpeedSizeType
The Dead King500.010.015.00.1550.9×3.5Boss
Skeleton500.010.015.00.1551.5×0.95Boss

The Dead King Phylactery Shard is an uncommon material that stacks to 64. It is found in the Catacombs' Dead King vault chest, where it is rolled in every chest. Eight shards and a Soul Lantern, placed in a crafting grid, make one Dead King Phylactery. The phylactery is uncommon, stacks to 64 and is fire resistant. Its only use is to respawn the Dead King from its soul.

Tips

Healing potions and healing spells damage the Dead King, and harm effects heal it. Plan the fight around that rule before bringing potions.

In the first phase the boss attacks from range with Wither Skull volleys, so keep moving rather than standing in a straight line with it. Expect the explosion when the boss reaches half health, and move away from it before the threshold is reached, since the blast covers 5 blocks.

An ominous fight is much harder. The boss gains health and damage, the Undead Rift and Fang Swirl add pressure, and summons may carry the Sacrificial Mark. Avoid triggering the mode with a Bad Omen unless the group is prepared for it.