Echo of Tyros

From the Fear Nightfall wiki · Iron's Spells 'n Spellbooks
Echo of Tyros, First Flamebearer
Echo of Tyros, First Flamebearer
ModIron's Spells 'n Spellbooks
TypeBoss
Health1000 ♥×500
Attack damage10
Armor15
Speed0.21
Follow range48
Knockback resist.0.8
Size0.85 × 2.1 blocks
XP dropped25
Fire immuneYes
CategoryMonster
IDirons_spellbooks:fire_boss

The Echo of Tyros (full in-game name: Echo of Tyros, First Flamebearer) is a fire-aspected boss added by Iron's Spells 'n' Spellbooks. It is a spellcasting melee fighter with stance breaks at 75% and 33% of its health, a fire-based half-health attack and a Soul Mode that it enters at its second stance break.

The boss never appears naturally. A player summons it with the Cinderous Soulcaller at a Cinderous Soul Rune keystone, so every fight is a deliberate choice.

The boss is fire immune. Its melee hits set the target on fire for 2 seconds.

Spawning

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

The Echo of Tyros has no natural spawn entries. It is summoned by using a Cinderous Soulcaller in the arena.

Summoning requirements:

  • The player must be within 22 blocks of a Cinderous Soul Rune block, the arena keystone.
  • The player must stand at or above the keystone's height minus 2 blocks.
  • No Echo of Tyros may already be within an 80 × 80 × 80 block box centered on the keystone.
  • Using the item puts it on a 4-second cooldown. Outside creative mode, a successful summon consumes one Cinderous Soulcaller. A failed attempt plays a failure sound and consumes nothing.

When summoned, the boss goes through a spawn sequence lasting about 8.75 seconds, after a 2-second delay. When the sequence ends, two Ancient Knights spawn on either side of the boss. The boss's health is set to its maximum at spawn.

The fight scales with the number of players near the summon. The boss counts every non-creative, non-spectator player within 60 blocks when it spawns. See the health scaling section below.

Behavior

Attacks and movement

The boss uses a melee combo set with several animated attack patterns. It also casts two Fire Arrow spells and one Scorch spell, and it runs a Raise Hell barrage on a timer. When it is in the air and well out of melee range, it launches a Fireball on a 10-second cooldown.

It targets the nearest player, and it also targets pigs and Dead King bosses that are nearby.

Stance breaks

The boss has two stance breaks, at 75% and at 33.3% of its maximum health.

When a stance break starts, all of the boss's actions are canceled. It stays immobile for a stun of about 9 seconds and takes 40% of normal damage for the duration. Near the end of the stun it performs a series of Raise Hell strikes. The second break also switches it into Soul Mode.

Half-health charge

The first time the boss drops below 50% of its maximum health, it starts a half-health attack that lasts about 11.75 seconds:

  • It jumps and then floats up to about 8 blocks above the ground.
  • While charging, it takes 80% of normal damage.
  • It fires a single large fireball at its target, with damage of 12 times its attack damage (120 damage at the base attack damage of 10).

If the player deals more than 10% of the boss's maximum health during the charge, the charge is interrupted and the boss's health is cut to about 33% of its maximum, so no fireball is fired.

Soul Mode

At the second stance break, the boss enters Soul Mode. In Soul Mode:

  • Incoming damage is halved.
  • Its movement speed is increased by 5%.
  • Its scale is increased by 15%.
  • It wields a Hellrazor instead of a Decrepit Scythe.

Parrying and damage limits

While it is aggressive and not already acting, the boss can parry an attack that comes from in front of it. A parry happens on a 50% chance, cancels the damage, and puts a 100-tick (5-second) cooldown on parries. Parrying does not apply to attacks with no source entity, such as fall damage, or to attacks that bypass invulnerability.

Each hit is limited to 2.5% of the boss's maximum health. Damage above that limit is reduced: only 30% of the excess counts. At the base 1000 maximum health, the limit is 25 damage, so a 45-damage hit deals 25 + 0.3 × 20 = 31.

Ancient Knights

Two Ancient Knights spawn when the fight begins. While the boss is aggressive, it checks every 12 seconds for Ancient Knights within a 50 × 20 × 50 block box around itself. If there are fewer than its target count, it spawns one more on a random side.

The target count is 2, plus 1 for every 2 players beyond the first at the time of summon, plus 1 if the fight is ominous. A four-player summon therefore keeps up to 3 knights alive at a time.

Health scaling

The fight scales its maximum health by the number of nearby players when it is summoned. With N players nearby, the boss gains (N − 1) × 40% of its maximum health, plus (N − 1)² × 10% of its maximum health. Two players give +40% maximum health. Three players give +120%.

The pack's server config leaves the flat health, attack damage and spell power additions at 0, so the only scaling comes from the player count.

Idle regeneration

If the boss has no target and has not been hurt for 10 seconds, it heals 5 health every second, so a fight cannot be left running indefinitely with the boss at low health.

Ominous variant

The boss has an ominous variant, which is disabled by default. The config option tyrosOminousEnabled is marked as experimental and defaults to false. The pack leaves it at false, so players do not meet the ominous variant by default.

If it is enabled, the boss becomes ominous when a player with a Trial Omen or Bad Omen effect is within its trigger range. An ominous boss gains 20% more damage and 5% more movement speed, adds one more Ancient Knight to its target count, and uses extra dagger and fire orb attacks.

Drops

ItemAmountConditions
Divine Soulshardkilled_by_player
Decrepit Scythekilled_by_player, random_chance_with_enchanted_bonus
Signet of the Betrayerkilled_by_player, random_chance_with_enchanted_bonus
Arcane Essencex28.0-45.0 +looting bonus
Cinder Essencex8.0-16.0

Every drop of the boss requires the boss to be killed by a player. The main loot is:

  • Divine Soulshard: one per kill, always dropped.
  • Decrepit Scythe or Signet of the Betrayer: one of the two. The chance is 50% with no looting. Looting I raises it to 55%, and each level above that adds 5%.
  • Arcane Essence: 28 to 45, and the amount is raised by looting.
  • Cinder Essence: 8 to 16.

The pack includes separate per-player loot tables for this boss. The drop table above lists the base amounts only.

  • Cinderous Soulcaller: the summon item. Its recipe is in the item's own page. It uses Cinder Essence, which the boss drops and which Citadel chests also contain.
  • Cinder Essence: the boss drop used in the Soulcaller recipe and in several other recipes.
  • Divine Soulshard: the boss's guaranteed drop.
  • Decrepit Scythe: the boss's weapon in its first phase, and a drop.
  • Hellrazor: the boss's weapon in Soul Mode.

Tips

Bring enough damage to get through the first stance break quickly, because the stance breaks are the windows where the boss cannot act. Melee attacks during a stance break are the safest way to deal damage, since the boss cannot move or parry.

Watch for the half-health charge. Keeping your total damage under 10% of its maximum health during the charge means the fireball fires, and dealing more than that cuts the boss down to about a third of its health instead. The fireball is aimed at the target's position when it fires, so moving during the charge is the only way to avoid it.

Bring two or more players if you can. The boss's health and the number of Ancient Knights both grow with the group size.

Parrying only works against attacks from the front. Keep the boss in front of you during its melee combos, because attacks from the side or behind are not parried.