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Great ones and how they fight

A great one is a boss of the open world: the lair bosses under the land, the great ones of the Deep's strata, the Skyreach's, and the last guardian of a scroll dungeon. They don't just hit harder than other Grown. Each one has moves of its own, and it warns you before it makes one. Watch the ground, get out of the way, and hit it while it is open.

The great ones of the bands below have fights of their own, written for each band (their pages tell them). Everything else on this page holds for them too: the wake banner, the warning sound, the boss bar and the spoils.

A great one's leap: the circle on the ground where it will land, its name across the screen, and the boss bar
A great one's leap: the circle on the ground where it will land, its name across the screen, and the boss bar

When one wakes

When a great one comes near you, its name goes across the screen, with where it is from (ASHMAW, a great one of the deep caves). Its bar at the top of the screen shows its life, with a mark at 66% and one at 33%.

Its moves

Every great one has three or four moves, picked by its body and its element. A great one of a kind always has the same ones, so once you have fought one you know what it will do. Before each move:

MoveWho has itWhat to do
Crushing leap (Earthshatter for stone)Grown that walkA circle of 3 tiles appears under you. It crouches, leaps and lands on the circle after 1.2 seconds. Get out of the circle.
Chargehounds, crawlers, serpents, dragons and storm GrownA lane 16 tiles long runs from it towards you. After a second it charges down the whole lane. Get out of the lane, or put a wall behind you: a great one that runs into a wall is stunned.
Shockwaveoozes, golems, brutes, hounds and stone GrownIt stomps, and two waves run along the ground both ways. Jump over them. A wave stops at a wall or where the ground ends.
Plunging diveGrown that flyA circle under you. It rises and dives onto it. Get out of the circle.
Rain (Cinder rain, Hailfall, Blight rain, Umbral rain, Lightning strikes)fire, frost, venom, shadow and storm GrownThree to five circles fall round you (and one under everyone else near). Each leaves a pool for 5 seconds: frost slows, venom poisons, and every pool hurts while you stand in it. Don't stand in them.
Novaevery great oneIt gathers its power (a ring round it), then throws a ring of bolts. Keep your distance, or slip between the bolts.

How hard each one hits:

MoveDamage
Leap, divehalf as much again as its blow
Charge1.3 times its blow
Shockwavea little more than its blow
Rainits blow, and its pool a third of that every half second

A great one's blow is never more than 30% of the life of a player of its level.

A golem's shockwave running along the ground: jump over it
A golem's shockwave running along the ground: jump over it

Openings

The fight is a dance: dodge, then punish.

It grows furious

It comes for you

A great one is no longer a wall you can hide behind. It does not hit any harder for it: it is smarter.

IT COMES FOR YOU: a great one rings the spot where its prey hides, a moment before it lands there
IT COMES FOR YOU: a great one rings the spot where its prey hides, a moment before it lands there

The spoils

When a great one falls, the killer gets its loot as always. Everyone else who fought it gets a share too: anyone who did at least 5% of the damage it took and stands within 60 tiles. A share is:

One time in eight a great one also leaves a Warding stone for the killer and for each who had a share: set in an upgrade from +8 on (two from +9), it keeps the piece whole if the try fails, though the piece still drops a level (see Crafting).

The chat tells you your share and how much of the fight was yours. The events' great ones pay by damage in their own way, as before.

Elites

Elites (the Grown with a star) have one move of their own: a leap, a charge, a shockwave or a dive, by their body. It comes every 11 to 14 seconds, telegraphed the same way. It is a little weaker than their blow, and after it they are exposed for a moment.

See also The Deep (lairs and great ones), The bands below, Dungeons and Might and temper.