Invulnerability
Melegh becomes immune to attacks from characters not in their divine form.
Subjugation
Selects an opponent and separates their body and spirit. The enslaved body, controlled by the will of the Reaper, starts walking towards him obediently. If the body reaches Melegh, its spirit will be destroyed until the end of the battle, and the body will completely yield to the boss and attack its former allies. The spirit loses all its abilities and becomes the main target of the Test of Tenacity ability. Every 2 seconds, bursts of negative energy form around them. They have a range of 5 yards and deal damage to all characters in the area.
Killing the enslaved body frees the spirit and gives the boss one point of Rage. The death of the spirit takes one point of Rage away from the boss and deals damage to all Melegh’s enemies.
Ranged ability.
The cooldown depends on how quickly enslaved bodies are destroyed.
Test of Tenacity
If there are no other characters within 10 yards of the spirit, Melegh only deals damage to the spirit. The longer Melegh attacks the spirit, the greater the damage to it. If there is at least one character within 10 yards of the spirit, Melegh will deal the same damage to all characters within 10 yards of the spirit. The longer Melegh attacks several characters around the spirit, the greater the damage to them.
If the number of targets attacked at the same time changes (just the spirit or spirit and allies), the boss loses 1 point of Rage, and all Melegh’s enemies take damage.
Ranged ability.
Cooldown: 3 seconds.
Rage
As soon as Melegh has accumulated 4 points of Rage, he throws his scythe aside and starts attacking characters with a new set of abilities.
One character of the Necromancer class can pick up the scythe and, after gaining their divine form for 1 minute (or until they lower the boss’s health by 20%), start attacking the boss.
While in divine form, characters cannot change class and use special divine abilities.
Ranged ability.
The cooldown depends on how quickly enslaved bodies are destroyed.
Otherworldly Pull
A negative effect is applied to five characters for 3 seconds, after which they will be pulled towards the spirit. The effect is removed by dashing.
The ability is used at the second stage of the battle.
Used if Melegh only attacks the spirit during the Test of Tenacity stage.
Ranged ability.
Cooldown: 5 seconds.
Necrotic Aura
If a character is pulled towards the target of Otherworldly Pull, they have an aura applied to them with a radius of 10 yards. The aura knocks other characters away. The effect is removed by cleansing abilities of support classes.
The ability is used at the second stage of the battle.
Used if Melegh attacks several characters during the Test of Tenacity stage.
Ranged ability.
Cooldown: 15 seconds.
Grave Bond
Melegh selects two characters and binds them with grave energy for 10 seconds. If the energy is red in color, the characters must stay close to each other, and if blue, they should be at least 10 yards away from each other.
The ability is used at the third stage of the battle.
Ranged ability.
Cooldown: 10 seconds.
Disarmament
Melegh takes away the weapon of one of the characters and hides it in one of the burrows. The other two conceal his Vird minions.
The ability is used at the fourth stage of the battle.
Ranged ability.
Cooldown: 10 seconds.
Explosion
Melegh knocks all characters back 30 yards.
The ability is used during the Rage stage.
Ranged ability.
Cooldown: 15 seconds.
Ghostly Skull
A red ghostly skull chases each character, inflicting increased damage on impact.
The ability is used during the Rage stage.
Ranged ability.
Cooldown: 15 seconds.
Skulls of Rage
Green ghostly skulls start flying around Melegh, dealing increased damage to characters on impact.
The ability is used during the Rage stage.
Ranged ability.
Cooldown: 20 seconds.
Helpers
Virds will occasionally appear on the platform, carrying healing orbs to the boss.
The ability is used during the Rage stage.
Ranged ability.
Cooldown: 10 seconds.
Basic Attack
Deals damage to a random target and leaves a permanent negative effect on them that deals damage over time.
The ability is activated 15 minutes into the battle.
Ranged ability.
Cooldown: 2 seconds.