Clay Apothecary

Speed | 5 m/s

The **Clay Apothecary** is a monster added in the *Survivors of the Void* update.

## Environments

* After Looping:
* Other Environments with the Artifact of Dissonance enabled

## Skills & Behavior

All of the Clay Apothecary's attacks inflict the  debuff.

Any single instance of damage that deals more than 15% of the Clay Apothecary's total health will stun it and interrupt its attacks or movement.

### Primary: Tar Slam/Mortar (Face Slam)

The Apothecary charges its fist for 1 second (scales with attack speed) before slamming the ground and emanating a blast which deals 150% damage with a proc coefficient of 1.0 in a radius of 15m with linear falloff. At the same time it damages itself non-lethally for 5% of its max health. The self-damage has no proc coefficient.

During the slam attack the Clay Apothecary also fires a mortar at the enemy it's targetting which is indicated by a red circle and a drizzle of tar from above. After 1.5 seconds the mortar lands and explodes, dealing 400% damage with a proc coefficient of 1.0 in a radius of 9m with sweet spot falloff.  can block this projectile by deleting the red circle.

This attack has a total duration of 2.46 seconds (scales with attack speed) including the initial charging up time.

This skill has a cooldown of 8 seconds and can only be executed while on the ground.

### Secondary: Tar Fling (Throw Barrel)

The Apothecary prepares to throw a projetile for 1 second (scales with attack speed) before launching a shotgun-like spray of four tar balls from its top travelling at 50m/s. Each tar ball explodes on impact dealing 150% damage with a proc coefficient of 1.0 in a radius of 6m with sweet spot falloff. This attack has an animation duration of 1.9 seconds in total, which scales with attack speed.

Defensive Microbots can block the individual tar balls.

This skill has a cooldown of 6 seconds, and the Clay Apothecary can store up to 3 charges. All charges are restocked when it is done recharging.

### Behaviors

1. **Use primary (close)**: the Apothecary must be within 15m from its target. This is primarily used for the slam blast, but the mortar explosion can be another source of damage.
2. **Use primary (far)**: the Apothecary must be within 35-120m from its target, have line of sight, and have less than 50% health. This is mostly used for the mortar.
3. **Use secondary**: the Apothecary must be within 15-65m from its target and have line of sight.
4. **Chase**: no requirements.

## Notes

* The mortar is actually a delayed explosion, not an actual mortar projectile launched upwards like the attacks from .

## Tips

* Clay Apothecaries are dangerous foes at any distance, but particularly close up; getting too near to them puts players at risk of taking damage from multiple Tar Fling balls at once. Apothecaries will also heavily punish players who try to get too close by shoving them back and Tarring them, putting them at medium range again and adding a movement penalty to boot.

## Lore

```
"The Tar's history is unimportant. What well or crevice it first flowed from doesn't matter; only that the Tar flows.

And so it did. Through its vessels the Tar spread, consuming its homeworld entirely. But the Tar still hungered.

Riding down on a falling star, the Tar spread to the unsuspecting world of Aphelia.

The Tar offered its power to the dunepeople, promising them energy and sustenance. The dunepeople, hungry and battered from life in the harsh desert, accepted.

The Tar didn't ask for much. The Tar only asked that the dunepeople spread it across Aphelia, so the Tar may feed. And so it did; the dunepeople crafted elaborate clay vessels to carry the Tar to and fro. Mighty aqueducts, belching forth black rivers of Tar, dotted the skyline. Those who pleased the Tar were blessed with its gift; a connection. They were one with the Tar.

And it was in this reverence that the dunepeople began to look back. The lush riversides, consumed. The animals that served as livestock and steed, drowned in Tar. The Tar had consumed everything, even the dunepeople themselves. They were nothing more than extensions of the Tar's will.

And when the Tar asked for more, the dunepeople had nothing more to give.

Only a mighty hero, riding down from heaven on a glowing blue dragon, offered the dunepeople a chance at salvation. Desperate, the dunepeople took to the hero's arms, and began their exodus to paradise.

And the Tar continued to spread."

- Tragedy of Aphelia
```

## Version History

Survivors of the Void
* (Undocumented) Added New Monster: Clay Apothecary