Doom Events

Doom Events in Nightfall are a monster side Mechanic which will periodically summon extra powerful monsters for the monster team to control.

The monsters and powerful full map anti-survivor auras present in these doom waves can easily route the survivors off of shrines or outright kill survivors given the right circumstance. However these events don't happen frequently, and their imminent arrival can create a break in combat as Lesser Demons and greater demons alike will not spawn during a 30 second drum roll.

## Doom Event List

There are many dooms in Nightfall with a wide array of strengths and weaknesses, but what you will fight with/against is chosen at **random[tm]**. The same doom can not occur twice in a row.

### Torus Event

This doom is comprised of the Minotaur King Torus and his army of Minotaurs. All greater demons summoned from and after this doom **permanantly** gain bonus attack damage. The Minotaurs deal heavy damage and are the tankiest of doom filler mobs, barring tickers, but deal the least sustained armor damage. Torus himself is arguably the most dangerous opponent to take on in a straight fight, fight smarter around them, not harder. Glass blocks are NOT safe against this doom.

Major Summon: Torus (1)

Torus only spawns in **Medium** Games or larger.

Filler Summons: Minotaurs

Permanant Bonus Attack per Torus Event: +5

Permanant Bonus Bow Power per Torus Event (Skeletons only): +6

Permanant Bonus damage effects can only affect the default first slot weapon of any given monster.

### Hellhound Event

This doom is comprised of the pack hunting Hellhounds. Hellhounds are nimble and hard to hit, have high armor shred, and inflict burning for a very long time, but all other stats are only modest across the board for a doom mob otherwise, at least initially. The hellhounds collectively grow stronger as they deal damage to the survivors within the first two minutes of the doom starting In medium games or larger, Hellhound Pack Leaders will spawn which gives nearby basic Hellhounds a tremendous boost to resistance as well as a moderate boost to attack power. Hellhounds will close the distance and start dealing damage very fast, plus they can't be blocked very well on open battlefields due to their high leaps.

Major Summon: Pack Leaders (Variable)

One Pack Leader spawns in **Medium** Games.

For each additional Game Size, two additional Pack Leaders spawn.

Filler Summons: Hellhounds

#### Burning Flames

Burning Flames Duration: 100 Seconds

Whenever a Hellhound or Pack Leader attacks a survivor, they add a stack to the Burning Flames aura. The damage dealt does not affect how much charge is granted, and both monsters mentioned prior grant the same charge. Burning Flames does not lose duration until a Hellhound or Packleader attacks a survivor.

After 50 attacks, all remaining Hellhounds and Pack Leaders receive the following bonus during **Burning Flames**:

* +10 Attack
* Attacks inflict burning for 20 Seconds.

After 100 attacks, remaining Hellhounds and Pack Leaders receive the following additional bonuses during **Burning Flames**:

* Melee attacks only grant 6 Invulnerability Ticks instead of 10
* **Frenzy** is upgraded to apply Speed 3 for 6 Seconds

### Tickers Event

*Tick, Tick, Tick, Boom...*

This doom is comprised entirely of Tickers. Barring the flying, invincible, and highly destructive tickers themselves, nothing else comes from this doom, put some distance and/or **Blast Proof Glass** blocks between you and them if you can, but otherwise, prepare accordingly... or panic, that works too.

Summoned Monsters: Tickers

### Ogre Shaman Event

This doom is lead by a court of powerful Ogre Shamans which collectively cast a powerful curse upon their arrival. The curses are arguably the most devistating doom aura effects of the bunch which is accompanied by an above average group of Monster Heroes which can shove survivors around and cast additional crowd control spells on cooldown. As for weaknesses to exploit, the Ogre Shamans only have average stats for a monster hero and they additonally only have **Basic Monsters** acting as filler. Weather the curse and keep the filler wave in check and you might just stand a chance.

Major Summon: Ogre Shamans (variable)

One Ogre Shaman spawns in **Small** Games.

An additional Ogre Shaman spawns for each additional Game Size.

Filler Summons: **Basic Monsters**.

One of the following curses is cast at the beginning of the doom.

#### Curse of Doom

A dastardly curse which drains the mana of all survivors, equally including Survivor Heroes, over a course of 10 seconds. A lingering lesser mana drain persists for a considerable time after the initial burst which mostly just slows mana regen for the duration but can continue to drain mana of survivors with broken armor, which could indeed spell certain **[roll credits]**. The mana drain ignores mana drain resistance from all sources, such as from Star Fragment and Hero **Mana Drain Resistance**.

Lesser Drain Duration: 90 Seconds

Lesser Drain vs Survivors: -5 Mana per second

Lesser Drain vs Heroes: -2 Mana per second

Greater Drain Duration: 11 Seconds

Greater Drain vs Survivors: -50 Mana per second

Greater Drain vs Heroes: -48 Mana per second

The lesser and greater mana drains stack.

Effect bypasses Mana Drain Resistance.

#### Curse of Fatigue

A harsh curse which heavily hinders the survivors' ability to fight by cutting their damage output, movement speed, mining speed, proc duration, and turning off their ability to use consumable items and abilities.

Duration: 90 Seconds

Survivors receive **Slowness 2, Weakness 2, Mining Fatigue 1**, and **Specials Disabled** for the duration.

Most Procs are 1.5 seconds shorter for the duration.

Survivor Bows deal half damage for the duration.

#### Curse of Blindness

A brutal curse which blinds all survivors, regardless of light, and regardless of their blindness resistance effects. All damage dealt by greater demons during the curse is also treated as **Pitch Black** Darkness. This curse doesn't last as long as the others however, and blinds Survivor Heroes for even shorter.

Duration: 60 Seconds

Survivors are given **Blindness** and always take damage as though it was **Pitch Black** Darkness for the duration.

Survivor Heroes are only **Blinded** for 40 seconds.

### Deadly Squids Event

This doom consists entirely of terribly (not quite) lethal Squids. While their combat prowess isn't anything to write home about, their unorthodox spawning location is, being as it is the dwarven shrine rather than mob spawn. Squids can leave a permanant mark on a shrine's health if not careful, and failure to clear them out fast will lead to them evolving into more capable **Glow Squids** or worse... [see also: Kraken]. Squids are quite slippery to dispatch of too, as they can leap over attacks and will constantly blind and silence survivors who slay them. However, even when the event turns out to be mediocre (or not so mediocre), the next event will arrive much sooner than usual.

Summoned Monsters: Squids

The squids are spawned on top of the active shrine instead of mob spawn.

An alive **Glow Squid** will turn into a Kraken after 30 seconds of the event starting in **Medium** Games or larger.

A few extra Lesser Squids spawn in addition to the player squids, they don't do much as they are usually immobile and possess no offensive capabilities.

Survivors are given **Specials Disabled** for 10 seconds when the doom starts.

The next doom timer is reduced by 40%

### Blizzard

This doom consists of a powerful Mama Bear and their pack of Polar Babes. Additonally, a harsh arctic wind sweeps across the entire battlefield which slows survivors and makes them much floatier, which can lead to easy juggling if you aren't careful. The Polar Babes have average health, above average armor shred but below average damage on their own, in exchange they have a short stature, can weaken survivors with ice breath and create ice bombs on hit. Mama Bear is an intense glass cannon of a monster hero. While their health pool is the weakest of the monster heroes, they can deal uncomfortably high damage with their claws and ice breath while also sporting powerful crowd control, decent ranged poking / breach making, and Polar Babe buffing options to boot. Weak, fast multi-hit attacks can and will cause more harm to the survivors on the receiving end of **Greater Arctic Breath** than to the Mama Bear, heavier hitting attacks like bows will feed less reflect damage to the bear.

Major Summon: Mama Bear (1)

Mama Bear only spawns in **Medium** Games or larger.

Filler Summons: Polar Babes

Blizzard Aura Duration: 90 Seconds

Survivors are affected by **Slowness 1** and **Slow Falling** for the duration.

### Dark Reflections

This doom is entirely comprised of reflected forms of all the living survivors, including the Survivor Heroes. These copy cats are more simply known as Doppelgangers, the ones that copy the basic survivors, and The Mirrors which copy the Heroes.

The Doppelgangers are the least durable of doom filler summons but are also the most deadly in the right circumstance with damage and especially armor shred being top class against a Doppelganger's target, even more so in darkness. The Mirror is similar against Heroes, as while the mirror has average monster hero stats against regular survivors, they instead have exceptional stats against their copied hero, or above average against other heroes. The mirrors also each possess a potent single use ability which can singlehandedly turn a fight in the mob's favor. This doom event does not have a passive aura when spawned.

Major Summon: The Mirror (variable)

One Mirror spawns in **Medium** Games.

An additional Mirror spawns for each additional Game Size.

Filler Summons: Doppelgangers

### Mob Shakedown

This doom features a notorious gang of skeleton Lackeys and their charismatic leader Bones Malone. The Lackey sports average defenses and low armor shred but in turn pack the highest unsupported melee damage of any doom filler mob, as well as potent bombs and special Tommylaunchers which can be used as support and disruption alike. Bones Malone himself is a nimble ranged fighter which excels at chipping at survivors at a distance with a quick crossbow and stunning bombs. He can also maintain his distance quite well with modest leaping capabilities, and even should he be caught he can still hold his own proficiently in melee, albeit with the second weakest health pool of any monster hero. This doom does not have any passive auras.

Major Summon: Bones Malone (1)

Bones Malone only spawns in **Medium** Games or larger.

Filler Summons: Lackeys

## Doom Clock and Drumroll

Doom events don't trigger all the time however, infact they only tend to occur every 10 minutes, or longer in larger games. The doom clocks start as soon as the monsters are released post Plague or as soon as another **Doom** spawns. When the doom clock hits 0 a drumroll begins, the drums will beat every 2 seconds. During the drumroll Lesser Demons will stop spawning and greater demons cannot respawn, nor **Rebirth1**. Greater demon **Sepekus** also become instant for the duration of the drums, causing thunder to roll across the battlefield (the lightning doesn't deal damage either).

**1: See Fury Zombie, Husk, and Drowned**

Minimum Doom Clock: 9:30 Minutes

Max Doom Clock [**Tiny** Game]: 10:40 Minutes

Increased Max Doom Clock per additional Game Size: +60 Seconds.

Drumroll Duration: 30 Seconds

A drum beats once every 2 seconds during the drumroll.

The doom is announced to the entire game once the drumroll is over.

The sun and moon will rapidly shift forwards towards night during the drumroll.

Survivors can not see the Doom Clock or Drumroll Timer.

## Trivia

* A unique accompanying music track will play at the start any given doom, with each seperate Shaman Curse having unique tracks. A music track will also play whenever a Kraken is summoned. These music tracks can be turned off in the Nightfall **/settings** menu.
* In the case where only a few monsters are waiting to respawn at drumroll, major spawns (torus, mirrors, pack leaders, etc.) will be prioritized over the filler spawns of the doom wave (minotaurs, doppelgangers, etc.) For example: in a **Medium** Game, if only two monsters are dead in drumroll, both will be Shamans.
* Occationally during the drum roll, one of the drum beats will instead begin to play a snipit of "Mahna Mahna" with faster doom drums comprising the percussion. The clip has a 0.01% chance to replace any given regular drum beat.
* If a monster player doesn't have a **Basic Monster** selected when the Ogre Shaman doom starts they will spawn as a Basic Zombie, not to be confused with the Fury Zombie. However, they are similar to Fury Zombies, albeit significantly weaker.