The Apex

> "*You're nearly at the summit of the Exaltia Tower. What awaits you at The Apex?*"
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**The Apex** is the fifth and final stage of The Exaltia Tower. It is preceded by The Archives. Rather than being a single challenge fight, The Apex is a test of attrition, comprising of multiple tower floors.

The stages of The Apex feature the following:

* Trade-off: At the start of each floor, the player is given a choice between two ways to augment the tower. Each choice may be beneficial or detrimental, and may contain a secondary trade-off.
* Minion monsters
* Miniboss
* Boss

## Attacks

Bound Constructs (Golems) populate the floors of the Apex.

### Bound Engineering (Wind)

1. The Bound Engineering approaches its target and engulfs it in a whirlwind.
	* Attacks for 4 hits of 25% Wind Magic damage (100% total).
	* Inflicts 'Dizzy' for 1 turn.
		+ -200 Crit.
2. The Bound Engineering fires a barrage of wind bullets at its target.
	* Attacks for 9 hits of 11.1% Wind Magic damage (100% total).

### Bound Fate (Darkness)

1. The Bound Fate purifies itself with a spell.
	* Purges itself of all status effects.
	* Applies 'Fate Breaker' for 3 turns.
		+ +50 Block/Parry/Dodge.
		+ While 'Fate Breaker' is active, the Bound Fate becomes Deathproof.
		+ Upon expiration: *The construct's fate is returned to normal.*
2. The Bound Fate approaches its target and blasts it with dark energy.
	* Attacks for 3 hits of 33.3% Darkness Magic damage (100% total).

### Bound Flux (Ice)

1. The Bound Flux approaches its target and pelts it with icicles.
	* Attacks for 5 hits of 20% Ice Magic damage (100% total).
	* Inflicts 'Pierced Armor' for 2 turns inclusive.
		+ -100 Melee/Pierce/Magic.
2. The Bound Flux shoots its target with an icy arrow.
	* Attacks for 3 hits of 33.3% Ice Magic damage (100% total).

### Bound Foundation (Nature)

1. The Bound Foundation approaches its target and binds it with roots.
	* Attacks for 2 hits of 50% Nature Magic damage (100% total).
	* Inflicts 'Entangled' for 2 turns, a stun.
2. The Bound Foundation strikes its target with earthen pillars.
	* Attacks for 4 hits of 25% Nature Magic damage (100% total).

### Bound Ideation (Water)

1. The Bound Ideation fires a stream of sludge at its target.
	* Attacks for 6 hits of 16.7% Water Magic damage (100% total).
	* Inflicts 'Slowed' for 2 turns.
		+ -50 Boost.
2. The Bound Ideation approaches its target and spits a ball of water onto it.
	* Attacks for 4 hits of 25% Water Magic damage (100% total).

### Bound Impermanence (Fire)

1. The Bound Impermanence approaches its target and blasts it with a cone of flames.
	* Attacks for 3 hits of 33% Fire Magic damage (100% total).
	* Inflicts 'Burn' for 5 turns, a 100% Fire DoT.
2. The Bound Impermanence blasts its target with a pillar of fire.
	* Attacks for 5 hits of 20% Fire Magic damage (100% total).

### Bound Innovation (Energy)

1. The Bound Innovation charges itself up with electricity.
	* Applies 'Charged' for 3 turns.
		+ +50 Boost.
		+ +100 Crit.
2. The Bound Innovation approaches its target and engulfs it in a dome of energy.
	* Attacks for 9 hits of 11.1% Energy Magic damage (100% total).

### Bound Inspiration (Light)

1. The Bound Inspiration approaches its target and blasts it with a flash of light.
	* Attacks for 1 hit of 100% Light Magic damage.
	* Inflicts 'Blind' for 1 turn.
		+ -100 Bonus.
2. The Bound Inspiration barrages its target with light bullets.
	* Attacks for 7 hits of 14.3% Light Magic damage (100% total).

### Celestial Sentry + Infernal Sentry (miniboss)

The miniboss of the Apex always consists of a pair of Celestial and Infernal Sentries.

### Celestial Sentry

1. The Celestial Sentry approaches its target and stabs it.
	* Attacks for 2 hits of 100% Good Pierce damage with +200 Bonus (200% total).
2. The Celestial Sentry blasts its target with light energy.
	* Attacks for 5 hits of 50% Good Magic damage (250% total).
	* Inflicts 'Celestial Pull' for 4 turns inclusive.
		+ -100 Melee/Pierce/Magic.

### Infernal Sentry

1. The Infernal Sentry approaches its target and stabs it.
	* Attacks for 2 hits of 100% Evil Pierce damage with +400 Crit (200% total).
	* Inflicts 'Infernal Pierce' for 4 turns, a 75% Evil DoT.
2. The Infernal Sentry blasts its target with dark energy.
	* *Infernal Pull*
	* Heals itself and its allies for 100% of its maximum base damage.
	* Attacks for 5 hits of 50% Evil Magic damage (250% total).

### The Engineer (boss)

An unpredictable monster that ignores All resistance and can only be conditionally damaged.

The Engineer is accompanied by 1 Offense Drone and 1 Defense Drone, who are unaffected by Exaltia options.

## Rotation

All Bound Constructs use the attack rotation 1 -> 2 -> 2 -> 2 -> 2 -> repeat.

The Celestial and Infernal Sentries randomly use Attack 1 or Attack 2.

## Resistances

### Bound Engineering (Wind)

* Stone: -50
* Wind: 200

### Bound Fate (Darkness)

* Light: -50
* Darkness: 200

### Bound Flux (Ice)

* Energy: -30
* Fire: -50
* Ice: 200
* Water: 25

### Bound Foundation (Nature)

* Wind: -50
* Nature: 200
* Stone: 200

### Bound Ideation (Water)

* Energy: -50
* Fire: -50
* Ice: 25
* Water: 200

### Bound Impermanence (Fire)

* Water: -100
* Ice: -100
* Fire: 200

### Bound Innovation (Energy)

* Water: -50
* Ice: -50
* Energy: 200

### Bound Inspiration (Light)

* Darkness: -50
* Light: 200

### Celestial Sentry

* All: 10
* Evil: 15
* Good: 15
* Immobility: 50
* Shrink: 200

### Infernal Sentry

* All: 10
* Evil: 15
* Good: 15
* Immobility: 50
* Shrink: 200