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PvE · Boss of the week · Astral Observatory

The boss fight: the Archmage

The Archmage rules over the Astral Observatory, an archipelago of stone islands hanging above the void. He never lets anyone near: he teleports, pushes back, changes stance every turn and rains meteors on the glyphs he draws. Everything he prepares can be seen a turn in advance — and when he channels his shower, he is exposed.

In short

The Archmage and the Astral Observatory

The Archmage fights alone: no court, no protection. He has 10,000 HP, whether you are solo, two or three, and his action points let him shoot, push back and lay his glyphs in the same turn.

The Archmage facing three heroes on the islands of the Astral Observatory
The Archmage on his island, three heroes spread over the neighbouring islands, linked by bridges above the void.
HeroesArchmage’s HPAPMP
Solo10 000145
Duo10 000145
Trio10 000145

His spells

SpellAPRangePer turnEffect
Arcane Bolt41 – 7190 to 120 ranged damage on a single target, in line of sight. Once per turn.
Shockwave31 – 2150 to 70 damage at 2 tiles or less, and the target is pushed back 3 tiles.
Transposition22 – 81Teleports to a free tile up to 8 tiles away, no line of sight. Every other turn.
Meteor Shower4self1Lays glyphs under every hero, near them and all over the map. At the start of his next turn, a meteor strikes each one: 140 to 170 damage on the tile and every tile 2 tiles away or less. He CHANNELS until then: immobile, visible, without a shield and less resistant. Every other turn.
Arcane Bolt: a hero targeted from range
Arcane Bolt: up to 7 tiles, in line of sight, once per turn.
Arcane Bolt: the bolt hits the Warrior
The bolt hits the Warrior: 90 damage.
Shockwave: the Warrior pushed back three tiles
Shockwave: at or near melee range, it hits and pushes back 3 tiles.
Transposition: the tiles he can teleport to
Transposition: a free tile up to 8 tiles away, no line of sight, every other turn.
Transposition: the Archmage teleported to the other side
He crossed to the other side of the board in an instant.

The glyphs and the Meteor Shower

Every other turn, the Archmage casts his Meteor Shower. A glyph appears under every hero, others near them, others at random. Each glyph is surrounded by its impact zone, in orange: every tile 2 tiles away or less. At the start of the Archmage’s next turn, a meteor falls on each one and deals 140 to 170 damage to everything in its zone — two overlapping zones hit twice. He has nothing to fear from them.

So you have a whole turn to get out of the orange zones. Almost always, a safe tile is within reach: look at the map before attacking.

Meteor Shower: glyphs and impact zones in orange
Meteor Shower: glyphs under the heroes, near them and at random, each surrounded by its impact zone.
Before the fall: two heroes in a zone, the third outside
Before the fall: the Warrior and the Brute stayed in a zone, the Arcanist stepped out of it.
The fall: the meteors hit the heroes who stayed in the zones
The fall, at the start of the Archmage’s turn: 132 and 140 damage, the Arcanist is spared.

Channeling: his window

As long as his Shower has not fallen, the Archmage channels. He can neither walk nor teleport, he becomes visible again if he was hidden, he loses his stance’s Shield, and his resistance drops by 25%. His health bar announces it: “Channeling: vulnerable”. It is the only moment when heroes in melee range can reach him for sure — provided they end their turn outside the orange zones.

Channeling: the Archmage immobile, hit by the Fire bolt
Channeling: his Shower cast, he stays immobile and vulnerable — the Arcanist’s Fire bolt hits him.

His stances

At the start of each of his turns, he takes a random stance, never the same one twice in a row. It lasts until his next turn, and his health bar shows it.

StanceEffectAt the following stages
Arcane Shield+40% resistance until his next turn+50 %
Arcane Fury+35% damage until his next turn+45 %
Shadow veilInvisible until his next turn: he cannot be targeted—
Haste+3 MP during his turn—

The altars and the cataclysm

Each island of the Observatory holds an altar, and every tile of the map belongs to the nearest altar. Every 4 turns of the Archmage, two altars ignite: a great flame and a column of light mark them, and every other island is covered by a red veil. 2 turns later, the cataclysm strikes the islands whose altars are out: 300 to 350 damage to everyone on them, except him. The countdown shows in his health bar.

Two altars ignited: the central island threatened
Two altars ignited: flame and column of light on the spared islands, red veil on the threatened island.
The cataclysm strikes the island whose altar is out
The cataclysm: the central island is pounded, the Arcanist who stayed on it takes 329 damage.

Three stages

The weaker he gets, the more dangerous he is. When his HP drop below a threshold, a wave pushes every hero back 2 tiles and the new stage shows in his health bar.

TierHP leftWhat changes
On guard70 to 100%Cataclysm every 4 turns, 2 altars spared, 4 random glyphs, one stance at a time
Astral Awakening40 to 70%Cataclysm every 3 turns; Shield +50%, Fury +45%
Last Breathbelow 40%Cataclysm every 3 turns; a single altar spared; 8 random glyphs; 2 stances at once; Shield +50%, Fury +45%
Astral Awakening stage: the wave has pushed the heroes back
Astral Awakening: below 70% of his HP, a wave pushes the heroes back 2 tiles.

The Astral Observatory

Five floating islands, linked by three-tile bridges: the Archmage’s island at the top, the heroes’ at the bottom, two islands on the sides and the dais in the centre. The void does not block line of sight: you shoot from one island to another. And the edge of an island is not a wall: a hero pushed against the void stops at the edge, with no collision damage. The Archmage moves from island to island by teleporting; the heroes have to take the bridges.

How to beat him

The boss of the week

The Archmage is the weekly boss until Monday at midnight: the free boss and its paid version are both played against him. Its rewards — ranking, prize pool and loot — are detailed on the Loot page.

Frequently asked questions

How do you avoid the Archmage’s meteors?

Each glyph is surrounded by its impact zone, in orange. End your turn outside every zone: the meteor only falls at the start of the Archmage’s next turn.

When should you attack the Archmage?

When he channels his Meteor Shower: he stays immobile and visible, loses his Shield and part of his resistance until the meteors fall.

What happens when two altars ignite?

Two turns later, every island whose altar is out is pounded. Get to an island whose altar is burning before the countdown ends.

Does the Archmage get stronger during the fight?

Yes: below 70% of his HP, then below 40%, he moves up a stage. His cataclysms become more frequent, his stances stronger, and at the last stage he takes two stances at once.

Does the void block line of sight?

No. You see and shoot across the void, from one island to another. Only walls and obstacles block line of sight.