Fulgoria

DESERTLAIR BOSS

Fulgoria is the lair boss of the Desert. She is a huge scorpion of clear glass with lightning running through her, and she waits in the boss hall at the bottom of every Desert lair. She moves in quick, jerky bursts on eight legs, slashes with her claws, stabs with her sting, spits webs of lightning and calls lightning down on the floor all round you.

Fulgoria is the lair boss of the Desert. She is a huge scorpion of clear glass with lightning running through her, and she waits in the boss hall at the bottom of every Desert lair. She moves in quick, jerky bursts on eight legs, slashes with her claws, stabs with her sting, spits webs of lightning and calls lightning down on the floor all round you.

CONTENTS
  1. The hall
  2. Health
  3. Moves
  4. Rage
  5. Rewards
  6. How to fight it
  7. Drops
  8. Spirits and experience

The hall

She fights in the lair's boss hall. The floor under her glows blue-violet. Where her lightning strikes the sand it leaves a scorch mark and a few small spikes of fused glass, which fade after about 14 seconds.

She can't strike anyone outside the hall's gate.

Health

Her health depends on the lair's tier and on how many Jewels you hold when you go in (see Lairs). In a Normal lair with no Jewels held it has 500 health.

Jewels heldNormal lairFatal lairAbyssal lair
05007501,000
11,4002,1002,800
22,5003,7505,000
36,5009,75013,000
411,00016,50022,000
514,00021,00028,000

In online play, each extra Wanderer who comes in through the boss gate adds 60% of this in a Normal lair, 72% in a Fatal lair and 80% in an Abyssal lair, up to 5 players.

Moves

Damage below is her base damage, before the lair's tier (Fatal or Abyssal) and the Jewels you hold raise it, and before your Defense. With no Jewels held, a boss's blows land at 75% of these numbers. When you are more than 170 pixels away, she first skitters in closer (this does no damage). Between moves she rests about half a second to a second, and longer after her big moves (about 1 second after Chain Lightning, 1.8 seconds after Conjure Lightning).

Sting Jab

When you stand right in front of her face (within about 36 pixels), her sting glints for a moment (0.22 seconds), then her tail whips over her back and the sting stabs down where you were standing.

  • The sting does 24 damage.
  • She jabs at most once every 2.4 seconds, now and then with a quick second jab straight after.

To avoid it, don't stand at her face: fight from her side. When you see the glint, step away.

Double Slice

She skitters round to your side, her eyes shimmer for just over half a second, then she swipes with her left claw and then her right.

  • Each claw does about 35 damage.
  • When she is enraged, her first swipe can grab you (see Grab below).

To avoid it, move away when her eyes shimmer, or parry with right-click or R. She uses this move most when you are within 120 pixels.

Grab (enraged only)

When she is enraged and her first claw swipe catches you, she lifts you up in her claw. She holds you for about 1.5 seconds and shocks you 4 times for about 4 damage each, then throws you for about 21 damage. While she is holding someone, she takes only half damage from blows.

A parry with right-click or R as the swipe lands stops the grab.

Lightning Web and Charge

She draws back for half a second and spits a web of lightning at you. It flies at 118 pixels a second, widening from 8 to 40 pixels across, for 175 pixels. If it hits a wall it bounces off and flies on, up to 5 times. When you are 60 pixels or more away, she spits a fan of three webs at once.

  • A web that touches you shocks you: about 10 damage and you are stunned for 0.85 seconds. You are not thrown.
  • When a web shocks someone, she charges at them: she digs in for 0.72 seconds, then rushes in a straight line at where they are. The charge does about 42 damage to anyone it runs through.

To avoid it, step to the side of the webs, or Space over them. If you are shocked, move as soon as the stun ends, because the charge comes straight after.

Stinger Storm

When anyone is close to her (within about 50 pixels), a ring of crackling light appears on the floor round her for 0.55 seconds. Then her tail whips all the way round her.

  • The tail does about 29 damage to everyone inside the ring (54 pixels round her) and knocks them back.
  • She can use it at most once every 3.2 seconds.

The tail stays low: Space over it, or get out of the ring before it whips round.

Chain Lightning

She rears up for 0.3 seconds, then lines of lightning reach out from her mouth towards every Wanderer within 240 pixels (up to 4). Each line runs on 40 pixels past the one it aims at, and it stays fixed where it was aimed. About two-thirds of a second later the lines strike along their whole length.

  • A line does about 26 damage to anyone standing on it (within about 9 pixels of it) when it strikes.
  • When she is enraged, each line comes with a second line a little to one side, which strikes 0.2 seconds later.
  • She can use it at most once every 4.5 seconds. She uses it more when you are far away.

To avoid it, step sideways off the line before it strikes, or Space over it as it strikes.

Conjure Lightning

She rears up with her tail pointed at the sky and her claws thrown wide, and a bolt goes up from her sting. Then glowing rings appear on the floor in three waves, about 1.25, 1.95 and 2.65 seconds after she rears up: 5 rings, then 6, then 6. One ring of each wave is always under the one she is after, and others go under any other Wanderer nearby. Lightning strikes each ring 0.75 seconds after it appears.

  • Each strike does about 29 damage to anyone standing in its ring.
  • Halfway through, a ring of lightning races out from her along the floor across the hall (330 pixels in 2.4 seconds). It does about 26 damage to anyone it passes.
  • She can use it at most once every 8 seconds.

To avoid it, keep moving: step out of each ring as it appears. Space over the ring of lightning racing along the floor.

Charged

Conjure Lightning leaves her charged with lightning for about 6.5 seconds (and her rage roar for about 9 seconds); some other moves charge her for a moment. While she is charged, every blow you strike her from within 60 pixels shocks you back for 16 damage. Arrows and dagger blows don't get shocked back. If she is burning or otherwise hurt over time while charged, her spark leaps to a companion within 36 pixels.

When she crackles, step back and wait for it to fade, or switch to arrows or daggers.

Storm Burrow (Fatal and Abyssal lairs)

She digs into the sand (0.7 seconds) and disappears. A mound of crackling sand then comes at you under the floor at 125 pixels a second for up to 2.6 seconds. While she is under the sand nothing can hit her, and she doesn't push you aside. When she reaches you, the mound swells for half a second, then she bursts up out of the sand in a flash of lightning.

  • The burst does about 38 damage to anyone within about 28 pixels.
  • She can first use it 7 seconds into the fight, then no more often than every 15 seconds, and only when you are between 50 and 240 pixels from her.

To avoid it, keep moving while the mound follows you, and run clear of the spot when it stops and swells. Jumping does not help.

Static Field (Abyssal lairs only)

The floor round her (about 160 pixels out) charges in a checkerboard of squares, each 24 pixels across. For 6 seconds the two sets of squares take turns: every second, one set goes live for half a second, and every square in it does about 19 damage to anyone standing on it. She keeps fighting with her other moves while the field is on.

  • She can first use it 10 seconds into the fight, then no more often than every 20 seconds.

To avoid it, step onto a square of the other set each time, Space as a set goes live, or leave the field.

Rage

When her health falls to 35%, the next time she is resting, skittering, hurt or dazed she rears up and roars. Her blue lightning turns red. As she roars, one wave of 6 lightning rings opens round her, and creatures of the lair climb out of the floor: 3 when you are alone, and 2 more for each other Wanderer nearby (up to 11).

While enraged:

  • Her blows do 20% more damage.
  • She takes about 17% less damage from your blows.
  • She chooses her next move 30% sooner.
  • She moves 30% faster.
  • Every 2 seconds, a ring opens somewhere on the floor near her (30 to 220 pixels away) and lightning strikes it 0.75 seconds later, for about 29 damage.
  • Her Double Slice can grab you, and her Chain Lightning sends two lines at each Wanderer.
  • She slowly heals, but never past 35% of her health. Each time you hit her, her healing stops for 2 seconds. How fast she heals depends on how many Jewels the lair is set for: from about 0.1% of her health a second to about 0.3%.
Jewels heldHealing a second (share of her health)
00.096%
10.122%
20.161%
30.212%
40.191%
50.284%

Rewards

  • 2 Fulgurite Glass, her trophy. Hang one on a Boss Trophy plaque, grind it into Wind spirit, or spend 3 at the Augmentation Table to bind her echo to another item (Bind the Echo). See Boss Trophies.
  • 1 Endurium.
  • Fire, Wind and Water spirits, and experience in Health, Attack and Jump.
  • The first time you clear a Desert lair, you get the Desert's Jewel, The Dawn Lotus. See Jewels.
  • When she falls she can mark one item you carry with Lightning Forged, if it is a fully spirited item with no mark yet. A Lightning Forged weapon gets 10% more power and 40% more edge, 1 in 8 of its blows stuns for 0.6 seconds, it ignores a raging boss's guard, and a boss's flinch from it lasts 25% longer. See Forged Gear.

How to fight it

  • Fight from her side, not her face: at her face she jabs with her sting.
  • When her eyes shimmer, she is about to slice twice. Step back or parry with right-click or R. Once she is enraged, parrying the first swipe also stops her grab.
  • When a crackling ring appears round her, Space or get out: her tail is about to whip round.
  • Keep moving during Conjure Lightning. Each wave puts a ring under you; step out of it, then Space the ring racing along the floor.
  • When she glows and crackles after Conjure Lightning, back off: melee blows shock you for 16. Arrows and daggers are safe.
  • Watch for her webs at range. If one shocks you, move the moment the stun ends, or her charge will hit you.
  • In Fatal and Abyssal lairs, keep moving when the sand mound comes for you.
  • Her rage brings out lair creatures and lightning strikes every 2 seconds. Deal with the creatures quickly, and keep hitting her so her healing stays stopped.
In online play, Fulgoria is run by one player's game, and every player's game sees the same moves, rings, webs and lines of lightning. Her health grows for each Wanderer who came in through the lair's gate: 60% more per extra player at a Normal lair, 72% at a Fatal lair and 80% at an Abyssal lair. Her moves reach every Wanderer: Conjure Lightning puts a ring under each player nearby, Chain Lightning aims a line at each Wanderer in reach (up to 4), and Stinger Storm hits everyone close to her. She keeps to the Wanderer she is after for a few seconds before turning to another, unless someone else is much nearer. Her charge goes for whichever player her web shocked.

Drops

When it falls it leaves:

ItemAmountChanceUsed for
Fulgurite Glass2ALWAYSSelling
Endurium1ALWAYSEndurium Ingot, Spirit Book (item), Yeti Tusk Charm, and more

Spirits and experience

When it falls it lets go of 10 Fire and 9 Wind and 5 Water spirits. You gain experience in:

Health150
Attack150
Jump60

See also