Information on this page is fully updated to the latest official version of the game: 180.12 |
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Keymaster is the final boss of the Mines (floor 1).
Overview []
"The keys in his possession granted this man great purpose. For a bribe and a favor, he was willing to carry missives, arrange fights and allow gangs of criminals to quietly murder their competition while they slept. He saw himself as a king and the keys were his crown…as long as they were needed, he was needed. But the undead care not for the jingling metal — and for the man himself, they will have no need at all…" |
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Abilities []
Physical Attack. Deals 80% damage. |
Physical Attack. Deals 100% damage. - Stuns target for 1 turn.* Debuffs for 2 turns: - Target receives -4 (6,8)^ Armor. * On Good Always Wins difficulty ^ On More Pain! and Good Always Wins respectively |
Buff. All allies restore 5 (10,15)* Sanity. Buffs all allies until the end of battle: - Target receives +3 (5,8)* Attack. * On More Pain! and Good Always Wins respectively |
Support. Summons a Conscript, Hunky, or Miner. - The summoned character receives +4 Attack. |
Support. Summons up to three Conscripts, Hunkies, or Miners. |
Counter []
Roles: Physical damage dealer - Summoner - Sanity Healer - Buff support - Debuff support - Stunner
Most effective in positions: Any positions
Behavior[]
When one or all of his henchmen are killed, Keymaster will have a chance (or be guaranteed for the latter) to summon more to fill blank positions. If his henchmen are at low Sanity , he may attempt to heal their Sanity and Buff their Attack . If all three of his henchmen are alive and at high Sanity , he is almost guaranteed to use his offensive moves, with high priority for AOE attack. Unlike other bosses, Keymaster's summoning ability is not a free action and thus costs his turn when he uses it.
Approach[]
The best opportunity to land hits on the Keymaster is when he only has 1-2 henchmen left. Try to kill an enemy before the Keymaster's turn. The more henchmen killed, the more likely it is for Keymaster to waste his turn summoning instead of attacking. Keep in mind that killing all of his henchmen at once will force the Keymaster to summon 3 more. For stress builds, minions that can quickly spread stress among enemies are recommended (Wraith , Banshee , etc). All enemies summoned by Keymaster have a chance to get Betrayal Insanity effect, which can be quite advantageous for stress-focused squads. Since the amount of targets that can go insane is unlimited, Vampires can benefit a lot from this fight. Equipped with Tear of Blood, a Vampire can stack a huge load of Evasion , Luck and Accuracy in addition to Attack , up until the point she can dodge most attacks and one-shot targets. Similarly, a Ghoul can use Lunch Break on low-Vigor targets to stack offensive Buffs on herself.
Dialogue []
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