Description
Required Dependency: Pretension
All music is composed by Frosbeechill
This mod adds a collection of bosses and a few tools.
Bosses:
Ancient Ent
A stationary boss found in the desolate forest. Use an Ancient Figurine on the center block of the structure to initiate the fight.
Intended for iron level gear.
Shoots poison and Harming potions in 4 different directions and at half health shoots lingering harming in the outer part of the arena.
When all players leave the arena, the fight will cancel and the Ancient Ent will drop the Ancient Figurine.
Drops the Bark Blaster
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Undead Knight

An early game fight intended for iron gear. When hit, lunges back with a chance of summoning zombies. When in second phase, will lunge back, then teleporting to the player and exploding. This attack is parryable. In last phase, can now spawn skeletons and moves faster.
Summoned from using a Zombie Will on a Resurrector during night.
Drops the Metal Bringer.
Me fighting the Undead Knight:
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King Piece (WIP)

A mid game fight intended for iron to diamond gear. Chance to shoot four bishops diagonally, rooks cardinally, or a pawn in the direction it's facing. In second phase, mounts a Knight Piece giving it extra resistance.
Once Knight piece is killed, King Piece gains speed and more resistance than first phase.
Summoned by using a White King Chess Piece on a Chess Altar in the King Piece Cell structure
Does not drop anything yet.
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Spectral Cacoffiny

(WIP) An early game fight intended for iron to diamond gear. Has a timer switching between melee to ranged mode.
When in ranged mode, moves slower and hits harder while shooting fireballs and lobbing mortar shells. When in melee mode, moves faster.
Summoned by using a Coffin Key on the base block of a Spectral Coffin that generates in deserts.
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Dread Doctor

A earlier game fight intended for after the Ancient Ent. Possible in iron armor but recommended in diamond.
Shoots harming potions and fireballs. Has an attack that explodes and shoots lingering harming.
When the Dread Doctor glows, it is vulnerable for a critical hit. When hit when glowing, will be stunned and damaged.
When on fire, loses knockback resistance and resistance but gains strength, speed, and more knockback.
Summoned from using a surgical needle on a villager. Surgical needle obtained from killing a villager.
Drops the Injector.
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Dreadipede

My first attempt at a worm boss. Digs through walls while occasionally going in for an attack. Will occasionally shoot homing fire arrows that will explode when hit from a distance. Intended for diamond tier gear.
Each segment will gain immunity and regeneration if the following segment has more health. The end segment needs to be killed before the head is killable.
Summoned by having the Scorched Scarab Emblem in hand while on fire.
Drops Centipede Scales used to craft lava walkers.
(Piercing crossbow is unbelievably satisfying for this fight).
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Phantom Paladin

Meant for maxed netherite gear. Has a Phantom Sword that will be thrown at will sometimes be parryable. This will damage the Phantom Paladin and stun it. Will also Dash occasionally up to 3 times. Also randomly spawns three explosive cricles in succession that will explode shortly after appearing.
In second phase it will spawn a Healing Totem every few seconds that will make the Phantom Paladin immune to damage. In the second phase it will summon a circle in the sky that will follow the player before stopping and shooting multiple explosive circles with increased explosion damage.
Will drop the Phantom Shield when the Phantom Paladin is killed while the sword is still alive and will drop the sword when it is killed.
Summoned by filling a dagger of souls and using it on a phantom crucible that spawns on the nether roof.
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Skeletal Sorceror

Meant for after the Phantom Paladin. The Skeletal Sorceror is a heavier boss and does some knockback each hit. It also has a cooldown that will either shoot a barrage of homing red skulls that despawn when hit or a fully armed wither skeleton.
The most challenging part of the fight is that it will teleport to the player if it is too far away which becomes a very close radius. In second phase it has a damage aura that hurts the player within a few blocks and lowers the teleportation distance.
In the next phase, the damage becomes much greater and will blind the player as well as lowering the distance at which it will teleport to the player greatly.
Becomes enraged when hit by either of the phantom weapons, giving it strength, speed, and resistance.
Drops its hat upon death.
Summoned by using a dagger of blood (obtained by using a not yet full dagger of souls on the phantom crucible) on a blood crucible (obtained by breaking a phantom crucible while there is a netherite block above it).
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Equipment:
Bark Blaster - Drop from the Ancient Ent. Hold click for 2 seconds to shoot strong poison potions, harming potions, and a lingering harming potion.
Metal Bringer - Dropped from Undead Knight. Use with a 5 second cooldown to shoot a fast projectile that teleports the shooter and explodes upon hitting an enemy.
Coffin Key - 10% chance to drop from baby villagers, zombies, and zombie villagers. Use on the base block of a Spectral Coffin to summon the Spectral Cacoffiny boss.
Injector - Dropped from the Dread Doctor. Hold to charge damage. Shoots a fast flaming needle. When the needle hits an enemy, shoots another needle from the back of the target (highly recommended for the Dreadipede).
Lava walkers - Crafted from centipede scales dropped from the Infernal Centipede. These boots make the player leap a short distance everytime they ignite while extinguishing them.
Phantom Shield - Drops from the Phantom Paladin. When used, will make the player dash forward while dealing damage to mobs based on the player's armor level.
Phantom Sword - Drops from the Phantom Paladin. Gives the player weakness when slightly below max health, then a greater level of weakness when around half, but strength and resistance when a quarter is left.
Dagger of Souls - An expensive craft used to summon the Phantom Paladin. Needs to be charged in order to summon it by hitting 50 entities with less than 50 max health (this instantly kills them). If another entity is hit when it is fully charged, it will empty again and explode.
Dagger of Blood - Crafted from using an uncharged Dagger of Souls on a phantom crucible. Used to summon the Skeletal Sorceror. Requires 100 charges instead and only charges from enemies with health greater than 20 and less than 200. If an entity is hit when fully charged, it will empty it and explode with more damage than the Dagger of Souls.
Defensive arrow - An item very rarely dropped by MRDR Followers. This item shoots 5 arrows when the player is hit while in inventory. The damage, speed, and pierce is increased for each item in the stack. Does not increase from multiple stacks.
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Miscellaneous:
Coffee machine - Obtained in creative mode along with a mug. Self explanatory function. When consumed, will grant a very short but powerful boost.
Zombie Will - An item that drops from zombies with a 3% chance. Use on a Resurrector to summon the Undead Knight
Desolate forest - A biome that is very barren that spawns many MRDR Followers.
/Bs - A command that adds one extra item to the stack in hand. There is no limit. For the funny.
Resurrector - A block used for summoning the Undead Knight. When certain items are used, it will spawn the corresponding undead mob.
Night summons:
Rotten flesh - zombie
Bones, arrows, or bows - skeleton
Zombie Will - Undead Knight
Nether summons:
Gold nuggets, gold ingots, or golden swords - zombified piglin
Coal, stone swords, or wither skeleton skulls - wither skeleton
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Keep in mind that there are some elements in this mod that are not yet fully implemented they are also not accessible in the survival experience. Use these with caution and know they are not final.
All music used in this mod is from Frosbeechill, a very close compatriot
