Kurgal, the Blackblooded

Kurgal, the Blackblooded is a boss that can only appear inside  The Lich's Tomb nodes within the Abyssal City biome, inside The Azurite Mine in Delve, at a depth of 110 or greater.

The encounter with Kurgal, the Blackblooded has two distinct phases, with an add phase during the initial phase.

The boss room is known as Abyssal Sanctum. From the boss room, the exit portal leads to "Abyssal Span".

Arena
The arena for the fight is called Abyssal Sanctum. The arena is comprised of two circles, with four low walls around the first circle and wide passages between them at 45 degree angles.

Skills
Kurgal, the Blackblooded has several different skills, focused primarily on physical damage, with some skills having 15-20% chaos conversion and 80% lightning conversion.
 * Basic Attack - Shoots arrows and wand projectiles.
 * Reflecting Beam - Casts a beam that deals 2841 physical damage per second to an area on the ground near the player, the area follows the player as they move around the arena and this lasts for up to 15 seconds. Players have between 0.2 and 0.45 seconds to avoid being hit by the initial spell.
 * Firestorm - Occasionally casts a medium sized firestorm that will land in the outer part of the arena, dealing physical and chaos damage over 6 seconds, every 0.2 seconds.
 * Chest Pulse - Casts a single laser pulse dealing physical damage, facing the direction of the player at the time of casting with a distance equal to the radius of the arena.
 * Ground Laser - 20 ground lasers are distributed evenly at two radii in the arena, in the first phase they occasionally begin connecting diagonally in the outer region of the arena with damaging beams dealing physical damage. In the second phase they occasionally spin slowly in groups dealing physical and chaos damage.
 * Transition Beam - Kurgal spreads his arms 180 degrees apart and launches two beams that close inwards towards his direction of facing leaving 20 degrees whereupon the spell finishes. This deals high physical damage with 15% converted to chaos.

The Fight
Approaching Kurgal initiates the fight.

During the first phase Kurgal will slowly and continually summon pillars surrounded by three glowing green circles. The pillars can appear in one of four preset locations nearest the player at the time and near the passages between the inner and outer circles. These pillars block player movement. It can detonate these pillars when between 1 and 4 are active given that the zone is not in darkness or in phase two. The area very near these glowing circles deals a large amount of damage to the player and any of these pillars that are nearby the player will explode simultaneously. Most often, all of the pillars will explode.

Occasionally it also places a small totem which erupts after a short duration to deal a small amount of damage, near the player.

Around the arena are 20 evenly-spaced totems, 8 are placed in the first radius and 12 are placed in the second radius - around the perimeter of the arena. During the first phase these connect in a triangular or diagonal pattern dealing minor physical damage to the player if they cross the beam.

When the boss reaches 50% of its initial health, it will become invulnerable, untargetable and begin to spawn abyssal montsers. These deal a small amount of damage and grant flask charges.

In the second half of the first phase, the fight resumes as before.

When the boss reaches low health, it begins its empowered phase.

During the second phase, the 20 totems begin to activate in groups spinning and dealing physical and chaos damage with a short laser beam.

It also launches projectiles frequently at the player which deal up to 8986 damage, 80% being lightning, and 20% being chaos.

It will also cast two spells at set intervals, either the Chest Pulse or Transition Beam, both of which are deadly but avoidable.

Version history

 * Introduced to the game.
 * }