The Ruins is the side area of the Dark Caves.
You can access it by unlocking the door at the second level of the Dark Caves with a Treasure Key. In this level, you can gather one of the four Rune Orbs (this one provides 2 INT) in the game. It is the only stage with 2 Spellbooks, making it a huge incentive for this area, especially if you are playing Mage. The books can potentially be used for healing instead.
Enemies[]
Ruins[]
Image | Name | HP | Attacks/Behavior |
---|---|---|---|
Cultist | 16 | After noticing the player, the Cultist will play a sound cue and will start casting one of his three spells. You can interrupt the casting animation by damaging the Cultist. It can summon a Demon Dog, a Demon Armor, or cast an Icebolt spell that deals around 8 damage and freezes the player after a short delay. A cultist can only summon one monster. | |
Demon Armor | 55 | Only appears when summoned by a Cultist. Its shield reduces all frontal physical damage to 1. After coming close enough, it will swing its sword for 12-15 damage. | |
Demon Dog | 25 | Only appears when summoned by a Cultist. Will run around and then lunge after charging up, then run until they can lunge again. Lunges deal about 5 damage and can travel a surprisingly long distance. | |
Bat | 5 | Hangs from the ceiling until it notices the player. Once it does, it will start flying and will pursue the player. Deals 2-6 damage on contact. It won't pursue the player in water and will go back to hanging from the ceiling if left alone for long enough. Compared to a normal bat, this particular bat moves much faster. |
All Areas[]
Image | Name | HP | Attacks/Behavior |
---|---|---|---|
Hostile Thief | 25 | Once it sees a player, it will rush towards them, trying to attack them. If it manages to hit the player, it will deal 1-3 damage, the player will be stunned for approximately 2 seconds, and the thief will loot the player's gold. The thief will then attempt to escape from the player. It stands still when the player is not nearby. It can detect the player through stealth but will not attack the player unless it sees the player out of stealth. It drops all looted gold when killed plus 5 extra gold. | |
Friendly Thief | ~150 | The Friendly Thief will only spawn on stages that have a Shopkeeper's Stash. You can interact with it to accept its quest.
It is not advised to attack the Friendly Thief. It does drop some gold (about 15), but it has over a hundred HP and hits you once (like the hostile thief) for about 35 damage. | |
Mimic | 10 | A mimic will stand still, disguising itself as a chest, until a careless adventurer comes nearby. After an adventurer comes close enough or after it takes damage, it will show its true form and will begin to jump around, trying to bite the player for 5-8 damage.
After being defeated, it will drop an item, just like a normal chest, along with some gold. Mimics look very similar to actual chests, but the upper half of the lock on a mimic is a lighter gray. A Mimic's HP is the same regardless of the area it appears in, making it a fairly easy enemy to kill after the first area. | |
Minnow | 1 | The Minnow is a passive entity. It doesn't grant any gold or experience points. You are able to gain HP by attacking it with a Weapon with the Lifesteal Attribute. You can get gold from it but only with the Damage to Gold Attribute. |
Boss[]
Evil Mage
The Evil Mage is the boss of The Ruins.
It has 150HP.
Behavior
The Evil Mage spawns after picking up the Rune Orb.
Attacks
Attack | Description |
---|---|
Icebolt | The Evil Mage shoots volleys of 1-3 Icebolts that pass through walls, deal around 10 damage and freeze the player. These Icebolts will linger in place if the player moves too far away from the Evil Mage. |
Nova | The Evil Mage uses a spell similar to Frost Nova that freezes nearby players and deals 1-2 damage. You can either move out of its effective range or hide behind obstacles. |
Teleportation | After finishing an attack cycle, the Evil Mage will remain standing still for a few seconds, teleport near the player and start a new attack cycle. These few idle seconds are the only time frame you should attack the Evil Mage in. |
Alternate Teleportation | Once the Evil Mage is at half health he will start alternating between regular teleportations and alternate ones. In the alternate ones, it will turn invisible, teleport near the player and use its Nova attack shortly after releasing a visual cue and a cackle audio cue. |
Radial Icebolts | Can only occur if the player attacks the Evil Mage while it is casting. The Evil Mage immediately shoots around 10 Icebolts and teleports. |
Strategy
It is advisable to clear out the entire stage to prevent Cultist from interfering with the fight. You can immediately attack it after it finishes its spawning animation without any danger.
After its first teleportation, you should start to wait out his attack cycles and attack it when it stands still. Never attack the Evil Mage while he is waving its arms or it will counterattack with a really strong radial attack.
Once the Evil Mage is at half health he will start teleporting very often so you will have to move around to dodge his nova attack.
Having some elemental resistances can make this boss much easier. Resistance to ice can greatly reduce the time that you're frozen, and if maxed, provide complete immunity to all attacks except for contact damage.
Traps[]
Magic Traps[]
Magic traps emit faint blue particles when active. If a creature steps onto the trap, it triggers a random effect and deactivates.
Possible effects:
- Teleports the creature to another location
- Freezes the creature and deals 5 damage
- Vertically shoots a fireball (dealing about 15 damage)
Countermeasures
Corpses can trigger magic traps.
Light Feet gear lets the player walk across magic traps without triggering them.