Exo Mechs
Type | Boss |
---|---|
Max Life | 3,460,000 / 5,536,000 ![]() ![]() ![]() ![]() ![]() |
KB Resist | 100% |
- Item (Quantity)Rate
Exo Prism (25-30 / 30-40
)
100%- 100%
- 100%
- 28.57%
- 1%
The Exo Mechanical Trio (Lore)(Always on first kill)
100%Cynosure (Lore)(Always on first kill if Supreme Witch, Calamitas is defeated)
100%Draedon Relic(In Master or Revengeance Mode only)
- If Ares has been defeated last:
- 100%
- 100%
- 100%
- 28.57%
- 100%
- If Artemis and Apollo have been defeated last:
- 100%
- 100%
- 28.57%
- 28.57%
- 100%
- 100%
- If Thanatos has been defeated last:
- 100%
- 100%
- 100%
- 28.57%
- 100%
- If you were looking for something other than the boss, see Draedon (disambiguation).
"What a terrifying marvel of engineering."
The Exo Mechs are a group of post-Moon Lord bosses that can be fought simultaneously after defeating Yharon, Dragon of Rebirth, and intended to be fought around the same time as Supreme Witch, Calamitas. The battle consists of a passive Draedon along with the four Exo Mechs: XS-01 Artemis, XS-03 Apollo, XM-05 Thanatos, and XF-09 Ares. They are currently one of the most challenging bosses in the Calamity Mod.
Defeating them will provide the player with Exo Prisms, a crafting material for various endgame equipment.
Spawn
The Exo Mechs do not spawn on their own, and require the player to construct The Codebreaker with a Decryption Computer and an Auric Quantum Cooling Cell. Once constructed, the player can interact (right-click) and press the Contact button. The Exo Mechs can be fought in any biome at any time.
Once summoned, Draedon will allow the player to choose an Exo Mech that will be spawned first.
Thanatos, a serpentine terror with impervious armor and innumerable laser turrets.
Ares, a heavyweight, diabolical monstrosity with four Exo superweapons.
Artemis and Apollo, a pair of extremely persistent automatons with unstable energy reserves.
Bosses
Ares
Type | Boss |
---|---|
Damage | 0 (Contact)![]() ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 100 |
DR | 35% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 5 seconds (Exo Overload Beam) |
Debuff tooltip | Exotic resonance shreds your corporeal form |
Immune to | ![]() ![]() ![]() |
Coins | 15 ![]() |
---|
- Item (Quantity)Rate
Omega Healing Potion (5-15)
100%
Type | Boss |
---|---|
Damage | 0 (Contact)![]() ![]() ![]() ![]() ![]() 200 / 304 ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 35% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 8 seconds (Gauss Explosion) 3 seconds (Gauss Spark) |
Debuff tooltip | Slowly losing life |
Immune to | ![]() ![]() |
Type | Boss |
---|---|
Damage | 0 (Contact) 300 / 508 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 35% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 5 seconds (Exothermal Laser) 3 seconds (Red Exo Pulse Laser) |
Debuff tooltip | Incinerating both body and mind |
Immune to | ![]() ![]() |
Type | Boss |
---|---|
Damage | 0 (Contact)![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 35% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 6 seconds (Volatile Plasma Blast) 3 seconds (Exoplasma Bolt) |
Debuff tooltip | Slowly losing life |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 3 seconds (Volatile Plasma Blast) 1.5 seconds (Exoplasma Bolt) |
Debuff tooltip | Losing life |
Immune to | ![]() ![]() |
Type | Boss |
---|---|
Damage | 0 (Contact) 240 / 408 ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 35% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 4 seconds (Tesla Sphere) |
Debuff tooltip | Moving hurts! |
Immune to | ![]() ![]() |
Artemis and Apollo
Type | Boss – Flying Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 25% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 3 seconds (Orange Exo Pulse Laser) |
Debuff tooltip | Incinerating both body and mind |
Immune to | ![]() ![]() |
Type | Boss – Flying Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 1,250,000 / 2,000,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 25% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 6 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket) 3 seconds (Exoplasma Bolt) |
Debuff tooltip | Slowly losing life |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 3 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket) 1.5 seconds (Exoplasma Bolt) |
Debuff tooltip | Losing life |
Immune to | ![]() ![]() |
Type | Boss – Flying Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 750,000 / 1,250,000 1,200,000 / 2,000,000 ![]() 1,435,200 / 2,392,000 ![]() 1,800,000 / 3,000,000 ![]() 2,152,800 / 3,588,000 ![]() ![]() |
Defense | 80 |
DR | 25% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 5 seconds (Orange Exothermal Beam) 3 seconds (Orange Exo Pulse Laser) |
Debuff tooltip | Incinerating both body and mind |
Immune to | ![]() ![]() |
Type | Boss – Flying Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 750,000 / 1,250,000 1,200,000 / 2,000,000 ![]() 1,435,200 / 2,392,000 ![]() 1,800,000 / 3,000,000 ![]() 2,152,800 / 3,588,000 ![]() ![]() |
Defense | 80 |
DR | 25% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 6 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket) 3 seconds (Exoplasma Bolt) |
Debuff tooltip | Slowly losing life |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 3 seconds (Large Volatile Plasma Blast, High Explosive Plasma Rocket) 1.5 seconds (Exoplasma Bolt) |
Debuff tooltip | Losing life |
Immune to | ![]() ![]() |
Coins | 15 ![]() |
---|
- Item (Quantity)Rate
Omega Healing Potion (5-15)
100%
Thanatos
Type | Boss – Flying Enemy Burrowing Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 960,000 / 1,536,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 80 |
DR | 99.99% / 0% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 6 seconds (Gamma Disintegration Beam) |
Debuff tooltip | Incinerating both body and mind |
Immune to | All debuffs except:![]() ![]() ![]() |
Coins | 15 ![]() |
---|
- Item (Quantity)Rate
Omega Healing Potion (5-15)
100%
Type | Boss – Flying Enemy Burrowing Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 960,000 / 1,536,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 100 |
DR | 99.99% / 0% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 3 seconds (Red Exo Pulse Laser) |
Debuff tooltip | Incinerating both body and mind |
Immune to | All debuffs except:![]() ![]() ![]() |
Type | Boss – Flying Enemy Burrowing Enemy |
---|---|
Damage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Max Life | 960,000 / 1,536,000 ![]() ![]() ![]() ![]() ![]() |
Defense | 120 |
DR | 99.99% / 0% |
KB Resist | 100% |
Inflicts debuff | ![]() 100% chance |
Debuff duration | 3 seconds (Red Exo Pulse Laser) |
Debuff tooltip | Incinerating both body and mind |
Immune to | All debuffs except:![]() ![]() ![]() |
Behavior
The Exo Mechs fight consists of 7 phases total.
- Phase 1: The first mech chosen is fought until it reaches 70% health.
- Phase 2: The first mech chosen disappears, and the other two appear. This phase continues until one of the mechs reaches 70% health.
- Phase 3: The first mech reappears and all three mechs will be present. While in this phase, all mechs are slightly slower or perform less attacks. This phase continues until one of the mechs reaches 40% health, in which it goes into a berserk state and gains new attacks.
- Phase 4: The mech at the lowest health battles the player on its own, until it is defeated.
- Phase 5: The mech with the higher remaining health returns to battle the player on its own until it reaches 70% health. Then, both surviving mechs fight the player until one of the mechs reaches 40% health. If both remaining mechs were already at 70% health, they will reappear simultaneously.
- Phase 6: The mech at the lower health battles the player on its own, until it is defeated.
- Phase 7: The last remaining mech battles the player with significantly increased speed and aggression, and will instantly go berserk regardless of its health.
Ares
Ares initially spawns with four limbs: the Laser Cannon to the upper far left, Tesla Cannon to lower left, Plasma Cannon to the lower right, and Gauss Nuke to the upper far right. These share the same health pool with Ares, thus damaging any of the weapons will also damage the main health bar itself. For most of the battle, Ares and its arms will hover above the player, and will not deal contact damage.
Body
- The body normally follows above the player and does not have an attack until it reaches its berserk state.
- When berserk, the boss will have an idle time of 10 seconds before performing an attack, 7 seconds if it is the last mech alive.
- Its only attack in its berserk state is to lock in place, detach the weapons from the arms to create an X-formation, and mark areas around the core with 6 / 8
/ 9
/ 10
lines. While performing this attack, all projectiles that the weapons have shot previously are destroyed. After 2.5 / 2
/ 1.75
/ 1.5
seconds, the lines turn into solid
Exo Overload Beams which spin around clockwise or counterclockwise for 10 seconds, with the speed of the spin increasing over the duration of the attack.
- All weapons except Gauss Nuke will still function during this attack, although many attacks are modified.
- During this attack, the player has infinite flight.
- If the player exits the range of the lasers by moving 155 tiles away, Ares will temporarily enter an enraged state until the next Exo Overload Beam attack, causing the boss and its arms to glow red, and causing its body and weapons to emit steam. In this state, all body parts will have their DR increased from 35% to 85% and attack significantly faster, and the idle time of the body also decreases by 25%.
Laser Cannon
- The Laser Cannon normally aims at the player when performing no attacks. It idles for 7.5 seconds before attacking.
- The idle duration is reduced by 50% when berserk, 70% if it is the last mech alive, and 90% if enraged.
- When attacking, it glows and starts pulsing rapidly, aims straight downwards or parallel to the ground, and charges up a laser for 2.4 seconds, signified by a line telegraph. This is followed up with a charge-up sound 1.67 seconds before firing.
- The cannon will always aim down at first, and will alternate in direction after every fire.
- Then, it fires a stationary Exothermal Laser in the targeted direction and the cannon sweeps towards the player for 1 second before returning to the original position.
- The arm velocity decreases by 50% if Artemis and Apollo are present.
- If Ares is performing the Exo Overload Beam attack, the charge-up sound does not play, and the cannon shoots 2
Red Exo Pulse Lasers at the player over a second duration.
- The lasers travel in a line which is telegraphed before the cannon fires.
- The number of lasers increases to 3 if it is the last mech alive, and 9 if enraged.
- Both laser attacks have increased velocity if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.
Tesla Cannon
- The Tesla Cannon normally aims significantly ahead of the player when performing no attacks. It idles for 3.5 seconds before attacking, 2 seconds if Ares is performing the Exo Overload Beam attack.
- The idle duration is reduced by 30% when berserk, 60% if it is the last mech alive, and 90% if enraged.
- The idle duration will be offset by 1.33 seconds when Ares first spawns, and 0.38 seconds when Ares reappears following a phase transition.
- Predictiveness increases by 50% if it is the last mech alive, decreases by 50% if Artemis and Apollo are present, and decreases by 75% if all three mechs are alive.
- When attacking, the cannon glows and rapidly pulses for 2.4 seconds before firing a chain of 4 connecting
Tesla Spheres over the duration of 2 seconds. The connecting arc snaps if orbs are over 60 / 75
/ 80
/ 85
tiles away from each other.
- If Ares is performing the Exo Overload Beam attack, the orb terminal speed is halved and all connecting arcs are instantly snapped.
- The orb count is reduced to 3 if Artemis and Apollo are present, 5 if berserk, 6 if enraged.
- If all three mechs are alive, the orb velocity decreases.
- The orb velocity increases if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.
Plasma Cannon
- The Plasma Cannon normally aims moderately ahead of the player when performing no attacks. It idles for 3.5 seconds before attacking, 2 seconds if Ares is performing the Exo Overload Beam attack.
- The idle duration is reduced by 30% when berserk, 60% if it is the last mech alive, and 90% if enraged.
- The idle duration will be offset by 4.33 seconds when Ares first spawns, and 4.1 seconds following a phase transition.
- Predictiveness decreases by 50% if Artemis and Apollo are present, and 75% if all three mechs are present.
- When attacking, the cannon glows and rapidly pulses for 2.4 seconds before firing 2
Volatile Plasma Blasts over the duration of 2 seconds. The blast will explode into a ring of 8 accelerating
Exoplasma Bolts 2 seconds after launch or upon collision with tiles.
- The blast count is increased to 3 if it is the last mech alive.
- If all three mechs are alive, the blast velocity decreases.
- The blast velocity increases if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.
- If other mechs are present or Ares is performing the Exo Overload Beam attack, the amount of bolts spawned on the blast explosion will be halved.
Gauss Nuke
- The Gauss Nuke normally aims slightly ahead of the player when performing no attacks. It idles for 12.5 seconds before attacking.
- The idle duration is reduced by 85% when berserk, 90% if it is the last mech alive, and 95% if enraged.
- Predictiveness decreases by 50% if Artemis and Apollo are present, and 75% if all three mechs are present.
- After glowing and rapidly pulsing for 3.6 seconds, a homing
Gauss Nuke is fired along with a ring of 12 gravity-affected
Gauss Sparks.
- The nuke homes in towards the player until it is 20 / 18.75
/ 18.125
/ 17.5
tiles away, upon which it continues travelling in that direction, and will explode into a massive shockwave 3 seconds after launch or upon collision with tiles.
- The blast radius of the nuke is indicated by a translucent green ring around the projectile.
- The pulse telegraph time is halved if the boss is enraged.
- The nuke velocity increases if the boss is in the berserk state, further if it is the last mech alive, and even further if enraged.
- The nuke homes in towards the player until it is 20 / 18.75
- While the nuke launches, Ares reloads another nuke within the span of 6 seconds.
- The reload time is halved if the boss is enraged.
Artemis and Apollo
Artemis and Apollo initially spawn to the left and right of the player respectively. They will remain around those positions for most of the battle, with frequent small movement and infrequent charges towards the player; if all three of the Exo Mechs are currently active, they will position themselves 22.5 tiles lower than usual. The two entities share a health pool, thus damaging Apollo will also damage Artemis and vice versa. Upon reaching 60% health, both bosses transition into the second phase, ejecting their lenses and revealing their pulse cannons.
Artemis
- Relocates slightly, then fires a highly predictive, accelerating
Orange Exo Pulse Laser at the player every 0.75 seconds.
- The relocation range is random and varies in a range of 3.125 tiles horizontally and 15.625 tiles vertically, halved if all three mechs are present.
- The lasers travel in a line which is telegraphed half a second before appearing.
- The timer is decreased to 0.58 seconds if it is the last mech alive, or 1 second if any other mech is present.
- Predictiveness decreases by 50% if one other mech is present, and 75% if all three mechs are present.
- After 6.25 / 5.98
/ 5.85
/ 5.72
seconds in the first phase, Artemis replaces its next normal attack with a large orange-red column that appears for 0.75 seconds, then fires a spread of 4 / 6
/ 8
Orange Exo Pulse Lasers and launches in the telegraphed direction, returning to its original position after completing its charge.
- This attack does not occur if all three mechs are alive.
- The dash itself is the only time Artemis will deal contact damage.
- After 6.5 / 6.23
/ 6.1
/ 5.97
seconds in the second phase, Artemis will select between the Laser Shotgun Barrage or Exothermal Beam attacks, which will alternate each time.
- The timer is decreased to 5 / 4.87
/ 4.8
/ 4.73
seconds while berserk, and 4.25 / 4.12
/ 4.05
/ 3.98
seconds if it is the last mech alive.
- This attack does not occur if all three mechs are alive.
- For the Laser Shotgun Barrage attack, Artemis fires two consecutive bursts of 6 / 7
/ 8
Orange Exo Pulse Lasers over a duration of 1.5 seconds.
- Lasers are 1.5x more predictive than normal.
- If Apollo performs the Charge Combo attack, the amount of lasers is reduced by 2. Otherwise if it is the last mech alive, the amount of lasers is increased by 2.
- If it is the last mech alive, Artemis instead fires three bursts in 2 seconds.
- For the Exothermal Beam attack, Artemis positions itself above the player and remains in place for one second, aiming a line in its forward direction. Then, it fires the Orange Exothermal beam straight ahead and spins around the set position for 3 seconds while sustaining the beam.
- The timer is decreased to 5 / 4.87
Apollo
- Relocates slightly, then fires a
Large Volatile Plasma Blast at the player every 0.75 seconds.
- The relocation range is random and varies in a range of 3.125 tiles horizontally and 15.625 tiles vertically, halved if all three mechs are present.
- Blasts explode into 4
Exoplasma Bolts after 1 second.
- The timer is decreased to 0.67 seconds if it is the last mech alive, or 1 second if any other mech is present.
- After 6.5 / 6.23
/ 6.1
/ 5.97
seconds in the first phase, Apollo fires three
High Explosive Plasma Rockets over a duration of 1.5 seconds.
- Each time Apollo fires, it will relocate with half the normal range.
- Each rocket homes in towards the player until it is 15 / 12.5
/ 11.25
/ 10
tiles away where it continue travelling in that direction. Additionally, rockets also push other nearby rockets away from each other.
- If any other mech is alive, Apollo instead fires two rockets. If it is the last mech alive, the duration decreases from 1.5 to 1 second.
- After 6.5 / 6.23
/ 6.1
/ 5.97
seconds in the second phase, Apollo will select between the Rocket Barrage or the Charge Combo attack, which will alternate each time.
- The timer is decreased to 5 / 4.87
/ 4.8
/ 4.73
seconds while berserk, and 4.25 / 4.12
/ 4.05
/ 3.98
seconds if it is the last mech alive.
- This attack does not occur if all three mechs are alive.
- For the Charge Combo attack, Apollo lines up a series of three charges in a horizontal zig-zag pattern pointed at the player for 1 / 0.83
/ 0.75
/ 0.67
seconds, then dashes quickly along the telegraphed path.
- At the start of each charge, Apollo releases a ring of 8
Exoplasma Bolts outwards.
- After performing all the charges, Apollo returns to its original position.
- The dash itself is the only time Apollo will deal contact damage.
- At the start of each charge, Apollo releases a ring of 8
- The timer is decreased to 5 / 4.87
Thanatos
Thanatos initially spawns far below the player, and is composed of 102 segments. All its segments including the head and tail are effectively immune to damage. However, body and tail segments will occasionally open up, emitting steam, pulsing red, as well as appearing red on the minimap. While red, a segment's damage reduction drops to zero, in addition to taking 40% / 30% / 25%
/ 20%
more damage; if berserk, it will only take 10% / 7.5%
/ 5%
/ 2.5%
more damage. Thanatos' open segments must have at least 3 / 2
closed segments between them, which decreases to 1 if berserk.
Regardless of the type of attack, open segments always fire at each individual player in multiplayer, up to a maximum of 3 players at a time. If segments are at least 150 tiles away from the player, they will not fire until the player is back in range. After firing, segments will remain vulnerable for 3 seconds before closing. The time taken to close the vulnerable segment reduces to 2 seconds if berserk, 1 second if it is the last mech alive.
- Thanatos flies below the player for 6 seconds, taking 1.5 seconds to open up 20 / 25
/ 28
/ 30
segments which simultaneously fire two
Red Exo Pulse Lasers, one laser aimed ahead of the player and the other aimed behind them. It then begins to fly alongside the player as if passive; every 0.05 seconds, a segment opens up, which individually fires two Red Exo Pulse Lasers at the nearest player after 0.6 seconds, using the same aiming mechanism as the previous lasers. This continues until the attack is complete, or 20 / 25
/ 28
/ 30
segments have fired.
- The number of segments that can fire at the same time decreases if at least one other mech is active, and no longer has a limit if berserk.
- If all three mechs are active, simultaneous lasers will not be fired and the lasers aimed behind the player will be omitted.
- If berserk, one additional laser is fired from each segment which is aimed directly at the player.
- The time taken to open a segment is decreased to 0.033 seconds if berserk, 0.017 if it is the last mech alive.
- The attack lasts 5 seconds if berserk, 4.5 seconds if it is the last mech alive.
- Thanatos charges at the player for 7 seconds, speeding up at the first 6 seconds and slowing down for the last second. During this time, it opens up a large number of its segments which will all simultaneously fire
Red Exo Pulse Lasers at the nearby player after 0.6 seconds. Following this, several available segments will also open, firing single Red Exo Pulse Lasers directly at the player.
- This attack does not occur if all three mechs are alive.
- The number of segments that can fire at the same time decreases if at least one other mech is active, and no longer has a limit if berserk.
- Thanatos turns slower the closer it is to the target. It begins turning slower if it is 15 tiles from the player, 10 if it is the last mech alive.
- Speed up time decreases to 4 seconds if berserk, 3 seconds if it is the last mech alive.
- Slow down time decreases to 0.67 seconds if berserk, 0.5 seconds if it is the last mech alive.
- Once berserk, it is able to replace every other burrow attack with a new attack. In the attack, Thanatos places a
crosshair on the player and tracks the location for three seconds, while firing a harmless converging ray. After three seconds, the rays fully materialize into a
Gamma Disintegration Beam that fires two perpendicular rows of
Red Exo Pulse Lasers outwards every 2.67 / 1.33
seconds. The beam lasts for 3 seconds before disappearing, causing Thanatos to immediately switch to the charge attack.
- While performing this attack, the head itself becomes vulnerable and has vulnerable properties such as emitting steam and glowing red. It is also set to take 10% more damage regardless of difficulty.
- Thanatos will drastically slow down once the player is in a 62.5 / 50
/ 43.75
/ 37.5
tile radius to the head; this reduces to 37.5 / 30
/ 26.25
/ 22.5
if it is the last mech alive. The crosshair lock-on visual will also become looser the closer the player is to Thanatos' head.
- The rows of lasers have a gap of 20 / 18
/ 16
tiles and deal as much damage as the Gamma Disintegration Beam itself.
In Expert Mode
- Ares: Has a 50% chance to swap its arms after performing the Exo Overload Beams attack. Increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become more predictive. Tesla Spheres connect from a further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
- Artemis/Apollo: Artemis gains the ability to align below the player when performing the Exothermal Beam attack, and rotates the beam more. Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Increased the number of lasers fired by Artemis during the Laser Shotgun Barrage attack. Apollo's rockets have greater homing speed and stronger anti-clump push.
- Thanatos: Moves faster, slow down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness.
In Revengeance Mode
- Ares: Is guaranteed to swap its arms after performing the Exo Overload Beams attack. Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player even more closely. Exo Overload Beams are telegraphed for even less time.
- Artemis/Apollo: Both are now capable of swapping locations between phases and charges. Artemis gains the ability to align to the left or right of the player when performing the Exothermal Beam attack, and rotates the beam more. Both Artemis and Apollo have faster attacks, more predictiveness, and take less time to perform special attacks. Apollo's rockets have greater homing speed and stronger anti-clump push.
- Thanatos: Moves faster, slows down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness. It can fly upwards while performing the burrowing attack. Increased the number of lasers resulting from the Gamma Disintegration Beam.
In Death Mode
- Ares: Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
- Artemis/Apollo: Both of them have faster attacks, more predictiveness, and take less time to perform special attacks. Increased the number of lasers fired by Artemis during the Laser Shotgun Barrage attack, and it rotates the Exothermal Beam more. Apollo's rockets have greater homing speed and stronger anti-clump push.
- Thanatos: Moves faster, slow down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness. Increased the number of lasers resulting from the Gamma Disintegration Beam.
During the Boss Rush
- Draedon will be forced to summon a random Exo Mech if the player did not choose what mech to fight first after 20 seconds.
- Beyond the initial dialogue, all boss dialogue is omitted throughout the fight.
- Draedon will not be present after defeating the last Exo Mech.
- Ares: Health decreased to 650,000 / 1,040,000
/ 1,560,000
. Fires 12 Exo Overload Beams with telegraph duration reduced to 1 second. All weapons fire at a higher projectile velocity. Tesla Cannon, Plasma Cannon, and Gauss Nuke become more predictive. Tesla Spheres require 100 tiles of distance or higher to detach. Gauss Nuke tracks the player more closely. 18 Gauss Sparks erupt out of the Gauss Nuke. Volatile Plasma Blasts take 1.6 seconds to explode into 12 Exoplasma Bolts.
- Artemis/Apollo: Health decreased to 650,000 / 1,040,000
/ 1,560,000
. Artemis fires 10 lasers during first phase's Laser Shotgun Barrage attack, and 9 lasers per barrage for the second phase. 25% increased base laser speed and increased predictiveness for Artemis. Volatile Plasma Blasts take 0.8 seconds to explode into 6 Exoplasma Bolts. Apollo releases 12 Exoplasma Bolts while charging. Apollo's rockets have greater homing speed and stronger anti-clump push. Reduced time to perform attacks and increased charging velocity for both bosses.
- Thanatos: Health decreased to 600,000 / 960,000
/ 1,440,000
. Moves faster, only slows down while within 25-tile radius of the player, can have up to 35 segments open at once, takes 10% more damage from open segments, no longer takes more damage from open segments if berserk, and fires lasers with greater predictiveness. Gap between lasers from the Gamma Disintegration Beam reduced to 10 tiles. 25% increased base laser speed.
On the For the worthy seed
- Ares: Releases 4 additional Exo Overload Beams. Gauss Nuke moves at double speed and last half as long. Red Exo Pulse Lasers move 25% faster.
- Artemis/Apollo: Relocation range doubled, moves 50% faster, and charges 15% faster. Attack telegraphs last 50% shorter. Orange Exo Pulse Lasers move 25% faster. Apollo fires 3 additional rockets.
- Thanatos: Slows down at a 50% closer distance to the player and moves 15% faster. Red Exo Pulse Lasers move 25% faster.
Resistances
- Ares, its weapons, and all of Thanatos' vulnerable segments take reduced damage from most non-minion piercing projectiles. Each hit decreases the damage of the next hit by 12%, until the eighth hit onwards which deal 20% of original damage.
- Ares and its weapons take:
- 85% damage from The Enforcer's essence flames.
- 80% damage from Eclipse's Fall, Yharim's Crystal, Dragon Rage (including its fireball and explosion projectiles), and Zenith.
- 75% damage from Murasama.
- 70% damage from Ark of the Cosmos' throw and Dynamic Pursuer.
- 50% damage from true melee attacks.
- Artemis and Apollo take:
- 90% damage from Eclipse's Fall small spears and Seared Pan.
- 80% damage from Dynamic Pursuer.
- Thanatos takes:
- 85% damage from Gruesome Eminence's main spirit and The Final Dawn's lingering flames.
- 80% damage from Eradicator's nebula lasers, Blood Boiler, Voltaic Climax, Void Vortex, Plasma Grenade, and Dynamic Pursuer's explosions.
- 75% damage from Luminite Bullets, God Slayer Slugs, and Dragon Rage.
- 70% damage from Ark of the Cosmos' throw, Sirius' explosion, Eclipse's Fall main projectiles, Prismatic Breaker's laser beam, Pulse Rifle, and Dragon Scales and The Wand's tornadoes.
- 65% damage from Zenith.
- 60% damage from Rancor.
- 50% damage from Chicken Cannon, Vehemence's skull clouds, Tarragon Throwing Dart's stealth strike thorns, Yharim's Crystal, and Wrathwing's cinders.
- 35% damage from true melee attacks, The Enforcer's essence flames, Dynamic Pursuer, and The Final Dawn's lunge attack.
Notes
- Most drops from the Exo Mechs including weapons, masks, and trophies depend on the last Exo Mech defeated. Weapons and masks are permanently saved to the loot pool when defeated once, but will not stack with each other if the same Exo Mechs are defeated multiple times. However, trophies will always drop depending on the final mech killed and are not permanently saved.
- For example, if the player defeats Thanatos last after defeating Ares last two times prior, Thanatos will be able to drop Ares Mask and Thanatos Mask at a 28.57% chance each, will be guaranteed to drop the Photon Ripper, The Jailor, Spine of Thanatos, and Refraction Rotor, and will drop the Thanatos Trophy at a 100% chance along with other common drops.
- Thanatos does not take damage or deal contact damage in the first 5 and 3 seconds when initially spawned and reappearing in battle respectively.
- Draedon exists as an NPC. However, he does not perform any attacks, instead moving away from the player to observe the battle. Once all Exo Mechs are defeated, he can be damaged during the closing monologue. "Killing" him will cause another invincible hologram of him to spawn, prompting an extra dialogue. He will continue the monologue as usual even after interrupted.
- Draedon will take 56x damage from any sources and will cause all damage to turn into critical strikes. If the damage taken is somehow not enough to "kill" him, damage is increased to a range varying from 32,100 to 33,500 damage.
- While any Exo Mechs are alive, the sky turns grey and lightning strikes occasionally occur in the background. Specific attacks of the Exo Mechs will also cause a set amount of lightning strikes to occur.
- When Apollo is performing its Charge Combo attack, 10 lightning bolts appear.
- When Artemis is performing its Exothermal Beam attack, 12 lightning bolts appear.
- When Ares is performing the telegraph for its Exo Overload Beam attack, 12 lightning bolts appear.
- When Ares' Gauss Nuke explodes, 12 lightning bolts appear.
- When Thanatos is performing the telegraph for its Gamma Disintegration Beam attack, 12 lightning bolts appear.
- Each individual Exo Mech will drop hearts when defeated.
Tips
- For more elaborate strategies on defeating the Exo Mechs, including weapon and arena recommendations, see Guide:Exo Mechs strategies.
- Unlike Supreme Witch, Calamitas, the lack of arena restrictions allows for the player to be well equipped for higher mobility to dodge most of the attacks. Due to the chaotic nature of the fight, it is heavily encouraged to create a wide-open space to move around in.
- Due to the number of simultaneous threats active at any given time, peripheral awareness of one's surroundings is very important to keep track of any incoming projectiles.
- Many of Ares' attacks deal especially massive damage and have a wide reach, so it is particularly important to predict which of its arms will attack next ahead of time. Watching which of Ares' arms are glowing can help prepare the player for an imminent attack.
- Solid blocks in the arena, including a solid ground that is close to the player, are discouraged as they will cause Ares' Gauss Nuke to detonate earlier. However, blocks will protect the player from Ares' Exo Overload Beams and since no Gauss Nukes are shot while the attack is in progress, the player could hide under a barrier of blocks to avoid the attack, albeit with some room needed to dodge the other projectiles.
- The God Slayer armor's dash ability, Rod of Discord, or the Normality Relocator are very useful tools for escaping certain situations that can lead to getting hit from a deadly attack such as Artemis' Orange Exothermal Beam, or to avoid a chain of hits.
- As getting closer to Thanatos when it is firing its Gamma Disintegration Beam slows down its speed exponentially, it is advised for the player to stay as close as possible to the head when it is performing the attack. This will also remove the threat of being hit from the rows of Red Exo Pulse Lasers that release from the beam itself. Note that the player will still have to contend with the risk of Thanatos encircling the player during the attack or immediately after it ends.
- Most of Artemis and Apollo's and Ares's attacks can be dodged using vertical movement. As such, equipments and buffs that boost flight time and speed are favored.
- The Slimy Saddle or similar mounts can be used to accelerate fall speed and avoid attacks from Ares, along with Artemis and Apollo.
- Moving away from Ares' Exo Overload Beam attack outside of the determined range will trivialize the attack. Although the player will have to deal with an increased damage reduction from the boss and enraged weapon attacks after, it remains as an option to dodge the attack easily if the player is having trouble with it. If the player decides to enrage, they should not return as the enrage cannot be undone until the attack cycle finishes.
- Thanatos takes significantly higher damage from area of effect damage if multiple vulnerable segments are curled up in a small area.
- It is much more beneficial to attack Ares' weapons rather than the body itself, as they have less defense and allow for multiple segments to be hit at once when fired in a line.
Trivia
- The theme heard when Draedon is summoned to give the player the choice of which mech to fight first is an ambient theme composed by PinpinNeon, only officially known in-game as Draedon's Ambience.
- Unlke other soundtracks, this theme is present in the base Calamity Mod content, and it does not require the music addon to be installed.
- The theme of the Exo Mechs fight is Inferior Fabrications, which was also composed by PinpinNeon.
- This however, is a placeholder. CDMusic has confirmed he will make the actual theme for Draedon and the Exo Mechs at a future date.
- If the Calamity Music add-on mod is disabled, Boss 3 will play instead.
- The designs of the Exo Mechs are based on the mechanical bosses. This can be reflected by the second letter in their names, which correspond to the soul drops of the predecessors.
- XS-01 Artemis and XS-03 Apollo are based on Retinazer and Spazmatism respectively, which drop Soul of Sight.
- XM-05 Thanatos is based on The Destroyer, which drops Soul of Might.
- XF-09 Ares is based on Skeletron Prime, which drops Soul of Fright.
- The names of each Exo Mech are also the names of Greek gods and goddesses:
- Artemis is the goddess of the hunt, the wild and the moon.
- Apollo is the god of the sun, light and poetry - among other things.
- Thanatos is the god of death.
- Ares is the god of war.
- Additionally, Apollo and Artemis are twins in Greek mythology, referenced by those names being used for the Exo Twins.
- Draedon himself's name is based on the character Drayden, from the Pokemon franchise.
- Ares' Exo Overload Beam attack is commonly referred to as the "Blender Attack", with the beams themselves being referred to as "Blenderbeam".
- The Orange Exothermal Beam is referred to as the "Ohio Beam".
- The attack is commonly called the "Ohio Attack" as an inside joke from beta testers. It originated from a meme of a bugged version of the attack in test versions.
- The Gamma Disintegration Beam is referred to as the "T Hanos Beam".
- Thanatos is also occasionally internally referred to as "T Hanos".
- Thanatos' Gamma Disintegration Beam telegraph takes inspiration from the Prototype Railgun weapon from Enter the Gungeon.
- Thanatos boasts 102 individual segments, making it one of the two longest bosses in the mod, the other being The Devourer of Gods' second phase.
- Ares' design takes several elements from Gundams from the franchise of the same name, and Evangelions from Neon Genesis Evangelion.
- Notably, its spiked helmet draws inspiration from the Gundams, and the shoulder pylons come from the ones present on the Evangelions. Its gores and trophy also fully expose its core which is similar to Evangelion Unit-01's core.
- Ares' enrage when the player goes out of range of its Exo Overload Beam attack is a reference to a similar enrage used by Spamton NEO from the game, Deltarune, with both turning red, releasing smoke, and making an alarming noise. Both enrages are executed to prevent the player from exploiting their respective bosses.
- Exo Mechs' hit sounds are modified versions of the metallic hit sounds used in Noita.
- Prior to the 1.5.1.001 update, all of the Exo Mechs used to be unable to take any damage from any attack that would deal more than 10% of their health in one hit, such as another mod's butcher function or an incredibly powerful weapon. When hit by such an attack, the damage of the attack would be reduced to 0.
- Draedon's status messages have the color #9BFFFF ●.
- The quotes "Now, choose." or "Make your choice." or its Boss Rush variant use #D5040B ● instead.
- If the Boss Checklist Mod is installed, their unique despawn message will be "An imperfection after all... what a shame."
- If the Boss Despawn Message is set to Generic, the message for when every player is killed corresponds to the Exo Mech chosen at the start of the fight.
Bestiary entries
- Draedon: "One of the many recon bodies made by, and created in the image of, the enigmatic engineer, Draedon. The scientist has become increasingly reclusive since leaving the Godseeker’s side, devoting every waking moment to his never-ending research."
- XF-09 Ares: "The first of the superweapons Draedon created, Ares is capable of both widespread destruction and concentrated attacks with its deadly cannons. His goal in making the Exo Mechs was to forge war machines that could rival even the vaunted strength of Yharim when last they saw one another. To gaze upon this diabolical monstrosity is to know fear."
- XM-05 Thanatos: "A mechanical serpent built using a revised variant of the Devourer’s armor plating, it was intended to be utterly invincible. Even its weakness of needing to vent due to overheating was turned to a strength, for no creature of flesh or metal can survive such temperatures. To gaze upon this serpentine terror is to know true power."
- XS-01 Artemis: "The final superweapon to be created, Artemis only needed a single revision to its original blueprints. Draedon’s perfectionist nature allowed him to raise his skill in engineering to new heights, culminating with a machine possessed of unbelievable nimbleness and precision. To gaze upon the archer is to gaze a second too late."
- XS-03 Apollo: "With plasma cannons that rival the heat of Calamitas’ own flames and trained in advanced simulations against the world’s strongest, few can match this machine of war. Though the chassis consumes incredible amounts of energy, its power demands are easily met by its Exo Prism power core. To gaze upon the oracle is to know its unwavering stare."
Quotes
When Spawned
When Draedon is spawned for the first time
- "I have waited long for this moment."
- "Your nature fascinates me, for I do not understand it."
- "You will face my creations which have surpassed gods."
- "And you will show me your disposition through battle."
- "Now, choose."
When Draedon is spawned in subsequent battles
- "Make your choice."
When Draedon is spawned during the Boss Rush
- "Make your choice. You have 20 seconds."
In Battle
In Phase 2
- "Designs improved with time and knowledge are the essence of my work."
- "Through no other method can I approach perfection."
In Phase 3
- "Your performance falls neatly within the margin of error."
- "That is quite satisfactory. We will proceed to the next phase of testing."
In Phase 4
- "Ever since I was alerted to your presence, I have processed your battles in order to make my machines stronger."
- "Even now, I monitor your actions. Nothing should escape the bounds of my calculations."
In Phase 5
- "Curious. Very curious."
- "You progress steadily against more difficult challenges."
In Phase 6
- "Your nature remains unknown to me. This will not do."
- "...I sought perfection. Fate must favor irony, for that must have been my first mistake."
In Phase 7
- "Absurd."
- "I will no longer let my calculations impede my observation of this battle."
- "I shall show you the full fury of my final machine."
When attempting to escape Ares' Exo Overload Beam attack
- "How foolish. You cannot escape."
When Defeated
- "An unknown factor - a catalyst is what you are."
- "Nearly as alien as I, to this land and its history."
- "...Excuse my introspection. I must gather my thoughts after that display."
- "This land has become stale and stiff with blood that has been spilled until now."
- "You have also spilled blood, but it may be enough to usher a new age... Of what, I do not know. But it is something I am eager to see."
- "Now. You wish to reach the Tyrant. I cannot assist you in that."
- "It is not a matter of spite, for I would wish nothing more than to observe such a conflict."
- "But you have managed before. You will find a way eventually."
- "I must acknowledge your triumph, but I will return now to my machinery."
When Draedon is attacked during his closing monologue
- "...Quite unnecessary."
History
- 2.0.2.002:
- Increased Boss Checklist Mod difficulty value from 22.5 to 22.99.
- Removed the space in the ellipsis within Boss Checklist Mod despawn message.
- Increased XS-01 Artemis' second phase laser shotgun maximum speed by 10% / 9.09%
/ 8.7%
/ 8.33%
.
- XS-03 Apollo's rockets now have a stronger light, and have a mild red hue.
- Draedon, XS-01 Artemis, XS-03 Apollo, XM-05 Thanatos and XF-09 Ares now properly display vanilla debuff colors and Hunter Potion effects.
- Fixed Draedon not spawning properly in multiplayer.
- 2.0.2.001:
- Artemis and Apollo can no longer use their berserk special attacks at the same time.
- Artemis and Apollo now don't move as much during non-berserk phases.
- Artemis is less predictive and predictiveness no longer increases with difficulty.
- Artemis laser shotgun now travels a bit slower, and increases with difficulty.
- Apollo charge combo now emits more plasma bolts in Death Mode, and it is telegraphed for longer.
- Thanatos is now more aggressive in non-berserk phases.
- Ares' Gauss Nuke, Plasma and Tesla Arms have recoil when they fire.
- New sound effects for all hit sounds and most of Ares and Artemis and Apollo's attacks.
- Ares now takes 45% damage from Dynamic Pursuer.
- Thanatos now takes 50% damage from Dynamic Pursuer instead of 15%.
- Thanatos now takes 50% damage from Wrathwing's cinders instead of 60%.
- 2.0.1.003:
- Added custom hit sounds.
- XF-09 Ares and XM-05 Thanatos no longer take less damage from Seraphim's laser.
- Improved Draedon's ambience track quality.
- Changed selection description for Artemis and Apollo from "a pair of extremely agile destroyers with pulse cannons" to "a pair of extremely persistent automatons with unstable energy reserves".
- Now appears in Boss Rush.
- 2.0.1.002:
- Added telegraph sounds for XF-09 Ares weapons.
- Added phase transition sounds for XS-01 Artemis and XS-03 Apollo.
- Added hover icon sounds for selecting them.
- XF-09 Ares and XM-05 Thanatos no longer have a global grenade resistance.
- Increased audio quality of Draedon's ambience.
- Draedon now reappears with a flying hologram projector when attacked.
- Draedon is now immune to all debuffs and cannot be homed in on.
- Decreased Ares' Exoplasma Bolt acceleration by 66.67% and maximum speed by 16.67%.
- Doubled Ares Laser Cannon and Thanatos Exo Pulse Laser lifespan and telegraph time. Decreased maximum speed by 25%.
- Increased Ares' Gauss Nuke telegraph radius and decreased opacity from 40% to 20%.
- Ares now takes 80% damage from Dragon Rage instead of 25%.
- Ares now takes 85% damage from The Enforcer's flames instead of 50%.
- Ares now takes 75% damage from Murasama instead of 40%.
- Ares now takes 90% damage from Seraphim's lasers.
- Removed Apollo's predictiveness.
- Halved Apollo's Volatile Plasma Blast's initial speed.
- Increased Artemis' predictiveness by 66.67% / 100%
/ 112.12%
/ 122.22%
and 138.1% in Boss Rush.
- Artemis' Exo Pulse Lasers now accelerate to maximum speed and have doubled lifespan. Increased maximum speed by 15%.
- Artemis and Apollo now take 90% damage from Seared Pan instead of Thanatos.
- Increased Thanatos' distance from the player by 20% while aggressive and 100% while passive.
- Decreased Thanatos' movement speed and turn speed by 10%.
- Thanatos now takes 8% damage from Seraphim's lasers instead of 10%.
- Thanatos now takes 75% damage from Dragon Rage.
- Thanatos now takes 35% damage from The Enforcer's flames.
- Thanatos no longer takes 25% damage from Celestus.
- Thanatos no longer takes 80% damage from Utensil Poker's fork and carving fork.
- 2.0.1.001:
- Ares now takes 90% damage from Seraphim's lasers and 80% damage from Eclipse's Fall's main projectile.
- Artemis and Apollo now take 90% damage from Seared Pan.
- Thanatos now has a damage resistance to the following items:
- 85% damage from Plasma Grenade.
- 80% damage from The Final Dawn's lunge attack and 85% damage from its lingering flames.
- 80% damage from Utensil Poker.
- 70% damage from Eclipse's Fall's main projectile.
- 50% damage from Tarragon Throwing Dart's stealth strike projectiles.
- Additionally, it now takes 10% damage from Seraphim's lasers instead of 5%.
- Now drop 25-30 Exo Prisms instead of 24-32.
- Ares' "Exo Overload Beam" will now show up in the death message as "Blenderbeam" if a player is killed by it.
- Increased the volume of the "Draedon's Ambiance" sound effect by 462.34%.
- 2.0.0.001:
- Nerfed Ares' Exo Overload Beam damage from 400 / 608
/ 640
/ 658
to 300 / 508
/ 528
/ 544
.
- Nerfed Ares' Gauss Nuke damage from 450 / 676
/ 710
/ 728
to 400 / 608
/ 640
/ 658
.
- Nerfed Ares' Gauss Spark damage from 225 / 338
/ 355
/ 364
to 200 / 304
/ 320
/ 329
.
- Nerfed Ares' Exothermal Laser damage from 360 / 540
/ 568
/ 584
to 300 / 508
/ 528
/ 544
.
- Nerfed Ares and Thanatos' Red Exo Pulse Laser damage from 288 / 432
/ 454
/ 478
to 240 / 408
/ 432
/ 456
.
- Nerfed Ares' Tesla Sphere damage from 288 / 432
/ 454
/ 478
to 240 / 408
/ 432
/ 456
.
- Nerfed Ares and Apollo's Volatile Plasma Blast damage from 288 / 432
/ 454
/ 478
to 240 / 408
/ 432
/ 456
.
- Nerfed Ares and Apollo's Exoplasma Bolt damage from 256 / 384
/ 403
/ 425
to 192 / 324
/ 346
/ 365
.
- Nerfed Artemis' charge damage from 330 / 528
/ 560
/ 576
to 300 / 480
/ 512
/ 528
.
- Nerfed Artemis' Orange Exo Pulse Laser damage from 288 / 432
/ 454
/ 478
to 240 / 408
/ 432
/ 456
.
- Nerfed Artemis' Orange Exothermal Beam damage from 360 / 540
/ 568
/ 584
to 300 / 508
/ 528
/ 544
.
- Nerfed Apollo's charge damage from 330 / 528
/ 560
/ 576
to 320 / 512
/ 544
/ 560
.
- Nerfed Apollo's High Explosive Plasma Rocket damage from 360 / 540
/ 568
/ 584
to 280 / 476
/ 484
/ 500
.
- Nerfed Thanatos' head contact damage from 400 / 640
/ 680
/ 704
to 350 / 560
/ 592
/ 608
.
- Nerfed Thanatos' body contact damage from 330 / 528
/ 560
/ 576
to 300 / 480
/ 512
/ 528
.
- Nerfed Thanatos' tail contact damage from 260 / 416
/ 446
/ 464
to 250 / 400
/ 424
/ 440
.
- Nerfed Thanatos' Gamma Disintegration Beam damage from 450 / 676
/ 710
/ 728
to 350 / 592
/ 624
/ 656
.
- Artemis' Orange Exothermal Beam now features a different visual effect.
- Increased all weapon drop rates from 50% / 66.67%
to 100%.
- Fixed an issue that caused Draedon to leave prematurely before finishing their monologue at the end of the boss fight.
- Nerfed Ares' Exo Overload Beam damage from 400 / 608
- 1.5.1.003:
- Each Exo Mech now drops 15
, for a total of 45
.
- XM-05 Thanatos now takes 5% damage from Seraphim's lasers instead of 16.25%.
- Fixed a bug that prevented Ares' arm lightning trail from appearing.
- Fixed an issue that caused Ares' Exo Overload Beam attack to crash the game in multiplayer.
- Fixed an issue that caused the mod to unload on startup due to Ares' Gauss Nuke telegraph shader not being compiled correctly for all devices.
- Fixed an issue that prevented Thanatos' Gamma Disintegration Beam from functioning correctly in multiplayer.
- Each Exo Mech now drops 15
- 1.5.1.001:
- Nerfed XF-09 Ares health from 1,300,000 / 2,080,000
/ 2,392,000
to 1,250,000 / 2,000,000
/ 2,392,000
.
- Nerfed XM-05 Thanatos health from 1,000,000 / 1,600,000
/ 1,840,000
to 960,000 / 1,536,000
/ 1,840,000
.
- Nerfed XS-01 Artemis and XS-03 Apollo health from 1,300,000 / 2,080,000
/ 2,392,000
to 1,250,000 / 2,000,000
/ 2,392,000
.
- Nerfed XS-01 Artemis Exothermal Beam damage from 400 / 600
/ 632
/ 648
360 / 540
/ 568
/ 584
.
- Nerfed XS-01 Artemis Exo Pulse Laser damage from 320 / 480
/ 504
/ 532
to 288 / 432
/ 454
/ 478
.
- Nerfed XS-03 Apollo Volatile Plasma Blast damage from 320 / 480
/ 504
/ 532
to 288 / 432
/ 454
/ 478
.
- Nerfed XS-03 Apollo High Explosive Plasma Rocket damage from 400 / 600
/ 632
/ 648
360 / 540
/ 568
/ 584
.
- Nerfed XM-05 Thanatos Gamma Disintegration Beam damage from 500 / 752
/ 788
/ 808
to 450 / 676
/ 710
/ 728
.
- Nerfed XM-05 Thanatos Exo Pulse Laser damage from 320 / 480
/ 504
/ 532
288 / 432
/ 454
/ 478
.
- Nerfed XF-09 Ares Exo Overload Beam damage from 450 / 676
/ 712
/ 732
to 400 / 608
/ 640
/ 658
.
- Nerfed XF-09 Ares Laser Cannon Exothermal Laser damage from 400 / 600
/ 632
/ 648
to 360 / 540
/ 568
/ 584
.
- Nerfed XF-09 Ares Exo Pulse Laser damage from 320 / 480
/ 504
/ 532
to 288 / 432
/ 454
/ 478
.
- Nerfed XF-09 Ares Volatile Plasma Blast damage from 320 / 480
/ 504
/ 532
to 288 / 432
/ 454
/ 478
.
- Nerfed XF-09 Ares Tesla Sphere damage from 320 / 480
/ 504
/ 532
to 288 / 432
/ 454
/ 478
.
- Nerfed XF-09 Ares Gauss Nuke damage from 500 / 752
/ 788
/ 808
to 450 / 676
/ 710
/ 728
.
- No longer immune to damage over 10% of each mech's health.
- Added a strong pulse and particle effects for XF-09 Ares weapons before attacking.
- Added a circular area explosion telegraph for XF-09 Ares Gauss Nuke projectile.
- Compressed the Gauss Nuke explosion visuals and increased its opacity.
- Added a line telegraph for XF-09 Ares Laser Cannon attacks.
- Nerfed XF-09 Ares Tesla Cannon orb velocity.
- XF-09 Ares now has 1.33 and 4.33 seconds of offset on the Tesla and Plasma Cannons respectively when spawned, 0.38 and 4.1 after phase transitions or when despawning.
- XF-09 Ares and XM-05 Thanatos now take 70% damage from thrown Ark of the Cosmos.
- XS-01 Artemis and XS-03 Apollo are now offset downwards by 22.5 tiles and their relocation ranges after shooting are halved if all mechs are present.
- XS-01 Artemis and XS-03 Apollo now display one health bar instead of being separated.
- Projectiles from XS-01 Artemis and XS-03 Apollo now despawn when they disappear.
- Nerfed XS-01 Artemis laser velocity.
- All boss parts are now vulnerable to electricity debuffs but resistant to sickness debuffs.
- Now drops Draedon's Heart regardless of world difficulty.
- Fixed an issue where they do not transition between phases properly.
- Fixed an issue where XS-01 Artemis and XS-03 Apollo do not disappear when prompted during the battle.
- Fixed an issue where XS-03 Apollo gets stuck in place while lining up for its charge while the player is moving.
- Fixed some missing pixels from XM-05 Thanatos' alternate body segment.
- Fixed an issue where one of Draedon's dialogue at the end did not appear.
- Nerfed XF-09 Ares health from 1,300,000 / 2,080,000
- 1.5.0.003:
- Nerfed XF-09 Ares Gauss Spark damage from 300 / 451
/ 472
/ 484
to 250 / 376
/ 394
/ 404
.
- Decreased XF-09 Ares Tesla Sphere projectile velocity by 16.67% while it is firing Exo Overload Beams or when all three mechs are alive.
- Nerfed XF-09 Ares Exo Overload Beam damage from 500 / 752
/ 788
/ 808
to 450 / 676
/ 712
/ 732
, Exothermal Laser damage from 450 / 676
/ 712
/ 732
to 400 / 600
/ 632
/ 648
, Pulse Laser, Plasma Blast, and Tesla Sphere damages from 350 / 528
/ 556
/ 572
to 320 / 480
/ 504
/ 532
, and Exoplasma Bolt damage from 280 / 422
/ 444
/ 457
to 256 / 384
/ 403
/ 425
.
- Nerfed XM-05 Thanatos Exo Pulse Laser damage from 350 / 528
/ 556
/ 572
to 320 / 480
/ 504
/ 532
.
- XS-01 Artemis and XS-03 Apollo player prediction ability on Malice Mode has been decreased slightly.
- XS-01 Artemis and XS-03 Apollo now swap phases slightly less often on all difficulties.
- XS-01 Artemis and XS-03 Apollo fire their Pulse Laser and Plasma Blast projectiles less frequently.
- Decreased XS-01 Artemis Exo Pulse Laser projectile velocity by 25%.
- Nerfed XS-01 Artemis Exothermal Beam damage from 450 / 676
/ 712
/ 732
to 400 / 600
/ 632
/ 648
and Pulse Laser damage from 350 / 528
/ 556
/ 572
to 320 / 480
/ 504
/ 532
.
- Nerfed XS-03 Apollo Plasma Blast damage from 350 / 528
/ 556
/ 572
to 320 / 480
/ 504
/ 532
, Plasma Rocket damage from 450 / 676
/ 712
/ 732
to 400 / 600
/ 632
/ 648
, and Exoplasma Bolt damage from 280 / 422
/ 444
/ 457
to 256 / 384
/ 403
/ 425
.
- Nerfed XF-09 Ares Gauss Spark damage from 300 / 451
- 1.5.0.002:
- Nerfed XS-03 Apollo and XF-09 Ares plasma bolt projectile damage from 400 / 600
/ 632
/ 648
to 350 / 528
/ 556
/ 572
.
- XF-09 Ares can no longer fire any projectiles for 10 frames after its Exo Overload Beam attack ends. Increased the distance the player must travel away from the lasers to proc its enrage by 5 blocks.
- Fixed an oversight that allowed multiple Exo Mechs to enter their final "showdown" phase at the same time.
- Fixed XF-09 Ares laser cannon telegraph not functioning as intended.
- Nerfed XS-03 Apollo and XF-09 Ares plasma bolt projectile damage from 400 / 600
- 1.5.0.001: Introduced.