Dream Nailed (Phase 1) | Randomly:
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Dream Nailed (Phases 2/3) | Randomly:
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Mod:Pale Court/Mystic Ze'mer
Mysterious Ze'mer | Mystic Ze'mer |
The cycle continues, confirming you worthy. Wai, che’ wishes it to be friendly spar and not urgent lecture.
But a perilous world expects us to fight for life. So long as che’ may use che’s skills to protect Meled’lover, combat will be part of che’s life still. |
Mystic Ze'mer is a boss in Pale Court. First encountered in the Champion's Call, she is the second and stronger form of Mysterious Ze'mer.
Behaviour and Tactics
Mystic Ze’mer transitions from Phase 2 to 3 once any amount of damage is dealt to her after the required damage is dealt to end Phase 2 (700).
Mystic Ze’mer’s attacks in Phase 1 are identical to those in the Mysterious Ze’mer fight. Damaging Mystic Ze’mer while she is bowing at the start of Phase 1 still causes her to slash her nail at the Knight.
Mystic Ze'mer uses the following attacks:
Phase 1
- Spin: Ze’mer slashes with her nail around her while walking in the direction of the Knight. Once she stops walking, she turns to the Knight and either strikes at the Knight with her sword or performs the Nail Wave attack.
- Spin Jump: Ze’mer jumps towards the Knight in an arc, slashing her nail at them.
- If the Knight has been on a wall for too long, Ze’mer will use a modified version of this attack, slashing at the Knight.
- Dash: Ze’mer jumps backwards into a leaning position and then quickly dashes towards the Knight.
- Parry: Ze’mer takes up a defensive stance with her nail. If the Knight damages her after her nail shines, she takes no damage from the hit and instead responds by slashing her nail at the Knight.
- Ground Slam: Ze’mer slams her nail into the ground, creating two shockwaves that travel across the entire arena.
- Nail Throw: Ze’mer throws her nail towards the Knight. The nail stops once it hits the floor or one of the walls of the arena. The nail’s trajectory is shown before it is tossed by a blinking light. Once she has thrown her nail, Ze’mer disappears and teleports next to her nail shortly after.
- Nail Wave: Ze’mer spins her nail, creating a large shockwave that spans from the floor to the ceiling of the arena that travels across the entire arena.
- Ze’mer may use this attack immediately upon ending the Spin attack.
Phases 2/3
Mystic Ze'mer may, in addition to the attacks mentioned below, use all of the attacks mentioned under 'Phase 1', though some have new properties.
- Nail Throw: See Phase 1
- Once in Phases 2/3, Ze’mer may throw her nail higher on the wall or on the ceiling. She will then use Nail Throw again. She can use Nail Throw in this way up to three times in a row.
- Nail Swipe: Ze’mer swipes her nail, creating a medium-sized shockwave which travels across the entire arena.
- Ze’mer starts using this attack after a Nail Throw or when the Knight is on the other side of her while using Spin once she reaches 60% of max HP (in Phases 2/3).
- Ze’mer always uses this attack at the start of Phases 2/3.
- Descending Slash: Ze’mer appears in the air, descending upon the Knight while slashing her nail.
- Ze’mer starts using this attack in Phase 2 after teleporting. She always follows Descending Slash up with a Rapid Dash Sweep.
- Ze’mer always uses this attack at the start of Phases 2/3 afer a Nail Swipe.
- Rapid Dash Sweep: Ze’mer appears out of a portal on either side of the Knight, quickly dashing towards them. Ze’mer may either dash once or six times from alternating sides.
- Ze’mer starts using this attack in Phase 2 after a Descending Slash.
- Ze’mer always uses this attack at the start of Phases 2/3 after a Descending Slash.
- Nail Storm: After each of the first three Rapid Dash Sweeps at the start of Phases 2/3, Ze’mer summons a Nail Storm at the position of the Knight. The storm surrounds the former location of the Knight, expanding outwards before contracting again.
- Nail Cyclone: After using Rapid Dash Sweep four times at the start of Phases 2/3, Ze’mer appears in the middle of the arena, surrounded by a Nail Storm. She dashes towards the same side of the arena as the Knight until she bumps into the wall, where she hops slightly. She then dashes to the other side of the arena, after which she jumps back over the Knight. She then dashes to the opposite side of the arena once more. Ze’mer’s trajectory is shown before she dashes/jumps by blinking lights.
- The Nail Storm surrounding Ze’mer disappears upon finishing her final dash.
- Long Slash: Ze’mer charges her nail and releases a massive slash covering most of the arena, dealing two masks of damage.
- Teleport: Ze’mer regularly teleports in Phases 2/3.
Combos
Apart from her regular attacks, Mystic Ze'mer frequently uses specific combinations of attacks that are sped up in said sequence once she has reached Phase 2. These suquences are the following:
- Frenzy (Phase Transition): Descending Slash --> Rapid Dash Sweep --> Nail Storm --> Rapid Dash Sweep --> Nail Storm --> Rapid Dash Sweep --> Nail Storm --> Rapid Dash Sweep --> Nail Cyclone --> Nail Wave
- Double Fancy: Nail Wave --> Dash --> Nail Wave
- The Dash attack charges faster in this pattern than it normally would.
- Nail Dance: Spin --> Nail Wave --> Nail Wave --> Dash
Stagger Values | |
Description: Mystic Ze’mer’s stagger is based on her health, and Ze’mer is staggered after her Phase 1 health is depleted to 0 and when any damage is dealt to her after her Phase 2 health is depleted to 0.
When staggered, she sits down on the floor of the arena. | |
Hits: - | |
Combo: - | Combo Time: - |
Variations
Mystic Ze'mer Hall of Gods text: "Strange god of a sacred land" | |||
Pantheon | N/A | ||
Health | Phases 1/2/3 respectively: 400/700/650 Total: 1750 | ||
Phases 1/2/3 respectively: 400/750/750
Total: 1900 | |||
Arena changes | Same arena as the base game fight, no difficulty differences. |
Dialogue
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Location
Mystic Ze'mer can first be encountered during the Champion's Call, after which she can also be fought in the Hall of Gods.
Gallery
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Mystic Ze'mer's statue in the Hall of Gods
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The arena Mystic Ze'mer is fought in
Trivia
- At the start of the Mystic Ze’mer fight in the Champion’s Call, Delicate Flower buds appear on the dung in the background. Upon entering phase 2, the Delicate Flowers sprout.
- Some of the particles that appear around Mystic Ze'mer while using specific attacks appear to be reused from the Knight's animations, as using mods to change the Knight's appearance and the particles used also effect Ze'mer's particles.
Pale Court Compendium | |
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Bosses | Kindly Isma (Loyal Ogrim & Kindly Isma) • Mysterious Ze'mer (Mystic Ze'mer) • Fierce Dryya • Mighty Hegemol • Tiso Champion's Call |
Charms | Abyssal Bloom • Boon of Hallownest • King's Honour • Mark of Purity • Vessel's Lament |
Areas | Abyssal Temple • Hall of Fame • Post-credits |