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Kurgal, the Blackblooded

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Kurgal, the Blackblooded
Location(s) Abyssal City
Resistance(s) 30% Fire
30% Cold
30% Lightning
15% Chaos
Modifier(s) 80% Less Curse Effectiveness
Cannot Be Fully Slowed
Immune To Knockback
Unwavering

Kurgal, the Blackblooded is a boss that may show up in Abyssal Cities inside The Azurite Mine in the Delve leagues, at a depth of 150 or greater. The encounter with Kurgal, the Blackblooded has two distinct phases, with an add phase during the initial phase.

Arena

The arena for the fight is called The Lich's Tomb, and has a chance to appear in Abyssal Cities. 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.

Exclusive Drops

Kurgal, the Blackblooded will always drop one of the following unique items:

Item
Command of the PitCommand of the Pit
Riveted Gloves
Quality: +20%
Armour: 80
Energy Shield: 15
Requires Level 37, 29 Str, 29 IntHas 2 Abyssal Sockets
(6-10)% increased Cast Speed
(4-6)% increased maximum Life
With a Ghastly Eye Jewel Socketed, Minions have +1000 to Accuracy Rating
With a Hypnotic Eye Jewel Socketed, gain Arcane Surge on Hit with Spells
We serve only the Night.
Command of the PitCommand of the Pit
Riveted Gloves
Quality: +20%
Armour: 80
Energy Shield: 15
Requires Level 37, 29 Str, 29 IntHas 1 Abyssal Socket
(6-10)% increased Cast Speed
(4-6)% increased maximum Life
With a Ghastly Eye Jewel Socketed, Minions have +1000 to Accuracy Rating
With a Hypnotic Eye Jewel Socketed, gain Arcane Surge on Hit with Spells
We serve only the Night.
Ahkeli's ValleyAhkeli's Valley
Ruby Ring
Requires Level 49+(20-30)% to Fire Resistance+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
The river, once fertile and fresh,
and flowing briskly to the sea,
now stood, stained, at a standstill.
Dammed by the coagulating dead.
This item can be combined with a Meadow and Mountain ring at a Vendor.
Putembo's MeadowPutembo's Meadow
Topaz Ring
Requires Level 49+(20-30)% to Lightning Resistance+20 to Intelligence
5% increased maximum Energy Shield
5% increased maximum Life
The fields were silent but for the plucking of fruits,
the rustling of leaves, and the breaking of stone.
No slave dared to speak or look the passing king in the eye.
No one... except Aul.
This item can be combined with a Mountain and Valley ring at a Vendor.
Uzaza's MountainUzaza's Mountain
Sapphire Ring
Requires Level 49+(20-30)% to Cold Resistance+20 to Dexterity
5% increased maximum Energy Shield
5% increased maximum Life
The narrow path turned to rough rocks that led towards the sky.
One last obstacle in a life-long journey
to find a land they could call home.
This item can be combined with a Meadow and Valley ring at a Vendor.
Hale NegatorHale Negator
Mind Cage
Quality: +20%
Energy Shield: 82
Requires Level 65, 138 IntHas 1 Abyssal Socket
(6-8)% increased maximum Life
+1 to Maximum Spirit Charges per Abyss Jewel affecting you
Gain a Spirit Charge every second
You lose all Spirit Charges when taking a Savage Hit
Recover (2-3)% of Life when you lose a Spirit Charge
Recover (2-3)% of Energy Shield when you lose a Spirit Charge
"Feel the pain of ancient wounds.
Feel the doom of dying souls."
Hale NegatorHale Negator
Mind Cage
Quality: +20%
Energy Shield: 82
Requires Level 65, 138 IntHas 2 Abyssal Sockets
(6-8)% increased maximum Life
+1 to Maximum Spirit Charges per Abyss Jewel affecting you
Gain a Spirit Charge every second
You lose all Spirit Charges when taking a Savage Hit
Recover (2-3)% of Life when you lose a Spirit Charge
Recover (2-3)% of Energy Shield when you lose a Spirit Charge
"Feel the pain of ancient wounds.
Feel the doom of dying souls."

Version history

Version Changes
3.4.0
  • Introduced to the game.