Combat Abilities

Combat abilities are offensive boss behaviors that deal damage, control positioning, or apply debuffs to players. Each ability is configured as a behavior entry in the entity JSON with a code and attributes object.

💡 Most abilities use a stages array, allowing different configurations at different health thresholds. The boss activates the first stage whose whenHealthRelBelow condition is met.

Common Properties

These properties are shared by most boss abilities and can be included in any stage configuration:

PropertyTypeDescription
whenHealthRelBelowfloatHealth fraction threshold (0.0—1.0) to activate this stage
cooldownSecondsfloatCooldown between ability uses
windupMsintWindup delay in milliseconds before ability executes
animationstringAnimation to play during ability
soundstringSound asset path (without sounds/ prefix)
soundRangefloatSound audible range (default: 24)
soundStartMsintDelay before sound plays
soundVolumefloatSound volume multiplier (default: 1.0)
loopSoundstringLooping sound during ability
loopSoundIntervalMsintInterval for loop sound (default: 900ms)

bossdash

EntityBehaviorBossDash — Boss performs a quick dash towards or away from the target.

Stages array: stages

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
minTargetRangefloat0Minimum distance to target
maxTargetRangefloat30Maximum distance to target
windupMsint350Windup before dash
dashMsint650Dash duration
dashSpeedfloat0.18Speed multiplier
dashDirectionstring"towards"Direction: towards, away, left, right, side
windupAnimationstringnullAnimation during windup
dashAnimationstringnullAnimation during dash
{
  "code": "bossdash",
  "attributes": {
    "stages": [
      {
"whenHealthRelBelow": 1.0,
"cooldownSeconds": 8,
"minTargetRange": 5,
"maxTargetRange": 25,
"windupMs": 400,
"dashMs": 500,
"dashSpeed": 0.22,
"dashDirection": "towards",
"sound": "game:entity/drifter-idle"
      }
    ]
  }
}

bossteleport

EntityBehaviorBossTeleport — Boss teleports to a random position around the target.

Stages array: stages

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
minTargetRangefloat0Minimum distance to target
maxTargetRangefloat40Maximum distance to target
minRadiusfloat3Minimum teleport radius from target
maxRadiusfloat7Maximum teleport radius from target
triesint10Number of attempts to find valid position
windupMsint250Windup before teleport
windupAnimationstringnullAnimation before teleport
arriveAnimationstringnullAnimation after teleport
requireSolidGroundbooltrueRequire solid ground at destination
teleportClonesboolfalseAlso teleport clones
swapWithClonesboolfalseSwap position with a clone
{
  "code": "bossteleport",
  "attributes": {
    "stages": [
      {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 12,
"minRadius": 4,
"maxRadius": 8,
"windupMs": 300,
"requireSolidGround": true,
"teleportClones": true
      }
    ]
  }
}

bossgrab

EntityBehaviorBossGrab — Boss grabs a player and holds them, dealing periodic damage.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
minTargetRangefloat0Minimum distance to target
maxTargetRangefloat30Maximum distance to target
windupMsint500Windup before grab
grabMsint3000Duration of grab
victimWalkSpeedMultfloat0.1Victim's movement speed during grab
damageIntervalMsint500Interval between damage ticks
damagefloat2Damage per tick
damageTierint0Damage tier
damageTypestring"generic"Damage type
{
  "code": "bossgrab",
  "attributes": {
    "whenHealthRelBelow": 0.8,
    "cooldownSeconds": 15,
    "windupMs": 600,
    "grabMs": 4000,
    "victimWalkSpeedMult": 0.05,
    "damageIntervalMs": 400,
    "damage": 4,
    "damageTier": 1
  }
}

bosshook

EntityBehaviorBossHook — Boss pulls a target towards itself (like a hook/whip).

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
minTargetRangefloat8Minimum distance to target
maxTargetRangefloat30Maximum distance to target
windupMsint400Windup before hook
pullSpeedfloat0.8Speed of pulling
hookAnimationstringnullAnimation during hook
{
  "code": "bosshook",
  "attributes": {
    "whenHealthRelBelow": 1.0,
    "cooldownSeconds": 10,
    "minTargetRange": 8,
    "maxTargetRange": 25,
    "windupMs": 500,
    "pullSpeed": 1.0,
    "hookAnimation": "hook"
  }
}

bosslifedrainnova

EntityBehaviorBossLifeDrainNova — Boss creates a nova that drains health from nearby players and heals itself.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
radiusfloat8Nova radius
durationMsint5000Duration
drainIntervalMsint500Interval between drains
drainDamagefloat3Damage per tick
healMultiplierfloat0.5Heal = damage ? this
{
  "code": "bosslifedrainnova",
  "attributes": {
    "whenHealthRelBelow": 0.6,
    "cooldownSeconds": 20,
    "radius": 10,
    "durationMs": 6000,
    "drainDamage": 4,
    "healMultiplier": 0.75
  }
}

bossparasiteleech

EntityBehaviorBossParasiteLeech — Boss attaches parasites to players that drain health over time.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxParasitesint3Maximum parasites per player
parasiteDurationMsint8000Duration per parasite
damageIntervalMsint1000Damage interval
damagePerParasitefloat1Damage per parasite per tick
{
  "code": "bossparasiteleech",
  "attributes": {
    "whenHealthRelBelow": 0.7,
    "cooldownSeconds": 18,
    "maxParasites": 4,
    "parasiteDurationMs": 10000,
    "damagePerParasite": 2
  }
}

bosspushback

EntityBehaviorBossPushback — Boss creates a shockwave that pushes players away.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
radiusfloat10Pushback radius
forcefloat8Push force
windupMsint300Windup
{
  "code": "bosspushback",
  "attributes": {
    "whenHealthRelBelow": 1.0,
    "cooldownSeconds": 8,
    "radius": 12,
    "force": 10,
    "windupMs": 400
  }
}

bossrandomlightning

EntityBehaviorBossRandomLightning — Boss summons lightning strikes on random nearby positions.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
radiusfloat15Strike radius
strikeCountint3Number of strikes
strikeIntervalMsint500Interval between strikes
damagefloat8Damage per strike
{
  "code": "bossrandomlightning",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 15,
    "radius": 20,
    "strikeCount": 5,
    "strikeIntervalMs": 400,
    "damage": 12
  }
}

bossrepulsestun

EntityBehaviorBossRepulseStun — Boss stuns and repulses nearby players.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
radiusfloat12Effect radius
stunDurationMsint2000Stun duration
pushForcefloat10Push force
windupMsint600Windup
{
  "code": "bossrepulsestun",
  "attributes": {
    "whenHealthRelBelow": 0.4,
    "cooldownSeconds": 20,
    "radius": 14,
    "stunDurationMs": 3000,
    "pushForce": 12,
    "windupMs": 700
  }
}

bossstillnessmark

EntityBehaviorBossStillnessMark — Boss marks a player; if they move, they take damage.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
markDurationMsint4000Mark duration
damageIfMovedfloat15Damage if player moves
radiusfloat20Target search range
{
  "code": "bossstillnessmark",
  "attributes": {
    "whenHealthRelBelow": 0.6,
    "cooldownSeconds": 25,
    "markDurationMs": 5000,
    "damageIfMoved": 20,
    "radius": 25
  }
}

bosssurroundedresponse

EntityBehaviorBossSurroundedResponse — Boss triggers an ability when surrounded by multiple players.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
surroundRadiusfloat10Detection radius
minPlayersint3Minimum players to trigger
responseTypestring"pushback"Response type
{
  "code": "bosssurroundedresponse",
  "attributes": {
    "whenHealthRelBelow": 1.0,
    "cooldownSeconds": 10,
    "surroundRadius": 8,
    "minPlayers": 2,
    "responseType": "pushback"
  }
}

bosstrapclone

EntityBehaviorBossTrapClone — Boss creates fake clones that explode when attacked.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
cloneCountint3Number of clones
cloneDurationMsint10000Clone lifetime
explosionDamagefloat10Damage when clone is destroyed
explosionRadiusfloat5Explosion radius
{
  "code": "bosstrapclone",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 30,
    "cloneCount": 4,
    "cloneDurationMs": 12000,
    "explosionDamage": 15,
    "explosionRadius": 6
  }
}

bosswoundedmark

EntityBehaviorBossWoundedMark — Boss marks players who deal high damage, making them take extra damage.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
damageThresholdfloat50Damage threshold to mark player
markDurationMsint8000Mark duration
extraDamagePercentfloat30Extra damage percent
{
  "code": "bosswoundedmark",
  "attributes": {
    "whenHealthRelBelow": 1.0,
    "cooldownSeconds": 15,
    "damageThreshold": 40,
    "markDurationMs": 10000,
    "extraDamagePercent": 50
  }
}

bossfaketeleport

EntityBehaviorBossFakeTeleport — Boss creates a fake teleport illusion while actually staying in place.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
illusionDurationMsint3000Illusion duration
windupMsint400Windup
{
  "code": "bossfaketeleport",
  "attributes": {
    "whenHealthRelBelow": 0.7,
    "cooldownSeconds": 20,
    "illusionDurationMs": 4000,
    "windupMs": 500
  }
}

explodeondeath

EntityBehaviorExplodeOnDeath — Boss explodes upon death after a fuse delay.

PropertyTypeDefaultDescription
fuseMsint2000Fuse time before explosion
explosionRadiusfloat3Explosion radius
explosionDamagefloat10Explosion damage
damageTierint1Damage tier
damageTypeint2Damage type (EnumDamageType)
explodeSoundstring"effect/smallexplosion"Explosion sound
explodeSoundVolumefloat0.5Explosion sound volume
{
  "code": "explodeondeath",
  "attributes": {
    "fuseMs": 3000,
    "explosionRadius": 5,
    "explosionDamage": 20,
    "damageTier": 2,
    "explodeSound": "effect/largeexplosion",
    "explodeSoundVolume": 0.8
  }
}

bossashfloor

EntityBehaviorBossAshFloor — Boss creates a damaging ash floor area.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
radiusfloat10Floor radius
durationMsint6000Duration
damageIntervalMsint500Damage interval
damagefloat2Damage per tick
{
  "code": "bossashfloor",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 20,
    "radius": 12,
    "durationMs": 8000,
    "damageIntervalMs": 400,
    "damage": 3
  }
}

bosscorpseexplosion

EntityBehaviorBossCorpseExplosion — Boss's corpse explodes after death, damaging and poisoning nearby players.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
fuseMsint2000Fuse time
explosionRadiusfloat3Explosion radius
explosionDamagefloat10Explosion damage
damageTierint1Damage tier
damageTypestring"BluntAttack"Damage type
explodeSoundstring"effect/smallexplosion"Explosion sound
explodeSoundVolumefloat0.5Sound volume
damagefloat15Direct damage to players
radiusfloat4Direct damage radius
poisonPerSecondfloat8Poison applied per second
poisonDurationSecondsint10Poison duration
cooldownBetweenExplosionsMsint2500Cooldown between explosions
{
  "code": "bosscorpseexplosion",
  "attributes": {
    "fuseMs": 3000,
    "explosionRadius": 5,
    "explosionDamage": 15,
    "damage": 20,
    "radius": 6,
    "poisonPerSecond": 10,
    "poisonDurationSeconds": 8,
    "explodeSound": "effect/largeexplosion"
  }
}

bossrequiemchains

EntityBehaviorBossRequiemChains — Boss binds random nearby players with chains, pulling them towards the boss.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsint10Cooldown
rangefloat8Target selection range
maxTargetsint2Max chained targets
durationint5Chain duration in seconds
pullSpeedfloat0.08Pull speed towards boss
damagePerSecondfloat5Damage per second
{
  "code": "bossrequiemchains",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 15,
    "range": 12,
    "maxTargets": 3,
    "duration": 6,
    "pullSpeed": 0.1,
    "damagePerSecond": 8
  }
}

bossmindcontrol

EntityBehaviorBossMindControl — Boss takes control of a random nearby player.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
controlDurationSecondsfloat5Control duration
controlRangefloat30Target selection range
victimMoveSpeedfloat0.04Controlled player move speed
attackDamagefloat10Attack damage per hit
attackDamageTierint3Attack damage tier
particleEffectstringnullParticle effect path
controlSoundstring"albase:dark-magic-charge-up"Sound on control
{
  "code": "bossmindcontrol",
  "attributes": {
    "whenHealthRelBelow": 0.4,
    "cooldownSeconds": 30,
    "controlDurationSeconds": 7,
    "controlRange": 25,
    "victimMoveSpeed": 0.06,
    "attackDamage": 15,
    "attackDamageTier": 2,
    "controlSound": "albase:dark-magic-charge-up"
  }
}

bosscursemark

EntityBehaviorBossCurseMark — Boss marks a player. After a delay, the mark detonates dealing damage based on distance — closer to boss = more damage.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target search range
markDelaySecfloat3Delay before detonation
baseDamagefloat12Base damage
safeDistancefloat10Distance at which damage is minimum
damageTierint3Damage tier
soundstringenvironment/thunder1Sound on mark
soundRangefloat32Sound range
{
  "code": "bosscursemark",
  "attributes": {
    "whenHealthRelBelow": 0.6,
    "cooldownSeconds": 18,
    "maxTargetRange": 25,
    "markDelaySec": 4,
    "baseDamage": 20,
    "safeDistance": 12,
    "damageTier": 3
  }
}

bosscursestack

EntityBehaviorBossCurseStack — Reactive ability. Each time the boss deals damage to a player, it applies a curse stack. At max stacks, triggers an effect (stun, teleport, or slow). Stacks decay after a timeout.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxStacksint5Stacks before effect triggers
effectTypestringstunEffect: stun, teleport, slow
stackDecaySecondsfloat4Seconds before stacks decay
stunDurationMsfloat2000Stun duration (if effectType=stun)
slowFactorfloat0.5Slow factor (if effectType=slow)
slowDurationMsfloat3000Slow duration (if effectType=slow)
{
  "code": "bosscursestack",
  "attributes": {
    "whenHealthRelBelow": 0.7,
    "maxStacks": 4,
    "effectType": "stun",
    "stackDecaySeconds": 5,
    "stunDurationMs": 3000
  }
}

bossexecute

EntityBehaviorBossExecute — Boss scans for low-HP players. If a player is below a threshold, the boss charges up (with sound + particles) then teleports to the player and deals massive damage. Cancelled if the player heals above threshold during charge.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target search range
executeThresholdfloat0.3HP fraction below which execute triggers
executeDamagefloat40Damage dealt
windupMsint3000Charge-up duration
damageTierint4Damage tier
chargeSoundstringeffect/translocate-activeCharge sound
chargeSoundRangefloat32Sound range
{
  "code": "bossexecute",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 25,
    "maxTargetRange": 25,
    "executeThreshold": 0.25,
    "executeDamage": 50,
    "windupMs": 2500,
    "damageTier": 4
  }
}

bossgravity

EntityBehaviorBossGravity — Creates a gravity sphere at a target position that pulls players toward its center. Players reaching the center take damage + brief stun.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target range
pullRadiusfloat8Sphere radius
pullDurationSecfloat5Duration
pullStrengthfloat0.12Pull force
centerDamagefloat15Damage at center
soundstringeffect/translocate-activeSound
soundRangefloat32Sound range
{
  "code": "bossgravity",
  "attributes": {
    "whenHealthRelBelow": 0.6,
    "cooldownSeconds": 20,
    "maxTargetRange": 25,
    "pullRadius": 10,
    "pullDurationSec": 6,
    "pullStrength": 0.15,
    "centerDamage": 20
  }
}

bossgroundslam

EntityBehaviorBossGroundSlam — Telegraphs with particles, then after windup deals AoE damage + knockback in a radius.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target range
radiusfloat5Slam radius
damagefloat8Damage
windupMsfloat1200Telegraph/windup duration
knockbackStrengthfloat1.5Knockback force
soundstringenvironment/largerock1Impact sound
soundRangefloat32Sound range
{
  "code": "bossgroundslam",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 12,
    "maxTargetRange": 20,
    "radius": 6,
    "damage": 15,
    "windupMs": 1500,
    "knockbackStrength": 2.0
  }
}

bossprojectile

EntityBehaviorBossProjectile — Fires particle-based projectiles toward players. Supports multiple shapes and variants.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target range
damagefloat10Damage
speedfloat12Projectile speed
hitRadiusfloat1.4Hit radius
maxRangefloat30Max travel range
variantstringfireVisual variant: fire, shadow, ice, poison, lightning, void, blood, chain
shapestringballShape: ball, spiral, burst, wave, homing, mortar, beam
damageTierint3Damage tier
burstCountint3Shots in burst (shape=burst)
waveCountint5Projectiles in wave (shape=wave)
waveSpreadDegfloat60Wave spread angle (shape=wave)
homingTurnDegPerSecfloat20Homing turn rate (shape=homing)
windupMsint0Windup before firing
windupSoundstringnullWindup sound
windupSoundRangefloat24Windup sound range
soundstringeffect/translocate-activeFire sound
soundRangefloat24Sound range

💡 - chain variant applies slow on hit - blood variant heals the boss for 30% of damage dealt - beam is instant — no projectile travel - mortar fires in an arc with AoE at landing

{
  "code": "bossprojectile",
  "attributes": {
    "whenHealthRelBelow": 0.7,
    "cooldownSeconds": 8,
    "maxTargetRange": 25,
    "damage": 12,
    "speed": 14,
    "variant": "shadow",
    "shape": "homing",
    "damageTier": 3,
    "homingTurnDegPerSec": 25,
    "windupMs": 500,
    "windupSound": "albase:dark-magic-charge-up"
  }
}

bosssoulchain

EntityBehaviorBossSoulChain — Tethers the nearest player with a chain. While chained: player is slowed. Break by distance, damage dealt to boss, or timeout.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target range
chainDurationSecfloat5Chain duration
slowFactorfloat0.4Slow multiplier
breakDistancefloat12Distance to break chain
breakDamagefloat20Damage dealt to boss to break
soundstringblock/meteoricironSound
soundRangefloat24Sound range
{
  "code": "bosssoulchain",
  "attributes": {
    "whenHealthRelBelow": 0.6,
    "cooldownSeconds": 20,
    "maxTargetRange": 25,
    "chainDurationSec": 6,
    "slowFactor": 0.5,
    "breakDistance": 14,
    "breakDamage": 25
  }
}

bosstrail

EntityBehaviorBossTrail — Leaves a damaging particle trail behind the boss as it moves. Trail segments persist and deal damage to players who walk through them.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
trailDpsfloat4Damage per second
trailRadiusfloat1.5Trail segment radius
lifetimeSecfloat5Segment lifetime
trailIntervalMsint300Spawn interval
maxSegmentsint20Max active segments
trailColorstringfireColor: fire, poison, shadow, ice, blood
{
  "code": "bosstrail",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "trailDps": 6,
    "trailRadius": 2,
    "lifetimeSec": 7,
    "trailIntervalMs": 250,
    "maxSegments": 25,
    "trailColor": "shadow"
  }
}

bossvoidzone

EntityBehaviorBossVoidZone — Places an expanding damage zone at target position. Grows from 0 to maxRadius over growDurationSec.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target range
maxRadiusfloat6Final zone radius
growDurationSecfloat3Time to reach max radius
dpsInZonefloat4Damage per second
lifetimeSecfloat8Zone lifetime
maxActiveZonesint3Max simultaneous zones
soundstringeffect/translocate-idleSound
soundRangefloat24Sound range
{
  "code": "bossvoidzone",
  "attributes": {
    "whenHealthRelBelow": 0.5,
    "cooldownSeconds": 15,
    "maxTargetRange": 25,
    "maxRadius": 8,
    "growDurationSec": 4,
    "dpsInZone": 5,
    "lifetimeSec": 10,
    "maxActiveZones": 2
  }
}

bosshazardzone

EntityBehaviorBossHazardZone — Universal hazard zone ability with multiple zone types. Zones are placed at target position, grow over time, and apply effects + DoT.

PropertyTypeDefaultDescription
whenHealthRelBelowfloat1.0Health threshold
cooldownSecondsfloat0Cooldown
maxTargetRangefloat30Target range
zoneTypestringemberZone type: void, ember, corrupt, frost
radiusfloat4Final radius
lifetimeSecfloat8Zone lifetime
growDurationSecfloat2Time to grow
dpsInZonefloat4Damage per second
dotDpsfloat2DoT after leaving
dotDurationSecfloat3DoT duration
slowFactorfloat0.4Slow factor (void/frost)
maxActiveZonesint3Max simultaneous zones
soundstringeffect/translocate-idleSound
soundRangefloat24Sound range

💡 Zone types: - void — dark purple, slow + reduced view distance - ember — fire damage + burn DoT after leaving - corrupt — poison damage + poison DoT after leaving - frost — slow only, no damage

{
  "code": "bosshazardzone",
  "attributes": {
    "whenHealthRelBelow": 0.6,
    "cooldownSeconds": 18,
    "maxTargetRange": 25,
    "zoneType": "ember",
    "radius": 5,
    "lifetimeSec": 10,
    "dpsInZone": 6,
    "dotDps": 3,
    "maxActiveZones": 2
  }
}

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