Capra

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Introduction

A rare close up of Capra taken by ImDoc_G572 at the (old) Spawn Crater.

Capra the Goat Demon is a boss mob apart of the MythicMobs plugin created to spice up boss-based combat and as a fun activity. It is a hostile mob untargeted by Kingdoms Turrets, boasting devastating aerial attacks, deadly melee attacks, a boss bar, and more. There is no current Lore for the Mob, however it will be (hopefully) further explored as the server updates.


Phases

The Sacrifice

Capra’s Sacrifice, a small, red-eyed, black goat, appears randomly. It does not move, however it does rotate both its head and body in order to face a nearby player.

An image taken by ImDoc_G572 of "Capra's Sacrifice".

Once the Sacrifice takes any form of damage, as its name suggests, it dies as a sacrifice for Capra. A satanic pentagram of particles appears on the floor it died on, shortly disappearing following the summoning of Capra the Goat Demon.

If, however, one restrains themselves and keeps the Sacrifice away from any form of damage, after some time (exact length unknown) it disappears, leaving a baby zombified piglin named ‘Phillip’ in its place. Phillip is not known to hold any non-vanilla properties.

The Arrival

Capra the Goat Demon spawns after the previous Sacrifice phase. Capra is capable of flight and occasional swift ‘lunges’ towards targets using its wings, and wields a boomeranging scythe. Its attacks include: ‘The Meteor Storm’: Marked by Capra leaving the ground via quickly jumping up from the ground straight in the air. As the animation plays, nearby players will be forced into the air, resulting in hefty fall-damage if one’s not careful - bring a water bucket. The actual flight however, isn’t exactly ‘dynamic’ movement-wise: all Capra does is hover around whilst flapping its wings, much unlike the dynamic flight of a phantom. A few seconds in, Capra evilly laughs for a few brief moments. Yellow demonic circles abundantly appear some distance above the ground, with meteors (not to be mistaken for fireballs as in the ones Ghasts vomit) boasting deceptively large damage radii. The radius in which these circles appear relative to Capra isn’t too large; one could theoretically distract Capra whilst others retreat to a somewhat far distance to recover. Once a meteor hits something, it obviously explodes (with the aforementioned large explosion radius) and deals quite a lot of damage, also leaving a patch of fire which disappears after some time. After about half a minute, Capra retreats to the ground for other attacks. Whilst untested, it is theorized that meteors could be tampered with via entity-moving spells, i.e. Pull/Push.

Attacks

Dash ‘n Slash’: On the ground, Capra targets a player and swiftly lunges towards them with the help of its wings. It leaves a long trail of temporary, non-spreading fire, and once it reaches its target, it quickly slices it with the help of its trusty scythe. This can obviously be blocked with a shield, though can also be countered simply by maintaining range or backpedaling whilst Capra’s mid-lunge; the lunge does not go too far.


Boomerang Scythe : On the ground, Capra throws its scythe as if it were a boomerang, circling it twice before returning. This occurs if players are within melee range, perhaps whittling Capra’s health down with swords and axes. A fun counter to this is to make use of your shield. Ensure you’re very close to Capra (whilst its scythe is in the air, all it can do is stand and wait for it to return) and deploy your shield whilst looking directly opposite it. The scythe usually hits players twice due to its spinning motion as well, so when the first ‘shield block’ sound is heard, keep your shield deployed and keep your crosshair on the scythe. Alternatively, escaping is also an option however is not recommended: downright running away from Capra will still warrant a few hits and allow Capra to use ‘Dash ‘n Slash’. It is worth noting that, if you happen to be right in-front of Capra, you are highly vulnerable to other melee follow-ups occurring very briefly after its scythe returns, such as the ‘Slice’ or the ‘Toe-Punt’. To combat this, simply don’t be in front of it, or count the amount of times the scythe appears in your line-of-sight for a quick reaction - if you count twice, then immediately turn around to counter with a shield. The effectiveness of entity-moving spells, i.e. Pull/Push, is unknown.


Recovery: After a long time battling, Capra kneels out of exhaustion, allowing players a relatively-long timeframe to land melee crits. Alternatively, one could utilise this time to gain distance for long-range attacks, escape with their lives, etc. Following the period of rest, Capra springs back into action with other attacks.


Toe-Punt: On the ground, a popular follow-up move Capra uses to players within melee range is simply kicking them out of range, dealing high damage and knockback. A popular counter in this situation is simply a shield.


Slice : Fairly simple slice with a scythe on the ground, used against melee players. Counter with a shield or keep moving around Capra and attempt to outspeed its reaction time.

Death

Two ‘endings’ to Capra’s bossfight, the good one being Capra’s death. Capra takes a similar kneeling pose as outlined in ‘Recovery’, erupting into flames shortly afterwards. According to Tober, Capra has drops which are incredibly rare: apparently, even after defeating it many times, Capra has not shown any form of reward other than satisfaction and entertainment.


Capra gets tired of the amusing humans and finally returns to his plane, waiting for his next sacrifice to be hurt. The bad ending involves the players participating in the bossfight perishing far too many times; after a certain amount of deaths occur, Capra simply despawns, leaving no known trace or reward.

Trivia

  • ImDoc_G572's favourite boss.