Malefic Star

From the MapleStory Wiki, a knowledge base about everything MapleStory
(Redirected from Radiant Malefic Star)
Jump to navigation Jump to search
Malefic Star
Normal
Entry Level280+
Party Size1 - 3
Required Force / Power⬢400 SAC / AUT
Potion Cooldown10 seconds
Time Limit30 minutes
Death Count5
Clear Limit1 clear every week
(shared with Hard)
Required Combat Power (CMS)
Total or 1-Person:
230,000,000

2-Person:
74,000,000
3-Person:
49,000,000

Hard
Entry Level280+
Party Size1 - 3
Required Force / Power⬢550 SAC / AUT
Potion Cooldown10 seconds
Time Limit30 minutes
Death Count5
Clear Limit1 clear every week
(shared with Normal)
Required Combat Power (CMS)
Total or 1-Person:
1,000,000,000

2-Person:
320,000,000
3-Person:
210,000,000

Name (Other Servers)
KoreaMS찬란한 흉성
(Radiant Malefic Star)
JapanMS燦爛たる凶星
(Radiant Malefic Star)
ChinaMS灿烂的凶星
(Radiant Malefic Star)
TaiwanMS燦爛的凶星
(Radiant Malefic Star)
MapleSEARadiant Malefic Star

Malefic Star is the final boss of the Dark Sea, and is a clone of Ymir who must be defeated after she attempts to steal Edea and Brighton's life force.

Battle Overview

Malefic Star can be fought in Normal and Hard mode. To deal regular damage to the boss, ⬢Sacred Power / Authentic Force (SAC / AUT) is required. Normal mode requires a minimum of ⬢400 SAC / AUT, and Hard mode requires a minimum of ⬢550 SAC / AUT. Story Mode requires a minimum of ⬢400 SAC / AUT. You will deal -10% final damage for every 10 SAC / AUT below the required amount; if you have 100 or more SAC / AUT below the required amount, you will only deal a total of 5% final damage. Similarly, you will deal +5% final damage for every 10 SAC / AUT above the required amount, up to +25% (50 above).

You must be in a party of 1 - 3 players in order to fight her. The battle has a time limit of 30 minutes, and a Potion Cooldown of 10 seconds is applied. All attacks deal % HP damage, so they must be manually avoided, as it ignores any avoidability stats, and damage reduction skills (unless the skill is specifically stated to include damage proportional to HP). There are 3 phases that are split between 3 HP bars, and depleting one HP bar to get to the next phase unlocks more patterns.

NOTE: Most damage values will vary based on difficulty, and will be listed in order from lowest difficulty to highest. Example: if listed as 25 / 30, then the 25 correlates to Normal mode and the 30 correlates to Hard mode. If there are no listed values, then it is the same regardless of difficulty unless stated otherwise.

All Phases

For attack patterns, find them in the appropriate phase and room section.

Orb of Brilliant Delusion

Prior to entering the fight, there is an orb that any player can go up to and Harvest. Doing so will mark them as the "Awakened", which allows them to see and destroy Illusion Cores (see relevant section). If the orb is not activated, then a random player in the party is chosen. During the battle, if the Awakened leaves the party, disconnects, or loses all their lives, another player will be designated as the Awakened in their place.

Hunger

On top of individual death counts per party member, the Hunger meter is another factor to be wary of. It goes up under certain conditions, and can be lowered every time an Illusion Core is destroyed. If the Hunger meter reaches 1000, the run will be counted as a failure no matter how many death counts are left.

Illusory Magic

The Illusory Magic gauge is a circular gauge, with a yellow edge around a blue circle. The yellow edge represents the amount of Illusory Magic the party has, with the blue circle having a different function depending whether the party is in the Illusion room or the Reality room. Illusory Magic influences final damage when switching to the Reality Room, and also influences the frequency of patterns while in the Reality room. In the Illusion room, the blue circular gauge in the center determines the cooldown for Malefic Star to summon an Illusion Core, while in the Reality room, it determines the current final damage that the party has. See Illusion and Reality room section for details.

Hard Realities/Fictitious Visions Skill

The Awakened is granted this skill based on the current room the party is in, with Hard Realities available while in the Illusion room and Fictitious Visions available in the Reality room. Using it causes the entire party to switch rooms. It has a cooldown of 30 seconds and it is disabled while an Illusion Core pattern is active.

Illusion and Reality Room

Through the fight, the party is forced to cycle between two rooms, with the fight always beginning in the Illusion room. The Ragged Journal in the entry room is an in-game instruction relating to both rooms. The party can only remain in one room for 3 minutes and 40 seconds, indicated by the timer below the Hunger meter. When the timer hits 0, the entire party will be forced to move rooms, regardless if Hard Realities/Fictitious Visions was used by the Awakened. See separate phases for patterns relating to both rooms.

Illusion Room

This is the room where the party starts in, and the Illusory Magic will always be set to 1000 whenever this room is entered. By default, the cooldown for an Illusion Core to be summoned is 15 seconds. Anytime a player gets hit by any patterns in this room, the cooldown for an Illusion Core to be summoned is increased, up to 35 seconds max. Depending on the number of party members, every hit will increase the cooldown by 4 / 2 / 1.33 seconds. Destroying the core decreases Illusory Magic by 200. If the party lingers in the room when there is less than a minute left on the timer, the Hunger meter will passively increase by 2 every second (this is signaled by a message that says "Sink into the illusions." and the screen having a purple effect around it). If the party switches to the Reality room with any Illusory Magic, they will suffer a 10% final damage loss upon switching.

Reality Room

In this room, the blue circular gauge displays a number that shows the current damage percentage the party has, with 90% being the lowest (indicating a 10% final damage decrease) and 130% being the highest (indicating a 30% final damage increase). Illusion Core cooldown will always be 15 seconds. Destroying Illusion Cores summons two radiant pillars, with a dark one on the left and a glowing one on the right. Harvesting the left one decreases Illusory Magic by 250 and lowers final damage. Harvesting the right one increases Illusory Magic by 250 and increases final damage. If the party has 0-499 Illusory Magic, the final damage change amount is 5%, with 500-749 Illusory Magic being 10%, and 750-1000 Illusory Magic being 15%. If no pillar is chosen within 7 seconds after spawning, one is chosen at random. Here is a table that affects patterns in the room based on the current Illusory Magic amount:

Illusory Magic amount Effect
0-249 No effect
250-499 Getting hit by any pattern increases Hunger
500-749 The Floating Disaster appears
750-1000 Increased damage taken

If the Illusory Magic reaches 1000 in this room, the timer will be lowered to 40 seconds (or however many seconds are left) and Fictitious Visions will not be usable (this is signaled by a message stating "Malefic Star's ominous energy will prevent changing states. Weaken her illusory magic to prevent the attack"), and the Hunger meter increases by 1 every second. Once this timer reaches 0, Malefic Star will force the party back into the Illusion room and increase the Hunger meter by 160 / 200. Should the Illusory Magic be lowered, the timer will go back to its previous value if it was over 40 seconds.

Illusion Cores

Malefic Star will use a pattern that spawns an Illusion Core, which only the Awakened can destroy by harvesting it. The pattern is signaled with the message of "You truly believe you can win? How laughable." or "The essence remains. It will be mine soon enough.". The Awakened can only destroy it in the window the Interact/Harvest button appears above the core, and they only have roughly a second to get to it before it vanishes. Failure to destroy the core will increase Illusory Magic by 100 / 200 in the Illusion room, and increase Hunger by 50 / 60 in the Reality room. Destroying the core will decrease Hunger by 40, decrease Illusory Magic by 200 in the Illusion room, and summon the two radiant pillars in the Reality room (see relevant section for details).

Phase 1

  • Starlight Echo (Illusion Core pattern) - Malefic Star summons an orb in front of her as well as an inactive Illusion Core. Once that orb explodes, the Illusion Core becomes active for harvesting, and a pair of warning marks will appear on both sides of the Illusion Core, creating an explosion after 1.29 seconds, followed by one last pair a further distance away from the original pair. The Illusion Core will vanish once the first pair of explosions occur if it has not been harvested by then. Getting hit by the orb deals 30% HP damage (50% in the Reality room at 750+ Illusory Magic), and getting hit by any of the pair of explosions deal 40% HP damage (70% in the Reality room at 750+ Illusory Magic). In the Illusion room, getting hit increases Illusory Magic by 120, and getting hit in the Reality room increases Hunger by 60.
  • Rewind - Six decorative objects are scattered around the map, and two of them will become active, showing warning marks in 6 different directions and firing a laser. The lasers parallel and close to the ground can be crouched under to dodge. Getting hit deals 30% HP damage (40% HP damage in the Reality room at 750+ Illusory Magic), and increases Hunger by 30 at 250+ Illusory Magic in the Reality Room.

Illusion

  • Spirit Attack - A Radiant Spirit or a Malefic Spirit will appear next to the player, marking their spot with a visible hitbox, and then attacking. Getting hit deals 30% HP damage and causes a slight knockback that ignores Knockback Resistance.
  • Fantasy Prism - A star will appear to warn of this signal before a bunch of large triangles will appear, exploding after a second. Getting hit deals 30% HP damage.
  • Flash of Illusion - Malefic Star spawns a large hitbox in front of her that explodes after 1.38 seconds. Getting hit deals 40% HP damage.
  • Illusionary Eruption - Malefic Star spawns two large hitboxes on both sides of her that explode after 1.5 seconds. Getting hit deals 45% HP damage. Standing next to her can avoid both attacks as well.
  • Black Hole - Malefic Star spawns an instanced black hole on all players, sucking them inside. The black hole will last for about 2 seconds before exploding, dealing 40% HP damage if the player happens to be in the center of it. Teleporting or dashing is how the player can escape the black hole before it explodes.
  • Dash - Malefic Star dashes forward. Deals 20% HP damage and cannot be crouched under to dodge.

Reality

Hunger being increased only applies if Illusory Magic is 250 or higher, and the increased damage listed in parenthesis is only applied if the Illusory Magic is 750 or higher.

  • Sand Columns - A gust of sand will appear as a warning before a warning mark appears on the player, then a column of sand will rain down on the player. This is done three times, and deals 15% (25%) / 25% (35%) HP damage, and increases Hunger by 15.
  • Floating Disaster - Appears if the Illusory Magic is at 750 or higher. A giant manta ray will appear at the top of the map, going between the left and right half of the map. It will fire a downwards laser that is predated by a column of warning marks. Getting hit deals 35% (45% / 50%) HP damage, increases Illusory Magic by 90 / 120, and Hunger by 60 / 90. This pattern will vanish for the Awakened if an Illusion Core pattern is active.
  • Front chains - Malefic Star charges up in front of her and fires a bunch of chains. Deals 30% (40% / 45%) HP damage, increases Illusory Magic by 90, and Hunger by 30. This can be crouched under to dodge.
  • Back chains - Malefic Star charges up behind her and fires a bunch of chains Deals 40% (50% / 60%) HP damage, increases Illusory Magic by 90, and Hunger by 45. This cannot be crouched under to dodge.
  • Illusion bubbles - Malefic Star creates 3 to 5 illusion bubbles around her. They explode after 1.44 seconds, dealing 30% (35% / 40%) HP damage, increases Illusory Magic by 90, increases Hunger by 30, and inflicts Stun.

Phase 2

This phase starts when Malefic Star's HP is lowered to 80%.

  • Starlight Echo (Illusion Core pattern) - This pattern can now start at where the Awakened is standing.
  • Heavenly Waltz (Illusion Core pattern) - Malefic Star spawns an inactive Illusion Core in front of her and then dashes forward, activating the Illusion Core. The dash deals 30% HP damage (50% in the Reality Room at 750+ Illusory Magic) and increases Illusory Magic by 120. She will then do a second dash back to her original spot that does not deal any damage, but she will follow it up with a chain attack in front of or behind her, which is signaled by where her arms are raised or some purple spikes appearing in the direction she will attack. This deals 40% HP damage (70% in the Reality room at 750+ Illusory Magic) and increases Illusory Magic by 120. The moment she moves on her second dash, the Illusion Core will vanish if it has not been harvested.
  • Rewind - A third decoration will now be active for this attack.

Illusion

  • Fantasy Prism - Another set of triangles will be summoned, this time dealing 40% HP damage.
  • Eye of Dreams - Malefic Star will spawn an eye at the top of the map, which will proceed to fire a barrage of random attacks beneath it, signaled by a visible warning. Deals 30% HP damage.

Reality

Hunger being increased only applies if Illusory Magic is 250 or higher, and the increased damage listed in parenthesis is only applied if the Illusory Magic is 750 or higher.

  • Hallucination - One random player will be marked, and after 1.74 seconds, a storm effect will appear in that spot. A lightning appears when the hitbox is active, dealing 20% / 25% (30% / 40%) HP damage and increasing Hunger by 12.
  • Front chains - Same as in phase 1, but with a longer and higher reach. It can still be crouched under to dodge.
  • Aura - Malefic Star summons a dark aura around her, attacking 3 times. Each hit deals 25% / 30% (35% / 45%) HP damage, increases Illusory Magic by 60, and increases Hunger by 30.

Phase 3

This phase starts when Malefic Star's HP is lowered to 40%.

  • Heavenly Waltz (Illusion Core pattern) - Malefic Star can now do a third dash, and if this happens, the Illusion Core is spawned during the second dash, and is active upon the third dash.
  • Full Map Lasers (Illusion Core pattern) - Large warning lines will appear through the entire map and spawn an inactive Illusion Core. After a few seconds, the lasers will fire, and the Illusion Core becomes active for harvesting. After that, a second wave of warning lines will appear with a second Illusion Core, however all players must be inside them to avoid the attack. Both Illusion Cores must be harvested in order to receive the full effect. Getting hit by any form of the attack deals 60% HP damage (90% in the Reality room at 750+ Illusory Magic), increases Illusory Magic by 120, and increases Hunger by 60.
  • Sonata of the Nebula (Illusion Core pattern, Hard mode only) - Malefic Star summons a large portal at the top of the map that fires 6 lasers at the players in separate intervals. Two of them will randomly spawn an Illusion Core, and both need to be harvested in order to receive the full effect. Getting hit by one laser deals 25% HP damage (45% in the Reality room at 750+ Illusory Magic), increases Illusory Magic by 120, and increases Hunger by 10.
  • Rewind - Four decorations will be active for the attack and now deal 40% HP damage (50% HP damage in the Reality room at 750+ Illusory Magic) and increases Hunger by 45 at 250+ Illusory Magic in the Reality Room.

Illusion

  • Ranunculus - A glowing flower will appear at the top of the map on either the left, middle, or right, leaving behind a marked zone. Entering this zone will activate it, causing 4 pillars to appear and explode in it. Getting hit by one pillar deals 15% HP damage.
  • Falling Blossoms - Malefic Star spawns three orbs at the top of the room, and they will each have a set of lines going down to the ground, marking the path their flames will follow. Getting hit deals 40% HP damage.

Reality

Hunger being increased only applies if Illusory Magic is 250 or higher, and the increased damage listed in parenthesis is only applied if the Illusory Magic is 750 or higher.

  • Ready to Eat - Malefic Star creates a large aura around her and 1-3 lines will appear going towards her (this amount matches the number of players in the party). A minion will follow the line to Malefic Star, and the player must block their path using their body. Blocking a minion deals 30% (40% / 45%) HP damage. If any minion reaches her, they will explode, and getting caught in the explosion deals 65% (100%) HP damage, increases Illusory Magic by 150, and increases Hunger by 90, then she will follow up with a full map attack where the only safe area is below her. Getting caught deals 90% (100%) HP damage, increases Illusory Magic by 200, and increases Hunger by 120.

Monster

Dark Sea

Normal

Normal: Boss

Required SAC / AUT: ⬢400

Malefic Star (Boss)
1 (100%) 1 (100%) 1 (100%) 1 (100%) 1 (100%)
Level 280 HP 3,288,000,000,000,000[1] MP 100,000 EXP 0
Attack 22,000 Defense Rate PDR: 380%
MDR: 380%
Speed -20 Additional Points None
Elements
Fire Resistant Ice Resistant
Poison Resistant Lightning Resistant
Holy Resistant Dark Resistant
Physical Resistant Undead? No
Other
Category Enchanted
Equipment Drops None
Usable Drops None
Set-up Drops None
Etc. Drops None
Quest Drops None
Locations Decadent Banquet Hall / Unglamoured Ruins
Normal: Reward
Crooked Scale (Boss)
1 (100%) 1 (100%) 1 (100%) 1 (100%) 1 (100%)
Level 280 HP 100,000 MP 10,000,000 EXP 0
Attack 22,000 Defense Rate PDR: 380%
MDR: 380%
Speed Stationary Additional Points Ambition EXP: 388
Weapon Points: 300
Guild Points: 3,000
Party GP Bonus: 6,000
Elements
Fire Resistant Ice Resistant
Poison Resistant Lightning Resistant
Holy Resistant Dark Resistant
Physical Resistant Undead? No
Other
Category Enchanted
Fixed Damage 1,000
Equipment Drops Maleficroid
Usable Drops
Set-up Drops None
Etc. Drops
Quest Drops None
Locations Illusion's Rest

Hard

Hard: Boss

Required SAC / AUT: ⬢550

Malefic Star (Boss)
1 (100%) 1 (100%) 1 (100%) 1 (100%) 1 (100%)
Level 280 HP 14,740,000,000,000,000[1] MP 100,000 EXP 0
Attack 22,000 Defense Rate PDR: 380%
MDR: 380%
Speed -20 Additional Points None
Elements
Fire Resistant Ice Resistant
Poison Resistant Lightning Resistant
Holy Resistant Dark Resistant
Physical Resistant Undead? No
Other
Category Enchanted
Equipment Drops None
Usable Drops None
Set-up Drops None
Etc. Drops None
Quest Drops None
Locations Decadent Banquet Hall / Unglamoured Ruins
Hard: Reward
Crooked Scale (Boss)
1 (100%) 1 (100%) 1 (100%) 1 (100%) 1 (100%)
Level 280 HP 100,000 MP 10,000,000 EXP 0
Attack 22,000 Defense Rate PDR: 380%
MDR: 380%
Speed Stationary Additional Points Ambition EXP: 388
Weapon Points: 300
Guild Points: 3,000
Party GP Bonus: 6,000
Elements
Fire Resistant Ice Resistant
Poison Resistant Lightning Resistant
Holy Resistant Dark Resistant
Physical Resistant Undead? No
Other
Category Enchanted
Fixed Damage 1,000
Equipment Drops
Usable Drops
Set-up Drops None
Etc. Drops
Quest Drops None
Locations Illusion's Rest

Story

Required SAC / AUT: ⬢400

Malefic Star (Boss)
1 (100%) 1 (100%) 1 (100%) 1 (100%) 1 (100%)
Level 280 HP 5,250,000,000,000[1] MP 100,000 EXP 0
Attack 22,000 Defense Rate PDR: 380%
MDR: 380%
Speed -20 Additional Points None
Elements
Fire Resistant Ice Resistant
Poison Resistant Lightning Resistant
Holy Resistant Dark Resistant
Physical Resistant Undead? No
Other
Category Enchanted
Equipment Drops None
Usable Drops None
Set-up Drops None
Etc. Drops None
Quest Drops None
Locations Decadent Banquet Hall / Unglamoured Ruins

References

  1. 1.0 1.1 1.2 Estimated, may not be 100% accurate
Monsters
Monsters
1 - 10 11 - 20 21 - 30 31 - 40 41 - 50 51 - 60
61 - 70 71 - 80 81 - 90 91 - 100 101 - 110 111 - 120
121 - 130 131 - 140 141 - 150 151 - 160 161 - 170 171 - 180
181 - 190 191 - 200 201 - 210 211 - 220 221 - 230 231 - 240
241 - 250 251 - 260 261 - 270 271 - 280 281 - 290 291 - 300
Major Bosses
Area Bosses
Root Abyss
Elite Bosses
Black Mage and his commanders
Grandis
Special Content
Overseas Exclusive
Quest Monsters
1 - 10 11 - 20 21 - 30 31 - 40 41 - 50 51 - 60
61 - 70 71 - 80 81 - 90 91 - 100 101 - 110 111 - 120
121 - 130 131 - 140 141 - 150 151 - 160 161 - 170 171 - 180
181 - 190 191 - 200 201 - 210 211 - 220 221 - 230 231 - 240
241 - 250 251 - 260 261 - 270 271 - 280 281 - 290 291 - 300
Other Monsters

Mu Lung DojoMonster ParkParty QuestMirror WorldMaple TourTower of OzSpecialTheme DungeonsEpic