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Tyrosaur
Statistics
Health 635 (♥×317.5)
Size Central hitbox:
Width: 1.375 blocks
Height: 1.6875 blocks
Damage Melee:

Easy: 8.5 (♥×4.25)
Normal: 15 (♥×7.5)
Hard: 22.5 (♥×11.25)

Earthquake:
Easy: 5 (♥×2.5)
Normal: 8 (♥×4)
Hard: 12 (♥×6)

Roar:
Easy: Up to 3 (♥×1.5)
Normal: Up to 4 (♥×2)
Hard: Up to 6 (♥×3)

Armor 70 (×35)
Armor toughness 75
Hostility Aggressive
XP  166
Knockback Resistance 90%
ID aoa3:tyrosaur
Version added Tslat 1.1

Tyrosaur (also known as the Unbreakable) is a Tier 1 boss associated with Precasia.

Spawning[]

Tyrosaur can be fought by using a Bone Horn with full durability on a Boss Altar.

Behavior[]

Tyrosaur Hitbox

Tyrosaur's hitboxes.

Tyrosaur is aggressive, and will attack nearby players and player-owned mobs within 64 blocks of him without provocation. Once Tyrosaur is aggroed to a target, or a player/mob aggroed it, it will continue attempting to attack until the target moves over 100 blocks away.

Tyrosaur is a heavily defensive melee attacker with two different melee attacks. It also has the ability to cause an earthquake by stomping the ground, or roar to damage everything nearby. These attacks are randomly picked based on weights and cooldowns. If an attack cannot be used, its weight is not counted towards the total. If none of these attacks can be used, it will chase its target like normal.

When Tyrosaur is attacking something, it will run faster than his normal walk speed.

Armor bar[]

Tyrosaur starts with extremely high armor and armor toughness, reducing most achievable damage amounts by 80%. However, Tyrosaur's armor has its own health bar, represented by a gray bar overlaid on top of its base health. This health bar also adds up to 635 (♥×317.5).

When Tyrosaur takes damage from most damage types, the armor bar is also damaged. Tyrosaur's armor decreases the more the armor bar is reduced, down to a minimum of 10 armor and 15 armor toughness once it hits 0.

Different damage types will affect the damage done to Tyrosaur's armor in different ways. Besides the following, Tyrosaur's armor will take full non-reduced damage from any damage type.

  • Damage types that bypass armor don't damage the armor bar at all
  • Projectiles that don't bypass armor (arrows, bullets, etc.), aside from heavy guns, deal 0.25x armor damage. Cannons will still gain the effects of their increased damage against armored targets
  • Pickaxes, or weapons that can act like them (Rock-Pick Sword), will deal increased armor damage, with the efficiency enchantment further increasing damage. The damage multiplier is determined by the formula 1 + (Pickaxe efficiency value * 0.075) + attacker's mining efficiency attribute * 0.04
  • Non-pickaxe melee weapons deal 0.5x armor damage
  • Explosions deal 1.25x armor damage

As Tyrosaur loses armor, its model will also lose some of its armor plates.

Melee attacks[]

All melee attacks can only be used if Tyrosaur's target is within melee range.

Tyrosaur's main melee attack is a generic bite attack. This attack has a weight of 30.

Tyrosaur sometimes uses a horn attack instead, launching the target into the air and inflicting Bleeding I for 10 seconds. This attack has a weight of 5.

Special attacks[]

Tyrosaur's special attacks share a special attack cooldown, and cannot be used while that cooldown is active.

Earthquake[]

Tyrosaur will bring its front legs up and slam them to the ground to create an earthquake. This earthquake starts at Tyrosaur's location and quickly travels outwards up to 20 blocks, lifting blocks in the process. Targets hit by the earthquake will receive Mob attack no aggro damage and are inflicted with Slowness III for 3 seconds. The earthquake can be dodged by jumping over the rising blocks.

This attack cannot be used if Tyrosaur has detected that the target is unreachable.

Once this attack finishes, the special cooldown is set to 5 seconds. This attack has a weight of 3.

Roar[]

Tyrosaur will stop and then let out a roar, repeatedly dealing Energy effect damage to all entities in a 32-block radius, including those behind walls. It cannot be dodged within that radius, but the following can mitigate the damage dealt:

  • Being more distant. Roar will deal less damage the further away a target is from Tyrosaur
  • Looking away from Tyrosaur. The less line of sight a target has with Tyrosaur, the less damage is dealt
  • Crouching will also decrease damage somewhat

All of these methods of damage mitigation can stack with each other multiplicatively.

Targets hit by the roar are inflicted with Mining Fatigue I and Weakness I for 10 seconds. However, the Weakness will not be applied to targets taking less than 80% of roar's full damage, and the Mining Fatigue will also not be applied to targets taking less than 50% of roar's full damage.

The roar lasts for 5-10 seconds and will then go on cooldown (separate from the special cooldown) for 20-40 seconds. However, if Tyrosaur cannot reach its target, the roar lasts for 8-10 seconds and only goes on cooldown for 4-7 seconds.

Once this attack finishes, the special cooldown is set to 7.5 seconds. This attack has a weight of 1.

Reacting to unreachable targets[]

Every 4 seconds, if Tyrosaur detects that the target is unreachable, its special attack cooldown is removed. In conjunction with the earthquake attack being disabled, and the roar attack's individual cooldown being greatly decreased, this will result in Tyrosaur roaring almost constantly, only stopping for four seconds before starting again.

Hitboxes[]

Tyrosaur has seven hitboxes; 6 green ones and one central white one. The player can attack almost any of them to do damage, however attacks on the two back green ones (where Tyrosaur's tail is) do 15% less damage then attacks on the other hitboxes.

The topmost hitbox (the large armor plate behind Tyrosaur's head) is immune to projectiles, reflecting them in a different direction.

Drops[]

Entity loot
Item Quantity Chance Notes
Nothing - 99.4%
Rare Table 1 0.6%
The above pool is rolled 1 time
Nowhere Boss Table 1 100.0%
The above pool is rolled 1 time
Kinetic Rune 12-20 19.3%
Life Rune 12-16 19.3%
Leather 8-16 17.2%
Sharp Claw 2-4 6.0%
Magic Repair Dust 2-4 3.4%
Magic Mending Compound 1-2 2.6%
Silver Coin 2-5 8.6%
Gold Coin 1 1.7%
Jungle Thorns 1-3 6.9%
Ashfern Seeds 2-6 3.4%
Medium Skill Crystal 1-2 4.3%
Large Skill Crystal 1 2.1%
Armour Plating 2-4 5.2%
The above pool is rolled 1-3 times
Primal Sword 1 75.0%
Predatious Armor 1 25.0% The entire armor set is given
The above pool is rolled 1 time
Trophy 1 100.0%
The above pool is rolled 1 time

Bestiary Entry[]

An incredibly bulky and tough creature from the Precasian wilds, this beast is so rarely seen naturally that it is often considered to be extinct.

Specialised horns were once developed to generate a sound that is known to attract any if they are nearby, though they are only known to historians as none have actually been found.

Tyrosaur has incredibly strong armour plating which it puts to great use in preventing most damage, and anything attempting to take one down would have to find a way to break through before they would have any hope of winning a fight. Additionally, they were known to have some form of magical or sonic resonance with the ground and soil, as it is said they were able to easily manipulate the ground underneath it to devastating effect for either defence or offence. Outside of those distinct features, Tyrosaur is a fairly typical bulky quadruped that is generally territorial and direct confrontation should be avoided, though sightings should be reported to any Cae'alu representative you know.

See also[]

Related Advancements[]

Icon Name Description Obtaining Parent ID Hidden
Jungle Rumble Defeat Tyrosaur, the Unbreakable See description A Prehistoric Sound aoa3:precasia/jungle_rumble No


Gallery[]