|Tale of Diep (ToD) is no longer under active development as a derivative of Diep.io and remains here as an archive, though spin-offs such as The Extended Tale of Diep remain active. For info on the successor to Tale of Diep, now an independent work called "A Tale Where Nothing Matters", visit its Discord server here.|
"Oh, the only way for freedom is vengeance" called the spirits of Malice, slaying all whom could free them.
"All is lost. Not even Time could save us" cried the spirits of Misery, giving up hope.
"This was my fault. I can do no more or just cause more trouble" the spirits of Guilt feared, turning away.
"If we be free they will come after us again..." the spirits of Terror whimpered, shrinking back.
And still the Altar stands...
The Altar of Unsure Fate is an Event Boss that is stationed in Wintercrest, an area of The Realm. The Frigid Labyrinth that it takes place in only opens when five Guardians of Malice, five Guardians of Misery, five Guardians of Guilt, and five Guardians of Terror have been killed in Wintercrest. These are exceptionally rare spawns, and one final step must be completed beyond that. The full list on how to open the Frigid Labyrinth will be detailed below.
"Powerful magic and emotion unchecked can make deity sorcerers full of regret. The Altar of Unsure Fate was created by Elzic during their final days in a last ditch effort to seal their mind in the mortal world before falling into an ethereal slumber. Interference by a confused Imperial caused Elzic to experiment. Elzic's Wintercrest hideout and its mythical icy labyrinth was falling into disarray. After many decades and centuries living in their form of half-existence, Elzic needed someone to bend to their will upon or talk to. Elzic manipulated the Altar into a magical emotion chamber, and drained all sense of will from their newfound Tank Imperial pet, leaving them a mentally and emotionally drained lunatic who followed Elzic's every move and order until eventually finally fading into a subrealm. Sealed within the sapphire orb atop the Altar, the emotional unrest spreads across the Wintercrest north, in the fabled labyrinths where Elzic once resided. The host of those old forgotten memories has long since died, but the built up malice, terror, guilt, and misery now haunt the labyrinths and turn those in their path into creatures of its image, with their souls and emotional anguish trapped within as well. The fates of those whose emotions become locked within the Altar is unknown, but the destruction of the orb atop it and the champion deities formed by the emotional flurry, at least may free the spirits trapped within for a little while. But in the end... Elzic still waits asleep..." -A passed down legend of old, its credibility questionable.
The Altar of Unsure Fate is located at the heart of the Frigid Labyrinth, an old network of icy tunnels BELIEVED to be created by Elzic the Archromancer before finally fading into a subrealm. The Frigid Labyrinth can only be opened after a number of steps have been completed, and has its own hazards.
- Five Guardians of Malice, Misery, Guilt, and Terror must be slain in Wintercrest. Upon death of a Guardian, a soul of orange, blue, green, or purple color (respective to the type of Guardian, in order) will appear at their death site before fading and appearing at the entrance of the Labyrinth.
- Anywhere from fifteen to forty minutes after the twenty souls of the Guardians have been collected, a Desecrated Champion miniboss will spawn somewhere in Wintercrest. This encounter will be described below.
- After the Desecrated Champion is defeated, the labyrinth entrance will unveil somewhere in the northern mountains of Wintercrest bordering Neverest Mountains until the Altar of Unsure Fate has been defeated.
- The Altar of Unsure Fate hides somewhere in a large square chamber in the Labyrinth. This position, as well as the layout of the entire labyrinth, changes every time the Altar is "defeated".
- Materials, known as "Infused ___" (blank being Malice, Misery, Guilt, or Terror), can be found throughout the massive labyrinth by killing the special enemies spawned within it. All enemies are obviously lumped into four categories with their associated colors/emotion. These can be put into the Altar collectively by players. The first two types of Infused Essences to reach 100 will summon their Champion bosses.
- The two Champions will be summoned back to back in the order that the Infused Essences that summoned them reached 100. After both Champions fall, the Altar orb cracks, and the spirits inside are freed... temporarily.
- The Altar of Unsure Fate has a chance of dropping a Rune of Empyrean, which can be used after the next Altar of Unsure Fate is fought to keep the orb open and summon a third Champion. If another player uses a Rune of Empyrean, the fourth can be summoned as well. If all four Champions are defeated, the Altar can drop even more special rewards.
The Four Classes of Emotion
Every entity associated with the Altar of Unsure Fate is grouped into one of four classes, based on emotions typically viewed as negative.
- Malice: Representative color orange. Entities of the Malice class focus on high offensive power at close range. All enemies and bosses/minibosses associated with Malice will typically have orange in its color scheme, and have the title "of Malice" appended to the end of their enemy/boss name (Ex: Guardian of Malice).
- Misery: Representative color blue. Entities of the Misery class focus on slower, more controlled forms of damage such as minions or Traps. All enemies and bosses/minibosses associated with Misery will typically have dark blue in its color scheme, and have the title "of Misery" appended to the end of their enemy/boss name. (Ex: Guardian of Misery).
- Guilt: Representative color green. Entities of the Guilt class focus on high defense and have typically lower damage outputs with unique attack patterns. All enemies and bosses/minibosses associated with Guilt will typically have bright green in its color scheme, and have the title "of Guilt" appended to the end of their enemy/boss name. (Ex: Guardian of Guilt).
- Terror: Representative color purple. Entities of the Terror class focus on high damage ranged attacks, and inflicting debuffs. All enemies and bosses/minibosses associated with Terror will typically have a pale purple in its color scheme, and have the title "of Terror" appended to the end of their enemy/boss name. (Ex: Guardian of Terror).
So long as the Altar of Unsure Fate has not been destroyed in the last eight hours, the Infused Guardians will roam Wintercrest. Infused Guardians are rarely spawning enemies that are tougher than the traditional enemies there. They are almost sort of like minibosses, but are more akin to Elite Enemies on the Realm Enemies page, if a bit beyond. They have multiple patterns like a boss, but not to the same extreme. Five of each of the four Infused Guardians must be destroyed to start summoning the Desecrated Champion, whose defeat opens the Frigid Labyrinth.
Guardian of Malice
"Do you think your anger can match decades of his own?"
The Guardian of Malice is one of the four Infused Guardian enemies. Guardians of Malice spawn mainly in northeastern Wintercrest, but can spawn anywhere throughout the realm area. It has the same design as the other Infused Guardians, except it mainly glows orange, the color associated with Malice. The Guardian of Malice will be the only one of the four Guardians to be shown with color in the infobox, as it can be used as a reference point for the others. All Infused Guardians have black stone bodies with the light and color changing. The Guardian of Malice projects an orange light around itself when in dark areas, allowing it to be spotted in Wintercrest at night.
Guardians of Malice, when provoked, will randomly select from behaviors below until killed or all players exit its detection range:
- It will quickly float up to a player, hold back its blade, and then arc it downward toward them, releasing a wave of orange energy bullets. The slash does higher damage, and inflicts Bleeding for 5 seconds, while the lesser shots due to lower damage but travel further and faster.
- Will raise its Striker into the air with one hand, as the blade releases a red light from the hole in the middle before lowering it again. With a swirl of orange energy, the Guardian of Malice will become Armored for 10 seconds and attempt to repeatedly swing its Striker at the player in wide arcs.
- Will hold its Striker down, bob and up down real quick, before lunging forward with its Striker outstretched. This does high piercing damage, causes the player to bounce back a bit, and will heal the Guardian for 10% of the damage the attack did.
- Its eye will extinguish for a second, the Striker lowering, before re-igniting. It is Invulnerable while extinguished. After that, it will do a quick strike that releases four energy waves in the cardinal directions from where it started and where it ends the dash. These waves start slow moving, but pick up in speed rapidly after about a second.
Guardians of Misery focus greatly on high offensive melee power. They stay in close range, and do numerous piercing strikes, swings, and other fancy close-range maneuvers.
Upon death, the Guardian of Malice's body will crumble and an orange foggy spirit is released from the pile left behind, before fading and reappearing at the entrance of the Frigid Labyrinth.
Guardian of Misery
"I weep, waiting for the day I will able to return. Please save me..."
The Guardian of Misery is one of the four Infused Guardian enemies. Guardians of Misery spawn mainly in northwestern Wintercrest, but can spawn anywhere throughout the realm area. It has the same design as the other Infused Guardians, except it mainly glows dark blue, the color associated with Misery. The Guardian of Misery projects a blue light around itself when in dark areas, allowing it to be spotted in Wintercrest at night.
Guardians of Misery, when provoked, will randomly select from behaviors below until killed or all players exit its detection range:
- Will raise its Striker as a soft blue light consumes it. A number of dark blue Traps will begin phasing in around the battlefield, about three at a time randomly. These Traps will float around, and if a player gets within a few tiles of them, they will speed up considerably and home in a bit. The Traps do high damage, and inflict Slowed for 4 seconds, making it harder to escape them further without destroying them and focusing fire away from the Guardian.
- Will hold the blade of its Striker and seem to caress it with one hand, as three foggy mist streams emerge from the hole in the blade. These take the form of three clusters of floating black rock with a soft blue ember in them called Remains of Misery. The Guardian is invulnerable until all three Remains are destroyed. They have 800 health, move annoyingly quickly, and attack with a simple three blue bullet spread that inflicts Cursed on the player for 7 seconds. If not killed after 12 seconds, their black stone bodies will crumble away and their blue flame center will implode on itself.
- The Guardian will raise its Striker and twirl it, as a player or group of nearby players are surrounded in a ring of blue Traps. These ones neither move nor home in on players and are present to immobilize them for a duration. These Traps are easily destroyed.
- It will hold its Striker back a bit, before quickly moving toward the player with a blue mirage effect. It will then attempt to swing at the player with a quick slash, that Paralyzes for 4 seconds. If the player is hit by the slash, the Guardian will swing again to push them back further and deal additional damage before retreating.
Guardians of Misery focus on alternative means of damage and battle control. They scarcely attack on their own, and live long due to their hard to approach nature.
Upon death, the Guardian of Misery's body will crumble and a blue foggy spirit is released from the pile left behind, before fading and reappearing at the entrance of the Frigid Labyrinth.
Guardian of Guilt
"Spare me of this internal bite consuming away at me. Mercy, warrior!"
The Guardian of Guilt is one of the four Infused Guardian enemies. Guardians of Guilt spawn mainly in southeastern Wintercrest, but can spawn anywhere throughout the realm area. It has the same design as the other Infused Guardians, except it mainly glows bright green, the color associated with Guilt. The Guardian of Guilt projects a green light around itself when in dark areas, allowing it to be spotted in Wintercrest at night.
Guardians of Guilt, when provoked, will randomly select from behaviors below until killed or all players exit its detection range:
- Will hold its Striker out in a direction, as a bright green beam is fired out in that direction for 2 seconds. This beam does high concentrated damage, with a chance to inflict Dazed for 4 seconds every second its stood inside of. The Guardian can quickly repeat this up to three more times. It does not move during this attack.
- Will raise its Striker and go Armored for 16 seconds in a green flash from both the blade and its body. At the tip of its Striker while raised, a green glowing orb will be summoned. About a second later, it will begin releasing a flurry of quick moving green bullets in all direction for about a second and a half before stopping. It will do this on and off for 16 seconds, vanishing when the Guardian loses Armored. The bullets behave the Guardian of Malice's waves, where they start slow and build up over the course of a second and a half, before all simultaneously quickly speeding up.
- The Guardian of Guilt will rub its hands along its Striker, before whipping it out. It will spin quickly, rotating like a saw, before boomeranging back into its hands in a straight line. This deals moderate damage and inflicts Stunned to those hit for 5 seconds, prolonging the fight further. The Guardian will not move while it is not holding its Striker.
- Will hold its Striker straight up in front of its body, as four Remains of Guilt (look identical to Remains of Misery but with a green light and flame) begin rotating around it. The Guardian will go Armored while Remains are alive. They shoot a simple spread of three fast moving bright green bolts at players that are nearby as they rotate slowly around the Guardian. After 20 seconds, if the Remains are still alive, they will crumble away and their embers will implode, as the Guardian resumes its behavior.
Guardians of Guilt focus on high defense and survivability, prolonging a battle to outlast its opponent. They have really strange attack patterns to watch out for as well.
Upon death, the Guardian of Guilt's body will crumble and a green foggy spirit is released from the pile left behind, before fading and reappearing at the entrance of the Frigid Labyrinth.
Guardian of Terror
"Turn back now. Only horror lies ahead..."
The Guardian of Terror is one of the four Infused Guardian enemies. Guardians of Terror spawn mainly in southwestern Wintercrest, but can spawn anywhere throughout the realm area. It has the same design as the other Infused Guardians, except it mainly glows pale purple, the color associated with Terror. The Guardian of Terror projects a purple light around itself when in dark areas, allowing it to be spotted in Wintercrest at night.
Guardians of Terror, when provoked, will randomly select from behaviors below until killed or all players exit its detection range:
- The Guardian of Terror will hold out its Striker, as from its tip, numerous purple energy shots are fired out rapidly in the pattern of a Machine Gun. These do light damage, and inflict Panic for 5 seconds.
- It will, from a distance, hold its Striker up, as four purple orbs of energy begin rotating around the blade. One at a time every two seconds, they will fly out, with a trail of purple particles, and home in on a player. They cannot be destroyed, as shots pass through them. Upon contact with a player, they will explode in an 8x8 tile area. If they don't make contact with a player after ten seconds, they will explode on their own wherever they are. The Guardian will watch from the distance, backing away if players approach it, in quick dashes.
- The Guardian will raise its Striker and twirl it around, as five streams of particle energy arc from the hole in the blade to the ground. At the spots the five particle streams landed, five purple particle bursts will appear in a 10x10 area from the impact site, inflicting Fatigued and Slowed for 6 seconds, and doing low damage in the areas the bombs landed.
- The Guardian will hold its Striker in a direction, gripping it with both hands, as a bright white and purple orb charge inside of the hole in the Striker. It will then release three laser beams in the pattern of a Triple Shot, and slowly move those lasers left and right. The Guardian of Terror is Armored during this attack, and releases a ring of sixteen black bullets that inflicted Confused every 2 seconds, with the laser sweeping lasting 8 seconds. Dodging the Confused shots is essential to not taking massive damage from the lasers, which pierce defenses such as Protector shields or any sort of armor provided by items or accessories.
Guardians of Terror focus on staying at a distance, striking down their foes from afar. Players really have to work about getting close to them, as they will attempt to maintain their distance.
Upon death, the Guardian of Terror's body will crumble and a purple foggy spirit is released from the pile left behind, before fading and reappearing at the entrance of the Frigid Labyrinth.
"I would kidnap a thousand souls before I let this Altar die! And I'm not letting ANYONE get in my way!" -Elzic, (supposedly)
The Desecrated Champion is sort of a Realm Boss spawned in Wintercrest fifteen to forty minutes after the death of twenty Infused Guardians, five of each type. It is very powerful, and very complicated to destroy. Within the Desecrated Champion lie four Infused Fragments, each of which must be banished before the Champion crumbles.
The Desecrated Champion was the first of the Altar's Infused Champions, formed when the hundreds, maybe thousands of spirits locked within the Altar's orb fell into argument with each other over control of the stone mass. This was long before their unity as one force out to free themselves. Many of these spirits manifested into Infused Fragments, conglomerate souls who could control the titan. All four emotional spirits sent a Fragment within the Desecrated Champion, which fought with Malice's rage, Misery's desperation, Guilt's desire, and Terror's primal fear.
Eventually however, the Champion was abandoned by the Altar's spirits, as other Infused Champions better focused on their ambitions were constructed as individuals rather than a mess of spirits with different goals. It was left to fail, but the spirits within it become free after its destruction, at least for a little while... these spirits open the door to the Frigid Labyrinth, so that you may too free the others, and let them pass on too. Or so they thought...
- One of the largest projects based around a single boss, as it has a full sub-area associated with it, numerous enemies and mini-bosses required to access it, etc.
- This boss is one of the few to not be directly fought, but instead has numerous bosses that it summons around it. All four of these bosses will be detailed on this page and not given their own. Everything tied into the Altar and the four color system will be done here, as it is technically all part of the fight with the Altar, as it causes all this. The Guardians, Desecrated Champion, Infused Champions, etc.
- Elzic did not actually make a Monsters Inc. reference when supposedly creating the Altar.