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Yoshino

Yoshino, Spirit of Chesed: 6,000 HP, three phases, needles, walls and ice coffins, a 50-block lance, and in her last phase Absolute Zero, a blizzard dome that freezes skills.

Early access Boss v0.0.2 6 min read

Yoshino, Spirit of Chesed, guards the frozen lake that floats in the sky. Small, slow and always hanging back, she doesn't seek melee: she calls her Angel, Zadkiel, and rains ice on anyone who comes close — needles, freezing breath, pillars that cut off your run, coffins that pin you in place. At half health comes the lance, and at the end, Absolute Zero: a fifty-block blizzard where nobody can cast a skill any more.

At a glance

6,000
HP
40
Armour
3
Phases
below 70% HP
Phase 2
below 33% HP
Phase 3
~14 blocks
Preferred distance
3 h
Respawn
500
Experience
  • Summon: /summon dateaslime:yoshino
  • Find her sanctum: /locate structure dateaslime:yoshino_sanctum
  • Angel: she carries Zadkiel. The blows she deals are those of the Angel you will get by defeating her.
  • Defences: immune to cold, abnormal conditions and paralysis; resists physical, magic and spiritual attacks, heat and water.

Like every Spirit, she adapts to the hits she takes, can be staggered by a big burst of damage, becomes enraged after six minutes of combat, and none of her blows can take more than a set share of your health at once. All of this is covered in The Spirits.

Behaviour

On first contact, Yoshino calls Zadkiel ("Yoshino calls Zadkiel"). She calls it again at every phase change and whenever it is no longer at her side. The puppet cannot be hurt: Yoshino is the one you have to reach.

She keeps her distance: about fifteen blocks, twenty against anyone who seeks melee, and she likes high ground. She targets first whoever attacks her Angel. Once her dome is up she has no reason to run and stays about ten blocks away.

Phases and techniques

Technique Phase Range Effect Cooldown
Frost Needles 1+ 34 blocks Three volleys of 7 needles in a fan; 4 HP and frost each 1.3 s
Freezing Air 1+ 11 blocks 2 s cone of cold: 7 HP per half second, frost, Slowness; can seal 9 s
Pillars 1+ 26 blocks Three ice pillars burst up where you are running (9 HP, knock-up) 11 s
Ice Grip 1+ 18 blocks A seal opens under you, then an ice coffin takes you 26 s
Lance 2+ 6 to 48 blocks 1.8 s inhale, then a 50-block beam: 14 HP and an instant coffin 34 s
Absolute Zero 3 all around 50-block blizzard dome for 3 minutes 4 min

When enraged, all these cooldowns are 30% shorter.

Phase 1 — ice from afar

The needles are her basic attack: they lead your movement and cover an angle, so a simple sidestep isn't always enough. Anyone who gets within 11 blocks eats the freezing breath, which freezes fast and can end in a coffin (16 HP when it bursts). Against those who charge or flee, she plants pillars where they were heading.

The Ice Grip is the sneakiest: a frost seal opens under the target, and a little over a second later, it is sealed in. The coffin lasts up to 6 seconds: motionless, blind, weakened. An ally can break it by hitting it (30 points of damage), but the ice deals its damage to the prisoner as it bursts (8 HP). She uses it mostly when she is losing health fast, or against a group.

Phase 2 — the lance (below 70%)

Yoshino adds her lance. She warns you: "Yoshino breathes in - get behind something". For 1.8 s the cold converges on her and the ground freezes around her; then a white 50-block beam shoots towards her target and stays open for a little over a second. Whatever it touches takes 14 HP and is sealed in ice on the spot (34 HP when it bursts). The beam stops at the first block it meets, and it doesn't turn once fired.

Phase 3 — Absolute Zero (below 33%)

As soon as the last phase begins, Yoshino casts Absolute Zero ("Absolute Zero - Yoshino closes the field"): after two and a half seconds, a blizzard dome with a 50-block radius closes around her, for three minutes. Inside:

  • projectiles freeze and shatter: arrows and shots no longer reach her;
  • skills are interrupted: every activation fails ("The blizzard froze it.") and freezes its caster;
  • frost builds up constantly, and three needles per second shoot out of the whiteout at each of you (4 HP and frost);
  • a full freeze gauge means a coffin (18 to 22 HP when it bursts).

The dome vanishes with her. There is no easy way out: fifty blocks is the whole arena.

How to beat her

  • Go to her. She avoids contact and strikes from range: every second spent at a distance is a second of needles. Cut corners, climb, force her back.
  • Don't waste time on Zadkiel: the puppet is invulnerable.
  • Watch the ground: a frost seal under your feet announces the Ice Grip, and an ally may have to break you out of the coffin.
  • When the lance is announced, step out of its line or put a block between you: the beam stops at the first obstacle.
  • Prepare for phase 3: under the dome your skills don't fire and your projectiles freeze. Keep something to hit her with in melee, and go into the last phase in good health, with enough raw power to finish the job.
  • Frost follows the game's rules: whatever protects you from powder snow also protects you from the freeze gauge, and so from the coffins it closes — but not from the lance or the Ice Grip.
  • Hit together: a big burst of combined damage staggers her and interrupts whatever she was preparing (see The Spirits).

Loot

  • 500 experience points.
  • Qlipha Crystal of Chesed (Astaroth): 1% chance (qliphaDropChance rule). It is her gem: Yoshino always gives Chesed's. The crystal doesn't despawn or burn. It then has to be purified into the Sephira Crystal: Chesed, and so into Zadkiel: see Qlipha Crystals.
  • The sanctum chests: blue ice, packed ice, prismarine crystals, sea lanterns, snowballs, lapis lazuli, diamonds, sometimes a heart of the sea; plus a separate roll that can give a golden apple, an enchanted golden apple… or a pair of leather boots.

The sanctum

Yoshino's Sanctum floats high in the Overworld sky (the arena sits around Y 262), like the other The Sky Sanctums: a frozen lake marked with a six-pointed snowflake at its centre, and Zadkiel's two ears in ice, forty-four blocks tall, standing at the edge. Icicles hang all around. No monsters spawn there, and nothing leads down to the ground: you have to fly up.

Respawn

An invisible marker at the centre of the arena brings Yoshino into being and watches over her. If she is defeated, she comes back three hours (world time) after it last saw her alive — adjustable with the spiritRespawnMinutes rule (0: never). Pushed out of her sanctum (more than 72 blocks away, or 24 below), she is brought back. With no opponent, she slowly heals and forgets what she had learned.

See also