Skip to content

Shield and charge bars

dpooley edited this page Sep 2, 2026 · 9 revisions

Shield and charge bars

Two mechanics a plain hitpoints bar cannot express. Both are on by default, both apply to NPCs only, and all four settings live in NPC Bar — Info.

Setting What it does Default
Show Shield Bar Draws the shield's remaining strength on the NPC's own bar while it is shielded On
Shield Bar Color The fill colour used for that stretch Blue
Show Charge Bar Draws a second bar beneath the NPC's while it winds up a special attack On
Charge Bar Color The fill colour of that second bar Gold

Covered encounters: Doom of Mokhaiotl and Kephri for the shield bar, Doom of Mokhaiotl and Yama's void flares for the charge bar. Any other boss draws a normal HP bar and keeps the game's own bar for its mechanic.

The shield bar

What a shield is

Some bosses spend part of a fight behind a shield: damage goes into a separate pool and their own hitpoints do not move until it breaks. The game draws that pool on an overhead bar of its own, which looks almost identical to a health bar, so there is no way to tell mid-fight whether the bar draining in front of you is the boss dying or a shield breaking.

What the plugin does

While an NPC is shielded, its bar switches to the shield: the fill uses Shield Bar Color instead of the usual health colours, and the number on the bar is the shield's remaining strength rather than the boss's hitpoints. When the shield ends, the bar returns to hitpoints and normal colours on its own.

That colour is an override, so while a shield is up it takes priority over the HP gradient, the Ironman grey-out, the status-effect tint and the aggressive-NPC colour.

Everything else about the bar is unchanged. It keeps the size, shape, border, font, opacity and Display Mode configured for NPC bars, and a damage trail still works, measured against the shield pool rather than the boss's HP.

Doom of Mokhaiotl

His shield holds 500 at every delve level, unlike his hitpoints, which grow as you delve deeper.

The game does not transmit how much of the pool is left, so the plugin follows it: the pool starts full when he shields, and every hit on him while shielded moves it. That includes the larvae - one exploding takes the shield down, one reaching him puts strength back. His hitpoints are frozen for the whole phase.

The shield ends when the pool empties or when he leaves the shielded form.

Kephri

She spawns already shielded and runs three shield cycles before her real health phase:

shielded -> breaks -> recharging -> shielded ... x3 -> true health -> dead

The recharging phase is still a shield refilling, not her health, so it draws in the shield colour too. Without that it reads as a boss healing back to full for a third of the fight.

Her shield and her health both scale with the raid, the same as the rest of ToA.

The charge bar

What a charge is

A wind-up: the boss starts an attack now and it lands some seconds later. The game shows this on another overhead bar that fills as the attack charges. It is a timer, so how full it is tells you how long you have to move, pray or heal.

What the plugin does

While a charge is running, a second bar is drawn directly beneath the NPC's HP bar, filling from empty to full over the wind-up in Charge Bar Color. Anything that normally sits below the bar, such as status-effect icons, moves down to make room. It carries no number - it is a timer, not a quantity - and it disappears the moment the charge ends.

It borrows the NPC bar's width, height, corner radius, border and opacity, so it reads as part of the same overlay.

Timings

Encounter Starts on Length Ends early on
Doom of Mokhaiotl His wind-up animation 14 ticks, about 8.4 seconds An interrupt, or his shield emptying
Yama's void flares The flare spawning 26 ticks, about 15.6 seconds The flare despawning or detonating

Doom's charge can be interrupted, and the bar goes with it. The exception is while he is shielded, where an interrupt does not stop him - he resumes immediately, and so does the bar.

A void flare gives no wind-up signal, so its bar is anchored to the spawn instead. That works because a flare charges from the instant it exists until it detonates.

How these interact with other settings

  • Hide Native Health Bar (Behavior) hides hitpoint bars only. A native shield or charge bar is hidden only for as long as this plugin draws its own replacement, so turning either feature off gives you the game's version back rather than nothing at all.
  • Toggle HP Bars (Hotkeys) hides the charge bar along with the HP bars.
  • Display Mode (NPC Bar — Style) still governs the text on a shielded bar: number, percentage, both, or none. The charge bar never carries text.
  • Damage Trail works on a shielded bar, trailing shield loss rather than HP loss. With Match Bar Color on, the trail is a darkened copy of the shield colour.

Clone this wiki locally