The Palace of the Dead is an ever-changing dungeon whose architecture is never quite the same each time players enter to explore its depths. All players will begin at level one, and only by fighting the enemies within will they be able to gain the strength and experience needed to explore its shadowy depths.
Requirements
Quest: The House That Death Built
Guide for the base of deep dungeon: Play guide (Lodestone)
Preperation
To help you complete the Potd increase your aetherpool to the maximum and use the following consumables :
Super-Potion
Sustaining Potion
Supramax-Potion of Dexterity
Smoked Chicken
Spine Drops
Eye Drops
Echo Drops
Recommended youtube channel for solo clear videos from floors 1 to 200 : Angelusdemonus (EN)
Enemy movement speed is increased. Enemies also deal more damage while taking less.
Haste
Weaponskill recast time, spell recast time, and auto-attack delay for all party members are reduced.
HP/MP Boost
Maximum HP and MP of all party members are increased.
HP Penalty
Maximum HP of all party members is reduced.
Inability
Use of abilities is prohibited for all party members.
Item Penalty
Use of items (including pomanders) is prohibited for all party members.
Knockback Penalty
Knockback and draw-in effects for both enemies and allies are disabled.
Sprint Penalty
Use of the action Sprint is prohibited for all party members.
Traps
Traps will spawn randomly in any floor except the starting room. To minimize the chance of stepping on a trap, hug the walls and trace paths that your teammates take.
Mimics
When opening a chest, it can turn into Mimic. These monsters automatically attack with high damage, and can apply a nasty 10 minute debuff Accursed Pox on one random player on their aggro list. This debuff is only curable with the Pomander of Purity, and prevents HP from regenerating (even out of combat) while reducing damage dealt by roughly 10%.
Avoid opening chests unnecessarily when you don't need them. Mimics appear from the following specific chests :
Floor 1 - 30 : Bronze Coffers
Floor 31 - 40 : Silver Coffers
Floor 41+ : Gold Coffers
Their casting of Accursed Pox can be interrupted using spells that apply silence.
Pomanders
Accumulate as much Pomander as possible at the start of your ascent, you need to be at the maximum Pomander in each category when you start floors 151+.
Keep as many Safety, Sight, Strength, Steel, Affluence, Flight, Rage, and Resolution as possible for floors 191+.
Resolution will work well for monsters on floors 195+ which are mostly undead monsters.
Use Pomander mainly when you have too much of it and can't pick up the one you find.
Pomanders
Description
Pomander of Safety
Removes all traps from the current floor.
Pomander of Sight
Reveals the current floor's map and the location of all hidden traps.
Pomander of Strength
Increases damage dealt and HP recovered via healing magic by 30%.
Pomander of Steel
Decreases damage received by 40%.
Pomander of Affluence
Increases the number of treasure coffers on the next floor.
Pomander of Flight
Decreases the number of enemies on the next floor.
Pomander of Alteration
Changes the enemy occupying a random room on the next floor into a mimic or a mandragora.
Pomander of Purity
Removes the Pox status.
Pomander of Fortune
Increases the chance enemies on the current floor will drop treasure coffers.
Pomander of Witching
Transforms all targets within range into a frog, imp, or chicken.
Pomander of Serenity
Removes all enchantments from the current floor.
Pomander of Rage
Transforms user into a manticore.
Pomander of Lust
Transforms user into a succubus.
Pomander of Intuition
Reveals the current floor's hidden traps.
Pomander of Raising
Instantly raises the first party member to be KOd.
Pomander of Resolution
Transforms user into Kuribu.
Information
Many mobs have a targeted skill that is often a cleave - “double autoattacks”. Each monster will have a danger level assigned party or solo as well as the type of aggro.
Difficulty level
Easy
One of the easiest monsters to face in a large number of classes. It is recommended to attack there as a priority in order to access the next floor.
Caution
These monsters should be attacked with caution, some can do heavy damage to you.
Scary
These monsters alone can wipe your party, be very, very careful.
Impossible
Do not touch it, unless you are using Pomander of Witching.
Aggro type
Sight
Monsters that aggro on sight can only aggro people who pass in their field of vision, therefore in a small cone in front of them. It will sometimes be necessary to wait until they turn around to be able to pass behind them.
Sound
Monsters that aggro by sound will attack you if you run near them. If you don't move, or if you activate the walk mode, you can easily dodge them, as long as you don't touch them because it remains sensitive to the touch. You can even use your skills next to them without them attacking you. Be careful not to trigger a trap nearby, they will hear it and attack you.
Proximity
Monsters that aggro by proximity are difficult to avoid if you enter their detection range. This varies depending on the monster, for example, Mimics have a very large one.
Hey! If you see me next to a monster's name, that means you can view the full list of spells it uses if you click on the table row.
Floor 1 - 10
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Hornet
Casts Final Sting if not killed in time, dealing a high amount of damage. You can walk away from the hornet during this time to avoid the attack.
Final Sting : The caster converts all of their life energy into magic to produce a powerful venom that will be injected into the target's body.
6 - 9
Caution
Easy
Proximity
No
Palace Sprite
Fire : Deal magic damage to enemy target.
1 - 5
Easy
Easy
Proximity
No
Palace Yarzon
Corrosive spit : Inflicts increased physical vulnerability on enemies in a cone in front of the caster.
6 - 9
Easy
Easy
Sound
No
Palace Bat
Ultrasonics : Throws a Precision Penalty at enemies in a cone in front of the caster.
3 - 9
Easy
Easy
Sound
No
Lost Goblin
Bomb Toss : Inflicts physical damage in the target area.
4 - 9
Easy
Easy
Sight
Yes
Palace Dung Beetle
Rhino Attack : Charges the target with a leap to deal physical damage.
6 - 9
Easy
Easy
Sight
Yes
Palace Beetle
Deterioration : Inflicts poison on the target.
6 - 9
Easy
Easy
Sight
No
Palace Hippocerf
Shriek : Deal magic damage to enemies in a circle around the caster and stun.
6 - 9
Easy
Easy
Sight
No
Palace Coblyn
Shatter : Deal magic damage to enemies in a circle around the caster.
4 - 9
Easy
Easy
Sight
No
Palace Ziz
Slumber Breath : Deals magic damage in a cone in front of the caster.
2 - 9
Easy
Easy
Sight
Yes
Palace Antelope
1 - 5
Easy
Easy
Sight
No
Palace Deathmouse
Scamper : Grant the caster a haste buff.
1 - 5
Easy
Easy
Sight
No
Floor 11 - 20
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Living Whelk
Adhesion : Deals physical damage to the target.
11 - 19
Easy
Easy
Sight
No
Palace Uragnite
Gas conch : Inflicts poison on enemies in an untelegraphed cone.
11 - 19
Easy
Easy
Sight
No
Palace Toad
Sticky Tongue : Deals physical damage to the target.
Labored Leap : Performs a leap that deals physical damage in a large area around the caster.
11 - 19
Easy
Easy
Sight
No
Palace Pudding
Thunder : Cast a magic damage spell on the target.
Golden Tongue : Grants bonus magic damage to the caster.
11 - 19
Easy
Easy
Proximity
Yes
Palace Slime
Will explode and kill anybody within a large radius if not killed in time. When solo, don't move around in a room as you fight these. If you step on a toad trap, you will most likely wipe.
Digest : Deals physical damage to the target.
Rupture : Explodes which inflicts massive damage to all nearby enemies.
11 - 19
Caution
Caution
Sound
No
Palace Nanka
16 - 19
Easy
Easy
Sound
No
Palace Ninki-Nanka
Brackish Drop : Cast a magic damage spell in an aoe circle.
16 - 19
Easy
Easy
Sound
No
Palace Ochu
Acid mist : AoE untelegraphed around the caster and inflicts slow.
16 - 19
Easy
Easy
Proximity
No
Palace Biloko
The wood Remembers : Cast a hard blow into a cone aoe in front of the caster.
16 - 19
Easy
Easy
Sight
Yes
Palace Seedling
Poison : Dots of poisons accumulate on the target
16 - 19
Easy
Easy
Sound
No
Palace Morbol
Bad Breath : Blows noxious breath on all enemies in front of the caster, inflicting Slow, Heavy, Blind, and Paralysis.
16 - 19
Easy
Easy
Proximity
No
Palace Cobra
If you step on a toad trap, the cobra will use a special skill “Devour”, one-shotting the toad. Like with slimes, do not move around in rooms as you fight.
Stone Gaze : Eye spell, inflicts petrification on enemies turning towards the caster.
Devour : A spell that is only used if a person has been transformed into a toad by a trap. This attack one shot the transforms person.
16 - 19
Caution
Easy
Sight
Yes
Floor 21 - 30
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Puk
Fireball : Circle AoE telegraphed on the target, deals magic damage and Burn.
21 - 25
Easy
Easy
Sight
No
Palace Drake
Smoldering Scales : Grants the Blaze Spikes buff to the caster, which creates a protective barrier of fire that damages attackers.
21 - 25
Easy
Easy
Sight
No
Palace Adamantoise
Tortoise Stomp : Large AoE telegraphed around the launcher that deals physical damage.
21 - 25
Easy
Easy
Sight
No
Palace Dullahan
Iron Justice : Cone AoE telegraphed in front of the caster that deals physical damage.
21 - 25
Easy
Easy
Sound
Yes
Palace Wivre
Horrid Horn : Deals physical damage to the target.
21 - 29
Easy
Easy
Proximity
No
Palace Peiste
Stone Gaze : Cone Aoe telegraphed, applies petrification on enemies hit.
21 - 29
Easy
Easy
Sight
No
Palace Spriggan
Blizzard : Cast a magical ice attack on the target.
Haste : Grants a haste bonus buff to the caster.
21 - 29
Easy
Easy
Sight
No
Palace Effigy
Wild Horn : Cone AoE telegraphed in front of the caster.
26 - 29
Easy
Easy
Sight
No
Palace Marolith
Dark Blizzard III : Circle AoE telegraphed to the target which can be interrupted.
26 - 29
Easy
Easy
Proximity
No
Palace Centaur
Berserk : Grants a physical damage bonus buff to the caster.
Rear : Circle AoE telegraphed around the caster.
26 - 29
Easy
Easy
Proximity
No
Palace Minotaur
Casts 111-Tonze Swing, a non-telegraphed point-blank AOE that deals a fair amount of damage and knockback. Can be stunned.
111-tonze Swing : Spin around, knocking all nearby enemies out and inflicting physical damage.
21 - 29
Caution
Easy
Sight
Yes
Palace Skatene
Will cast Chirp, which puts everyone to sleep for 15s. Easier to deal with solo, because it’ll slap you back awake, but beware of getting slept as other monsters are casting their AOE skills.
Chirp : Inflicts sleep on all enemies near the caster.
26 - 29
Easy
Easy
Sound
Yes
Floor 31 - 40
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Nightmare Monk
Water : Deals magic damage to the target.
Sucker : Attraction spell that draws all nearby enemies to the caster.
Flood : Circle AoE telegraphed around the caster that deals magic damage, can be interrupted.
36 - 39
Easy
Easy
Proximity
No
Nightmare Dahak
Tail Drive : Cone AoE telegraphed behind the caster that deals physical damage.
36 - 39
Easy
Easy
Sight
No
Nightmare Catoblepas
Quarry Lake : Cone AoE telegraphed in front of the caster that petrifies enemies looking at it.
31 - 35
Easy
Easy
Sight
No
Nightmare Ogre
Heartburn : Large circle AoE on target, dealing magic damage.
31 - 35
Easy
Easy
Sight
No
Nightmare Bogy
Curse : Circle AoE around the caster, dealing magic damage and losing MP.
31 - 35
Easy
Easy
Sound
No
Nightmare Hecteyes
Hex Eye : Circle AoE around the caster, dealing magic damage and paralysis.
31 - 35
Easy
Easy
Sound
No
Nightmare Eye
Stone : Deals damage to the target.
Eyes on Me : Very large AoE untelegraphed that deals damage to all enemies.
31 - 39
Easy
Easy
Sight
No
Nightmare Gourmand
Dirty sneeze : Deal damage to a random target.
Beatdown : Deals damage to the target.
36 - 39
Easy
Easy
Proximity
No
Nightmare Mummy
Rotting Bandages : Cone AoE telegraphed in front of the caster that inflicts stun.
36 - 39
Easy
Easy
Proximity
No
Nightmare Haagenti
Voidblood : Circle AoE telegraphed on a random target.
Triclip : Deals damage to the target.
36 - 39
Easy
Easy
Sight
No
Nightmare Troubadour
Dark : Inflicts ranged damage to the target.
36 - 39
Easy
Easy
Proximity
No
Nightmare Succubus
Casts Dark Mist followed by Void Fire II. Dark Mist is a point blank AOE which will cause terror if it hits, so make sure you stay out of the telegraphs.
Dark Mist : Large AoE telegraphed around the launcher that inflicts Terror on enemies hit.
Void Fire II : Circle AoE telegraphed on the target that deals high damage.
31 - 39
Caution
Easy
Sight
Yes
Floor 41 - 50
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Nightmare Gnat
Thunderstrike : Column AoE telegraphed in front of the caster.
41 - 45
Easy
Easy
Sight
No
Nightmare Gravekeeper
Nail in the Coffin : Deals heavy damage to the target.
Vengeful Soul : Deals magical damage in untelegraphed AoE to a random target.
41 - 49
Easy
Easy
Sound
Yes
Nightmare Bloodguard
Void Slash : Deals physical damage to the target.
Void Trap : Circle AoE telegraphed to the target.
41 - 45
Easy
Easy
Sight
No
Nightmare Dragon
Chaos Breath : Large cone AoE telegraphed in front of the caster.
Dark Thorn : Circle AoE untelegraphed on target with no cast time.
46 - 49
Easy
Easy
Sight
No
Nightmare Wraith
Scream : Large circle AoE telegraphed around the caster, inflicts terror, can be interrupted.
41 - 49
Easy
Easy
Proximity
No
Nightmare Knight
Ossify : Grants a physical damage bonus buff to the caster.
41 - 45
Easy
Easy
Proximity
No
Nightmare Manticore
Ripper Claw : Cone AoE untelegraphed in front of the caster, inflicts very heavy damage.
41 - 45
Easy
Easy
Sight
Yes
Nightmare Hellhound
Ravenous Bite : Deals physical damage to the target.
46 - 49
Easy
Easy
Sight
No
Nightmare Gargoyle
Grim Reaper : Deals physical damage to the target.
41 - 49
Easy
Easy
Sight
No
Nightmare Demon
Dark Dome : Deals magical damage to the target.
41 - 45
Easy
Easy
Sight
No
Nightmare Bhoot
These cast paralyze, so take caution if you’re doing floor-wide pulls.
Paralyze III : Circle AoE untelegraphed on target, inflicts paralysis, can be interrupted.
41 - 49
Caution
Easy
Sound
No
Nightmare Persona
These cast paralyze, so take caution if you’re doing floor-wide pulls.
Paralyze III : Circle AoE untelegraphed on target, inflicts paralysis, can be interrupted.
46 - 49
Caution
Easy
Proximity
Yes
Floor 51 - 60
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Imp
Blizzard : Deals magic damage to the target.
Ice Spikes : A protective barrier of ice damages attackers.
51 - 59
Easy
Easy
Sight
No
Palace Gremlin
Bad mouth : Deals damage to the target as well as Vulnerability Up.
Fire II : Circle AoE telegraphed to target, can be interrupted.
51 - 55
Easy
Easy
Sight
No
Palace Idol
Carpomission : Deals physical damage to the target.
Neck Splinter : Circle AoE telegraphed around the caster, throws enemies and inflicts stun.
51 - 59
Easy
Easy
Proximity
Yes
Palace Voidriga
Terror Eye : Large circle AoE telegraphed to the target.
56 - 59
Easy
Easy
Sight
No
Palace Arch Demon
Abyssal Swing : Cone AoE telegraphed in front of the caster.
Abyssal Transfixion : Deals damage to a random target and can cause the target to paralyze effect.
56 - 59
Easy
Easy
Proximity
Yes
Palace Deepeye
Optical Intrusion : Deals physical damage to the target.
Hypnotize : Inflicts sleep on enemies facing the caster.
51 - 55
Easy
Easy
Sight
No
Palace Anubys
Spellsword : Cone AoE telegraphed in front of the caster.
51 - 59
Easy
Easy
Sight
Yes
Palace Taurus
Frightful Roar : Circle AoE telegraphed around the caster, inflicts Vulnerability Up.
51 - 59
Easy
Easy
Sight
No
Palace Pudding
Blizzard : Cast a magical ice attack on the target.
Golden Tongue : Grants bonus magic damage to the caster.
51 - 55
Easy
Easy
Proximity
No
Palace Soulflayer
Water : Deals magic damage to the target.
Mind Blast : Circle AoE telegraphed around the caster that deals damage and paralysis.
Canker : Inflicts disease on the target: Movement speed and the effect of HP restoration spells are reduced. Can be interrupted.
56 - 59
Easy
Easy
Sight
No
Palace Pot
Mysterious Light : Inflicts damage and blind to people looking at the caster.
51 - 59
Easy
Easy
Proximity
No
Floor 61 - 70
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Tyrannosaur
Primordial Bark : Circle AoE telegraphed around the caster.
Underbite : Deals physical damage to the target.
61 - 65
Easy
Easy
Sight
No
Palace Mylodon
Slowball : Circle AoE telegraphed to the caster.
66 - 69
Easy
Easy
Sight
No
Palace Pteranodon
Lightning Bolt : Circle AoE telegraphed to the caster.
66 - 69
Easy
Easy
Proximity
No
Palace Elbst
Acid Shower : Untelegraphed circle AoE on target that inflicts Vulnerability Up in addition to area damage.
61 - 65
Easy
Easy
Sight
Yes
Palace Wivre
Horrid Horn : Deals physical damage to the target.
61 - 69
Easy
Easy
Proximity
No
Palace Croc
Flatten : Large cone telegraphed in front of the caster.
Caudal Swipe : Cone AoE telegraphed behind the caster that deals damage.
61 - 69
Easy
Easy
Sight
No
Palace Diplcaulus
Foregone Gleam : Untelegraphed cone AoE in front of caster that inflicts paralysis.
66 - 69
Easy
Easy
Proximity
No
Palace Blade
Third leg Back : Cone AoE telegraphed behind the caster.
Third Leg Forward : Cone AoE telegraphed to the front of the caster.
61 - 69
Easy
Easy
Sight
Yes
Palace Sarcosuchus
Critical Bite : Cone AoE telegraphed in front of the caster.
61 - 65
Easy
Easy
Sight
No
Palace Triceratops
Batterhorn : Deals physical damage to the target.
66 - 69
Easy
Easy
Proximity
No
Palace Raptor
Foul Breath : Cone AoE telegraphed in front of the caster.
61 - 65
Easy
Easy
Sight
No
Floor 71 - 80
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Bear
Savage Swipe : Cone AoE telegraphed in front of the caster.
71 - 75
Easy
Easy
Sight
No
Palace Coeurl
Megablaster : Cone AoE in front of the caster that deals damage and Paralysis.
76 - 79
Easy
Easy
Sight
No
Palace Bandersnatch
Catching Claws : Deals physical damage to the target.
71 - 75
Easy
Easy
Sight
No
Palace Wolf
Sanguine Bite : Deals physical damage to the target and can inflicts Frostbite.
71 - 75
Easy
Easy
Sight
No
Palace Dhalmel
Whiplash : Cone AoE telegraphed in front of the caster.
71 - 79
Easy
Easy
Proximity
No
Palace Lion
Cry : Large AoE in a circle around the caster.
76 - 79
Easy
Easy
Sight
No
Palace Cyclops
Eye of the Beholder : Donuts AoE in a large semi-circle untelegraphed in front of the caster, dealing damage and electrocution. Be close to the caster or behind him so as not to be hit.
100-tonze Swing : Spin around, knocking all nearby enemies out and inflicting physical damage.
71 - 75
Easy
Easy
Sight
Yes
Palace Sasquatch
Stool Pelt : Circle AoE telegraphed to the target.
Ripe Banana : Grants bonus damage to the caster.
71 - 79
Easy
Easy
Proximity
No
Palace Anzu
Sonic Boom : Deals damage and the Windburn effect to the target.
Flying Frenzy : Dive into the target, inflicting high damage, Vulnerability Up, and Stun.
76 - 79
Easy
Easy
Sight
Yes
Palace Aurochs
Seismic Rift : Circle AoE around the caster that deals damage.
76 - 79
Easy
Easy
Sight
No
Bird of the Palace
Fitoplumes : Cone AoE untelegraphed on the target that deals damage.
Revelation : Circle AoE telegraphed to the target that deals damage and confusion, madness attacks allies instead of enemies.
71 - 79
Easy
Easy
Proximity
Yes
Floor 81 - 90
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Eruca
Incinerate : Cone AoE telegraphed in front of the caster.
86 - 89
Easy
Easy
Sound
No
Palace Gallimimus
Flash Evaporation : Circle AoE telegraphed on the target that deals magic damage.
81 - 85
Easy
Easy
Sight
No
Palace Claw
Inspire : Attracts all nearby enemies and inflicts prey.
Impale : Deals physical damage to the target.
86 - 89
Easy
Easy
Sight
No
Palace Worm
Sand Breath : Cone AoE telegraphed in front of the caster.
Sand Cyclone : Inflicts the Sludge effect on a random target.
81 - 89
Easy
Easy
Sound
No
Palace Bomb
Self-destruct : Sacrifices the remaining life points of the caster to create a very large explosion in a circle around the caster that deals very high damage.
81 - 85
Caution
Easy
Sight
No
Palace Chimera
The Lion's Breath : Cone AoE telegraphed to the front coming from the middle head of the chimera.
The Dragon's Breath : Cone AoE telegraphed to the left front coming from the left head of the chimera.
The Ram's Breath : Cone AoE telegraphed to the right front coming from the right head of the chimera.
81 - 89
Easy
Easy
Proximity
Yes
Palace Dragon
Fireball : Circle AoE telegraphed on the target, deals magic damage and Burn.
81 - 89
Easy
Easy
Sight
No
Palace Wamouracampa
Cannonball : Deals physical damage on a random target.
81 - 85
Easy
Easy
Sound
No
Palace Vinegaroon
Third leg Back : Cone AoE telegraphed behind the caster.
Third Leg Forward : Cone AoE telegraphed to the front of the caster.
81 - 89
Easy
Easy
Sight
Yes
Palace Wamoura
Poison Dust : Large cone AoE telegraphed in front of the caster that deals damage and alteration state.
81 - 85
Easy
Easy
Sight
Yes
Palace Hapalit
Straight Punch : Deals physical damage to the target.
Elbow Drop : Cone AoE telegraphed behind the caster that deals damage.
86 - 89
Easy
Easy
Proximity
Yes
Floor 91 - 100
You can use a Pomander of Resolution from floors 97-99, as all monsters are undead.
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Palace Hippocerf
Shriek : Deal magic damage to enemies in a circle around the caster and stun.
91 - 95
Easy
Easy
Sight
No
Palace Gourmand
Dirty sneeze : Deal damage to a random target.
Beatdown : Deals damage to the target.
96 - 99
Easy
Easy
Proximity
No
Palace Wraith
Scream : Large circle AoE telegraphed around the caster, inflicts terror, can be interrupted.
91 - 95
Easy
Easy
Proximity
Yes
Palace Iron Corse
Butterfly Float : Jump on the target and deal physical damage.
91 - 99
Easy
Easy
Proximity
No
Palace Corse
Glass Punch : Cone AoE untelegraphed in front of the caster that deals physical damage.
91 - 99
Easy
Easy
Proximity
No
Palace Dragon
Chaos Breath : Large cone AoE telegraphed in front of the caster.
Dark Thorn : Circle AoE untelegraphed on target with no cast time.
96 - 99
Easy
Easy
Sight
No
Palace Swarm
91 - 95
Easy
Easy
Sound
No
Palace Mummy
Rotting Bandages : Cone AoE telegraphed in front of the caster that inflicts stun.
91 - 95
Easy
Easy
Proximity
No
Palace Roselet
Seedvolley : Deals physical damage to the target.
Swift Sough : Cone AoE telegraphed in front of the caster.
91 - 95
Easy
Easy
Sound
No
Palace Knight
Ossify : Grants a physical damage bonus buff to the caster.
91 - 99
Easy
Easy
Proximity
No
Palace Gravekeeper
Nail in the Coffin : Deals heavy damage to the target.
Vengeful Soul : Deals magical damage in untelegraphed AoE to a random target.
96 - 99
Easy
Easy
Sound
Yes
Floor 101 - 110
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Hornet
Casts Final Sting if not killed in time, dealing a high amount of damage. You can walk away from the hornet during this time to avoid the attack.
Final Sting : The caster converts all of their life energy into magic to produce a powerful venom that will be injected into the target's body.
101 - 109
Caution
Easy
Proximity
No
Deep Palace Ladybug
Deterioration : Inflicts poison on the target.
101 - 109
Easy
Easy
Sight
No
Deep Palace Hyppogryph
Shriek : Deal magic damage to enemies in a circle around the caster and stun.
101 - 109
Easy
Easy
Proximity
No
Deep Palace Dung Beetle
Rhino Attack : Charges the target with a leap to deal physical damage.
Rhino Guard : Grant the caster a dodge bonus.
101 - 109
Easy
Easy
Sight
Yes
Deep Palace Gaelicat
Scrath Fever : Deals physical damage to the target.
Yowl : Cone AoE telegraphed in front of the caster that deals damage and a physical damage debuff.
101 - 109
Easy
Easy
Sound
No
Deep Palace Doblyn
Shatter : Deal magic damage to enemies in a circle around the caster.
101 - 109
Easy
Easy
Sight
No
Deep Palace Ziz
Numbing Breath : Deals magic damage in a cone in front of the caster.
101 - 109
Easy
Easy
Sight
Yes
Deep Palace Yarzon
Corrosive spit : Inflicts increased physical vulnerability on enemies in a cone in front of the caster.
101 - 109
Easy
Easy
Sound
No
Deep Palace Squirrel
Scamper : Grant the caster a haste buff.
101 - 109
Easy
Easy
Sight
No
Deep Palace Stag
Big Horn : Deals physical damage to the target.
101 - 109
Easy
Easy
Sight
No
Deep Palace Sprite
Stone : Deals damage to the target.
101 - 109
Easy
Easy
Sound
No
Goblin Adventurer
Goblin Rush : Deal a triple hit of physical damage to the target.
101 - 109
Easy
Easy
Sight
Yes
Floor 111 - 120
Be very careful of patrols. Multiple Gigantoads are difficult to avoid the stun, and Labored Leap crits can burst you for over half your HP. If you aggro a Gigantoad while you’re fighting something else, immediately use a sustain potion, and consider using witching/steel. Also, the Brackish Drop from the Deep Palace Nanka can one-shot you if it crits.
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Leech
Drowning Mist : Circle AoE telegraphed around the caster.
111 - 115
Easy
Easy
Sight
No
Deep Palace Morbol
Starts off the fight with an instant conal AOE that inflicts sleep and slow, followed by Bad Breath. Recommended to stand in melee range so 1) it’s easier to walk out of the breath after the sleep is gone and 2) so it can slap you with an auto to wake you up from sleep.
Bad Breath : Blows noxious breath on all enemies in front of the caster, inflicting Slow, Heavy, Blind, and Paralysis.
Sweet Breath : Large instant cone AoE untelegraphed in front of the caster that inflicts Slow and Sleep.
116 - 119
Caution
Easy
Proximity
No
Deep Palace Gigantoad
Casts Sticky Tongue followed by Labored Leap, which can do over 6K damage. The Sticky Tongue will Stun you for 5 seconds if you are not facing the toad. Be very careful with these with solo, especially if you have other mobs around.
Sticky Tongue : Deals physical damage to the target.
Labored Leap : Performs a leap that deals physical damage in a large area around the caster.
111 - 119
Caution
Easy
Sight
Yes
Deep Palace Biloko
The wood Remembers : Cast a hard blow into a cone aoe in front of the caster.
111 - 119
Easy
Easy
Sight
Yes
Deep Palace Bifericeras
Palsynyxis : Cone AoE telegraphed in front of the caster.
111 - 115
Easy
Easy
Sight
No
Deep Palace Seedling
Poison : Dots of poisons accumulate on the target
116 - 119
Easy
Easy
Sound
No
Deep Palace Slime
These Slimes will inflict a stacking physical vulnerability debuff (note that they attack with magic, though). They can still explode, like the slimes on 11-20, these will explode after about 30 seconds.
Acid Spray : Deals damage to a random target as well as physical vulnerability up.
Rupture : Explodes which inflicts massive damage to all nearby enemies.
111 - 119
Caution
Easy
Sound
No
Deep Palace Salamander
Mucin : Applies the Breastplate effect to the caster, making them immune to a certain amount of damage. Can be interrupted.
111 - 115
Easy
Easy
Sound
No
Deep Palace Ochu
Gold Dust : Large circle AoE telegraphed on the target, inflicting poison.
116 - 119
Easy
Easy
Proximity
No
Deep Palace Pudding
Stone : Deals damage to the target.
Amorphic Flail : Instant circle AoE untelegraphed around the caster.
111 - 119
Easy
Easy
Proximity
No
Deep Palace Nanka
Brackish Drop : Cast a magic damage spell in an aoe circle.
111 - 119
Easy
Easy
Sound
No
Deep Palace Cobra
Same as the cobras from 11-20, except these will poison you with Regorge for a considerable amount of damage. Beware the toad trap + cobra combo!
Regorge : Instant circle AoE untelegraphed on target that deals damage and Poison.
Devour : A spell that is only used if a person has been transformed into a toad by a trap. This attack one shot the transforms person.
111 - 119
Caution
Easy
Sight
Yes
Floor 121 - 130
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Dullahan
Iron Justice : Cone AoE telegraphed in front of the caster that deals physical damage.
Blade of Suffering : Grant Draining hits to the caster, automatic attacks absorb HP.
121 - 125
Easy
Easy
Sound
Yes
Deep Palace Effigy
Wild Horn : Cone AoE telegraphed in front of the caster.
126 - 129
Easy
Easy
Sight
No
Deep Palace Centaur
Berserk : Grants a physical damage bonus buff to the caster.
Rear : Circle AoE telegraphed around the caster.
126 - 129
Easy
Easy
Proximity
No
Deep Palace Basilisk
Body Slam : Jump into the air to land and deal AoE damage in a circle telegraphed around the caster.
Stone Gaze : Cone Aoe telegraphed, applies petrification on enemies hit.
121 - 129
Easy
Easy
Sight
No
Deep Palace Biast
Levinfang : Inflicts damage and paralysis to the target.
Electrify : Circle AoE telegraphed to a random target.
121 - 125
Easy
Easy
Sight
No
Deep Palace Adamantoise
Tortoise Stomp : Large AoE telegraphed around the launcher that deals physical damage.
Harden Shell : Grants a decreased physical vulnerability buff to the caster.
121 - 125
Easy
Easy
Sight
No
Deep Palace Urolith
Tornado : Circle AoE untelegraphed on a random target.
126 - 129
Easy
Easy
Proximity
No
Deep Palace Wivre
Brow Horn : Deals physical damage to the target.
121 - 129
Easy
Easy
Proximity
No
Deep Palace Spriggan
Blizzard : Cast a magical ice attack on the target.
Fast Boulder : Circle AoE telegraphed to the target. Can be interrupted.
Haste : Weaponskill recast time, spell recast time, and auto-attack delay for all party members are reduced.
121 - 125
Easy
Easy
Sight
No
Deep Palace Pteroc
Tail Chase : Circle AoE telegraphed around the caster.
121 - 125
Easy
Easy
Sight
No
Deep Palace Minotaur
Casts 111-Tonze Swing, a non-telegraphed point-blank AOE that deals a fair amount of damage and knockback. Can be stunned.
111-tonze Swing : Spin around, knocking all nearby enemies out and inflicting physical damage.
121 - 129
Caution
Easy
Sight
Yes
Deep Palace Skatene
Will cast Chirp, which puts everyone to sleep for 15s. Easier to deal with solo, because it’ll slap you back awake, but beware of getting slept as other monsters are casting their AoE skills.
Chirp : Inflicts sleep on all enemies near the caster.
126 - 129
Easy
Easy
Sound
Yes
Floor 131 - 140
Be very mindful of patrols, getting petrified by an ahriman when you are busy with other mobs can lead to a death.
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Guard
Void Slash : Deals physical damage to the target.
Void Trap : Circle AoE telegraphed to the target.
131 - 135
Easy
Easy
Sight
No
Deep Palace Hecteyes
Hex Eye : Circle AoE around the caster, dealing magic damage and paralysis.
131 - 135
Easy
Easy
Sound
No
Deep Palace Gourmand
Dirty sneeze : Deal damage to a random target.
Inhale : Attracts a random target and inflicts Stun.
Beatdown : Deals damage to the target.
131 - 135
Easy
Easy
Proximity
Yes
Deep Palace Catoblepas
Eye of the Stunted : Inflicts the Mini effect on people looking at the caster. Mini reduces damage dealt and increases damage taken.
Jettatura : Large dark circle AoE that opens under the target feet that deals massive damage if under the effect of the Mini.
136 - 139
Easy
Easy
Sight
Yes
Deep Palace Dahak
Rotten Breath : Instant cone AoE untelegraphed on target that deals damage and disease.
131 - 139
Easy
Easy
Sight
No
Deep Palace Tarus
Voidblood : Circle AoE telegraphed on a random target.
Triclip : Deals damage to the target.
136 - 139
Easy
Easy
Sight
No
Deep Palace Troubadour
Dark : Circle AoE untelegraphed on target.
136 - 139
Easy
Easy
Proximity
No
Deep Palace Soul
Curse : Circle AoE around the caster, dealing magic damage and losing MP.
131 - 135
Easy
Easy
Sound
No
Deep Palace Mummy
Rotting Bandages : Cone AoE telegraphed in front of the caster that inflicts stun.
131 - 139
Easy
Easy
Proximity
No
Deep Palace Ogre
Heartburn : Large circle AoE on target, dealing magic damage.
131 - 135
Easy
Easy
Sight
No
Deep Palace Monk
Water : Deals magic damage to the target.
Sucker : Attraction spell that draws all nearby enemies to the caster.
Flood : Circle AoE telegraphed around the caster that deals magic damage, can be interrupted.
136 - 139
Easy
Easy
Proximity
No
Deep Palace Ahriman
Casts Level 5 Petrify, a non-telegraphed conal AOE. This causes 15 seconds of petrification, which is unremovable, and can easily lead to death when solo.
Level 5 Petrify : Cone AoE untelegraphed in front of the caster that inflicts petrification. You can go behind the caster to dodge.
Stone : Deals damage to the target.
131 - 139
Caution
Easy
Sight
Yes
Floor 141 - 150
Gargoyles hurt. Usually you will have to kite or use a sustaining potion to deal with their damage. It can be even worse with gloom, but since they are sight-based, you can avoid them when necessary. Also, patrols are getting scarier. Especially if you already have a mob on you, such as a Gargoyle, you don’t want a Manticore jumping you as well. They buff themselves with damage up, making their auto-attacks hit over 3K, and have a non-telegraphed Ripper Claw AOE that can nearly one shot you with a crit. If you pull more than one demon for any reason, consider using a witching pomander so they don’t enrage.
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Ked
Thunderstrike : Column AoE telegraphed in front of the caster.
141 - 145
Easy
Easy
Sight
No
Deep Palace Hellhound
Ravenous Bite : Deals physical damage to the target.
141 - 149
Easy
Easy
Sight
No
Deep Palace Gargoyle
Deals a high amount of DPS with its poison and cleave attack. Not easy to engage solo without sustain potion and/or Steel.
Corrupted Tail : Deal Physical damage to target and inflict Poison.
Grim Fate : Deals physical damage to a random target.
141 - 145
Caution
Easy
Sight
No
Deep Palace Bhoot
Paralyze III : Circle AoE untelegraphed on target, inflicts paralysis, can be interrupted.
141 - 145
Easy
Easy
Sound
No
Deep Palace Demon
Casts Charybdis if not killed in time, which will bring your party to 1% HP.
Dark Dome : Deals magical damage to the target.
Charybdis : Reduces HP of all enemies to 1%.
141 - 145
Caution
Easy
Sight
No
Deep Palace Succubus
Dark Mist : Large AoE telegraphed around the launcher that inflicts Terror on enemies hit.
Void Fire IV : Large circle AoE telegraphed on the target that deals high damage. Can be interrupted.
141 - 149
Easy
Easy
Sight
No
Deep Palace Manticore
Will buff itself with a physical damage buff, and use Ripper Claw, a non-telegraphed frontal AOE that can hit quite hard. Walk away or behind it to avoid this.
Ripper Claw : Cone AoE untelegraphed in front of the caster, inflicts very heavy damage.
Wild Charge : Charges the target and inflicts physical damage to it.
Bloodboil : Grants bonus physical damage up to the caster.
Fireball : Circle AoE telegraphed on the target, deals magic damage and Burn.
141 - 145
Caution
Easy
Sight
Yes
Deep Palace Persona
Paralyze III : Circle AoE untelegraphed on target, inflicts paralysis, can be interrupted.
146 - 149
Easy
Easy
Proximity
No
Deep Palace Knight
Skullsplinter : Deals physical damage to the target.
Ossify : Grants a physical damage bonus buff to the caster.
141 - 145
Easy
Easy
Proximity
No
Onyx Dragon
Evil Eye : Inflicts Terror on those looking at the caster.
Miasma Breath : Large cone AoE telegraphed in front of the caster that deals damage and sick, reducing movement speed and reducing the effect of healing spells.
146 - 149
Easy
Easy
Sight
No
Deep Palace Wraith
They cast a huge AoE, Scream, they start becoming a problem as they take longer to kill, and can spell trouble by forcing you to walk into rooms to avoid the AoE, where you might aggro other mobs or step on a trap. You can stun or silence them, however.
Scream : Large circle AoE telegraphed around the caster, inflicts terror, can be interrupted.
141 - 149
Caution
Easy
Proximity
Yes
Deep Palace Keeper
Nail in the Coffin : Deals heavy damage to the target.
Vengeful Soul : Deals magical damage in untelegraphed AoE to a random target.
146 - 149
Easy
Easy
Sound
Yes
Floor 151 - 160
Solo Mimics on a non-healing class will get scary unless you kite (consider using Steel if you find one).
Be very careful of patrols - Maroliths can be quite scary with their double auto burst. Also, careful with your autoattacks when a Devilet uses Ice Spikes, because each one will hurt you for like 6K damage.
Kite mobs whenever you can to significantly reduce their damage output, tracing back your steps into hallways or the starting room. Be very careful not to aggro other mobs as you kite back!
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Gremlin
Bad mouth : Deals damage to the target as well as Vulnerability Up.
Fire II : Circle AoE telegraphed to target, can be interrupted.
151 - 155
Easy
Easy
Sight
No
Deep Palace Devilet
Casts Void Blizzard, which inflicts a long slow, as well as Blizzard, which causes any autoattacks. Weapon skills deal high damage to you when used during Ice Spikes. Recommended to cancel Void Blizzard and then click off the mob for the duration of Ice Spikes to prevent auto attacks if applicable.
Blizzard : Deals magic damage to the target.
Ice Spikes : A protective barrier of ice damages attackers.
Void Blizzard : Deals damage and applies the slow effect to the target. Can be interrupted.
156 - 159
Caution
Easy
Sight
No
Deep Palace Deepeye
Optical Intrusion : Deals physical damage to the target.
Hypnotize : Inflicts sleep on enemies facing the caster.
151 - 155
Caution
Easy
Sight
No
Deep Palace Abaia
Terror Eye : Large circle AoE telegraphed to the target.
151 - 159
Easy
Easy
Sight
No
Deep Palace Soulflayer
Drain Touch that heals them for the amount of damage they deal.
Water : Deals magic damage to the target.
Mind Blast : Circle AoE telegraphed around the caster that deals damage and paralysis.
Drain Touch : Drain some of the target's health to restore their own health.
156 - 159
Caution
Easy
Sight
No
Deep Palace Pudding
Has a cleave/double autoattack. Be careful with their burst damage, and use sustain potions if necessary.
Water : Deals magic damage to the target.
Amorphic Flail : Instant circle AoE untelegraphed around the caster.
151 - 155
Caution
Easy
Proximity
No
Deep Palace Shabti
Death's Door : Long column AoE telegraphed that deals damage.
151 - 155
Easy
Easy
Sight
Yes
Deep Palace Pot
Has a cleave/double autoattack. Be careful with their burst damage, and use sustain potions if necessary.
Mysterious Light : Inflicts damage and blind to people looking at the caster.
Double Ray : Deals magic damage to a random target.
151 - 159
Caution
Easy
Proximity
No
Deep Palace Taurus
Frightful Roar : Circle AoE telegraphed around the caster, inflicts Vulnerability Up.
156 - 159
Easy
Easy
Sight
No
Deep Palace Marolith
Has a cleave/double autoattack. Be careful with their burst damage, and use sustain potions if necessary.
Carpomission : Deals physical damage to the target.
Isle Drop : Circle AoE telegraphed to a random target that deals damage.
151 - 159
Caution
Easy
Proximity
Yes
Deep Palace Arch Demon
Abyssal Swing : Cone AoE telegraphed in front of the caster.
Abyssal Transfixion : Deals damage to a random target and can cause the target to paralyze effect.
156 - 159
Easy
Easy
Proximity
Yes
Floor 161 - 170
Wivres, Triceratops, and Crocs are the most threatening mobs here in terms of DPS - Use a sustain potion if you pull one of them, and again, watch out for those patrols! Gloom floors become quite scary here as well. I would avoid those double-auto mobs (Wivre, Triceratops, etc) under Gloom, but in the event you have to kill them, be very on-point with your heals or consider using a Steel if you really want to be safe.
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Mylodon
Snow Flurry : Cone AoE telegraphed in front of the caster.
Slowball : Instant circle AoE untelegraphed that deals damage to the target.
161 - 169
Easy
Easy
Sight
No
Deep Palace Pteranodon
Lightning Bolt : Circle AoE telegraphed to the caster.
166 - 169
Easy
Easy
Proximity
Yes
Deep Palace Lindwurm
Foul Breath : Cone AoE telegraphed in front of the caster.
161 - 165
Easy
Easy
Sight
No
Deep Palace Croc
Cleave/double autoattacks and are very bursty.
Crushing Fangs : Deals physical damage to the target.
161 - 165
Caution
Easy
Sight
No
Deep Palace Diplocaulus
Mucin : Applies the Breastplate effect to the caster, making them immune to a certain amount of damage. Can be interrupted.
Foregone Gleam : Untelegraphed cone AoE in front of caster that inflicts paralysis.
166 - 169
Easy
Easy
Proximity
No
Deep Palace Archaeosaur
Primordial Bark : Circle AoE telegraphed around the caster.
Underbite : Deals physical damage to the target.
161 - 169
Easy
Easy
Sight
No
Deep Palace Wivre
Cleave/double autoattacks and are very bursty.
Brow Horn : Deals physical damage to the target.
161 - 169
Caution
Easy
Proximity
No
Deep Palace Vinegaroon
Third leg Back : Cone AoE telegraphed behind the caster.
Third Leg Forward : Cone AoE telegraphed to the front of the caster.
161 - 165
Easy
Easy
Sight
Yes
Deep Palace Triceratops
Cleave/double autoattacks and are very bursty.
Batterhorn : Deals physical damage to the target.
166 - 169
Caution
Easy
Proximity
No
Deep Palace Tursus
Chilling Cyclone : Large cone AoE telegraphed in front of the caster.
Ice Dispenser : Inflicts damage and Slow on a random target.
161 - 169
Easy
Easy
Sight
Yes
Deep Palace Sarcosuchus
Critical Bite : Cone AoE telegraphed in front of the caster.
161 - 165
Easy
Easy
Sight
No
Floor 171 - 180
You may need to use a Steel to get past some unavoidable Sasquatches - while they are killable without it, a single crit from Browbeat and you'll get close to 1-shot. If you choose to save your steel, have a raising active and be extremely on-point with heals. Also, please be mindful of floor effects. HP Down Debuff is very scary here, as it will make it that much easier to get one shot by something like a Sasquatch. If there is HP Debuff + Gloom, stay far away from any double-autoattack mobs, or consider using a Steel or Rage to get through the floor - or of course, Serenity.
If you're really pushing for 190+, it is very important that you go into 181+ with as many steels as possible. As such, you may want to consider saving Steel for only the boss. However, sometimes there may be a Sasquatch sitting in your way that must be killed - this is where you use an Infusion of Vitality. Warning: this will put your Max potion on cooldown for 4.5 minutes. However, for the next 30 seconds, you will have roughly 2K more health, which is enough to survive a browbeat crit + auto combo (unless the auto crits too!). You still need to be very careful with heals, and again, I would have a Raising active in the event you get double-crit.
You really want to enter 181+ with all 3 Rages, but depending on time constraints, you may find yourself using one earlier. Judge the situation and determine if you need it!
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Bear
Savage Swipe : Cone AoE telegraphed in front of the caster.
171 - 175
Easy
Easy
Sight
No
Deep Palace Black Coeurl
Megablaster : Cone AoE in front of the caster that deals damage and Paralysis.
Wicked Talon : Inflicts Paralysis for 30 seconds on the target.
176 - 179
Easy
Easy
Sight
No
Deep Palace Bandersnatch
Cleaves/double autos. Be careful when solo.
Catching Claws : Deals physical damage to the target.
171 - 175
Caution
Easy
Sight
No
Deep Palace Anzu
Has a cleave that applies a DOT, and spams Flying Frenzy, which targets a random party member, dealing huge damage, stun, and applying vulnerability in an AOE around that member. Spread out. Don’t even try to fight this solo. MCH can burst these with cooldowns, Strength & Steel, however.
Sonic Boom : Deals damage and the Windburn effect to the target.
Flying Frenzy : Dive into the target, inflicting high damage, Vulnerability Up, and Stun.
176 - 179
Impossible
Caution
Sight
No
Deep Palace Dhalmel
Whiplash : Cone AoE telegraphed in front of the caster.
Whistle : Granting bonus physical damage to the caster.
171 - 175
Easy
Easy
Proximity
No
Deep Palace Lion
Cleaves/double autos. Be careful when solo.
Cry : Large AoE in a circle around the caster.
Mark of the Beast : Deals physical damage to the target.
176 - 179
Caution
Easy
Sight
No
Deep Palace Wolf
Has a cleave that applies Frostbite, a powerful DOT. Get Esuna ready to remove this from whoever gets hit by it. Don’t touch them on casters. Ranged DPS can take them on without any items.
Sanguine Bite : Deals physical damage to the target and can inflicts Frostbite.
171 - 179
Scary
Easy
Sight
No
Deep Palace Sasquatch
These aggro by proximity, and have two skills that they cast when not in combat - Ripe Banana and Chest Thump. Ripe Banana will give it a huge physical damage buff, and then it will proceed to cast Chest Thump many times, dealing AOE damage to anybody within a one room radius while applying stacks of physical vulnerability. As such, do not fight mobs near rooms with Sasquatches in them. NEVER pull a Sasquatch that is buffed, or else you will be one shot - always wait for the buff to wear out. Highly recommended to use Steel if solo, as a Browbeat crit will do 13K, 1 shotting you if paired with an autoattack.
Browbeat : Deals high physical damage to the target.
Chest Thump : Very large instant circle AoE untelegraphed that deals damage and Physical Vulnerability Up stacks. Can only be avoided by being behind a wall or very far away.
Ripe Banana : Grants bonus damage to the caster.
171 - 179
Caution
Caution
Proximity
No
Bird of the Deep Palace
These do a reasonable amount of damage with their cleaves, but you need to watch out for their Revelation ability which is an AOE that applies confusion. After fighting these for a little while, they will cast Tropical Wind, granting them a huge haste and damage buff. During this time, they will spam Revelation exclusively (you may still get autoattacked in melee range), where each one is pretty much a guaranteed one shot. You can stun the buff or remove the haste with a slow effect.
Fitoplumes : Cone AoE untelegraphed on the target that deals damage.
Revelation : Circle AoE telegraphed to the target that deals damage and confusion, madness attacks allies instead of enemies.
Tropical Wind : Grants a damage bonus and a haste bonus to the caster. Can be interrupted.
176 - 179
Caution
Caution
Proximity
Yes
Deep Palace Wisent
While these are easy to kill, they have a DPS check where if not killed in time (30 seconds), they will suck everyone in, apply a huge heavy debuff (like 95-99% slow), and do a stomp that will deal around 90% of a DPS’s health and apply Paralysis. Be careful if you pull multiple at the same time. The suction can be avoided with Surecast/Arms Length, and the enrage cast be interrupted or slept.
Khoomii : Attracts all enemies in the room to the caster and inflicts Heavy on them.
Horrisonous Blast : Very large circle AoE around the caster that deals huge damage. Can be interrupted.
171 - 175
Caution
Caution
Sight
Yes
Deep Palace Snowclops
Has 2 one-shot skills with no telegraph - Glower and 100-tonze swing. Glower is a frontal line AOE which is cast almost immediately after being pulled, and 100-tonze swing is a point-blank AOE (so, walk away from it). These can be stunned.
100-tonze Swing : Spin around, knocking all nearby enemies out and inflicting physical damage.
Glower : Long column AoE untelegraphed in front of the caster. Go behind to dodge it.
171 - 179
Caution
Caution
Sight
Yes
Floor 181 - 190
Pay close attention to the traps. Watch out for Garms, only pulp as much as possible, if you pulp more, it will become unmanageable, it will quickly lead to a wipe.
A lot of mobs aggro by sound only, meaning if you turn on walk, you can literally walk through them/right in front of them and not aggro them.
Floors 187-189 will have a lot of mobs that are impossible/scary to kill, so consider saving flight/rage to pass those floors. Also, consider using alteration to generate some more killable mobs (mimics are killable without Steel if you kite and play carefully).
For worms, they have a enrage at 30 seconds (Bottomless Desert), surecast / arm's length doesn't work.
If you have an aura: Item Penalty, using a Serenity when you can. Wamoura heal other monsters, they may cost you many minutes, do not pull other monsters at the same time.
181-183: no items or gloom: You can survive probably, it's not that bad, just pick off those Grenades/Wamouras. Stay away from Sprites.
184-186: no items or gloom: Gauge your remaining time and determine if it’s really necessary to use an item to bypass this.
187-189: no items/gloom/HP down: highly recommend having a Flight active for these floors (e.g. use flight on 186/187/188) - the later, the better (or all 3 if you have to).
187-189 : These floors need their own special mention because of how disgusting they are. You literally have next to no mobs that you can solo without poms, except the Garm. This is how deal with these floors:
186: Use Affluence ahead of time if you still have some, as well as Alteration (mimics/mandragoras drop more chests)
187: If there are bad floor effects and you didn’t get mandragoras, use Sight/Safety (optional, but safer), and Rage. Plan out your pathing carefully, such that you will arrive at the exit by the time you get enough kills to open it - that way, you can take the remaining ~30 seconds of rage and get kills on the next floor. Otherwise, try to get enough kills from mimics and chimeras. Use another Alteration.
188: Same as 187. Still have another Rage? You can consider double-raging 188 and 189. If not, use a Flight/Alteration.
189: If you have Rage, good for you! If you don't, then your other option is to take advantage of the Flight and find 3 mobs to kill. With Alteration, your options are Garms/Mimics/Mandragora. If you have to, then use a Steel - only if you have more than one - the leftover time on the Steel will bleed over to the boss, which will require 2 Steels for certain low DPS classes.
Depending on time, you may or may not need to use your Rages. Judge the situation and conserve as best as you can!
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Grenade
Hypothermal Combustion : Circle AoE telegraphed around the caster.
181 - 185
Easy
Easy
Sight
No
Deep Palace Sprite
Don't pull Sprites on ranged DPS/no sustain casters.
Blizzard : Cast a magical ice attack on the target.
181 - 185
Easy
Easy
Sight
No
Deep Palace Claw
Will suck in a random member and stab them for a decent amount of damage. Also has a targeted AOE Tail Screw that deals damage and applies slow. It is killable solo by a healer/RDM if you use Steel. Knockback immunity does not work on the suction.
Inspire : Attracts all nearby enemies and inflicts prey.
Impale : Deals physical damage to the target.
Tail Screw : AoE that deals damage and applies slow on the target.
181 - 189
Scary
Easy
Sight
No
Deep Palace Crawler
These have an instant conal AOE burst attack that deals 7K damage (on top of their 5K autoattack) and applies a strong slow effect. Additionally, they have an instant conal AOE poison attack that ticks for 3K damage a tick. Spread out when you fight these, and get that Esuna ready.
Sticky Thread : Deals damage to the target and the Slow effect.
Poison Breath : Inflicts the Poison effect on the target.
181 - 189
Scary
Caution
Sound
No
Deep Palace Archaeosaur
Has a cleave or double autoattack. Can kill a non-tank with crits, even with on-point healing + sustain potion. Be very cautious and consider using Steel.
Primordial Bark : Circle AoE telegraphed around the caster.
Underbite : Deals physical damage to the target.
181 - 189
Caution
Easy
Sight
No
Deep Palace Worm
Randomly hits people within half a room with an instant AOE that deals a fair amount of damage. Has a double-auto, and a DPS check (around 30 seconds) where it will suck everyone in and shortly afterwards, deal 10K damage to people in range. It is possible to tank this and then heal through it as a healer/RDM with Steel, but with crits, you will be dead. You can also stagger the mob and kite it to outrange the suction at 30 second (very large AOE). Knockback immunity does not work. After getting sucked in, you can quickly use a displacement skill to back away from the worm before the big damage AOE.
Sand Pillar : Deals high damage to a random target.
Bottomless Desert : Very large circle AoE untelegraphed that pulls everyone in the area and Stuns them.
Tremblor : Circle AoE untelegraphed around the caster. Arrives directly after the Bottomless desert and deals massive damage!
181 - 189
Scary
Caution
Sound
No
Deep Palace Wamoura
Poison Dust : Large cone AoE telegraphed in front of the caster that deals damage and alteration state.
Exuviation : Heals creatures allied to the caster. This means that if you pull several Wamoura, the fight will go on forever if you are solo. Pull the Wamoura alone so that it does not heal any other monsters.
181 - 185
Easy
Easy
Sight
Yes
Deep Palace Wamouracampa
Has a cleave or double autoattack. Can kill a non-tank with crits, even with on-point healing + sustain potion. Be very cautious and consider using Steel.
Cannonball : Deals physical damage on a random target.
181 - 185
Caution
Easy
Sound
No
Deep Palace Vindthurs
Freezeover : Circle AoE telegraphed on the target, dealing high damage and effect.
Plain Pound : Circle AoE telegraphed around the caster that deals high damage.
181 - 189
Easy
Easy
Proximity
Yes
Flood Dragon
These have an instant circular AoE burst attack that inflicts a very potent DoT, similar to crawlers. Get Esuna ready, and spread out so multiple people don’t get hit. Solo: Don’t pull this.
Sheet of Ice : Large circle AoE instant untelegraphed on a random target that deals very heavy damage as well as a Frostbite effect. If Frostbite ticks directly at the time of aoe, without Steel you are dead within 3 seconds.
Granite Rain : Large circle AoE telegraphed around the caster that deals heavy damage.
186 - 189
Impossible
Scary
Sight
No
Deep Palace Garm
Has an arsenal of one-shot abilities. The two main skills are “The Ram’s Voice” and “The Dragon’s Voice”. Ram is a point-blank AoE, and Dragon is a ~3/4 room sized AoE with a safe spot in the middle. So, when you see Ram being channeled, run away, and then if you see Dragon, run inside. These can be silenced. Usually, people get hit by Ram 10x more often than Dragon, as Ram casts faster. If you are proficient with dodging these mechanics, these are actually the easiest mobs to kill when solo from 187-189. But, do note that they can autoattack crit for 10K damage!
The Dragon's Voice : Large donuts AoE untelegraphed around the caster. Stay close so you don't get hit. Can be interrupted.
The Ram's Voice : Circle AoE untelegraphed around the caster. Stay away so you don't get hit. Can be interrupted.
The Lion's Breath : Cone AoE telegraphed to the front coming from the middle head of the chimera.
The Dragon's Breath : Cone AoE telegraphed to the left front coming from the left head of the chimera.
The Ram's Breath : Cone AoE telegraphed to the right front coming from the right head of the chimera.
181 - 189
Scary
Scary
Proximity
Yes
Floor 191 - 199
If you have kept Safety/Sights well, use them in separate ways one per floor, this will make 6 floors where you can feel a little quieter (use them as late as possible to have absolutely some on the last floors for example 194-199).
If you have kept your Resolution well, you should have 3, it will be useful on the last floors which are filled with only undead monsters.
Most monsters aggro by proximity, there will only be the Keeper that you can dodge by walking.
They will all do a lot of damage, avoid having two enemies on you at the same time.
If you have affluence, pop it as soon as possible. The idea to clear is this
191-193: Use no poms. Pick off mummies, traps, and dragons.
Note: Be very careful when fighting mummies/dragons, or anything else for that matter, with no room to kite. You will need to be very on-point with your healing if you are forced to stand still and fight them (e.g. if Iron Corse patrols are roaming nearby)
Pay close attention to the Iron Corse patrols, which can instantly one shot you if you aggro them. If you pull one by accident, you have to Steel/witch/pray that you don't get crit.
194-196: Pick off dragons and fachans. There may be mobs that you can't sneak around. If you have to fight some, use Strength and Steel. You always want to have Strength running if you are going to pop a Steel, in order to maximize its effectiveness. Clearing 194+ depends very closely on how many steels you have.
197+: If you have flights, use them before this set. You can cheese mobs with Resolution (takes around 3 hits - Gourmands and Wraiths can be stunned), though this may be dangerous if you don't have Steel active. Killing mobs quickly with Resolution can help make better use of your precious steel time - and of course, don't forget the timer! Even though there's no boss, time will be short.
Monster
Description
Min - Max Floor
Solo Difficulty
Party Difficulty
Aggro Type
Patrol
Deep Palace Iron Corse
He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel.
Butterfly Float : Jump on the target and deal physical damage.
191 - 194
Caution
Easy
Proximity
Yes
Deep Palace Keeper
They are the highest DPS monsters. Spread out to avoid taking unnecessary AOE damage, or avoid them entirely by walking when they are nearby.
Nail in the Coffin : Deals heavy damage to the target.
Vengeful Soul : Deals magical damage in untelegraphed AoE to a random target.
197 - 199
Scary
Caution
Sound
Yes
Deep Palace Hippogryph
He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel.
Shriek : Deal magic damage to enemies in a circle around the caster and stun.
Beak Snap : Deals physical damage to the target.
191 - 195
Caution
Easy
Sight
No
Deep Palace Gourmand
He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel.
Beatdown : Deals damage to the target.
Dirty sneeze : Deal damage to a random target.
Inhale : Attracts a random target and inflicts Stun.
197 - 199
Caution
Easy
Proximity
No
Deep Palace Bicephalus
He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel.
Glass Punch : Cone AoE untelegraphed in front of the caster that deals physical damage.
Catapult : Large circle AoE telegraphed to a random target and deals magic damage, as well as gravity.
191 - 199
Caution
Easy
Proximity
No
Deep Palace Wraith
Casts an AOE from across rooms at you, which will one shot anybody hit. Never pull a knight when one of these is around, because their AoE Accursed Pox will fill in the Death Spiral doughnut, leaving you with nowhere to run.
Scream : Large circle AoE telegraphed around the caster, inflicts terror, can be interrupted.
Accursed Pox : Large circle AoE telegraphed to the target that deals heavy damage. Can be interrupted.
195 - 199
Caution
Caution
Proximity
No
Deep Palace Mummy
Rotting Bandages : Cone AoE telegraphed in front of the caster that inflicts stun.
191 - 195
Easy
Easy
Proximity
No
Deep Palace Trap
Sleetvolley : Deals damage to the target.
Swift Sough : Cone AoE telegraphed in front of the caster.
191 - 195
Easy
Easy
Sound
No
Deep Palace Knight
These do crazy damage - you want to avoid them when solo if possible. They will also cast a doughnut-shaped AoE Death Spiral, dealing around 10K damage to anybody not standing next to it. Never pull these when a Wraith is nearby. They do have an "enrage" cast that doubles their damage output for a short amount of time, while giving them a defense buff. This means their buster will hit for 9.5k with steel, non-crit.
Skullsplinter : Deals physical damage to the target.
Death Spiral : Very large donuts AoE untelegraphed that deals high damage. Stay close to the caster.
Ossify : Grants a physical damage bonus buff to the caster.
195 - 199
Scary
Caution
Proximity
No
Onyx Dragon
Evil Eye (red eye mechanic) is a one shot, so make sure to look away.
Evil Eye : Inflicts Terror on those looking at the caster.
Miasma Breath : Large cone AoE telegraphed in front of the caster that deals damage and sick, reducing movement speed and reducing the effect of healing spells.
193 - 199
Easy
Easy
Proximity
No
Deep Palace Fachan
Similar to Ahrimans from 131-140 floors, these have a no-telegraph conal AoE, except instead of Level 5 Petrify, they cast Level 5 Death. You can guess from the name what will happen if you get hit.
Stone : Deals damage to the target.
Level 5 Death : Cone AoE untelegraphed on the front of the caster that directly kills those hit.