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.
Quest: The House That Death Built
Guide for the base of deep dungeon: Play guide (Lodestone)
To help you complete the Potd increase your aetherpool to the maximum and use the following consumables :
Recommended youtube channel for solo clear videos from floors 1 to 200 : Angelusdemonus (EN)
Gold Coffers may yield pomanders. The coffer will remain even if these items already exceed the inventory limit.
Warning : This chest can transform into Mimic, the higher you go up the floors, the more chances that they will transform into Mimics will be increased.
Silver Coffers will strengthen aetherpool arms and armor. However, there is a possibility that the strengthening effects will not take hold even if players' weapons and gear are not at maximum level.
* Opening these coffers will have no effect if the players' weapons and gear are at their maximum level of strength.
Warning : This chest can explode, which causes enormous damage, the more you go up in the floors, the more the chances that they explode will be increased. This can be useful to the solo tank when they want to finish off a monster faster.
Bronze Coffers may yield normal items such as potions or Gelmorran potsherd which can be exchanged for special items.
This is the only way to get Sustaining Potion through the exchange of Gelmorran potsherd, try to get as many as possible, you will need several hundred for your solo try in the upper floors.
Floor Effects | Description |
---|---|
![]() | HP regeneration for all part members is disabled. |
![]() | Accuracy of all party members is reduced. |
![]() | Damage dealt by all party members is reduced. |
![]() | Enemy movement speed is increased. Enemies also deal more damage while taking less. |
![]() | Weaponskill recast time, spell recast time, and auto-attack delay for all party members are reduced. |
![]() | Maximum HP and MP of all party members are increased. |
![]() | Maximum HP of all party members is reduced. |
![]() | Use of abilities is prohibited for all party members. |
![]() | Use of items (including pomanders) is prohibited for all party members. |
![]() | Knockback and draw-in effects for both enemies and allies are disabled. |
![]() | Use of the action Sprint is prohibited for all party members. |
Silences and applies pacification to anybody in the radius (including mobs). Both are removable with Esuna, and Echo Drops can remove the silence.
Turns the person who stepped on it into a toad for 20 seconds, who has reduced HP and cannot use any skills/items. You should never run into a room when fighting.
Deals 80% current health damage to anything in the vicinity. Can be used to clear out a lot of mobs quickly.
Summons 3 random monsters from the room (including patrols). All will attack the person who hit the trap, it will take a few seconds after being summoned to move.
Above floor 180+, as a party, stay away from the person who will advance first. If he triggers the trap, do not attack the monsters, let the person die in a corner to reset the aggro of the monsters that appear and resuscitate the person.
Applies a 1 minute debuff to the person who stepped on it, increasing damage taken by 20% and reducing damage dealt by 20%. Not removable with Esuna.
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.
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 :
Their casting of Accursed Pox can be interrupted using spells that apply silence.
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 |
---|---|
![]() | Removes all traps from the current floor. |
![]() | Reveals the current floor's map and the location of all hidden traps. |
![]() | Increases damage dealt and HP recovered via healing magic by 30%. |
![]() | Decreases damage received by 40%. |
![]() | Increases the number of treasure coffers on the next floor. |
![]() | Decreases the number of enemies on the next floor. |
![]() | Changes the enemy occupying a random room on the next floor into a mimic or a mandragora. |
![]() | Removes the Pox status. |
![]() | Increases the chance enemies on the current floor will drop treasure coffers. |
![]() | Transforms all targets within range into a frog, imp, or chicken. |
![]() | Removes all enchantments from the current floor. |
![]() | Transforms user into a manticore. |
![]() | Transforms user into a succubus. |
![]() | Reveals the current floor's hidden traps. |
![]() | Instantly raises the first party member to be KOd. |
![]() | Transforms user into Kuribu. |
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.
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.
These monsters should be attacked with caution, some can do heavy damage to you.
These monsters alone can wipe your party, be very, very careful.
Do not touch it, unless you are using Pomander of Witching.
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.
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.
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.
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. | 6 - 9 | Caution | Easy | Proximity | No |
Palace Sprite ![]() | 1 - 5 | Easy | Easy | Proximity | No | |
Palace Yarzon ![]() | 6 - 9 | Easy | Easy | Sound | No | |
Palace Bat ![]() | 3 - 9 | Easy | Easy | Sound | No | |
Lost Goblin ![]() | 4 - 9 | Easy | Easy | Sight | Yes | |
Palace Dung Beetle ![]() | 6 - 9 | Easy | Easy | Sight | Yes | |
Palace Beetle ![]() | 6 - 9 | Easy | Easy | Sight | No | |
Palace Hippocerf ![]() | 6 - 9 | Easy | Easy | Sight | No | |
Palace Coblyn ![]() | 4 - 9 | Easy | Easy | Sight | No | |
Palace Ziz ![]() | 2 - 9 | Easy | Easy | Sight | Yes | |
Palace Antelope | 1 - 5 | Easy | Easy | Sight | No | |
Palace Deathmouse ![]() | 1 - 5 | Easy | Easy | Sight | No |
Lust on lower floors deals insane damage, as the potency of Void Fire II is much higher than low level skills. If your class can kite, you can run circles around the room and take literally 0 autoattack damage aside from the Whipcrack.
Whipcrack : Tank-buster, inflicts a tail blow on the target.
Stormwind : Deal damage in a AoE cone telegraphed in front of the caster.
Bombination : Inflicts slow on enemies included in an AoE in a circle telegraphed around the boss.
Lumisphère : Inflicts magic damage in an circlar AoE telegraphed.
Aero Blast : AoE all over the inevitable arena that inflicts a windburn on all players.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Living Whelk ![]() | 11 - 19 | Easy | Easy | Sight | No | |
Palace Uragnite ![]() | 11 - 19 | Easy | Easy | Sight | No | |
Palace Toad ![]() | 11 - 19 | Easy | Easy | Sight | No | |
Palace Pudding ![]() | 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. | 11 - 19 | Caution | Caution | Sound | No |
Palace Nanka | 16 - 19 | Easy | Easy | Sound | No | |
Palace Ninki-Nanka ![]() | 16 - 19 | Easy | Easy | Sound | No | |
Palace Ochu ![]() | 16 - 19 | Easy | Easy | Proximity | No | |
Palace Biloko ![]() | 16 - 19 | Easy | Easy | Sight | Yes | |
Palace Seedling ![]() | 16 - 19 | Easy | Easy | Sound | No | |
Palace Morbol ![]() | 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. | 16 - 19 | Caution | Easy | Sight | Yes |
Use Lust to kill it, and the bees, quickly (stack on it when it summons the bees so you can hit them all with the AOE). However, consider popping a Sustaining Potion before you do so when solo, as the cleave damage is quite high.
Bloody Caress : Inflicts a heavy blow on the target.
Acid Mist : AoE telegraphed around the caster, deals magic damage and inflicting poison.
Gold Dust : Large circle AoE telegraphed on the target, inflicting poison.
Leafstorm : AoE all over the arena, impossible to dodge, deals magic damage.
Prey : You are the target of a predator, you will be attacked by two hornets which will appear on the edges of the arena.
Rotten Stench : Large column AoE telegraphed in front of the caster, inflicts magic damage.
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.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Palace Puk ![]() | 21 - 25 | Easy | Easy | Sight | No | |
Palace Drake ![]() | 21 - 25 | Easy | Easy | Sight | No | |
Palace Adamantoise ![]() | 21 - 25 | Easy | Easy | Sight | No | |
Palace Dullahan ![]() | 21 - 25 | Easy | Easy | Sound | Yes | |
Palace Wivre ![]() | 21 - 29 | Easy | Easy | Proximity | No | |
Palace Peiste ![]() | 21 - 29 | Easy | Easy | Sight | No | |
Palace Spriggan ![]() | 21 - 29 | Easy | Easy | Sight | No | |
Palace Effigy ![]() | 26 - 29 | Easy | Easy | Sight | No | |
Palace Marolith ![]() | 26 - 29 | Easy | Easy | Proximity | No | |
Palace Centaur ![]() | 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. | 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. | 26 - 29 | Easy | Easy | Sound | Yes |
This boss, aside from having a basic cleave, will create lingering AOEs on random players in the following pattern - fire, ice, fire, ice. Because these AOEs linger on the floor, don’t stand in the center to start out, because you don’t want the goop in the center when you have to run there. After the second ice ball, it will run to the center of the room and cast Fear Itself. To avoid this attack, which does high damage and inflicts terror, run to the center with it.
Dissever : Tank-buster, inflicts physical damage on the target.
Ball of Fire : Cast a zone of fire on the ground at the target that stays for a certain time and deals damage if you stay in it.
Ball of Ice : Cast a zone of ice on the ground at the target that stays for a certain time and deals damage if you stay in it.
Fear Itself : Inflicts Fear on all enemies outside of the boss hitbox, then you will be unable to act for 10 seconds.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Nightmare Monk ![]() | 36 - 39 | Easy | Easy | Proximity | No | |
Nightmare Dahak ![]() | 36 - 39 | Easy | Easy | Sight | No | |
Nightmare Catoblepas ![]() | 31 - 35 | Easy | Easy | Sight | No | |
Nightmare Ogre ![]() | 31 - 35 | Easy | Easy | Sight | No | |
Nightmare Bogy ![]() | 31 - 35 | Easy | Easy | Sound | No | |
Nightmare Hecteyes ![]() | 31 - 35 | Easy | Easy | Sound | No | |
Nightmare Eye ![]() | 31 - 39 | Easy | Easy | Sight | No | |
Nightmare Gourmand ![]() | 36 - 39 | Easy | Easy | Proximity | No | |
Nightmare Mummy ![]() | 36 - 39 | Easy | Easy | Proximity | No | |
Nightmare Haagenti ![]() | 36 - 39 | Easy | Easy | Sight | No | |
Nightmare Troubadour ![]() | 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. | 31 - 39 | Caution | Easy | Sight | Yes |
This boss will cast 4 lingering AOEs, and then summon two Nightmare Bloots. These must be killed as fast as possible (all while avoiding the AOE telegraphs cast by the boss), or else when the boss uses its global AOE Scream, you will get targeted by prey and the adds will use Tornado and when he is Associated with Shadow Flare global AoE that is cast right after Scream, you are at risk of dying.
Ancient Eruption : Circle AoE telegraphed to a random target that leaves an area on the ground that remains for a period of time.
Entropic Flame : Large column AoE in front of the boss which inflicts significant damage.
Accursed Pox : Large circle AoE on a random target.
Scream : AoE all over the inevitable arena which inflicts terror on all enemies and marking at a random target, thus you become the prey of all monsters present in the arena.
Shadow Flare : AoE all over the inevitable arena that deals heavy damage to all enemies.
Blizzard : Cast a magical ice attack on the target.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Nightmare Gnat ![]() | 41 - 45 | Easy | Easy | Sight | No | |
Nightmare Gravekeeper ![]() | 41 - 49 | Easy | Easy | Sound | Yes | |
Nightmare Bloodguard ![]() | 41 - 45 | Easy | Easy | Sight | No | |
Nightmare Dragon ![]() | 46 - 49 | Easy | Easy | Sight | No | |
Nightmare Wraith ![]() | 41 - 49 | Easy | Easy | Proximity | No | |
Nightmare Knight ![]() | 41 - 45 | Easy | Easy | Proximity | No | |
Nightmare Manticore ![]() | 41 - 45 | Easy | Easy | Sight | Yes | |
Nightmare Hellhound ![]() | 46 - 49 | Easy | Easy | Sight | No | |
Nightmare Gargoyle ![]() | 41 - 49 | Easy | Easy | Sight | No | |
Nightmare Demon ![]() | 41 - 45 | Easy | Easy | Sight | No | |
Nightmare Bhoot ![]() | These cast paralyze, so take caution if you’re doing floor-wide pulls. | 41 - 49 | Caution | Easy | Sound | No |
Nightmare Persona ![]() | These cast paralyze, so take caution if you’re doing floor-wide pulls. | 46 - 49 | Caution | Easy | Proximity | Yes |
This boss is pretty easy if you avoid her mechanics properly. She will use In Health in two patterns - one will require you to run away from her, and one will cover the whole map except a small area next to her. As such, stay close to her to avoid this. Aside from doing damage, each person hit by this skill will light up a rune on the floor, which increases the damage of the global AoE Black Honeymoon. Aside from that, she will occasionally cast In Sickness, which instantly inflicts Disease on a target, but with the timing on her skills, you never have to worry about the slow from Disease making it hard to avoid a cast of In Health.
Dark Harvest : Deals physical damage to a random target.
In Health : The AoE can vary, either it is a very large telegraphed AoE with only the center secured, or it is a large Circle AoE around the boss, get closer or farther away from the boss depending on the mechanic. Each person hit by the attack lights a rune on the ground.
Black Honeymoon : AoE untelegraphed across the arena that deals damage to everyone. Damage increases with the number of lit runes on the ground.
Cold Feet : Inflicts Hysteria on people looking in the boss direction.
In Sickness : Inflicts disease on a random target.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Palace Imp ![]() | 51 - 59 | Easy | Easy | Sight | No | |
Palace Gremlin ![]() | 51 - 55 | Easy | Easy | Sight | No | |
Palace Idol ![]() | 51 - 59 | Easy | Easy | Proximity | Yes | |
Palace Voidriga ![]() | 56 - 59 | Easy | Easy | Sight | No | |
Palace Arch Demon ![]() | 56 - 59 | Easy | Easy | Proximity | Yes | |
Palace Deepeye ![]() | 51 - 55 | Easy | Easy | Sight | No | |
Palace Anubys ![]() | 51 - 59 | Easy | Easy | Sight | Yes | |
Palace Taurus ![]() | 51 - 59 | Easy | Easy | Sight | No | |
Palace Pudding ![]() | 51 - 55 | Easy | Easy | Proximity | No | |
Palace Soulflayer ![]() | 56 - 59 | Easy | Easy | Sight | No | |
Palace Pot ![]() | 51 - 59 | Easy | Easy | Proximity | No |
Make sure you don't get knocked back into one of the exploding balls on the side.
Geirrothr : Tank-buster.
Hall of Sorrow : Untelegraphed and instant AoE on a random target, leave a damage zone on the ground that inflicts bleeding.
Valfodr : Column AoE telegraphed to a random player, this one will be charged by the rider at the end of the cast and thrown to the edge of the arena.
Infatuation : Large circle AoE around the launcher. Deals heavy damage.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Palace Tyrannosaur ![]() | 61 - 65 | Easy | Easy | Sight | No | |
Palace Mylodon ![]() | 66 - 69 | Easy | Easy | Sight | No | |
Palace Pteranodon ![]() | 66 - 69 | Easy | Easy | Proximity | No | |
Palace Elbst ![]() | 61 - 65 | Easy | Easy | Sight | Yes | |
Palace Wivre ![]() | 61 - 69 | Easy | Easy | Proximity | No | |
Palace Croc ![]() | 61 - 69 | Easy | Easy | Sight | No | |
Palace Diplcaulus ![]() | 66 - 69 | Easy | Easy | Proximity | No | |
Palace Blade ![]() | 61 - 69 | Easy | Easy | Sight | Yes | |
Palace Sarcosuchus ![]() | 61 - 65 | Easy | Easy | Sight | No | |
Palace Triceratops ![]() | 66 - 69 | Easy | Easy | Proximity | No | |
Palace Raptor ![]() | 61 - 65 | Easy | Easy | Sight | No |
When it casts Douse, walk away such that the boss is completely out of the AoE so it doesn’t get buffed with Haste.
Drench : Cone AoE untelegraphed to the target.
Electrogenesis : Large circle AoE telegraphed to a random target, casting time may be shorter if the boss has the bonus obtained with Douse.
Douse : Circle AoE telegraphed, which places an area under the boss that grants him a haste bonus (and bonus damage for the 170 floor).
Fang's End : Inflicts Heavy to a random target.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Palace Bear ![]() | 71 - 75 | Easy | Easy | Sight | No | |
Palace Coeurl ![]() | 76 - 79 | Easy | Easy | Sight | No | |
Palace Bandersnatch ![]() | 71 - 75 | Easy | Easy | Sight | No | |
Palace Wolf ![]() | 71 - 75 | Easy | Easy | Sight | No | |
Palace Dhalmel ![]() | 71 - 79 | Easy | Easy | Proximity | No | |
Palace Lion ![]() | 76 - 79 | Easy | Easy | Sight | No | |
Palace Cyclops ![]() | 71 - 75 | Easy | Easy | Sight | Yes | |
Palace Sasquatch ![]() | 71 - 79 | Easy | Easy | Proximity | No | |
Palace Anzu ![]() | 76 - 79 | Easy | Easy | Sight | Yes | |
Palace Aurochs ![]() | 76 - 79 | Easy | Easy | Sight | No | |
Bird of the Palace ![]() | 71 - 79 | Easy | Easy | Proximity | Yes |
Stay away from the tornados, because they will pulse with an AoE larger than the tornados themselves, pulling you in. When it runs to the edge, run close to it, as it will use Trounce, a huge conal AoE that applies vulnerability. Around 8% as it will use Ecliptic Meteor, which deals 80% of your max health as damage.
Thunderbolt : Large cone AoE in front of the caster that deals damage.
Charybdis : Summon a cyclone at the location of the circle AoE telegraphed that will remain for a while.
Trounce : Very large cone AoE telegraphed over the entire arena in front of the caster which deals very heavy damage and vulnerability. Stay close to the boss when casting so you can dodge it.
Ecliptic Meteor : Meteor that falls on the arena and inflicts very high damage.
Maelstrom : Large circle AoE around the caster which pulls all nearby enemies to its center and deals damage.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Palace Eruca ![]() | 86 - 89 | Easy | Easy | Sound | No | |
Palace Gallimimus ![]() | 81 - 85 | Easy | Easy | Sight | No | |
Palace Claw ![]() | 86 - 89 | Easy | Easy | Sight | No | |
Palace Worm ![]() | 81 - 89 | Easy | Easy | Sound | No | |
Palace Bomb ![]() | 81 - 85 | Caution | Easy | Sight | No | |
Palace Chimera ![]() | 81 - 89 | Easy | Easy | Proximity | Yes | |
Palace Dragon ![]() | 81 - 89 | Easy | Easy | Sight | No | |
Palace Wamouracampa ![]() | 81 - 85 | Easy | Easy | Sound | No | |
Palace Vinegaroon ![]() | 81 - 89 | Easy | Easy | Sight | Yes | |
Palace Wamoura ![]() | 81 - 85 | Easy | Easy | Sight | Yes | |
Palace Hapalit ![]() | 86 - 89 | Easy | Easy | Proximity | Yes |
You will have to avoid the explosions of the Lava Bomb and the boss's Sap. Kill the Grey Bomb quickly, otherwise he will deal huge damage. When the Giddy Bomb appears, hit it once towards the boss, with an auto attack or a spell to make it move, you will need to place it close to The Godmother, so that it casts its Hypothermal Combustion spell on the boss and interrupts her casting of "Massive Burst".
Scalding Scolding : Deals physical damage to the target.
Sap : Circle AoE telegraphed to a random target, dealing high damage.
Massive Burst : Cast a destructive spell all over the arena, can be interrupted by the Grenado spell of the freeze.
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.
Burst : Self-destruction of the bombo that consumes all health points to inflict enormous damage on all enemies in the arena.
Hypothermal Combustion : Sacrifices the caster health and inflicts Stun on anyone nearby.
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 ![]() | 91 - 95 | Easy | Easy | Sight | No | |
Palace Gourmand ![]() | 96 - 99 | Easy | Easy | Proximity | No | |
Palace Wraith ![]() | 91 - 95 | Easy | Easy | Proximity | Yes | |
Palace Iron Corse ![]() | 91 - 99 | Easy | Easy | Proximity | No | |
Palace Corse ![]() | 91 - 99 | Easy | Easy | Proximity | No | |
Palace Dragon ![]() | 96 - 99 | Easy | Easy | Sight | No | |
Palace Swarm | 91 - 95 | Easy | Easy | Sound | No | |
Palace Mummy ![]() | 91 - 95 | Easy | Easy | Proximity | No | |
Palace Roselet ![]() | 91 - 95 | Easy | Easy | Sound | No | |
Palace Knight ![]() | 91 - 99 | Easy | Easy | Proximity | No | |
Palace Gravekeeper ![]() | 96 - 99 | Easy | Easy | Sound | Yes |
As long as you avoid AoE, the boss itself isn't complicated. If the fight is hard but if you don't eliminate the Corse with the Heavenly Judge, it becomes more complicated. You can wait for the second wave of Summon Darkness whether solo or in a party. Solo use Sustaining Potion if needed. Once the Sustaining is used, use a Pomander of Resolution (It is not obligatory with a party), with the Heavenly Judge, you will kill the Corse in one time, you must reuse the Heavenly Judge on the bodies of the Corse to make them disappear and this prevent their resurrection.
Abyss : Circle AoE untelegraphed that deals magic damage to the target.
Summon Darkness : Summon 2 or 3 Corse.
Shackle : Large column AoE telegraphed in front of the boss that inflicts increased vulnerability.
Doom : Very large cone AoE telegraphed in front of the caster who inflicts Doom, certain death when the counter reaches zero.
Word of Pain : AoE throughout the arena untelegraphed and without cast time that deals magic damage.
Butterfly Float : Jump on the target and deal physical damage.
Glass Punch : Cone AoE untelegraphed in front of the caster that deals physical damage.
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.
Glass Punch : Cone AoE untelegraphed in front of the caster that deals physical damage.
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. | 101 - 109 | Caution | Easy | Proximity | No |
Deep Palace Ladybug ![]() | 101 - 109 | Easy | Easy | Sight | No | |
Deep Palace Hyppogryph ![]() | 101 - 109 | Easy | Easy | Proximity | No | |
Deep Palace Dung Beetle ![]() | 101 - 109 | Easy | Easy | Sight | Yes | |
Deep Palace Gaelicat ![]() | 101 - 109 | Easy | Easy | Sound | No | |
Deep Palace Doblyn ![]() | 101 - 109 | Easy | Easy | Sight | No | |
Deep Palace Ziz ![]() | 101 - 109 | Easy | Easy | Sight | Yes | |
Deep Palace Yarzon ![]() | 101 - 109 | Easy | Easy | Sound | No | |
Deep Palace Squirrel ![]() | 101 - 109 | Easy | Easy | Sight | No | |
Deep Palace Stag ![]() | 101 - 109 | Easy | Easy | Sight | No | |
Deep Palace Sprite ![]() | 101 - 109 | Easy | Easy | Sound | No | |
Goblin Adventurer ![]() | 101 - 109 | Easy | Easy | Sight | Yes |
This boss is similar to the 1-10 boss mechanically, it just hits a little harder.
Whipcrack : Tank-buster, inflicts a tail blow on the target.
Stormwind : Deal damage in a AoE cone telegraphed in front of the caster.
Bombination : Inflicts slow on enemies included in an AoE in a circle telegraphed around the boss.
Lumisphère : Inflicts magic damage in an circlar AoE telegraphed.
Aero Blast : AoE all over the inevitable arena that inflicts a windburn on all players.
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 ![]() | 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. | 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. | 111 - 119 | Caution | Easy | Sight | Yes |
Deep Palace Biloko ![]() | 111 - 119 | Easy | Easy | Sight | Yes | |
Deep Palace Bifericeras ![]() | 111 - 115 | Easy | Easy | Sight | No | |
Deep Palace Seedling ![]() | 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. | 111 - 119 | Caution | Easy | Sound | No |
Deep Palace Salamander ![]() | 111 - 115 | Easy | Easy | Sound | No | |
Deep Palace Ochu ![]() | 116 - 119 | Easy | Easy | Proximity | No | |
Deep Palace Pudding ![]() | 111 - 119 | Easy | Easy | Proximity | No | |
Deep Palace Nanka ![]() | 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! | 111 - 119 | Caution | Easy | Sight | Yes |
This boss is mechanically similar to that of floor 20. Rotten Stench will now be a one-shot, so make sure you avoid those telegraphed AOEs. The easiest way to deal with the bee adds is to stack on the boss and have somebody spam Lust autoattacks.
Bloody Caress : Inflicts a heavy blow on the target.
Acid Mist : AoE telegraphed around the caster, deals magic damage and inflicting poison.
Gold Dust : Large circle AoE telegraphed on the target, inflicting poison.
Leafstorm : AoE all over the arena, impossible to dodge, deals magic damage.
Prey : You are the target of a predator, you will be attacked by two hornets which will appear on the edges of the arena.
Rotten Stench : Large column AoE telegraphed in front of the caster, inflicts magic damage.
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.
Monster | Description | Min - Max Floor | Solo Difficulty | Party Difficulty | Aggro Type | Patrol |
---|---|---|---|---|---|---|
Deep Palace Dullahan ![]() | 121 - 125 | Easy | Easy | Sound | Yes | |
Deep Palace Effigy ![]() | 126 - 129 | Easy | Easy | Sight | No | |
Deep Palace Centaur ![]() | 126 - 129 | Easy | Easy | Proximity | No | |
Deep Palace Basilisk ![]() | 121 - 129 | Easy | Easy | Sight | No | |
Deep Palace Biast ![]() | 121 - 125 | Easy | Easy | Sight | No | |
Deep Palace Adamantoise ![]() | 121 - 125 | Easy | Easy | Sight | No | |
Deep Palace Urolith ![]() | 126 - 129 | Easy | Easy | Proximity | No | |
Deep Palace Wivre ![]() | 121 - 129 | Easy | Easy | Proximity | No | |
Deep Palace Spriggan ![]() | 121 - 125 | Easy | Easy | Sight | No | |
Deep Palace Pteroc ![]() | 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. | 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. | 126 - 129 | Easy | Easy | Sound | Yes |
Similar to the 30 boss, except this time it casts Fear Itself way faster. Run to the center immediately after the second ice ball, and make sure nobody is standing in the center prior to that, so you don’t get goop there. Tips: stand on side: fire, ice, fire, ice, then run to center.
Dissever : Tank-buster, inflicts physical damage on the target.
Ball of Fire : Cast a zone of fire on the ground at the target that stays for a certain time and deals damage if you stay in it.
Ball of Ice : Cast a zone of ice on the ground at the target that stays for a certain time and deals damage if you stay in it.
Fear Itself : Inflicts Fear on all enemies outside of the boss hitbox, then you will be unable to act for 10 seconds.
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 ![]() | 131 - 135 | Easy | Easy | Sight | No | |
Deep Palace Hecteyes ![]() | 131 - 135 | Easy | Easy | Sound | No | |
Deep Palace Gourmand ![]() | 131 - 135 | Easy | Easy | Proximity | Yes | |
Deep Palace Catoblepas ![]() | 136 - 139 | Easy | Easy | Sight | Yes | |
Deep Palace Dahak ![]() | 131 - 139 | Easy | Easy | Sight | No | |
Deep Palace Tarus ![]() | 136 - 139 | Easy | Easy | Sight | No | |
Deep Palace Troubadour ![]() | 136 - 139 | Easy | Easy | Proximity | No | |
Deep Palace Soul ![]() | 131 - 135 | Easy | Easy | Sound | No | |
Deep Palace Mummy ![]() | 131 - 139 | Easy | Easy | Proximity | No | |
Deep Palace Ogre ![]() | 131 - 135 | Easy | Easy | Sight | No | |
Deep Palace Monk ![]() | 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. | 131 - 139 | Caution | Easy | Sight | Yes |
Pomander of Resolution’s Heavenly Judge skill will deal 30K damage (with Strength) to this boss. If solo, recommended to use Strength + Steel + Resolution. You don’t have to use Steel, but it makes it a lot safer, and if you don’t Steel you may have to leave mid-transformation to pop a quick sustain potion before popping another Resolution.
Ancient Eruption : Circle AoE telegraphed to a random target that leaves an area on the ground that remains for a period of time.
Entropic Flame : Large column AoE in front of the boss which inflicts significant damage.
Accursed Pox : Large circle AoE on a random target.
Scream : AoE all over the inevitable arena which inflicts terror on all enemies and marking at a random target, thus you become the prey of all monsters present in the arena.
Shadow Flare : AoE all over the inevitable arena that deals heavy damage to all enemies.
Blizzard : Cast a magical ice attack on the target.
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 ![]() | 141 - 145 | Easy | Easy | Sight | No | |
Deep Palace Hellhound ![]() | 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. | 141 - 145 | Caution | Easy | Sight | No |
Deep Palace Bhoot ![]() | 141 - 145 | Easy | Easy | Sound | No | |
Deep Palace Demon ![]() | Casts Charybdis if not killed in time, which will bring your party to 1% HP. | 141 - 145 | Caution | Easy | Sight | No |
Deep Palace Succubus ![]() | 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. | 141 - 145 | Caution | Easy | Sight | Yes |
Deep Palace Persona ![]() | 146 - 149 | Easy | Easy | Proximity | No | |
Deep Palace Knight ![]() | 141 - 145 | Easy | Easy | Proximity | No | |
Onyx Dragon ![]() | 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. | 141 - 149 | Caution | Easy | Proximity | Yes |
Deep Palace Keeper ![]() | 146 - 149 | Easy | Easy | Sound | Yes |
This boss can be quite difficult for melee, but a lot easier for ranged classes.
Tips : kite and kill zombie adds (don’t let them touch you), succubus add is optional (dotting it is worth it though).
Aside from avoiding telegraphs, there are a few things to look out for on this boss. After the second “Darkness, to me” call, she will summon 4 Fanatic Zombies in each corner of the room, each aggroing on one person. These will slowly crawl up to you, and grab on to you if they get close enough. If you get grabbed, you will be rooted until that zombie is dead, which might get you caught in some lethal AOEs. These zombies are weak to air magic, and can be one shot. This boss will also summon a Fanatic Succubus at some point, which does a fair amount of damage with its cleave and autoattack. If you don’t kill it, the boss will “eat” it, restoring health equal to the HP of the add. Shortly afterwards, the boss will cast a global AoE Blood Rain, which deals 13K damage without Steel. Heal through it as necessary, and then the attack pattern starts all over.
Void Fire IV : Large circle AoE telegraphed on the target that deals high damage.
Summon Darkness : Can summon Fanatic Gargoyles, Fanatic Zombies, Fanatic Vodoriga, or Fanatic Succubus.
Dark Mist : Large AoE telegraphed around the caster that inflicts Terror on enemies hit.
Void Aero : Large column AoE telegraphed in front of the boss throughout the arena that deals high damage.
Fatal Allure : Draws the summon on the caster, inflicting Terror, absorbs the remaining amount of the summon health to restore some of its own health gauge.
Blood Rain : Deals massive damage to everyone in the arena, allies as enemies.
Death Throes : An unknown force immobilizes the legs, preventing all movement.
Terror Eye : Circle AoE telegraphed at random targets that deal damage and Terror.
Sweet Steel : Deals physical damage to the target.
Void Fire II : Circle AoE telegraphed on the target that deals high damage.
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 ![]() | 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. | 156 - 159 | Caution | Easy | Sight | No |
Deep Palace Deepeye ![]() | 151 - 155 | Caution | Easy | Sight | No | |
Deep Palace Abaia ![]() | 151 - 159 | Easy | Easy | Sight | No | |
Deep Palace Soulflayer ![]() | Drain Touch that heals them for the amount of damage they deal. | 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. | 151 - 155 | Caution | Easy | Proximity | No |
Deep Palace Shabti ![]() | 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. | 151 - 159 | Caution | Easy | Proximity | No |
Deep Palace Taurus ![]() | 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. | 151 - 159 | Caution | Easy | Proximity | Yes |
Deep Palace Arch Demon ![]() | 156 - 159 | Easy | Easy | Proximity | Yes |
While mechanically similar to the 60 boss, this one can hit hard. While you can solo it without steel, I would recommend using steel for this boss and beyond. The bleed puddles created by the Hail of Sorrow instant AoE hurt like crazy, dealing over 5K damage if you eat a tick. Other than that, make sure you don’t get knocked into an exploding ball on the edge or you will be nearly one shot.
Geirrothr : Tank-buster.
Hall of Sorrow : Untelegraphed and instant AoE on a random target, leave a damage zone on the ground that inflicts bleeding.
Valfodr : Column AoE telegraphed to a random player, this one will be charged by the rider at the end of the cast and thrown to the edge of the arena.
Infatuation : Large circle AoE around the launcher. Deals heavy damage.
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 ![]() | 161 - 169 | Easy | Easy | Sight | No | |
Deep Palace Pteranodon ![]() | 166 - 169 | Easy | Easy | Proximity | Yes | |
Deep Palace Lindwurm ![]() | 161 - 165 | Easy | Easy | Sight | No | |
Deep Palace Croc ![]() | Cleave/double autoattacks and are very bursty. | 161 - 165 | Caution | Easy | Sight | No |
Deep Palace Diplocaulus ![]() | 166 - 169 | Easy | Easy | Proximity | No | |
Deep Palace Archaeosaur ![]() | 161 - 169 | Easy | Easy | Sight | No | |
Deep Palace Wivre ![]() | Cleave/double autoattacks and are very bursty. | 161 - 169 | Caution | Easy | Proximity | No |
Deep Palace Vinegaroon ![]() | 161 - 165 | Easy | Easy | Sight | Yes | |
Deep Palace Triceratops ![]() | Cleave/double autoattacks and are very bursty. | 166 - 169 | Caution | Easy | Proximity | No |
Deep Palace Tursus ![]() | 161 - 169 | Easy | Easy | Sight | Yes | |
Deep Palace Sarcosuchus ![]() | 161 - 165 | Easy | Easy | Sight | No |
This boss is similar to the 70 boss, except the water puddle from Douse will buff it with haste and physical damage up. The tank should pull this boss slowly in a circle around the map, making sure to move it out of every Douse puddle it creates.
Solo tips: Save sprint/backstep abilities for the first Heavy effect applied with diminishing returns, as you will need it to avoid the upcoming Electrogenesis AOE. (sprint when the Heavy has around 7 seconds left).
Drench : Cone AoE untelegraphed to the target.
Electrogenesis : Large circle AoE telegraphed to a random target, casting time may be shorter if the boss has the bonus obtained with Douse.
Douse : Circle AoE telegraphed, which places an area under the boss that grants him a haste bonus (and bonus damage for the 170 floor).
Fang's End : Inflicts Heavy to a random target.
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 ![]() | 171 - 175 | Easy | Easy | Sight | No | |
Deep Palace Black Coeurl ![]() | 176 - 179 | Easy | Easy | Sight | No | |
Deep Palace Bandersnatch ![]() | Cleaves/double autos. Be careful when solo. | 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. | 176 - 179 | Impossible | Caution | Sight | No |
Deep Palace Dhalmel ![]() | 171 - 175 | Easy | Easy | Proximity | No | |
Deep Palace Lion ![]() | Cleaves/double autos. Be careful when solo. | 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. | 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. | 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. | 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. | 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. | 171 - 179 | Caution | Caution | Sight | Yes |
This boss is similar to that of 80, with a few key differences. First, it will cast Charybdis twice in a row now, so tornados will be everywhere. Trounce will not be a one-shot but will deal around 13K damage without Steel (it CAN crit! Watch out!). However, Lightningbolt (frontal conal telegraph) will one shot a DPS without Steel.
Note that Trounce is ALWAYS cast from the top or bottom of the map, alternating between the two.
The hardest part of this boss is when it drops under 15%. It will spam Ecliptic Meteor over and over again, and the cast time is much faster than that of 80 - meteors will strike down 80% of everybody’s maximum health every 9 seconds. As such, it is smart to use Lust around 50% to make sure the Lust debuff will be up for the burn phase (wait until ~20% for solo). Save your LB2 for this (Tanks, do not even think about tank lb beacause it doesn't do anything).
If you have no faith in your party’s DPS, RDM/Healers get ready for an intense solo! Simply use a sustain potion and heal yourself twice between meteors, while squeezing in as much DPS as possible.
Never stand in melee range in FRONT of the boss while it spams meteors, as it is allowed to autoattack you between meteors if you do so, thus one-shotting you!
Solo tips
Lust at ~20-21%, and then slow push into 15%. After the boss is 15%, use autoattacks or a couple weak abilities to push it from like 15.9% to as close to 15.0% as possible (you can't actually see this number, so you need to play it a bit safe (macro : targethpp)). Wait for the boss to use a skill (commonly wait for the double Charybdis cast after Trounce), then use your burst rotation. Healers and RDM have this easy, but other classes need to have their heals (Second Wind, Super Potion, Bloodbath, etc) ready and the burst rotation on-point.
Thunderbolt : Large cone AoE in front of the caster that deals damage.
Charybdis : Summon a cyclone at the location of the circle AoE telegraphed that will remain for a while.
Trounce : Very large cone AoE telegraphed over the entire arena in front of the caster which deals very heavy damage and vulnerability. Stay close to the boss when casting so you can dodge it.
Ecliptic Meteor : Meteor that falls on the arena and inflicts very high damage.
Maelstrom : Large circle AoE around the caster which pulls all nearby enemies to its center and deals damage.
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 ![]() | 181 - 185 | Easy | Easy | Sight | No | |
Deep Palace Sprite ![]() | Don't pull Sprites on ranged DPS/no sustain casters. | 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. | 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. | 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. | 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. | 181 - 189 | Scary | Caution | Sound | No |
Deep Palace Wamoura ![]() | 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. | 181 - 185 | Caution | Easy | Sound | No |
Deep Palace Vindthurs ![]() | 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. | 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! | 181 - 189 | Scary | Scary | Proximity | Yes |
This boss is similar mechanically to the 90 boss, except with colors flipped around. This means that you kill the BLUE bomb when it spawns (Remedy Bomb) and you push the RED bomb into the boss (Lava Bomb). Note that if you get hit by a blue bomb explosion or Sap, you will be inflicted with Deep Freeze and will most likely die if you do not have Steel.
This boss’s cleave Scalding Scoulding can hit extremely hard (12K with no steel), so if you are tanking on a non-tank class or soloing, you need to have very good timing on your heals to keep yourself peaked up for the incoming cleaves.
Solo Tips : do not open with Lust. The boss will cleave right away and you may die before you get the stacks off. There is a window in the boss’s rotation where he will cast 3 Saps in a row (during Remedy Bomb cycle) - this is a good time to lust. Another option (that requires a bit of planning) is to take advantage of the static spawns to position the boss on top of where the Remedy Bomb spawns, and use Lust to kill the bomb while getting stacks on the boss. The boss will be casting Saps during this time, so you should be able to survive.
Scalding Scolding : Deals physical damage to the target.
Sap : Circle AoE telegraphed to a random target, dealing high damage.
Massive Burst : Cast a destructive spell all over the arena, can be interrupted by the Grenado spell of the freeze.
Hypothermal Combustion : Self-destruction of the bombo that consumes all health points to inflict enormous damage on all enemies in the arena.
Hypothermal Combustion : Self-destruct the bombo that consumes all health to deal damage and freeze in an circle AoE telegraphed around the caster.
Flashthoom : Sacrifices the caster health and inflicts Stun on anyone nearby.
Boss rotation is as follows :
Cleave
Remedy Bomb spawn (1, 3, 5 spawns for Lust: Top, Middle, Bottom Right)
Sap
Cleave
Sap
Lava Bomb spawn (Right, Middle, Top Right, Left, Middle, Upper Middle)
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. | 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. | 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. | 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. | 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. | 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. | 195 - 199 | Caution | Caution | Proximity | No |
Deep Palace Mummy ![]() | 191 - 195 | Easy | Easy | Proximity | No | |
Deep Palace Trap ![]() | 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. | 195 - 199 | Scary | Caution | Proximity | No |
Onyx Dragon ![]() | Evil Eye (red eye mechanic) is a one shot, so make sure to look away. | 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. | 195 - 199 | Caution | Caution | Sight | Yes |
Congratulations if you made it to the end!