Deep DungeonPalace of the Dead

Introduction

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 :

Recommended youtube channel for solo clear videos from floors 1 to 200 : Angelusdemonus (EN)

Chests

Gold Coffers

Gold Coffers

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

Silver Coffers

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

Bronze Coffers

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

Floor Effects Description
Auto-heal PenaltyAuto-heal Penalty HP regeneration for all part members is disabled.
BlindnessBlindness Accuracy of all party members is reduced.
Damage PenaltyDamage Penalty Damage dealt by all party members is reduced.
GloomGloom Enemy movement speed is increased. Enemies also deal more damage while taking less.
HasteHaste Weaponskill recast time, spell recast time, and auto-attack delay for all party members are reduced.
HP/MP BoostHP/MP Boost Maximum HP and MP of all party members are increased.
HP PenaltyHP Penalty Maximum HP of all party members is reduced.
InabilityInability Use of abilities is prohibited for all party members.
Item PenaltyItem Penalty Use of items (including pomanders) is prohibited for all party members.
Knockback PenaltyKnockback Penalty Knockback and draw-in effects for both enemies and allies are disabled.
Sprint PenaltySprint Penalty Use of the action Sprint is prohibited for all party members.

Traps

Impeding

Impeding

Silences and applies pacification to anybody in the radius (including mobs). Both are removable with Esuna, and Echo Drops can remove the silence.


Toading

Toading

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.


Land Mine

Land Mine

Deals 80% current health damage to anything in the vicinity. Can be used to clear out a lot of mobs quickly.


Luring

Luring

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.


Enfeebling

Enfeebling

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.

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

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 SafetyPomander of Safety Removes all traps from the current floor.
Pomander of SightPomander of Sight Reveals the current floor's map and the location of all hidden traps.
Pomander of StrengthPomander of Strength Increases damage dealt and HP recovered via healing magic by 30%.
Pomander of SteelPomander of Steel Decreases damage received by 40%.
Pomander of AffluencePomander of Affluence Increases the number of treasure coffers on the next floor.
Pomander of FlightPomander of Flight Decreases the number of enemies on the next floor.
Pomander of AlterationPomander of Alteration Changes the enemy occupying a random room on the next floor into a mimic or a mandragora.
Pomander of PurityPomander of Purity Removes the Pox status.
Pomander of FortunePomander of Fortune Increases the chance enemies on the current floor will drop treasure coffers.
Pomander of WitchingPomander of Witching Transforms all targets within range into a frog, imp, or chicken.
Pomander of SerenityPomander of Serenity Removes all enchantments from the current floor.
Pomander of RagePomander of Rage Transforms user into a manticore.
Pomander of LustPomander of Lust Transforms user into a succubus.
Pomander of IntuitionPomander of Intuition Reveals the current floor's hidden traps.
Pomander of RaisingPomander of Raising Instantly raises the first party member to be KOd.
Pomander of ResolutionPomander 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 Deathmouse 1 - 5EasyEasy Sight No
Palace Antelope 1 - 5EasyEasy Sight No
Palace Sprite 1 - 5EasyEasy Proximity No
Palace Ziz 2 - 9EasyEasy Sight Yes
Palace Coblyn 4 - 9EasyEasy Sight No
Palace Bat 3 - 9EasyEasy Sound No
Palace Hippocerf 6 - 9EasyEasy Sight No
Palace Beetle 6 - 9EasyEasy Sight No
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 - 9CautionEasy Proximity No
Palace Yarzon 6 - 9EasyEasy Sound No
Palace Dung Beetle 6 - 9EasyEasy Sight Yes
Lost Goblin 4 - 9EasyEasy Sight Yes
Palace Deathgaze

Boss Floor 10 : Palace Deathgaze

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.

Spells :

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.

Floor 11 - 20

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Living Whelk 11 - 19EasyEasy Sight No
Palace Uragnite 11 - 19EasyEasy Sight No
Palace Toad 11 - 19EasyEasy Sight No
Palace Pudding 11 - 19EasyEasy 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 - 19CautionCaution Sound No
Palace Nanka 16 - 19EasyEasy Sound No
Palace Ninki-Nanka 16 - 19EasyEasy Sound No
Palace Ochu 16 - 19EasyEasy Proximity No
Palace Biloko 16 - 19EasyEasy Sight Yes
Palace Seedling 16 - 19EasyEasy Sound No
Palace Morbol 16 - 19EasyEasy 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 - 19CautionEasy Sight Yes
Sporge

Boss Floor 20 : Sporge

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.

Spells :

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.

Add Floor 20 : Palace Hornet

Spells :

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.

Floor 21 - 30

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Palace Puk 21 - 25EasyEasy Sight No
Palace Drake 21 - 25EasyEasy Sight No
Palace Adamantoise 21 - 25EasyEasy Sight No
Palace Dullahan 21 - 25EasyEasy Sound Yes
Palace Wivre 21 - 29EasyEasy Proximity No
Palace Peiste 21 - 29EasyEasy Sight No
Palace Spriggan 21 - 29EasyEasy Sight No
Palace Effigy 26 - 29EasyEasy Sight No
Palace Marolith 26 - 29EasyEasy Proximity No
Palace Centaur 26 - 29EasyEasy 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 - 29CautionEasy 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 - 29EasyEasy Sound Yes
Ningishzida

Boss Floor 30 : Ningishzida

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.

Spells :

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.

Floor 31 - 40

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Nightmare Monk 36 - 39EasyEasy Proximity No
Nightmare Dahak 36 - 39EasyEasy Sight No
Nightmare Catoblepas 31 - 35EasyEasy Sight No
Nightmare Ogre 31 - 35EasyEasy Sight No
Nightmare Bogy 31 - 35EasyEasy Sound No
Nightmare Hecteyes 31 - 35EasyEasy Sound No
Nightmare Eye 31 - 39EasyEasy Sight No
Nightmare Gourmand 36 - 39EasyEasy Proximity No
Nightmare Mummy 36 - 39EasyEasy Proximity No
Nightmare Haagenti 36 - 39EasyEasy Sight No
Nightmare Troubadour 36 - 39EasyEasy 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 - 39CautionEasy Sight Yes
Ixtab

Boss Floor 40 : Ixtab

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.

Spells :

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.

Add Floor 40 : Nightmare Bhoot

Spells :

Blizzard : Cast a magical ice attack on the target.

Floor 41 - 50

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Nightmare Gnat 41 - 45EasyEasy Sight No
Nightmare Gravekeeper 41 - 49EasyEasy Sound Yes
Nightmare Bloodguard 41 - 45EasyEasy Sight No
Nightmare Dragon 46 - 49EasyEasy Sight No
Nightmare Wraith 41 - 49EasyEasy Proximity No
Nightmare Knight 41 - 45EasyEasy Proximity No
Nightmare Manticore 41 - 45EasyEasy Sight Yes
Nightmare Hellhound 46 - 49EasyEasy Sight No
Nightmare Gargoyle 41 - 49EasyEasy Sight No
Nightmare Demon 41 - 45EasyEasy Sight No
Nightmare Bhoot These cast paralyze, so take caution if you’re doing floor-wide pulls. 41 - 49CautionEasy Sound No
Nightmare Persona These cast paralyze, so take caution if you’re doing floor-wide pulls. 46 - 49CautionEasy Proximity Yes
Edda Blackbosom

Boss Floor 50 : Edda Blackbosom

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.

Spells :

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.

Floor 51 - 60

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Palace Imp 51 - 59EasyEasy Sight No
Palace Gremlin 51 - 55EasyEasy Sight No
Palace Idol 51 - 59EasyEasy Proximity Yes
Palace Voidriga 56 - 59EasyEasy Sight No
Palace Arch Demon 56 - 59EasyEasy Proximity Yes
Palace Deepeye 51 - 55EasyEasy Sight No
Palace Anubys 51 - 59EasyEasy Sight Yes
Palace Taurus 51 - 59EasyEasy Sight No
Palace Pudding 51 - 55EasyEasy Proximity No
Palace Soulflayer 56 - 59EasyEasy Sight No
Palace Pot 51 - 59EasyEasy Proximity No
The Black Rider

Boss Floor 60 : The Black Rider

Make sure you don't get knocked back into one of the exploding balls on the side.

Spells :

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.

Add Floor 60 : Voidsent

Spells :

Infatuation : Large circle AoE around the launcher. Deals heavy damage.

Floor 61 - 70

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Palace Tyrannosaur 61 - 65EasyEasy Sight No
Palace Mylodon 66 - 69EasyEasy Sight No
Palace Pteranodon 66 - 69EasyEasy Proximity No
Palace Elbst 61 - 65EasyEasy Sight Yes
Palace Wivre 61 - 69EasyEasy Proximity No
Palace Croc 61 - 69EasyEasy Sight No
Palace Diplcaulus 66 - 69EasyEasy Proximity No
Palace Blade 61 - 69EasyEasy Sight Yes
Palace Sarcosuchus 61 - 65EasyEasy Sight No
Palace Triceratops 66 - 69EasyEasy Proximity No
Palace Raptor 61 - 65EasyEasy Sight No
Yaquaru

Boss Floor 70 : Yaquaru

When it casts Douse, walk away such that the boss is completely out of the AoE so it doesn’t get buffed with Haste.

Spells :

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.

Floor 71 - 80

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Palace Bear 71 - 75EasyEasy Sight No
Palace Coeurl 76 - 79EasyEasy Sight No
Palace Bandersnatch 71 - 75EasyEasy Sight No
Palace Wolf 71 - 75EasyEasy Sight No
Palace Dhalmel 71 - 79EasyEasy Proximity No
Palace Lion 76 - 79EasyEasy Sight No
Palace Cyclops 71 - 75EasyEasy Sight Yes
Palace Sasquatch 71 - 79EasyEasy Proximity No
Palace Anzu 76 - 79EasyEasy Sight Yes
Palace Aurochs 76 - 79EasyEasy Sight No
Bird of the Palace 71 - 79EasyEasy Proximity Yes
Gudanna

Boss Floor 80 : Gudanna

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.

Spells :

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.

Add Floor 80 : Gudanna

Spells :

Maelstrom : Large circle AoE around the caster which pulls all nearby enemies to its center and deals damage.

Floor 81 - 90

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Palace Eruca 86 - 89EasyEasy Sound No
Palace Gallimimus 81 - 85EasyEasy Sight No
Palace Claw 86 - 89EasyEasy Sight No
Palace Worm 81 - 89EasyEasy Sound No
Palace Bomb 81 - 85CautionEasy Sight No
Palace Chimera 81 - 89EasyEasy Proximity Yes
Palace Dragon 81 - 89EasyEasy Sight No
Palace Wamouracampa 81 - 85EasyEasy Sound No
Palace Vinegaroon 81 - 89EasyEasy Sight Yes
Palace Wamoura 81 - 85EasyEasy Sight Yes
Palace Hapalit 86 - 89EasyEasy Proximity Yes
The Godmother

Boss Floor 90 : The Godmother

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".

Spells :

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.

Add Floor 90 : Lava Bomb

Spells :

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.

Add Floor 90 : Grey Bomb

Spells :

Burst : Self-destruction of the bombo that consumes all health points to inflict enormous damage on all enemies in the arena.

Add Floor 90 : Giddy Bomb

Spells :

Hypothermal Combustion : Sacrifices the caster health and inflicts Stun on anyone nearby.

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 91 - 95EasyEasy Sight No
Palace Gourmand 96 - 99EasyEasy Proximity No
Palace Wraith 91 - 95EasyEasy Proximity Yes
Palace Iron Corse 91 - 99EasyEasy Proximity No
Palace Corse 91 - 99EasyEasy Proximity No
Palace Dragon 96 - 99EasyEasy Sight No
Palace Swarm 91 - 95EasyEasy Sound No
Palace Mummy 91 - 95EasyEasy Proximity No
Palace Roselet 91 - 95EasyEasy Sound No
Palace Knight 91 - 99EasyEasy Proximity No
Palace Gravekeeper 96 - 99EasyEasy Sound Yes
Nybeth Obdilord

Boss Floor 100 : Nybeth Obdilord

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.

Spells :

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.

Add Floor 100 : Iron Corse

Spells :

Butterfly Float : Jump on the target and deal physical damage.

Glass Punch : Cone AoE untelegraphed in front of the caster that deals physical damage.

Add Floor 100 : Giant Corse

Spells :

Glass Punch : Cone AoE untelegraphed in front of the caster that deals physical damage.

Add Floor 100 : Bicephalic Corse

Spells :

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.

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. 101 - 109CautionEasy Proximity No
Deep Palace Ladybug 101 - 109EasyEasy Sight No
Deep Palace Hyppogryph 101 - 109EasyEasy Proximity No
Deep Palace Dung Beetle 101 - 109EasyEasy Sight Yes
Deep Palace Gaelicat 101 - 109EasyEasy Sound No
Deep Palace Doblyn 101 - 109EasyEasy Sight No
Deep Palace Ziz 101 - 109EasyEasy Sight Yes
Deep Palace Yarzon 101 - 109EasyEasy Sound No
Deep Palace Squirrel 101 - 109EasyEasy Sight No
Deep Palace Stag 101 - 109EasyEasy Sight No
Deep Palace Sprite 101 - 109EasyEasy Sound No
Goblin Adventurer 101 - 109EasyEasy Sight Yes
Alicanto

Boss Floor 110 : Alicanto

This boss is similar to the 1-10 boss mechanically, it just hits a little harder.

Spells :

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.

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 111 - 115EasyEasy 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 - 119CautionEasy 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 - 119CautionEasy Sight Yes
Deep Palace Biloko 111 - 119EasyEasy Sight Yes
Deep Palace Bifericeras 111 - 115EasyEasy Sight No
Deep Palace Seedling 116 - 119EasyEasy 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 - 119CautionEasy Sound No
Deep Palace Salamander 111 - 115EasyEasy Sound No
Deep Palace Ochu 116 - 119EasyEasy Proximity No
Deep Palace Pudding 111 - 119EasyEasy Proximity No
Deep Palace Nanka 111 - 119EasyEasy 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 - 119CautionEasy Sight Yes
Kirtimukha

Boss Floor 120 : Kirtimukha

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.

Spells :

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.

Add Floor 120 : Deep Palace Hornet

Spells :

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.

Floor 121 - 130

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol
Deep Palace Dullahan 121 - 125EasyEasy Sound Yes
Deep Palace Effigy 126 - 129EasyEasy Sight No
Deep Palace Centaur 126 - 129EasyEasy Proximity No
Deep Palace Basilisk 121 - 129EasyEasy Sight No
Deep Palace Biast 121 - 125EasyEasy Sight No
Deep Palace Adamantoise 121 - 125EasyEasy Sight No
Deep Palace Urolith 126 - 129EasyEasy Proximity No
Deep Palace Wivre 121 - 129EasyEasy Proximity No
Deep Palace Spriggan 121 - 125EasyEasy Sight No
Deep Palace Pteroc 121 - 125EasyEasy 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 - 129CautionEasy 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 - 129EasyEasy Sound Yes
Alfard

Boss Floor 130 : Alfard

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.

Spells :

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.

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 131 - 135EasyEasy Sight No
Deep Palace Hecteyes 131 - 135EasyEasy Sound No
Deep Palace Gourmand 131 - 135EasyEasy Proximity Yes
Deep Palace Catoblepas 136 - 139EasyEasy Sight Yes
Deep Palace Dahak 131 - 139EasyEasy Sight No
Deep Palace Tarus 136 - 139EasyEasy Sight No
Deep Palace Troubadour 136 - 139EasyEasy Proximity No
Deep Palace Soul 131 - 135EasyEasy Sound No
Deep Palace Mummy 131 - 139EasyEasy Proximity No
Deep Palace Ogre 131 - 135EasyEasy Sight No
Deep Palace Monk 136 - 139EasyEasy 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 - 139CautionEasy Sight Yes
Ah Puch

Boss Floor 140 : Ah Puch

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.

Spells :

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.

Add Floor 140 : Deep Palace Follower

Spells :

Blizzard : Cast a magical ice attack on the target.

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 141 - 145EasyEasy Sight No
Deep Palace Hellhound 141 - 149EasyEasy 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 - 145CautionEasy Sight No
Deep Palace Bhoot 141 - 145EasyEasy Sound No
Deep Palace Demon Casts Charybdis if not killed in time, which will bring your party to 1% HP. 141 - 145CautionEasy Sight No
Deep Palace Succubus 141 - 149EasyEasy 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 - 145CautionEasy Sight Yes
Deep Palace Persona 146 - 149EasyEasy Proximity No
Deep Palace Knight 141 - 145EasyEasy Proximity No
Onyx Dragon 146 - 149EasyEasy 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 - 149CautionEasy Proximity Yes
Deep Palace Keeper 146 - 149EasyEasy Sound Yes
Tisiphone

Boss Floor 150 : Tisiphone

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.

Spells :

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.

Add Floor 150 : Fanatic Zombie

Spells :

Death Throes : An unknown force immobilizes the legs, preventing all movement.

Add Floor 150 : Fanatic Gargoyle

Spells :

Terror Eye : Circle AoE telegraphed at random targets that deal damage and Terror.

Add Floor 150 : Fanatic Succubus

Spells :

Sweet Steel : Deals physical damage to the target.

Void Fire II : Circle AoE telegraphed on the target that deals high damage.

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 151 - 155EasyEasy 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 - 159CautionEasy Sight No
Deep Palace Deepeye 151 - 155CautionEasy Sight No
Deep Palace Abaia 151 - 159EasyEasy Sight No
Deep Palace Soulflayer Drain Touch that heals them for the amount of damage they deal. 156 - 159CautionEasy Sight No
Deep Palace Pudding Has a cleave/double autoattack. Be careful with their burst damage, and use sustain potions if necessary. 151 - 155CautionEasy Proximity No
Deep Palace Shabti 151 - 155EasyEasy Sight Yes
Deep Palace Pot Has a cleave/double autoattack. Be careful with their burst damage, and use sustain potions if necessary. 151 - 159CautionEasy Proximity No
Deep Palace Taurus 156 - 159EasyEasy Sight No
Deep Palace Marolith Has a cleave/double autoattack. Be careful with their burst damage, and use sustain potions if necessary. 151 - 159CautionEasy Proximity Yes
Deep Palace Arch Demon 156 - 159EasyEasy Proximity Yes
Totesritter

Boss Floor 160 : Totesritter

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.

Spells :

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.

Add Floor 160 : Voidsent

Spells :

Infatuation : Large circle AoE around the launcher. Deals heavy damage.

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 161 - 169EasyEasy Sight No
Deep Palace Pteranodon 166 - 169EasyEasy Proximity Yes
Deep Palace Lindwurm 161 - 165EasyEasy Sight No
Deep Palace Croc Cleave/double autoattacks and are very bursty. 161 - 165CautionEasy Sight No
Deep Palace Diplocaulus 166 - 169EasyEasy Proximity No
Deep Palace Archaeosaur 161 - 169EasyEasy Sight No
Deep Palace Wivre Cleave/double autoattacks and are very bursty. 161 - 169CautionEasy Proximity No
Deep Palace Vinegaroon 161 - 165EasyEasy Sight Yes
Deep Palace Triceratops Cleave/double autoattacks and are very bursty. 166 - 169CautionEasy Proximity No
Deep Palace Tursus 161 - 169EasyEasy Sight Yes
Deep Palace Sarcosuchus 161 - 165EasyEasy Sight No
Yulunggu

Boss Floor 170 : Yulunggu

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).

Spells :

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.

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 171 - 175EasyEasy Sight No
Deep Palace Black Coeurl 176 - 179EasyEasy Sight No
Deep Palace Bandersnatch Cleaves/double autos. Be careful when solo. 171 - 175CautionEasy 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 - 179ImpossibleCaution Sight No
Deep Palace Dhalmel 171 - 175EasyEasy Proximity No
Deep Palace Lion Cleaves/double autos. Be careful when solo. 176 - 179CautionEasy 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 - 179ScaryEasy 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 - 179CautionCaution 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 - 179CautionCaution 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 - 175CautionCaution 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 - 179CautionCaution Sight Yes
Dendainsonne

Boss Floor 180 : Dendainsonne

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.

Spells :

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.

Add Floor 180 : Dendainsonne

Spells :

Maelstrom : Large circle AoE around the caster which pulls all nearby enemies to its center and deals damage.

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 181 - 185EasyEasy Sight No
Deep Palace Sprite Don't pull Sprites on ranged DPS/no sustain casters. 181 - 185EasyEasy 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 - 189ScaryEasy 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 - 189ScaryCaution 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 - 189CautionEasy 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 - 189ScaryCaution Sound No
Deep Palace Wamoura 181 - 185EasyEasy 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 - 185CautionEasy Sound No
Deep Palace Vindthurs 181 - 189EasyEasy 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 - 189ImpossibleScary 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 - 189ScaryScary Proximity Yes
The Godfather

Boss Floor 190 : The Godfather

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.

Spells :

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.

Add Floor 190 : Remedy Bomb

Spells :

Hypothermal Combustion : Self-destruction of the bombo that consumes all health points to inflict enormous damage on all enemies in the arena.

Add Floor 190 : Giddy Bomb

Spells :

Hypothermal Combustion : Self-destruct the bombo that consumes all health to deal damage and freeze in an circle AoE telegraphed around the caster.

Add Floor 190 : Lava Bomb

Spells :

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)

The Godfather

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. 191 - 194CautionEasy 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 - 199ScaryCaution Sound Yes
Deep Palace Hippogryph He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel. 191 - 195CautionEasy Sight No
Deep Palace Gourmand He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel. 197 - 199CautionEasy Proximity No
Deep Palace Bicephalus He hits really hard with his cleave/double autoattacks. Don’t try to fight him solo without Steel. 191 - 199CautionEasy 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 - 199CautionCaution Proximity No
Deep Palace Mummy 191 - 195EasyEasy Proximity No
Deep Palace Trap 191 - 195EasyEasy 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 - 199ScaryCaution Proximity No
Onyx Dragon Evil Eye (red eye mechanic) is a one shot, so make sure to look away. 193 - 199EasyEasy 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 - 199CautionCaution Sight Yes

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