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Leviathan

Note to returning players: bosses have been updated to fit the roaming mechanic. However, Protector's shrines will still spawn their respective Protector and now follow instance mechanics (autoloot and healing) as well. See below for more information.

For information on content released since 2019, please consult the New Content Guide.


Welcome to the Initium Boss Hunting Guide!

This page's purpose is to hopefully give players all the information they need to find and fight bosses and also to help them understand the mechanics as well. This page is being revamped in an attempt to remain relevant in the evolving meta of Initium.

Thanks to all the people who made this guide possible, including but not limited to: Mutednight, Inceptive, Batmal, ahh damn, Nakeen, Caroline and many more!

Extra big thanks to Vocandin for pioneering the original guide.

Bosses to Add[]

For wiki contributors, this list contains bosses that have not yet been added to this Guide.



Boss Mechanics[]

There are two different kinds of bosses (and enemies in general): Roaming enemies and Instances.

Roaming enemies are found by Exploring, or by creating/defending a campsite. Roaming bosses spawn the same way as any other roaming enemy, but with a much lower chance to encounter, generally 1% - 2%. Roaming enemies and bosses despawn in 48 hours if they haven't been damaged and if no players died in the combat site. You can run from a roaming enemy and they won't regain health.

Instances are locations, basically dungeons, that are full of pre-spawned mobs and that must be cleared by the player. The boss is generally found at the end of the dungeon. Instances respawn on a timer, and the mobs generally don't despawn. If you run from an instance enemy, it will heal to full HP. If you die, the enemy will collect your gear and have to be killed to get your gear back.

Only one player can be in combat with a given instance enemy - others won't be able to engage this enemy until you run from it or die. When an instanced mob is killed, it dies for everyone and will only respawn when the timer is up. You can't go into an instance while partied, but you can team up with others to clear it, or multi-tab to clear it as several characters at the same time.

There are also raid bosses and armies, both of which are temporarily spawned during events and don't appear in normal gameplay outside of events. Once they're killed, they're gone. The player who did the most damage to a raidboss usually gets a unique item as a reward. Raidbosses and armies block your path like instances, but they don't heal when you run from them, and multiple players can fight them at the same time.

Encounter Tips and Tricks[]

  • Always get pumped! The Pumped buff, which you get for 60 seconds after killing a mob while at full health yourself, gives big increases to all 3 stats. Use low HP monsters to stack up Pumped buffs, and any boss fight will be considerably easier.
  • Most bosses have very low spawn rates, usually about 1/50 to 1/100 from experience. Players will often go hours without finding a given boss and then go on to find that same boss multiple times within the same hour. It's all luck, so don't get too discouraged if you find yourself on a dry streak.
  • As monster activity depletes, finding monsters gets harder. When it reaches very low or none, consider leaving the area for a bit to let the monsters replenish. Activity goes up at every server tick (about every 10 minutes).
  • Beware of disappearing monsters. ~48 hours after spawning, any combat site with a full health monster or a gold-less dead body will despawn unless a player is fighting it or has died to it. If you don't want a combat site to despawn, hurt the enemy, or leave the gold on the enemy corpse.
  • The "Leave and Forget" option at a combat site will permanently delete the combat site and any loot inside it if the gold has been looted from the mob and if there are no player characters inside (dead or alive).
  • Please clean up old sites! Collect all gold, leave-and-forget once you're done with the site. Old combat sites pollute the area and make rescues harder.
  • You can hide combat sites by clicking on the red X next to them. If the combat site isn't deleted (following the conditions explained above,) you can see the site again by clicking 'Show hidden paths'. Look through the newly appeared list of combat sites to find the right one.
  • Always refresh the page after picking up items as sometimes the item won't actually be looted, even though it seems to have been looted. Check your inventory to make sure your loot has been collected before leaving a combat site. Also, if an enemy didn't drop anything when it should have, use the "Loot stuck on monster" option in the "Help, something's wrong!" menu.
  • Other players can find your combat sites and steal your loot. To mitigate this, an honor system called the Boss Claim System is upheld by the majority of players.


Roaming Bosses[]

Juvenile Turtlespawn[]

Weak to: Bludgeoning damage

Deals: Piercing and Slashing damage

Found at: Concealed Cavern and Claw Marked Cavern

Drops: Sharp Claw, Reinforced Shell, Turtlehide Sandals

Strategy: The Juvenile Turtlespawn is a very easy boss, some would say the easiest boss in Initium. Still, it can hit for up to 20 on both of its dual-wielded weapons. Wear at least Boggart armor, or ideally Scale Armor. Any weapon will do. Make sure you've got a camp up, and run when you're below 30 health.


Yeti[]

Weak to: Piercing damage

Deals: Bludgeoning / Piercing damage

Found at: Grand Mountain Summit, Frozen Cavern

Drops: Spiked Fists of the Yeti

Strategy: The Yeti has a high amount of health, does low damage (rarely over 20) and frequently blocks damage from your attacks. Players who have multiple characters can grind their stats effectively on this boss by using cheap equipment with high dexterity penality and high block chance (like Padded Platemail and Tower Shield or Heavy Steel Shield), allowing them to miss their swings often and get more stats per Yeti.

Players should still be careful when grinding the Yeti. Frost Giants (rarely equipped with the Hailstorm epic) are strong monsters found in the same locations as Yeti.


Baron Cricketon[]

Weak to: Piercing damage

Deals: Bludgeoning / Piercing damage

Found at: Cricketon Cave and surrounding locations

Drops: Sword of the Barony

Strategy: Baron Cricketon is one of the first bosses the player will probably fight. Despite his imposing presence, Baron Cricketon is not a very difficult boss to defeat. Use Padded Chainmail or similar for an easy victory. Beware the other mobs that spawn in the area, they can be quite annoying.


Long Dead Incinerator[]

Weak to: Bludgeoning damage

Deals: Piercing damage

Found at: Castle Grounds, Castle Courtyard, Castle Grounds: Trail, Ruined Abode

Drops: Small Coin Pouch, Frayed Shroud

Strategy: Long Dead Incinerator is one of the easiest bosses, dealing only up to 30-ish piercing damage on crits. A decent set of Scale Mail will work well against him, and use a Nortion Battleaxe or other easy to get bludge weapon to guarantee an easy victory.


Handmaiden of In'Darill[]

Weak to: Piercing damage

Deals: Bludgeoning / Slashing with axe, and Piercing with corvo

Found at: Almost any place with the word "Forest" in the name, notably Dense Forest and High Road: Dense Forest.

Drops: 2 pieces from: Handmaiden's Corvo, Handmaiden's Sagaris, Handmaiden's Leggings, Handmaiden's Corslet. Handmaiden's Chestpiece, Handmaiden's Boots. And rarely the Handmaiden's Agimat.

Strategy: If you're a new player that doesn't have boss gear yet, it's better to run from her for now. Her main weapon is usually the Sagaris - basically a 36-48 max Nortion Battleaxe. Her offhand, the Corvo, has lower damage, usually about 20 max, so a good Full-Plate could work against her, though an armor set with at least A/A/A resists is much better, like a Frayed Shroud from the Long Dead Incinerator.


Monstrous Orc Shaman[]

Weak to: Piercing damage

Deals: Bludgeoning damage

Found at: Mystic Temple Ruins, Overgrown Path, Northern Hills

Drops: Orc Shaman Staff, Ornate Orcish Helmet

Strategy: Orc shaman is a long fight, his health goes as high as 400s, and he uses a mana shield, which blocks any damage for around 8. He does not usually hit harder than 30, but heal often. 2 handed piercing weapons can do a quick job of him, or Rapiers but those break very quickly.

The staff dropped is quite a decent farming weapon, it may seem low damage but it has great defense, good durability and can potentially hit for 40 with a high enough strength bonus. The helmet is great for early-game and a good roll can serve you well into mid-game.

When hunting for shaman, keep an eye on Skeletal Scouts which can be seen equipped with a purple spear called Fate's Call, an epic weapon that deals piercing damage.


Giant Mutant Eel[]

Weak to: Any Damage

Deals: Piercing damage

Found at: Winding River (only at daytime)

Drops: Helm of the Mutant Eel

Strategy: Eel is usually a weak boss, but it sometimes deals up to ~40 on crits, so do take pierce armor to it - Scale Armor or Western Ranger Cuirass will do. On the upside, it barely blocks damage, so the fight is rather quick. The helm can sometimes roll decent, but it is very often outclassed by the Lizard Helm dropped by the nearby Lizard King. Eel can be found at daytime while looking for Protector of the River, which also spawns at the Winding River, and is replaced by the stronger Enraged Mutant Eel during the night.

IMPORTANT: If the Mutant Eel knocks a character out, that character will become zombified and thus not able to be revived. Fight this boss with extreme caution!


Enraged Mutant Eel[]

Weak to: Piercing/Slashing Damage

Deals: Piercing/Slashing Damage

Found at: Winding River (only at nighttime)

Drops: Boots of the Mutant Eel

Strategy: The Enraged Mutant Eel is a buffed up version of the Giant Mutant Eel. With both a Piercing attack and a Slashing attack, both capable of dealing damage in the 40's on a crit, this boss is not to be underestimated. Pierce+Slash armor such as Scale or Western Ranger Cuirass is mandatory. Sword of the Barony or Emerald Sword recommended for their high block chance. Can be found at Night at while looking for Protector of the River.

IMPORTANT: If the Mutant Eel knocks a character out, that character will become zombified and thus not able to be revived. Fight this boss with extreme caution!

Bulette[]

Weak to: Piercing Damage

Deals: Bludgeoning Damage

Found at: Cliffside Lookout, Rocky Path, Mountain Plains, Hobgoblin Tribe Campsite

Drops: Bulettehide Bracers

Strategy: The Bulette is a pretty easy boss, usually a quick encounter. He is weak to piercing damage and deals about 30-40-ish bludge on crits. Heal often and be cautious. He drops the Bulettehide Bracers upon defeat, a decent pair of gloves for early to mid game players. Generally not worth farming.


Colossal Crustacean[]

Weak to: Piercing damage

Deals: Piercing / Slashing damage

Found at: Aseridith Beaches (North, South, East, West), Hidden Cave

Drops: Pincer Shield

Strategy: An easy boss, with low stats and its damage generally not going over 40. Scale armor or a Western Ranger Cuirass works very well. The shield it drops is a very useful and versatile item, so kill the boss at least once.

While looking for it on the beaches, you can rarely find a Merman wielding an Epic blue trident called Wrath of Lotan, so keep an eye on the portrait.


Rock Golem[]

Weak to: Bludgeoning damage

Deals: Bludgeoning damage

Found at: Rolling Dunes, Strange Rock Formation

Drops: Granite Fist

Strategy: It has around 200 to 250 HP and starts with a very powerful Rock Toss attack that can 1-shot you if unprepared. The Rock Toss breaks after a few hits and he uses a weaker attack afterwards. Heal often.

The fists are an awesome weapon considering the very high block stats making it very good to farm nomads as it acts as a second shield against Shurikens.

While looking for it you can stumble upon Protector of the Dunes, so keep an eye out for it.


Rakken Queen[]

Weak to: Slashing damage

Deals: Bludgeoning / Piercing damage

Found at: Queen's Chambers and surrounding locations

Drops: Sherian Mace, Achula Skull, 1 to 3 Rakken Honey

Strategy: Unlike other bosses, the Rakken Queen has a massive health pool of around 1400, but little armor. The boss can hit for around 40 on crits. Don't get cocky, heal often.

Overall, the Rakken Queen is not a reasonably profitable boss to farm. The Rakken Honey provides a buff of +10% Strength and -5% Intelligence for an hour - we did the math and the item usually does not improve your DPS. Achula Skull is a good alternative to the Razor-Glass Shield or the Heavy Steel Shield, and on very rare occasions it can roll up to 58 block chance and 22 damage reduction. The Sherian Mace is usually comparable to a decent Warhammer dropping around 48 max damage, however, it has been observed to drop with as high as 72 or even 81 max damage - potential weapons for fighting the Desert Prince.


Lizard King[]

Weak to: Bludgeoning damage

Deals: Slashing damage

Found at: Lizardfolk Marshland

Drops: Emerald Sword, Lizard Helm, Lizard Fists

Strategy: Generally considered the gateway boss to the midgame. Usually not a tough fight, but beware of high rolled Emerald Swords - Lizard King has low stats but the sword often rolls 48+ max damage. Take good block chance gear (at least 88%, preferably 90%+ ) to help avoid lethal unblocked crits.

The fists and helm can both drop with very good stats and are great pierce/slash armor well into midgame and even lategame. The sword is also great because of its high defense, high average damage and durability.

You can look for Lizard King while killing Lizard Soldiers that may carry the epic helmet Grace of Il'Kalet; take note that it won't always be equipped so you have to kill the monster. On top of that they are among the best sources of gold dropping an average of 300 per mob with much less HP than dragons.


Protectors[]

Weak to: High damage

Deals: Slashing damage

Found at: Shrines (as an instanced boss) and near them as random roaming encounter.

Drops: Each protector drops one item from the Protector set, look on the map and wiki for more information.

Strategy as Instance: You have to kill the prot in one go, if you run it will heal back, same strategy as below but without getting hit.

Strategy as encounter: The fight is very straight forward, by having no weakness, any high damage weapon works, but swords are recommended because of the good slashing resistances. The protector damage reduction goes from 20 all the way to 40 so the worse you weapon is, the longer it takes (and if it's plains or jungle protector the dura is wasted as chest and legs takes 80% of the hits). As for their weapon, they can be as bad as 2d10 x1 or as good as 3d13 x3 (which very very rarely happens), so heal often.

While looking for protectors you can also side-farm some useful things:

Protector gear has potential to be extremely powerful armor, with the potential to have 100% block, 40 damage reduction and 0% dex penalty, making it some of the best overall armor in the game.


Centaur[]

Weak to: Bludgeoning damage

Deals: Slashing / Bludgeoning damage or Piercing / Slashing damage

Found at: Trail Head and Surrounding Areas

Drops: Enameled Glass Set, Razor-Glass Sword, Razor-Glass Mace

Strategy: The Centaur is a mid game boss. It can wield either the Razor-Glass Mace, which deals bludgeoning and slashing damage, or the Razor-Glass Sword which deals slashing and piercing damage. Check the portrait to see what weapon it's using. It is essential to have characters prepared for both scenarios, otherwise you may find yourself dead. Use bludgeoning weapons like nortion battleaxes, 40+ max damage is good.

Upon death, the Centaur drops a random two of the listed items. The Razor-Glass Mace is probably its most valuable drop, being a durable bludge/slash weapon with high average damage.


Guardian of Xolotl[]

Weak to: Slashing damage

Deals: Any 2 of Slashing / Piercing / Bludgeoning damage

Found at: Hall of the Guardian and surrounding areas

Drops: Guardian's Horn, one of Adventurer's Coif, Adventurer's Sabatons, Adventurer's Bracers

Strategy: Can hit pretty hard with both of its equipped weapons, with crits going up to 60+. Take armor that can cover any combination of damages and look at his portrait to see what he's using. Alternatively, just use Protector or Archmage armor. Heal often. Beware of ambushes from the strong mobs, they can crit you for 60 too.

Wilderness Vagabond[]

Weak to: Bludgeoning damage

Deals: Slashing / Piercing damage (Desert Saber) + Piercing damage (Eastern Parrying Dagger)

Found at: Nomad Camp Commons and surrounding areas

Drops: Desert Saber, Eastern Parrying Dagger, Desert Flower, Desert Gem, Shrouded Garments, Desert Greaves, Shrouded Helm, Snakeskin Shirt, Nomad Gloves

Strategy: The Wilderness Vagabond is generally not a hard boss fight. The boss has a 1-2 durability spell that absorbs any damage, and always blocks. Once the spell is broken, Vagabond becomes easy to kill, having minimal damage reduction. The saber commonly rolls 42 or 48 max damage and the dagger 12 to 20 max damage.

Kelpie[]

Weak to: Slashing damage

Deals: Bludgeoning and Piercing damage

Found at: Sacrosanct Headwaters and previous areas

Drops: Boots Of The Kelpie Men, Raw Kelpie Meat

Strategy: Use a half decent slashing weapon and prot armor for an easy win. Make sure to get pumps because the enemies in the area are really weak so theres no reason not to. Boots are an ok drop, the nice thing is they have no dex pen and are G/P/G so they're useful for clearing black forest. The meat is one of the very few items that restores health, and is the best one by far. As such it may be worth farming this boss if you plan on doing any instance where healing may take valuable time. If you are endgame and are farming this boss Il'Kalet armor and spear annihilates this boss in seconds with pumps and uses like 10 spear dura.

Angel of Death[]

Weak to: Piercing damage

Deals: Bludgeoning / Slashing damage

Found at: Cemetery Crypts (Hub, Large, Lower, Upper)

Drops: Death's Embrace, Crypt Key

Strategy: AoD is the Russian Roulette boss of Initium. The robes usually block 20 damage of any kind, and the weapon only has 5 extra block against slash or bludgeoning - your damage type doesn't matter much. Death's Embrace is weak on most hits, but has a VERY high crit multiplier with low crit chance. As long as you can kill the boss before it manages to roll a crit, you're good!

If your armor can block at least 30 B/S damage, you might survive a crit. Always heal if you're damaged.


Lich of the Wind[]

Weak to: Bludgeoning Damage

Deals: Slashing / Piercing Damage

Found at: Sacred Air Temple, Aviary

Drops: Staff of the Wind, Orb of the Wind

Strategy: Lich of the Wind is an extremely similar boss to the Angel of Death, except he does piercing/slashing instead of bludgeoning/slashing. The Staff of the Wind is an extremely deadly weapon, capable of rolling up to 180 max damage (5d6 6x). This makes the fight rather risky; a low roll staff is super easy to fight, but a very high roll staff will hit like an atomic bomb.

Using good anti pierce armor such as Western Ranger Cuirass, Lizard Helm and Gladiator Armor will make this boss not as deadly. Using a shield such as Heavy Steel Shield or Master Spell Book with a good bludgeoning weapon such as Guardian's Flail or General's Mace should make quick work of him.

If you are very rich, using a Prince Set with a Cryptic Quarterstaff makes farming the boss easy.

The boss also rarely drops the Orb of the Wind, which is a rare drop needed to enter the Shadow Temple.


Fallen Mermaid Priest[]

Weak to: Bludgeoning Damage

Deals: Slashing / Piercing / Bludgeoning Damage

Found at: Sacred Water Temple, Holy Sanctum, Sludge

Drops: Shark Tooth Shield, Orb of the Sea (rarely)

Strategy: The Fallen Mermaid Priest deals all 3 damage types, so Protector Gear or Archmage Robes are preferred. A 48+ max bludge weapon and a decent all-rounder shield such as Heavy Steel Shield will generally make for an easy time.

The Shark Tooth Shield is very similar to the Pincer Shield but rolls better 99% of the time - a respectable bludge/slash shield with many uses. The Orb of the Sea is a rare drop needed to enter the Shadow Temple.


Overlord of the Flames[]

Weak to: Slashing Damage

Deals: Slashing / Piercing / Bludgeoning Damage

Found at: Sacred Fire Temple, Lava Tube

Drops: Demonic Fist, Demonic Armor, Orb of Flames (rarely)

Strategy: Similarly to General Roxex, the Overlord of the Flames is a glass cannon capable of dealing all 3 damage types. Good prots are essential. His demonic armor is weak to slash damage, so a well rolled Protector's Sword (60+ max) is generally considered the best bet. However, because his Demonic Fist blocks often and is weak to bludge, a bludge/slash weapon like an Axe of Na'Kareth will kill him much quicker, at the cost of your own defense.

Whether you take an offensive or defensive route is up to you and how confident you are in your armor. Due to Overlord's very high stats and frequent dual attacks it is recommended to play very conservatively and heal any time you take damage. His demon armor is sometimes awesome, sometimes poor, but most of the time it is a decent B/P armor choice. The Demonic Fist is one of the best weapons in the game with its high average damage and excellent defensive stats. So far we've seen it roll up to 90 max damage, frequently in the 60-75 max range. Good Demonic Fists are potential weapons for fighting the Black King.

The boss also rarely drops the Orb of the Flames, which is a rare drop needed to enter the Shadow Temple.


Abaddon the Destroyer[]

Weak to: Bludgeoning Damage

Deals: Piercing / Bludgeoning Damage

Found at: Sacred Earth Temple, Echoing Scream, Inferno

Drops: Stone Skin Shirt, Abaddon's Claws, Orb of the Earth (rarely)

Strategy: Abby is challenging boss, very similar to Dragon Lord but arguably harder. Multiple partied characters wearing decent Xarukian Ornamental Armor or high BC/DR prots are recommended to fight this boss along with a high roll General's Mace or any other 60+ bludge weapon with good average damage. For shields, Visionary's Grimoire is likely the best accessible option.

The Stone Skin Shirt rolls similar to the Dragon Blood Shirt, except it's A/E/A. Abaddon's Claws is a 3-in-1 weapon/shield/gloves item. Dealing 54+ pierce/slash damage and boasting high defenses and a Strength modifier, they're all-around a very good option against many midgame bosses.


Aseridith Marksman[]

Weak to: Bludgeoning damage

Deals: Piercing damage

Found at: Aseridith Guard Tower and surrounding areas, all Aseridith Outer Wall locations

Drops: Western Ranger Cuirass, Dragon Hide Vambraces, Composite Longbow

Strategy: The Aseridith Marksman has high dexterity and intelligence, meaning that almost every attack will be a critical hit. The Composite Longbow can roll exceedingly high, sometimes surpassing 80 max damage, but most often dropping around 45-54 max. For a first kill, Scale Armor with at least 90% BC and 15 DR is recommended, as well as a 48 max or higher weapon. Heal often.

The Western Ranger Cuirass is a staple to entering the midgame, often the first midgame-viable chest/legs armor a player will acquire.


Aseridith Commander[]

Weak to: Bludgeoning and Piercing damage

Deals: Piercing damage

Found at: Aseridith Commander's Quarters, Aseridith Fort Tower 1, Aseridith Fort Tower 2, Aseridith Fort Barracks, Aseridith Fort Inner Gate

Drops:Gilded Rapier, Aseridian Heavy Plate, Mithril Alloy Shirt, Large Chest, Arena Ticket

Strategy: The Aseridith Commander can hit you very high, with crits often dealing up to 60 damage, but his own armor is weak. His Aseridian Heavy Plate is weak to Piercing, but his other armor and his Gilded Rapier are all weak to Bludgeoning. For a first kill, a good weapon is a 40+ max Jungle Macuahuitl, or, if you have one, a General's Mace will kill him very quickly. For armor, a Western Ranger Cuirass from the nearby Aseridith Marksman is a great option, as well as Boots of the Mutant Eel, a Lizard Helm and Lizard Fists.

The Gilded Rapier usually drops as a 54 max, but can potentially roll up to 120 max. Do not underestimate how hard he can hit you.

Aseridith Commander has a chance of dropping the very sought after Arena Tickets. It seems around one in three commanders will drop one.

While farming the boss, be on the lookout for Aseridith Shieldbearers sporting the epic Shield of Evalach.


Archmage[]

Weak to: Bludgeoning damage (if red book), Any high damage (if blue book).

Deals: Bludgeoning / Piercing / Slashing damage

Found at: Archmage Quarters, see the Archmage page for the rest.

Drops: Archmage's Robes, Master Spell Book or Ancient Spell Book

Strategy: Archmage is a less armored protector, but deals all 3 damage types. Can crit up to 60, rarely 70 damage, so heal often. Use A/A/A gear and high damage weapons. If he's using a red book, use a bludge weapon; if he's using a blue book, just hit him with the highest damage weapon you have. Try to kill him as quickly as you can so that the book drops with more dura left - this is especially true for the blue book.


Master Of Aphelion[]

Weak to: Bludgeoning and Slashing damage

Deals: High Piercing and Piercing / Slashing damage

Found at: Aphelion Grand Sanctum, Grand Sanctum Entrance, Sanctum Passageway, Majestic Corridor.

Drops: Shiv of the Starry Seas, Aphelion Plate, Lunar Shard, and one other piece of her set.

Strategy: Dark Matter Darts will hit you like a tank on steroids in the start of the fight, but they break after a few hits. It's best to have a character you don't mind losing equipped with powerful Piercing armor and two shields and tank out the Darts until they break. Western Ranger Cuirass, Dragonbone Tower Shield, and similar equipment will help survive the onslaught. Once the dart breaks, she only has her shield and her blade, both of which are much less menacing. Her magical Shield blocks bludgeoning damage but is weak to slashing, while the rest of her gear is weak to bludge (except gloves which are A/P/E). Use an Axe of Na'Kareth or similar to finish her off.

The shiv can drop anywhere from 36 max to potentially 90 and beyond, usually around 48 or 56. It gets most of its damage from the high crit multiplier. The armor can sometimes be nice, rolling high block chance often, but commonly with a high dex pen.

Also note that the boss crits a ton. Be prepared.


Na'Kareth[]

Weak to: Piercing damage

Deals: Bludgeoning / Slashing damage

Found at: Shrine of Na'Kareth, all other areas inside tomb.

Drops: Two pieces of the Na'Kareth armor set.

Strategy: Na'Kareth has very high stats and a scary weapon. Heavily armored with 20+ DR items, he is weak to piercing damage on all pieces except boots which are P/G/E. For a smooth fight, a 60+ max damage weapon is recommended, preferably something with a high critical chance.

Devourers work somewhat well for getting Pumped buffs and can also drop the epic ring Varito's Ire. Na'Kareth is notorious for being an annoyingly rare spawn; if the activity drops to none everywhere, you can try farming the nearby Archmage or just killing off your Driders and Devourers while the areas replenish.


Dragonlord[]

Weak to: Bludgeoning damage

Deals: Bludgeoning / Piercing damage

Found at: Smoldering Mountain and Cinder Plains surroundings.

Drops: Dragon Blood Shirt, Dragon Blood Greatsword

Strategy: Dragonlord is a high tier boss, it has the deadly combination of bludgeoning / piercing which makes anything that isn't Protector Gear, Archmage Robes or Paladin Armor almost useless, Spiraling Stone are also recommended as shield along a good Warhammer or Battleaxe. It's weak to bludgeoning and has high hp of around 450s. Never fight it solo as the high dexterity will make running from it a quick death.

The shirt is among best shirts in the game, and the sword makes for a great farming weapon due to the exceptional blocking capacity. It's also great for killing protectors, and with a max roll of 3d8 can be even used against Dir'Thelien if careful!


Guardian of Xaruk[]

Weak to: Piercing damage

Deals: Bludgeoning damage

Drops: Guardian Chain, Xarukian Full-Plate, Guardian's Flail

Strategy: The Guardian of Xaruk is not a very difficult boss. He has around 100 hp and doesn't resist much damage; a 48+ max rapier will kill him quickly. The Flail is usually nothing special at around 48-54 max damage, though it has been observed to roll up to 88, so it is best not to underestimate the boss regardless.


General Roxex[]

Weak to: Slashing damage OR a combo of Slashing / Piercing

Deals: Piercing / Slashing and Bludgeoning / Piercing damage

Found at: Barracks and surrounding locations.

Drops: Xarukian Ornamental Armor, General's Mace

Strategy: General Roxex is a glass cannon, not resisting much damage but with very deadly attacks of his own, dealing all 3 damage types, and thus it is not a very good idea to fight him unless you have a couple characters in good protector armor. He dual wields two weapons; his first is the General's Mace, which is a powerful bludgeoning/piercing weapon averaging around 52 max damage. It is capable of rolling from 2d11 x2 to 3d16 x3, though both 3d and x3 General's Maces are exceedingly rare, with only a handful existing despite many people farming this boss.

The other weapon he wields does not drop, but it is a very deadly Dagger that deals piercing/slashing damage and crits often. Many compare it to the epic weapon Thorn.

When fighting General Roxex, it is recommended to have multiple characters in full sets of protector armor. High-defense slashing weapons such as the Protector's Sword, Emerald Sword or a Knight's Longsword are highly recommended. If you are rich, you can opt to use a Sword of the Black King which absolutely demolishes General Roxex, though some may consider it a waste of durability.

Despite the General's main armor being weak to slash, all of his auxiliary armor is weak to piercing. Therefore, a piercing/slashing weapon will kill him the fastest; however, given Roxex's insane damage output, it might not be wise to switch to a P/S weapon that has less blocking capabilities than your Slashing weapon. A weapon such as a Demonic Fist is probably close to the best weapon for Roxex, dealing piercing and slashing and having very good blocks. If you feel you can afford its low defense, the epic weapon Thorn can also be a decent choice due to its high crit chance.

Aseridith High Priest[]

Weak to: Slashing damage

Deals: Bludgeoning damage or Bludgeoning/Piercing damage

Found at: Fort Entrance (aser), Fort Junction, Old Fort Landing

Drops: Conviction, Atonement

Strategy: Priest is weak to slash, which makes finding a good weapon for him fairly easy, but his armor is quite strong - using 60+ max damage is ideal. A high roll Protector's Sword would suffice, but higher tier gear is always welcome. You should aim for 95 block chance and 20 damage resist or higher on your armor. Arena gear works best for this boss, using Combatant 's Set or Paladin's Set for the two different damage types the priest can deal.

He always wields conviction, which he also drops, in one hand. In the other, he will wield either a weapon called Searing Gleam or Piercing Revelation. Gleam will deal bludge damage, while Revelation will deal piercing damage. Although the priest is cloaked, you can make the distinction by attacking him in your bludge/pierce resistant armor and reading the combat logs.

The Priest fight sucks, but nothing sucks as much as getting Pumped buffs for the fight. The monsters around him are all very powerful, such as the Griffin and other neutral monsters which deal Pierce and Slash, forcing you to re-gear to get pumped off of them.

A healing spot is fortunately fairly close to the High Priest's spawning areas. Heal a lot, be very careful and pray to Ray that you get a good drop.


Leviathan Spawn[]

Weak to: Slashing / Piercing damage

Deals: Bludgeoning damage

Found at: Maelstrom, Fisherman's Ferry

Drops: Diamondscale Casque, Diamondscale Greaves, Pink Leviathan Scale

Strategy: The Leviathan is the latest creation from the cold heart of Papa Marsh. It is a rather challenging boss, being able to destroy players in end game gear from full HP. Notorious for doing 90+ bludgeoning damage on critical hits, it is NOT recommended to fight this boss unless 1) you have a deathwish or 2) you have multiple characters in full Na'Kareth or Combatant armor.

Be wary of Levi ambushes at Maelstrom! He spawns there very often, always switch to bludge gear when traveling through the location!

[9:09] CountZero: Add: he is kind of an asshole.


Tectonic Horror[]

Weak to: Piercing Damage

Deals: Bludgeoning/Piercing Damage

Found at: Kujir Marsh

Drops: Metamorphic Sludge

Strategy: Full protector armor or armor with high B/P Damage Reduction and Block Chance. The Horror wields two weapons, one dealing bludgeoning and the other piercing, therefore E/A or A/E is better over A/A. Weapon can be any piercing weapon with high damage, ideally over 40 as the Horror's hide can frequently block 20s.

Shield recommendations: Visionary's Grimoire

Simb'A[]

Weak to: Bludgeoning damage

Deals: Piercing/Slashing Damage

Found at: Camp:_Tribal_Campsite, Savannah, Wasteland Overlook

Drops: Cloak of Simb'A, Glaive of the Lion, Brown Token

Strategy:

Western Range Cuirass along with Lizard King auxiliaries works well. For weapons, use of a 48+ maximum damage bludgeoning weapon is recommended.


Vipsanus Marus[]

Weak to: Bludgeoning/Piercing damage

Deals: Slashing or Very Strong Slashing Damage

Found at: Vipsanus’s Lab, Vipsanus’s Quarters, War Room

Drops: Vorpal Blade of Vipsanus, Legend (Rare, Legendary item), Lord’s Visage, Plate of the Conqueror, Leggings of the Conqueror, Victor’s Grasp, Steel WarbootsTunic of Fleeting Whispers, Shield of the Ancients, Locker.

Strategy: Vips is a high-stat sword boss that has a chance of being very strong. Wielding a vorpal blade that *could* roll very high, you might want to take a few precautions. The hardest part is probably finding a good weapon for Vips. Your best options are Witching Hour or General's Mace and either Shark Tooth Shield or another good slash resist shield. High rolls of elven bow shred but they're very hard to get. For armor you have options. Low dex Aseridian Heavy Plate, Gladiator's Armor, Most of vip's drops, and many more have all been tried and tested. The best shirts for vips are MoA's, Dragonblood, Tunic of Fleeting Whispers, and Fey Wings. If a partially strong normal spawn or a legend spawn appears, refer to the next strategy.

Strategy for Legend: Vips has an estimated 1/20 (Nerfed from 1/20 to an unknown amount) chance of wielding the powerful sword Legend, as well as the Vorpal Blade sometimes rolling to the moon. With this Vips goes from pretty strong to terrifying. Luckily legend also only deals pure slash. Black King armor with Desert Prince gloves should prove a good defense alongside the shirts above or Python Scale Tunic or even Glacial Pelt if you have one. Despite legend blocking B/P, it's probably still the best weapon type. Well-rolled general's mace or Fury of Xolotl are your main options. Catastrophe of Truth is the best by far, but you have to defeat triton to obtain it. For shields, Final Favor is the best case scenario, but dragonbone or another excellent slash resist shield will do the trick. You might even want buff items, such as Mysterious Berry, Balm, Stew, and of course be well rested with triple pumps.

A note: Legend will only be equipped if it has higher max damage than the vorpal blade. Normally, the vorpal blade rolls pretty low compared to legend. But it can roll up to ~126 max, which is way higher. A good way to tell if the sword is high roll is to have a runner alt get crit by vips. If the crit is a x2, then the boss cannot have legend, because a x2 sword is almost impossible to roll higher than legend. If the sword is x3, then it is possible for the boss to have legend.

If you do defeat a legend vips, congratulations! You now have access to one of the strongest weapons in the game. Best place to use it is probably against Il'kalet, but there are other good places to use it.


Dir'Thelien[]

Weak to: Bludgeoning damage

Deals: Bludgeoning/Piercing damage

Found at: Elven Grove

Strategy: 'Marcus sent you' is the safe option.

Created to be a challenge for veteran players to test their skills and their luck, Dir'Thelien is a very formidable foe, capable of dealing 40 damage from his strength bonus alone, and sporting high dexterity and intelligence. It is highly recommended to bring multiple geared characters to the fight as deaths are common.

Despite his weakness to bludgeoning type damage, it is recommended to choose weapons with a significant block chance and damage reduction - usually this will be Slashing type weapons - as survival is your first priority when fighting Dir'Thelien: Sword of the Black King, Protector's Sword, Knight's Longsword are all good options At a higher risk, strong Bludgeoning or bludge/pierce weapons can also be used.

The bow doesn't often roll well, and drops around 36 max are common, though it can and has rolled up to an astounding 140 max.

The Rope is used for accessing the Underdark, where one can find the Drow High Sorcerer and the Frost Giant Shaman.


Instance Mechanics[]

All players should be aware of the following, keeping in mind that Player Controlled Areas follow some of these rules:

  • All battles within an instance are one on one combat. This means monsters cannot be fought as a party.
  • Instanced monsters will return to full health only if you run away from. However, instanced monsters will not heal if someone dies to it.
  • Autoloot: Items are automatically moved to your inventory should you win an instance battle and the same goes for your opponent. Beware of being overburdened, if you are, the loot will drop at the ground wherever the monster is (instead of at your feet like the text states).
  • With the exception of Player Controlled Areas, exploring inside instances is a fruitless task. Monsters will instead block your attempts to move locations. Before you can move to a location being blocked, you must kill all instance or army monsters located in that area.
  • Player Controlled areas excluded, instance areas respawn their monsters when the server ticks after the timer runs out. When the message below chat reads "Reinforcements will arrive at any moment! If you do not vacate the premises before they arrive, you will be forced out!", it means that the next server tick will cause the monsters to respawn.
  • Players located inside instances will be sent back to the instance's entrance should they be inside a given area while monsters are respawning.
  • Once that countdown reaches 0, it will be shown as: "Reinforcements will arrive at any moment!. If you do not vacate the premises before they arrive, you will be forced out!".
  • Server ticks happen every 10 minutes. Combat sites will despawn and the monster activity will rise a bit every time the server ticks. As well, players will be kicked out of instances that are at a countdown of 0 upon the tick.
  •  (NEW!) Item filters have been added, and can help negate the risk of being overburdened.

Instances[]

Hobgoblin Warmonger[]

Weak to: Bludgeoning / Piercing damage

Deals: Bludgeoning damage

Found at: Hobgoblin Tribe Campsite

Drops: Masterwork Leather Armor and Cloak, Cat O'Nine Tails, Studded Gauntlet

Strategy: The Warmonger is inside a short instance, it has a small health pool but the Cat O'Nine tails can crit quite hard so beware. It respawns 30 minutes after being killed.


Goblin Leader[]

Weak to: Slashing damage

Deals: Slashing / Bludgeoning damage

Found at: Goblin Tent

Drops: Xarukian Bardiche

Strategy: The Goblin Leader is a relatively easy boss to fight. Grab a decent slashing weapon and go to town. However, Bardiches can very rarely roll extremely high, so fight with caution.


Ragnar the Cruel[]

Weak to: Bludgeoning damage

Deals: Bludgeoning / Slashing damage

Found at: End of Bandit Hideout instance

Drops: Two-Step Greaves, Pristine Red Scale Armor

Strategy: The enemies in his instance are weak to slashing damage and deal potentially large amounts of bludgeoning damage, with a small amount of piercing damage. Padded Platemail or Padded Chainmail is highly recommended for this instance.

As for Ragnar himself, he is a fairly easy boss, not much harder then the Enforcers that precede him. He deals a mixture of bludgeoning and slashing damage, so using a Full Plate or equivalent is recommended. Due to him being weak to bludgeoning and the enforcers being weak to slashing damage, it is highly recommended to bring a Battleaxe.


In'Darill[]

Weak to: Bludgeoning damage

Deals: Bludgeoning / Piercing damage

Found at: End of Feeder Stream Instance

Drops: Norwood Armor Set, Norwood Bow

Strategy: In'Darill can be a deadly boss, dealing the infamous pierce/bludge combo. However, the Norwood Bow does not roll particularly high, making this boss trivial for anyone well prepared.

In'Darill has a respawn time of 3 hours.


Raptor Spinner[]

Weak to: Piercing damage

Deals: Piercing / Slashing damage

Found at: End of Feeder Stream Instance

Drops: Raptor Carapace Shield, Raptor Eye Ring

Strategy: The Raptor Spinner is a very easy boss. You can use trash to decent anti pierce gear and Macuahuitls to do well against this boss. Use the same against all the mobs leading up to the spinner.

The Raptor Spinner has a respawn time of 2 hours.


Boggart Chieftain[]

Weak to: Slashing damage

Deals: Bludgeoning damage

Found at: The end of the Ratagural Swamp intance

Drops: Boggart Chieftain Staff, Boggart Chieftain Headdress, Boggart Chieftain Robe

Strategy: The Boggart Cheiftan is found at the end of the Ratagural Swamp instance. He is not a very hard boss, although his staff can roll quite high. Wear decent anti bludge armor and bring a decent slashing weapon for an easy time against this boss.

The Respawn Timer for this boss is 3 hours.


Troll King[]

Weak to: Bludgeoning damage

Deals: Bludgeoning damage

Found at: Last room of Troll Caves

Drops: Helm of the Troll King, Mithril Chain Shirt, Light Mace of the Troll King

Strategy: Troll King is one of the most profitable bosses if you are persistent in clearing the cave towards him, which can take quite a while killing Troll after Troll. On top of his awesome loot, which are very good mid-game helmet, the best overall shirt for a long time and a very good crit chance, high durability mace (which can't drop worse than 2d7), it can drop up to 24k gold.

To get to him simply keep bashing trolls (which is also an awesome way to level stats). you can't party here but multiple people clearing speeds up the process by a lot, there are 2 rest spots on the way. When in the hub, head towards "Smithy" then when on the corridor turn right. Full-Plate is highly recommended or any very good block armor against bludgeoning. Also beware that if you die on Troll Caves your body will mostly likely be buried with very small chance to be rescued.

If you get to his room and it's empty, check the timer below to see when it will spawn, then try to time it so you get back to his room after he has spawned, have in mind there may be up to 10 minutes added to respawn time as explained on the beginning of the guide. Once you kill it once, you can "chain" all spawns with no problems.

TK room is one way, so once you go in you can't cheat and step one room back to avoid getting kicked.


Shadow Master[]

Weak to: Piercing(Chest/Legs), Slashing(Boots)

Deals: Slashing

Found at: Narrow Stairway

Drops: Shadow Kodachi, Night Crawlers

Strategy: Wear some good slashing armor such as a good Full Plate or Aseridian Heavy Plate. A high damage piercing weapon will be your weapon of choice.

Respawn Time: 7 hours


Aseridith Executioner[]

Weak to: Bludgeoning

Deals: Bludgeoning and Slashing

Found at: Aseridith Dungeon

Drops: Executioner's Axe, Bloodied Hauberk, Onyx Chain

Strategy: The Aseridith Executioner is not a tough fight. He can hit up to 60 with his axe, but that is uncommon.

Protector armor works best for clearing the instance, so you might as well fight him in the same prots, though good Na'Kareth or Combatant armor is preferred. Bludge weapons work well against him but a Bludge+Pierce weapon will deal the most damage.

The Bloodied Hauberk and the Onyx Chain are excellent drops and you should fight the Executioner at least once.

Respawn Time: 52 Hours

The Volantis Arena[]

The Arena is an endgame Boss Rush style instance with five bosses you must defeat in a row. After each boss, you can opt to leave and collect your rewards. With each consecutive win, you will get more loot. The Volantis Arena requires one Arena Ticket to be given for each run of the arena.

Some tips: There is a 1hp "Arena Custodian" in every room that doesn't house a boss, which can be used to get the pumped buff to quickly deal damage to the next boss.

As well, to make sure that the next boss has spawned, you can click "Enter the Pit". If the moving location animation shows up saying "Walking towards Arena Pit", there is no boss currently in there and you need to cancel the action, otherwise your ticket will be a waste. At this point you can either wait for the boss to respawn or leave and collect your reward.

The room inbetween bosses has a respawn time of 45 minutes, and each boss room has a respawn time of 15 minutes.


Magnar the Bloodthirsty[]

Weak to: Bludgeoning damage

Deals: Slashing damage

Found at: Volantis Arena - 1st Boss

Drops: Proof of Victory

Strategy: Magnar the Bloodthirsty is the first arena boss. Wielding a Gladius and a heavy Shield, he is not to be underestimated despite wearing nor shirt nor chest armor.

Magnar deals pure slash damage, which can go fairly high with strength bonus.

As long as you wear slashing-resistant gear, you will be fine, though due to the nature of the Arena, you will want the best slashing-gear to avoid taking damage.

He is weak to Bludgeoning damage. Use a good weapon to finish the fight quickly.


Loric[]

Weak to: Bludgeoning damage

Deals: Piercing damage

Found at: Volantis Arena - 2nd Boss

Drops: Proof of Victory

Strategy: Loric is the second arena boss. Wielding a Three Pronged Spear and a Shield, he is also armored everywhere bar on the hands. Despite doing less damage than Magnar, he is much more sturdy.

Loric deals only Piercing damage, and rarely hits above 40. As such, a good set of Scale armor+Heavy Steel Shield would perfectly work against him.

He is also weak to Bludgeoning damage. Due to having high defenses, a high damage weapon will be required.


Greybeard the Wise[]

Weak to: Any

Deals: Bludgeoning damage

Found at: Volantis Arena - 3rd Boss

Drops: Proof of Victory

Strategy: Greybeard the Wise is the 3rd arena boss. Much more deadly than Magnar the Bloodthirsty and Loric, he will often catch the unprepared off-guard. Boasting over 100hp, wielding a 2Handed spell and having a really good armor, he is not to be underestimated.

Greybeard deals only Bludgeoning damage, and can possibly hit for very high. 60 critical hits are not uncommon.

As such, wear the best Bludgeoning protection you have available. Na'Kareth set is a good choice if you have a full set available, else a good Padded Platemail could do the trick.

As he has no clear weaknesses, any weapon is suitable to face him. You should favor using Slashing weapons due to their innate high damage and defensive capabilities.


Retired Legionnaire[]

Weak to: Piercing damage

Deals: Piercing / Slashing damage

Found at: Volantis Arena - 4th Boss

Drops: Proof of Victory

Strategy: The Retired Legionnaire is the 4th arena boss. This boss is incredibly deadly, he will end you unless you prepare extensively for him.

High piercing damage is required for defeating this boss. Using a 72 max Rapier or Gilded Rapier is the absolute weakest weapon you can use. Better is recommended if you have it. Poweful versions of the epic weapon Thorn are also highly recommended if you have them. You need to bring a powerful shield as well, so two handed weapons are out of the question (Except Il'Kalet Spears and Wrath Of Bellezar, which are so powerful they bypass the need for a shield). The minimum recommended shield is a 2/50/15 Steel Kite Shield. Il'kalet spears can also be used and are very effective.

Due to the Retired Legionnaire's insane damage output, it is virtually impossible to defeat him without 1) Weekly boss armor(such as Desert Prince) 2) Very good legacy Protector armor or 3) top tier arena armor. This boss is not to be trifled with.

Side note: do not, under any circumstances, use rings or necklaces with negative damage resistance. You will get one shot.


Black Lord Kathius[]

Weak to: Piercing damage

Deals: Slashing / Bludgeoning damage

Found at: Volantis Arena - 5th Boss

Drops: Proof of Victory

Strategy: Dark Lord Kathius is the 5th and final arena boss. This boss is incredibly deadly, comparable to The Black King and The Imperial Desert Prince.

High piercing damage is required for defeating this boss. Using a 72 max Rapier or Gilded Rapier is the absolute weakest weapon you can use. Better is recommended if you have it. Powerful versions of the epic weapon Thorn are also highly recommended if you have them. You need to bring a powerful shield as well, so two handed weapons are out of the question (Except Il'Kalet Spears and Wrath Of Bellezar, which are so powerful they bypass the need for a shield). The minimum recommended shield is a 2/50/20 Pincer Shield or Shark Tooth Shield.

Due to Kathius's ridiculous damage output, it is virtually impossible to defeat him without 1) Weekly boss armor(such as Black King) 2) Very good legacy protector armor or 3) top tier arena armor. This boss is not to be trifled with.

Side note: do not, under any circumstances, use rings or necklaces with negative damage resistance. You will get one shot.

Once Kathius is defeated, congratulations! You have defeated one of the greatest challenges this game has to offer.

Group Raid Bosses[]

There are 3 respawnable raid bosses in game, created by Alteru. They have a respawn mechanic similar to instances; only one boss will appear every couple days. However, the timer is hidden and the boss appears in a combat site. It is worth noting that almost all the drops from this area were balanced


Sahuagin General - Deep Sea[]

General Notes[]

This boss is not really worth fighting. It requires a lot of time and resources for an extremely small payoff. Most of the drops from this boss roll terribly 99% of the time, and thus it is not worth fighting, let alone farming, this boss, unless you are aiming to kill every boss in game.

As well, there are a few tricks you can abuse in this instance. Firstly, if you have an alt that has NOT discovered the path from The Depths to Coral Reef, and then you explore with that alt and find coral reef, you will be entered into combat with an instanced enemy in Coral Reef, but upon defeating it, you are in Coral Reef. This allows for easy travel to the rest spot, and the ability to easily clear backwards.

As well, if you leave an alt inside the boss spawn room, you can camp the general and explore once every few days and find the given queen for that day, which allows you to stack up kills pretty quickly. Note that if you leave undamaged generals around for more than a few days, they will despawn.

Instance[]

Coming soon!

Boss Fight[]

Coming soon!


Naga Queen - Coral Reef[]

General Notes[]

This boss is not really worth fighting. It requires a lot of time and resources for an extremely small payoff. Most of the drops from this boss roll terribly 99% of the time, and thus it is not worth fighting, let alone farming, this boss, unless you are aiming to kill every boss in game.

As well, there are a few tricks you can abuse in this instance. Firstly, if you have an alt that has NOT discovered the path from The Depths to Coral Reef, and then you explore with that alt and find coral reef, you will be entered into combat with an instanced enemy in Coral Reef, but upon defeating it, you are in Coral Reef. This allows for easy travel to the rest spot, and the ability to easily clear backwards.

As well, if you leave an alt inside the boss spawn room, you can camp naga queen and explore once every few days and find the given queen for that day, which allows you to stack up kills pretty quickly. Note that if you leave undamaged queens around for more than a few days, they will despawn.

IMPORTANT: There is no path from the boss room back to The Depths. If the instance respawns while you're in the boss room, YOU WILL BE TRAPPED INSIDE. Take caution to bring enough gear to clear in and out. A good strategy is to wait inside the rest room and then clear back in if you're mid-fight with a queen and the second instance room is about to respawn.

Instance[]

The instance leading up to the Naga Queen is comprised of 4 rooms; an instanced room, then a rest spot, then an instanced room, then the boss fight room. There are no instanced enemies in the boss fight room, and no encounterable mobs except for Naga Queen. Throughout the two instanced rooms, a variety of enemies can be found, including Sahuagin Captains, Naga Witches and Primordial Slimes. Anti pierce armor, such as Gladiator Armor or Western Ranger Cuirass is recommended.

Boss Fight[]

Weak to: Slashing damage

Deals: Piercing Damage

Found at: Mystic Cave

Drops: A multitude of items

Strategy: The Naga Queen fight is not very challenging, although the queen appears very intimidating. The Queen has around 5000 hp, and is weak to slashing damage. She deals medium amounts of piercing damage, so a decent set of anti pierce armor is recommended. If you want to end the queen quickly, grab a Prince Set and a 70+ max slashing weapon and go to town. On a lower budget, grab some decent gladiator armor with a decent Knight's Longsword and Heavy Steel Shield, and the fight should be rather trivial.


Shadow Demon - Ruined City[]

General Notes[]

The Shadow Demon is an extremely controversial boss. On one hand, it is potentially one of the harder bosses in the game. But on the other hand, half of the potential drops from him are very bad somewhat mediocre.

To get to Shadow Demon, you need to farm all 3 of the main weekly bosses - The Black King, The Imperial Desert Prince and Gol'Shlanek until they drop a "Key of the Black King/Prince/Gol" or similar. Then, take all 3 and transmute them inside of an Ornate Reliquary or Worm Pouch.

This will create a Key of the Three Paths; a key item with 5 durability. Each one durability can bring an entire party of characters through the passage .To find the passage, go to the Deep Sea and explore. Once inside Grimy Cave, explore again to find the path to the Ruined City. You don't need a key to get from Ruined City to Grimy Cave; only from Grimy Cave to Ruined City!

Once inside the city, there are two primary locations; Abandoned Manor, which serves a heal spot, and Derelict Church, which leads to the instance, and then to the Shadow Demon.

Instance[]

The instance leading up to Shadow Demon is extremely treacherous; potentially the most in the entire game. It respawns around every hour and a half.

  • 30 Vengeful Wraiths - deals all 3 damage types, no armor, around 70 hp. The same enemy as in the instance for Gol'Shlanek. They should be pretty easy and are mostly here for filler.
  • 15 Skeletal Dragon - this is where things get very interesting. Once again another enemy from the Gol'Shlanek instance. This enemy deals super high damage, potentially over 100, and has just over 100 hp. They don't have much dex or defence so they shouldn't be that bad. They are weak to bludge and drop the Dragonbone Tower Shield, a very good shield.
  • Two Angel of Deaths. No, I'm not kidding. They shouldn't be too hard at this point in the game unless you get extremely unlucky.

The instance is best cleared with a powerful armor set such as high roll protector set or a BK Set, with a powerful bludgeoning weapon such as Blood Lust, Cryptic Quarterstaff, or a Flail of the Desert Prince. This instance truly is not to be trifled with; more people have died getting to shadow demon than fighting him.

Boss Fight[]

Weak to: Piercing Damage

Deals: Slashing / Piercing Damage

Found at: Ethereal Prison

Drops: 3 5 of: Dread Scythe, Ravaging Claws, Evil Witches Hat, Shadow Cloak

Strategy: Shadow Demon has around 7500 hp. He can hit like a truck; fortunately, not a truck that does hard to block damage. He does pierce and slash damage, each on a different weapon. The slashing weapon hits significantly harder. Technically, the best armor to use on shadow demon is gladiator armor, due to it being PGE. However, due to the lower durability of gladiator armor, you can find yourself breaking multiple gladiator chests per fight if you're unlucky. To combat that, most people use a Desert Prince Set. The slightly lower dr against slash usually doesn't matter; although shadow demon can one shot you through armor. So be very wary and bring backup. If he is hitting you too hard you can also use a Black King set (Minus the boots and gloves) and be more sturdy against the slashing weapon. Shirts like Mithril of the Black King, Python Scale Tunic, or even Glacial Pelt if you have one will do wonders for you.

Getting pumped at derelict church could prove helpful, as if you do the boss will barely be able to even hit you. It's also worth using buff items, though remember that if you fight solo the boss could take up to an hour so bring several buff items.

Shadow Demon is weak to piercing damage, so high damage pierce weapons such as Thorn and Saber of the Desert Prince are very effective against him, alongside a shield like Final Favor or even a high roll Dragonbone Tower Shield. You can also use Spear of Il'Kalet in order to deal more damage at the cost of a wee bit of longevity. The boss fight takes a long time and will most likely require numerous healing trips; however, he is not invincible.

Upon death, he drops 3 5 items out of 4 potential; Dread Scythe, Ravaging Claws, Evil Witches Hat and Shadow Cloak. NOTE: A few of these items have been buffed. This section deserves a rewrite.

  • Dread Scythe is similar to the Dragon Blood Greatsword, except it can roll much higher. Unfortunately due to the nature of all the endgame bosses Dread Scythe is useful against none of them. You can use it against Il'Kalet (Don't it sucks) and Prots, but having your shadow demon reward be a prot killer is a bit lame.
  • Ravaging Claws Is similar to the Gilded Rapier, except it has lower blocks and higher damage. The only bosses you can use it for is Black King, FGS once spell is broken, and maybe the last two arena bosses. It is usually outclassed by other options with better defenses, such as dp saber and Il'Kalet spear. Also, don't use it against Bellezar you will die.
  • Evil Witches Hat is an interesting and powerful reward. It has a text only the holder can see that will give you +1 int for 10 minutes in exchange for 3 durability. Although sparsely used, it could make an already OP character just that much better. Note: +1 int is equivalent to +10% int on a 10 int character, or +11.1% int on a 9 int character. In essence you can think of this item as ~65 less powerful mysterious berries.
  • Shadow Cloak is the main reason people fight Shadow Demon. It is one of if not the only shirt that is E to bludge; combine with its respectable DR and tendency to roll 100 block chance, this shirt is very sought after. It's an alternative to Glacial Pelt, which can roll higher but is G to bludge and requires way more luck to get.

Overall, shadow demon is somewhat worth fighting. The Cloak and Hat are nice drops, but considering the insane amount of effort required to go to it, it's really not worth it. Although, I do recommend fighting Shadow Demon at least once. It is definitely a unique experience, and shadow cloak has no replacement. The hat will also help you with every boss in the game.

Weekly Bosses[]

Weekly bosses are instanced zones that respawn on a weekly basis. They are the main source of endgame content and gear in the game, and are regularly contested by many groups and individuals.

There are many tips and tricks for success at weekly events;

  • Use multiple accounts at the same time to clear much faster. See the Multiboxing Guide for more details.
  • Practice switching an instanced mob between two characters with no downtime; so if the boss hits you down to critically low HP, you can pass off to a second hitter.
  • Having a group of competent people to contest with will reduce your chance of getting looted/losing gear. Backup always helps!


Drow High Sorcerer[]

Weak to: Bludgeoning damage

Deals: Bludgeoning damage(Meteor Rain), Slashing damage(Conjoured Shroud) 

Found at: Drow Vault

Drops: Ring of Resistance, Mithril Woven Cloak

Strategy for instance: This instance has a decent number of enemies. Try not to take damage as healing is far away.

First off, there are 16 Kobolds. Wear Full-Plate or equivalent.

Next, there are 3-4 Drow Mercenaries. Wear Bludge Resistant gear and use bludgeoning or slashing on them, although preferably bludge.

Finally, there are 2 Drow Royal Guards. Wear good Bludge Resistant gear and use bludgeoning or slashing on them.

The Drow High Sorcerer has a respawn time of around 10 days, and the enemies guarding him have a very short respawn time of about 15 minutes.

Strategy for boss: The Drow High Sorcerer is the most dangerous at the start of the fight due to the Meteor Rain Spell. With rolls of 5d11 x2, it has high one shot potential combined with the Sorcerer's very high intelligence. Fortunately the durability of the spell is very low, so if you can tank out the Meteor Rain or let someone do it for you, you will be fine.

Once the Meteor Rain is exhausted, the Sorcerer becomes even less threatening than a Lizard King. Use a good bludgeoning weapon and you will make short work of him.


Fort Black - The Black King[]

Fort Black is home to The Black King. It is the most attainable of the endgame bosses, and it is where most people make their endgame debut. Due to the relatively low difficulty and high level rewards of this zone, it is heavily contested by many players.

Both Fort Black: Throne Room and Fort Black: Panic Room will respawn at the same time. It is general practice to clear Black Fort around 1 hour before Throne and Panic Room respawn, and then to rush the last two rooms as quickly as possible.

As well, it is encouraged for people that are not quite ready to fight the king to clear. It is good to become familiar with how the instance works, and the Black Knights are profitable to fight.

Part 1: Black Forest[]

This is where people chill before clearing. Nothing fancy to see here.

Part 2: Black Fort[]

Respawn: ~2 hours

No. of Foes: ~150

This room contains around 150 Black Guards and Black Guard Sergeants. It is not very hard to clear; use decent anti bludge/slash armor such as Full-Plate and you'll be a-ok. Macuahuitls are also the ideal weapon for clearing due to their bludgeoning/piercing damage combo, though watch out for their low durability. To this extent Sahuagin Double Spears and Alderaian Trishula could be good substitutes, though it may take a bit longer due to the Heavy Steel Sheilds the guards carry.

Note: This could be a nice place to farm while using item filters, as the guards can drop Heavy Steel Shields, Arena Tickets, and even The Black Blade if you're lucky.

Part 3: Throne Room[]

Respawn: 7 days

No. of Foes: ~60

This room respawns at the same time as panic room. It contains around 40 Black Guards and Black Guard Sergeants, and then a handful of Black Knights(up to 20). Black Knights are like slightly harder Black Guard Sergeants, however their weapons can roll absurdly well(up to 3d11 4x), so caution is advised.

Part 4: Panic Room[]

Respawn: 7 days

No. of Foes: 10-20 + boss

This room respawns at the same time as throne room. It contains up to 20 Black Knights and then The Black King. If you are lucky (or unlucky?) enough to get the encounter, your moment of reckoning has come.

Part 5: Fighting The Black King[]

Weak to: Piercing OR Piercing / Bludgeoning Damage

Deals: Slashing Damage

Drops: Black King Set

Strategy: The Black King is a tough nut to crack, but with the proper tools he is not too challenging. The main difficulty with this boss is that he boasts extreme defenses, which makes for a very long fight. Even damage types that he is "weak" too take a rather long time to defeat him. However, he does not do obscene amounts of damage, compared to The Imperial Desert Prince, which allows for him to be defeated with relatively worse armor; you do not need to own full sets of endgame armor to dispatch him.

Due to the length of the fight, having armor with high block chance is strongly recommended. Aseridith Heavy Plate and good Gladiator Gear is what most people kill their first Black King with. A good shirt such as a Dragon Blood Shirt is also necessary. The epics Python Scale Tunic and Crusader substantially increase your chance of winning, however they are absolutely not necessary to win.

There are a bunch of very good weapons to use on black king.

  • Gilded Rapier is the classic weapon. Use at least a 72 max for good results
  • General's Mace is extremely good due to it's B/P damage combo; it will hit him extra hard, as shirt won't block nearly as much damage. At least 64 max should do the trick, but the stronger the better.
  • Thorn is a very good choice, as its high max damage and high crit rate make quick work of the king.
  • Fury of Xolotl is also a good choice, if it rolls well. Very similar to General's Mace.

There are multiple good shields as well; a good roll of Master Spell Book is the best choice for people trying to make their endgame debut. The epic shield Final Favor is also very good, but is not required to win. Other good items include Dragonbone Tower Shield and Shark Tooth Shield.

If you have already defeated the Black King, using a BK set against him is the easiest way to win; once you have one set, it starts to snowball rapidly. If you can, replace Gauntlets of the Black King with Desert Prince's Warfists, as they do way better against the boss.

Once you have murdered the black king, congratulations! You're now the owner of a very shiny weekly set.


Lavish Pavillion - The Imperial Desert Prince[]

The Imperial Desert Prince is generally regarded as one of the hardest bosses in the game, for good reason. He hits very hard consistently. However, once you get the proper gear, the fight is not too rough. As well, clearing the trash enemies for prince can be very profitable. People who are not ready to fight the Prince can benefit their groups by hopping in to clear trash, getting decent gear, and maybe even fighting a Royal Bodyguard or two.

Generally, for a clear, players will kill everything in Nomad Soldier's Camp an hour or so in advance. Then they'll wait until Lavish Courtyard and Pavillion respawn; they do so at the same time. Then they'll clear Courtyard, then Pavillion. Easy peasy.

Part 1: Nomad Camp Commons[]

This is the spot that people camp out at before clearing for Prince. Nothing special to see here; if you want a rest spot while clearing, go to the Empty Yurt.

Part 2: Nomad Soldier's Camp[]

Respawn Time: 4 hours

No. of Foes: ~100

This is where the bulk of the enemies spawn. There is a combination of Nomad Scouts and Nomad Swordsmen that spawn here; they are mostly trivial, although a high roll Shuriken will still ruin your day. The Swordsmen can be farmed for Hardened Nomad Garb, which is good armor for farming, as well as the Desert Greaves, which can roll very well and can be used for the rest of the instance, sans Desert Prince.

Gladiator Armor, Hardened Nomad Garb, Western Ranger Cuirass, Lizard Helm and Lizard Fists are all very good options for armor to use when clearing this room. Heavy Steel Shield is probably the best option for shields, and a bludgeoning weapon such as Blood Wand or Guardian's Flail will make quick work of them. Alternatively, you could use a 2h bludgeoning weapon for a faster clear but a higher chance of getting hit. Xarukian Bardiche, Groundkeepers Axe and low roll Cryptic Quarterstaves are all very good choices.

Part 3: Lavish Courtyard[]

Respawn Time: 7 days

No. of Foes: ~100

This room is very similar to the soldier's camp, except it spawns a bunch of Desert Assassins as well, which have a chance to drop the rare epic Forgive and Forget. Clearing this room is trivial.

This room spawns at the same time as Lavish Pavillion, so players have to clear through a bunch of trash in order to get to prince.

Part 4: Lavish Pavillion[]

Respawn Time: 7 days

No. of Foes: ~40 + Boss

This room spawns asynchronously with Lavish Courtyard.

It contains a multitude of Nomad Swordsmen and Desert Assassins, around 10 each. After that, there are 20 Royal Bodyguards, before The Imperial Desert Prince. The Bodyguards are actually a rather challenging enemy; they are weak to piercing damage and deal piercing/slashing damage. The Desert Pikes, their weapon of choice, can roll all the way from 2d7 2x to a staggering 3d12 4x. Be extremely careful when fighting bodyguards; they can and will ruin your day. To fight them, use a high roll Western Ranger Cuirass with some equally good accessories. A pretty good(60+) Gilded Rapier will do the trick. Needless to say use a Heavy Steel Shield.

If you are rich, you can use a Prince Set to fight bodyguards. It is extremely effective.

Part 5: Fighting The Imperial Desert Prince[]

Weak to: Bludgeoning Damage

Deals: Bludgeoning (Flail), Piercing / Slashing (Saber)

Drops: Desert Prince Set

Strategy: The Imperial Desert Prince is notorious for hitting really, really hard and not being easy to defend against. The Prince is a much different fight than his counterpart, The Black King. The king blocks a ton of damage, with sword and (generally) pretty high dr armor parts. The main difficulty with that fight is dealing any damage at all while he smacks you upsidedown with the sword; fortunately, it's just a sword so it's more or less trivial to block.

Prince is the opposite; he hits really really hard and is hard to defend against, but doesn't block very much damage. The most prince will block is maybe 35-45, if he rolled high DR on his armor and his weapons also block. Thus, the difficulty in prince lies with killing him before he kills you. There are a couple different approaches when fighting him, with different armor sets having different advantages and disadvantages. There are also a couple different weapons/shields that are proven to work very well.

Weapons: Prince is weak to bludge, so getting the best bludge weapon possible and whooping him with it is ideal. There are a couple good options for this, including

  • Blood Lust - due to its insanely high crit chance and avg damage, a high roll of this weapon is THE BEST weapon for fighting prince. 54+ max damage will melt him unbelievably fast.
  • Flail of the Desert Prince - the classic answer. 81 max and above are almost guaranteed tear prince to pieces. However, this is not ideal who people looking for their first kill.
  • General's Mace - this should be at least 64 for good results. Not much to say, this weapon consistently hits hard, especially if you are lucky enough to own a 3d one.
  • Conviction - this weapon seems tailor-made for prince. The weapon can roll comically high, and G/A/A defenses with up to 40% bc work well for protecting against prince, so well to the point where using it as the off-hand is not a terrible idea. If you are lucky d15 (or higher!) or *3 / *3.5 wrecks prince in a matter of moments.
  • Cryptic Quarterstaff - these aren't too hard to come across for later endgame players, and they do well against prince. Good blocks and rolls could make up for the lack of shield.
  • Battleaxe, Warhammer, Guardian's Flail - while these 3 are a lot less powerful than the 5 listed above, a high roll on them can still murder prince quite easily. 72 max on any of these 3 has been known to murder him easily.
  • Other bludgeoning weekly weapons - mostly useful for people farming prince sets to prepare for other weeklies. Valor, Wrath of Bellezar, Eruption, and Catastrophe of Truth demolish prince faster than any of the above options, though it could be a waste of drua.

Shields: There are less options for shields, but still a handful of good ones

  • Sword of the Black King - this iconic weapon has extremely good blocks, and has the added bonus of being able to hit hard. It probably won't damage Prince but that extra chance is nice. No longer relevant after the bk sword defense nerfs. If you have a legacy one it still works, though there are better options that don't use the precious drua.
  • Shield of Evalach - This epic shield is GGA, which means it won't do very well against the Saber, but will do very well against the flail - better than any other shield in the game. When this shield rolls 55/22 or better, it is an extremely good choice for fighting Prince. Any lower on either and you're probably better off with a Sword of the Black King.
  • Defiance - a very high roll defiance can trivialize the Prince Fight. 50+ BC with 25+ DR makes it one of the best overall shields in the game, and very good for prince. It also has the added bonus of sometimes having negative dex pen, which the Shield of Evalach does not have. This shield is most likely worse than a good Shield of Evalach or Sword of the Black King, but it is also much easier to obtain.

Armor: There are multiple different angles you can take when gearing for a prince fight. This section will cover most of the commonly used ones.

  • Protector Gear - Many people use protector gear for prince. This is due to it having no inherent weaknesses to prince, unlike BK Gear. However, due to protector gear generally having lower DR against straight bludge than BK gear, it is still risky. But with a boss of this caliber, everything is risky. 2/96/35 and above prots are recommended if you go this route, although people have pulled it off with significantly worse gear.
    • Archmage's Robes are also an extremely viable option, if rolled high enough. 2/96/34 or better has killed prince numerous times.
  • Black King/Crusader - This strategy preys on the fact that prince almost always rolls a pretty mediocre Saber of the Desert Prince compared to the Flail of the Desert Prince. Flail almost always rolls above 70, whereas Sabers above 60 are not common. So, we can afford to focus on blocking the bludgeoning damage, and letting some of the pierce/slash slide. You want to have at least A against pierce/slash; this isn't a suicide run. A Black King set coupled with a good weapon is a time-tested method to give prince a run for his money. Many people grind for black king, kill him and then go right to prince with that gear. It is an extremely viable strategy; it is not quite as safe as high roll prots, due to stray saber crits, but it will defend against the flail well. If you are rich/lucky, Crusader is a straight upgrade to a Full-Plate of the Black King, with generally better stats all around. Note: Black King gauntlets, if you have them, work well for any set. Their resistances are perfect for DP.
  • Il'Kalet armor - The single best endgame armor for prince. If you have it you win the battle unless something goes horribly wrong. Keep in mind that this armor is difficult to get without defeating Desert Prince first, thanks to the heliotrope lizards in the Il'kalet Instance. Also remember that Grace is better than Wisdom for this fight but you'll win with either one anyways.
  • Shirt Options - There are a couple different shirts you can use against DP with a lot of success.
    • Dragon Blood Shirt is the gold standard for people who don't have a huge cache of op gear; it provides good defenses at not a huge cost.
    • Bloodied Hauberk is similar, though protects against bludgeoning better.
    • Python Scale Tunic is a lot harder to get than a Dragon Blood Shirt, but it is worth the grind. It's very hard to find a shirt that will be as a good as a Python Tunic. Always rolling at least -1% DP, oftentimes rolling 100 block chance, which is stupidly good on a shirt, and oftentimes rolling at least 20 damage reduction. There is essentially no downside to using a Tunic.
    • Glacial Pelt is one of the best choices if you have access to it. It's very hard to get, but rolling very high DR(often mid 20s), usually rolling at least -1% dex penalty and ~99 block chance makes this shirt extremely good. As well, it is G to bludge, unlike almost any other very good shirt in game, which makes it ideal to counteract the Flail of the Desert Prince that you have to best.
    • If you're a completionist or a masochist, then Shadow Cloak is the BEST option. Unlike every other shirt, it is E to bludgeoning, and can block up to 44 damage from the flail. Know that unless you've been gifted, it is impossible to obtain one before DP, as you need his key.
    • Note: Despite being part of the Black King set, do NOT use the Black King shirt. It does well against the saber, but it almost doesn't matter because it is horrible against the flail.
  • Jewelry Options - Rings and Necklaces are not necessary at all for succeeding; however, very good ones do increase your chances by a lot, so they are worth looking into.
    • Jewel of the Sea is a necklace that always rolls with 100 block chance, and sometimes has extremely high damage reduction, 8 or 9 is max. High roll Jewels provide an unbeatable bonus when fighting Prince; 8 damage off of each attack is just too good.
    • Gol'Shlanek's Forbearance is a great necklace that provides a dexterity bonus and some extra damage reduction. It is rare to obtain one before obtaining a prince set, so it's mostly used on people going back for multiple sets.
    • Shelter of Gol'Shlanek is an extremely powerful ring with limited durability. It generally has around 15 durability, but 80-90 block chance and 35 - 40 damage reduction, effectively making you invincible for a short period of time. Given how hard prince hits, this could be a good item if you feel that the rest of your gear is lacking.
    • Atonement isn't as good as the options above, but it can still protect against prince extremely well. It has up to a 53% chance to block up to 12 damage off the flail, which is insane. However, it doesn't work as well on the saber, only blocking half as much. It typically pairs better with prot armor rather than bk armor, as the prots have more trouble with the flail.
    • Amulet of the Howling Sands is an ok option for those who have defeated the Desert Prince already. It's usually worse than the other options, but it's better than nothing.
    • Any other ring or necklace that doesn't have negative dr or positive dex pen can also work for prince. Having more defense and/or increased dex is better than having nothing in those slots.
    • Beware for jewelry that has negative damage reduction! Those can get you killed when fighting a boss of this caliber.
  • Legacy Prots - if you happen to have stumbled upon a good set of legacy protector gear, it is unquestionably the best armor for prince. The BC/DR combo is just unmatched; there is a reason they got nerfed.
  • Il'Kalet Armor - if you have a full set of Il'Kalet armor (preferably grace over wisdom) then you win. It can block 60-70 damage from the flail just by itself. Note that unlike all the other options, it's extremely difficult to get Il'Kalet armor before prince.

After defeating Prince, congratz! You're now the owner of a powerful weekly armor set. I also want to stress that the gear above is not the only gear that can work on this boss; this is what has been tested to work consistently, and what is generally recommended. Good luck!


Mausoleum of Gol'Shlanek[]

Part 1: Mausoleum Courtyard[]

This is where people usually camp out before Gol. Nothing special to see here. If you want a rest spot while clearing, create a camp at Blood Forest.

Part 2: Mausoleum of Gol'Shlanek[]

You can clear the first 3 rooms of the Mausoleum very easily using Western Ranger Cuirass and a decent Macuahuitl.

Room 1-3: Warmup[]

Respawn Times: 20 Minutes/30 Minutes/30 Minutes

The first room contains 5 Owlbears. They are very easy; they have no armor and deal low piercing/slashing damage.

This room contains 10 Cockatrices. They deal pure piercing damage, and are weak to bludgeoning damage.

This room contains 13 Manticores. They deal piercing/slashing damage and are weak to piercing damage.

Room 4: Hellhounds[]

Respawn Time: 30 Minutes

Hellhounds are rather annoying. They deal all 3 damage types, so Protector Gear is necessary. However, they have no armor, so wrecking them is trivial. Swords seem to be best due to their inherently higher block stats.

Room 5: Undead Minotaur[]

Respawn Time: 3.5 days

In the final Mausoleum location, there is a rest spot that has one instanced enemy; the Undead Minotaur. The minotaur may look big and scary but he is a fool; grab a decent slashing weapon and some decent bludge/slash armor and he is a joke. He drops the Monstrous Cleaver upon death, which usually sucks.

Part 3: Crypt of Gol'Shlanek[]

Room 6-8: Warmup Part 2[]

Respawn Time: 45 minutes for all rooms

These rooms are essentially the same; 5 Forlorn Ghosts, which deal pierce/slashing and are weak to anything, 5 Vengeful Wraiths that deal all 3 types and are weak to anything and then either 1, 2 or 3 Blood Pixies depending on the room you're clearing. None of these mobs have any drops, except for the Blood Pixie. They will sometimes drop Pixie Dust, an ingredient to the Kalet Balm.

Note that recently room 8 has been updated to have WAY more mobs, around 3 times as many.

All of these rooms can be cleared rather easily using Protector Gear and a weapon such as the Knight's Longsword.

Room 9: Skeletal Dragons and Elder Blood Pixies[]

Respawn Time: 7 days

This is where the Gol instance really ramps in difficulty. This room contains 5 Elder Blood Pixies, which deal all 3 damage types and are weak to anything. They drop the Blood Wand, a powerful bludgeoning weapon.

The room also contains 3 Skeletal Dragons; these are an extremely difficult and dangerous enemy that deal all 3 damage types, and are weak to bludge. Powerful bludgeoning weapons such as Blood Lust and Flail of the Desert Prince are strongly recommended for this enemy, as well as either a high end Protector Set or a BK set.

This room has been updated and now includes lesser vampires. These enemies are very weak and very easy to defeat. If you've made it this far you can defeat them.

Part 4: Tomb of Gol'Shlanek[]

This final room in the instance contains ONLY Gol'Shlanek. Most other bosses have a ton of guards blocking them, but Gol'Shlanek is the sole enemy in the room. This sadly makes for most Gol'Shlanek raids come down to whoever has a better ping/better reflex time.

This room has been revamped, and now includes multiple lesser vampires, elder and normal blood pixies, and skeletal dragons. Gol also has a slight faster respawn time than other weeklies.

Part 5 - Fighting Gol'Shlanek[]

Weak to: Any Damage

Deals: Piercing / Slashing Damage

Found at: Mausoleum of Gol'Shlanek

Drops: Gol'Shlanek's Forbearance, Gol'Shlanek's Silhouette, Shelter of Gol'Shlanek

Strategy: Gol'Shlanek is a relatively easy weekly boss, compared to very heavy hitters such as The Imperial Desert Prince. He drops virtually all of the available endgame jewelry; some of which is extremely powerful, some of which is.... not so powerful.

For the fight, a Desert Prince Set is recommended. However, he has been defeated in high roll Western Ranger Cuirass before. He is weak to any kind of damage; the gimmick is that he has a powerful ring equipped that doesn't drop which absorbs almost all attacks from the player. It breaks after several hits, however. Thus, for a quick fight, it is recommended to dual wield weapons which 1) have a high blockchance and high DR towards S/P and 2) have a high critical hit chance, so they'll swing twice and burn dura on his ring. For example, dual wielding a Sword of the Black King and Blood Lust makes for a trivial fight. The fight really is not very hard, especially compared to the other weekly bosses around.

Frost Giant Shaman[]

Weak to: Piercing damage

Deals: Bludgeoning / Piercing damage(Freezing Touch), Slashing damage(Shaman's Greataxe)

Found at: Glacial Temple

Drops: Shaman's Greataxe, Necklace of Invincibility, Glacial Pelt, Steel Greaves, Full-Plate

Strategy: Possibly the most elusive boss in the game, the Frost Giant Shaman is a massive enemy with extremely powerful drops. His quirk, and the reason he is extremely dangerous, is his Freezing Touch Spell. Freezing Touch has low durability, generally about 5 to 15, and deals insanely high bludgeoning/piercing damage. Capable of completely melting players in even legacy prot sets, this spell is truly not to be trifled with. A non critical attack deal 80 damage without strength bonus.

It is worth nothing that the giant DOES NOT equip the Necklace of Invincibility; it will always drop with full durability, and the giant won't be invincible.

There are a couple methods for wearing out the spell. The first, and most common, is to throw a bunch of 5/5/5/ alts at the giant until his spell is totally worn out. Then waltz in with your main killer and smoke him. This really has no downsides, other than it takes a long time to bring all the alts down, and if you didn't bring enough alts.... you are in big trouble. The spell's durability varies, contrary to what has been said in the past; it has been observed to go as low as 5 and as high as 15, but due to the tiny number of Shamans that have actually spawned, it's not possible to get an extremely accurate reading of the spell's durability.

The other, less common, riskier method is to bring a couple alts in full Protector/Paladin (or even Il'Kalet armor if you're really rich) with two shields and attempt to tank Freezing Touch. This strategy has never been fully tested, although it could be viable if you get lucky and he doesn't crit you ridiculously hard on every hit. Overall; the first strategy is recommended. But if you like risk, you can go for this one.

After the spell has been exhausted, the Shaman is a very easy boss, dealing only slashing damage. You could probably squeak by with a plate such as an Aseridian Heavy Plate, but given that the Shaman's Greataxe can actually roll pretty high, it is best to go with overkill armor such as a Black King set. Any decent piercing weapon will do; the shaman literally only has a Full-Plate on. But once again, the stronger the weapon, the lower the risk. It also helps to have a strong weapon because the shirt can also block hits, and with how bad the full plate is it isn't uncommon for the shirt to block a lot of hits. Try and use something like a good Gilded Rapier, Saber of the Desert Prince, Shiv of the Starry Seas, or even a Spear of Il'Kalet if you're rich.

The Shaman is an instanced boss, and the mechanic for his spawning is confusing to the uninitiated. Basically; he spawns every 4-8 weeks as an instanced enemy in the Glacial Temple. The timer ticks once ever week, similar to the other weekly bosses. Whenever a player attempts to enter the instance for the first time since it has ticked, it will increment a hidden counter by a small amount. Once that counter reaches a certain value, the shaman will spawn. Assuming somebody goes and checks the instance every week, it will take 1-2 months for the shaman to respawn.

A good analogy is that the spawn timer is like a bucket of water, and every week that somebody checks the spawn, a couple drops are added to the bucket. When it is full, he spawns.

Il'Kalet - Spectral Marsh[]

Il'Kalet is without a doubt one of the toughest challenges that Initium has to offer. The instance leading up to the fabled Lizard God is not terribly long but do not be fooled, it won't be easy.

Part 1: Obtaining Spiritual Balm[]

To begin contesting Il'Kalet, one must first obtain a reasonable amount of Spiritual Balm which will be required to enter the Spectral Marsh portion of the instance from the Ritual Site.

Note: The Spiritual Balm buff is not required to enter the Spectral Marsh from the inside of the instance. This is helpful for saving balm durability each spawn assuming that the spectral marsh gets cleared before Il'Kalet's Haven respawns.

Each balm has four durability which means it can provide five buffs, each lasting for 20 minutes. The buff itself, Spiritual Vision, bestows a 5% intelligence buff to the character and allows entrance to the Spectral Marsh.

Balm is created by bringing the following five items to the Wise Ancient located at the Hidden Path just outside the Il'Kalet instance:

In addition, the Dark Ritualists from within the Il'Kalet instance can occasionally drop any of the five items listed above.

Part 2: Ritual Site[]

Respawn Time: 3 hours

The beginning of the instance is very simple. Ritual Site has around 39 monsters to clear and usually takes just a few minutes. It consists of Lizardfolk Soldiers, Lizardfolk Ritualists, a couple Way Wisps, Vengeful Wraiths, and two Lizardfolk Elite Guards. Lizardfolk Ritualists wield Emerald Scepters and deal pure bludgeoning damage. Vengeful Wraiths deal all three damage types. Lizardfolk Elite Guards wield Emerald Swords and deal slashing damage.

For gear, there are lots of options. The main damages being dealt here are bludgeoning and slashing (although all three are dealt) so armor up accordingly. For weapons, Cryptic Quarterstaves work very well but a sword-and-board method is just as good. Overall this part of the instance is incredibly easy so the gear decisions here are really up to you. The only thing that could go wrong is the Lizardfolk Elite Guards be annoying and refuse to die, but most of the time that doesn't happen.

Part 3: Spectral Marsh 1 & 2[]

In order to walk through the shimmering portal to access the Spectral Marsh from the Ritual Site, a character must have the Spiritual Vision buff from the Spiritual Balm mentioned in Part 1. The first room called Spectral Marsh contains no monsters but the next tile, also called Spectral Marsh, contains the next group of monsters.

Respawn Time: about 1 hour

The Spectral Marsh is where things start to ramp up. Inside, you'll find a multitude (~50 total) of Angry Spirits, Spectral Pythons, more Vengeful Wraiths, and Malevolent Wisps. As with most instances, it's recommended to try to maintain triple pumped buffs to save durability and reduce risk of death. Spectral Marsh is no exception.

Angry Spirits are what makes the clear for this instance pretty terrible. They deal extremely high piercing damage, able to hit triple digits. Fortunately they don't have very high HP. Spectral Pythons deal high piercing and bludgeoning damage. They are similar to the Desert Pythons at the snake pit in the desert but the Spectral kind hurt a lot more. Also, instead of Snakeskin Shirts, the Spectral Pythons occasionally drop Spectral Snakeskin which are A/G/A shirts as well as Spectral Fangs which are low durability, pure piecing weapons. The wisps in this section of the instance are slightly more difficult than the wisps at the Ritual Site but like other wisps, they don't deal much damage. They might take a long time to kill which can be annoying as your pumps might run out as you're killing them, but they almost never inflict damage if you have armor. Vengeful wraiths are pumped food, kill them for the pumped buff. If you are solo clearing and have taken damage vengeful wraiths are a good opportunity to go back to calm pond and heal.

Because extreme piercing and high bludgeoning damage is the focus of this part of the instance, Paladin's armor is highly recommended. Desert Prince gear is also very good but not as ideal. Good Protectors gear may work as well but is a little risky. For weapons, Cryptic Quarterstaves work wonders here in the instance. With high damage and exceptional blocking capabilities, they are a great weapon of choice for almost the entire instance. If one does not have access to Cryptic Quarterstaves yet, then high block slashing weapons also work well such as Knight's Longswords or Emerald Swords.

Note: Because Spiritual Vision only lasts 20 minutes, it is highly recommended to time the Spectral Marsh clear with the spawn of Il'Kalet's Haven in mind so as to save balm durability. This is only relevant if you plan on using your Spectral Marsh clearing character to also clear Il'Kalet's Haven. With decent Paladin armor and a 54 max Cryptic Quarterstaff, the Spectral Vision clear should take no more than 10 minutes to clear with one character and triple pumped buffs so plan accordingly.

Part 4: Il'Kalet's Haven[]

Respawn Time: about 4.5 days

Il'Kalet's Haven is the last room of the instance. It begins with around 15-20 Dark Ritualists. These guys can equip either a purple swirly spell, called Otherworldy Force, or the Cryptic Quarterstaves mentioned earlier. When the purple spell is equipped, they deal high bludgeoning/slashing damage. When equipped with a cryptic quarterstaff, they deal only bludgeoning damage. Either way, these ritualists should not be taken lightly. Black King armor, Crusader, or nicely-rolled Combatants armor is almost mandatory. The ritualists are weak to bludge so using their own weapon, Cryptic Quarterstaves, is probably your best bet against them. Additionally, Really Greatclubs can also work well, assuming they're well-rolled. Without access to those, a nice Conviction from Aseridith High Priest combined with a good shield such as a high roll Defiance can work as well.

After the Dark Ritualists are cleared, exactly three Heliotrope Lizards will stand in your way before Il'Kalet herself. The Heliotrope Lizards deal high piercing with one weapon and moderately high pierce/slash on the other. To clear them, Desert Prince gear and/or Armor of the Irrepressible from the Angelic Emissary works well. On a budget, Gladiator gear could also be used but isn't as safe. The lizards are weak to pierce so a decent Thorn or Saber of the Desert Prince can take care of them easily. Final Favor and Dragonbone shields work well for the offhand slot. Additionally, Spears of Il'Kalet can also be used to clear the Heliotrope Lizards.

Part 5: Fighting Il'Kalet[]

Weak to: Slashing Damage

Deals: Bludge/Pierce(Crushing Bite), Bludge/Slash(Tail Lash), Bludge/Pierce/Slash(Venomous Spray)

Found at: Il'Kalet's Haven

Drops: Spectral Scale (always one, rarely two), Spear of Il'Kalet, Emerald Ring of Il'Kalet (not always)

Strategy: Once the Dark Ritualists and Heliotrope Lizards are gone, you're finally ready to fight Il'Kalet herself. She usually has around 60-70 HP which makes the fight a lot more manageable. For weapons, Il'Kalet typically dual wields Crushing Bite(B/P) and Tail Lash(B/S) but about 20% of the time she will spawn with Venomous Spray(B/P/S). She typically mainhands Crushing Bite and offhands Tail Lash when she spawns without Venomous Spray. With spray, she usually mainhands the spray and offhands Crushing Bite. Overall, this means that the bludge/pierce combo can generally be considered her primary attack.

Be warned, Il'Kalet can easily hit in the 80s range of damage and the stack can cap out at well over 100 damage with strength added.

Because of her extreme damage capabilities and fairly low HP, most players would agree that the best defense is a good offense in Il'Kalet's case. Buff items such as Stew, Mysterious Berries, and Strange Elixirs can drastically improve one's odds at defeating Il'Kalet. If for whatever reason you also decided that running Shadow Demon was a good idea and obtained an Evil Witch's Hat, the buff from the hat can also be very useful. Keep in mind that if multiple people are contesting the instance, there is a fair chance that any buffs you applied will be wasted if you don't encounter Il'Kalet yourself so the choice is up to you to use them. Despite this risk, it is still highly recommended to use buffs for the instance.

Gearing for Il'Kalet can be difficult due to her wide range of damage but one thing remains a staple in the Initium endgame: the Sword of the Black King. A BK Sword is almost required to try fighting Il'Kalet but there are some exceptions which will be covered later. It is basically perfect for the fight due to its high slashing damage, incredible good block, and negative dexterity penalty. Dual-wielding BK swords is a very simple and viable strategy for dealing with the final fight but a sword and shield, such as a good Shield of Evalach or god-roll Defiance combined with a BK Sword, is just as good.

If you're wanting to contest Il'Kalet without a BK Sword, then there are some exceptions or substitutes. God-rolled protector swords or Champion's Blades from the Volantis Arena can also be used. Additionally, some less defensive weapons, such as a high-roll Thorn and Aurora, have been used to defeat Il'Kalet in the past but they are generally not recommended but definitely still viable.

Armor-wise, god prots or legacy prots are probably best for first timers. God-roll Archmage's Robes can also be extremely effective with their intelligence boost. BK Plate or a Crusader can also be used but they are less than ideal due to their resists. As you rack up more Il'Kalet kills, you can turn in your hard-earned scales for pieces of the IK armor set. These armor pieces boast weekly-tier B/P resists and are very effective in dealing with Il'Kalet's primary weapon, Crushing Bite. These are just general options, more specific gear suggestions will now be overviewed in no particular order. Overall, the IK armor set is probably best for regular Il'Kalet spawns whereas god prots are ideal for Venomous Spray spawns. Both are still interchangeable though.

Helmet Slot[]

For helmets, a great option is the Grace of Il'Kalet. With B/P resists and Average slashing resist, the Grace of Il'Kalet is a great option. It is effectively the same as a Wisdom of Il'Kalet for this fight. Additionally, a well-rolled BK Helm will also suffice. Of course, a god-roll prot helm will always work. Your last option is probably a high-roll Guardian's Skullplate, which has G/G/A resists and is dropped by the Guardian of the Labyrinth in the shadow temple. Dreadmesh lets you use an amazing shirt but is also usually a slightly worse wisdom defense-wise to compensate.

Summary:

Chest/Legs Slot[]

As mentioned before, god prots or Archmage Robes work here especially if Il'Kalet spawns with Venomous Spray. If not available, BK Plate and Crusader also work but are definitely more risky because of non-ideal resists. Later on, Heart of Il'Kalet and Fortitude of Il'Kalet are great options (these are the chest and leg pieces of the Il'Kalet armor set, respectively).

Summary:

Shirt Slot[]

The usual endgame shirts are the same here. A nice Python Scale Tunic will get the job done but other options such as a Glacial Pelt or Shadow Cloak are also applicable. On a budget, BK shirts and even high-roll Spectral Snakeskin shirts can be fine as well. Dreadmesh drops from bellezar is the best shirt and is usually an ok enough helmet.

Summary:

Gloves Slot[]

The glove slot is kind of limited. Guidance of Il'Kalet is a probably the go-to option for gloves but a decent Suffering's End is also a solid choice. If both are unavailable to you, a high-roll BK gloves can also work but these are far from ideal with pretty poor resists for the fight. Of course, god prot bracers are always an option to grind for. Your other option is probably a Guardian's Grasp from the Guardian of the Labyrinth in shadow temple. If it rolls well enough, it should be better than BK gloves.

Summary:

Boots Slot[]

Like the glove slot, boots are also pretty limited for Il'Kalet. Legacy BK Boots are the best option but are very rare so odds are you will have to use a Presence of Il'Kalet. If not, high-rolled prot boots are always fine. If none of these are available to you, a well-rolled Timeworn Treads of the Forgotten from the shadow temple can be used. The last option is a pair of modern BK boots but these are really not recommended.

Summary:

Neck Slots[]

There are two main types of necklaces in Initium, damage-blocking and negative dexterity penalty. The type you want to use will probably be decided by whether or not Il'Kalet has spawned with Venomous Spray or not. If not, then a Gol'Shlanek's Forbearance is a great choice for the fight. With negative dexterity penalty and good defense, it will get the job done. Additionally, an Amulet of the Howling Sands from the Desert Prince can also work but it isn't as good as a forbearance. A Trapped Soul with zero damage reduction can also be used but negative damage reduction should be avoided. Jewels of the Sea from Naga Witches are also very effective if you have a good pair. They don't have negative dexpen but with 100% block chance, they will always help you out in some way. Lastly, a necklace from the Angelic Emissary or Aseridith High Priest can be used as well.

If Venomous Spray is used or just a really tough regular spawn shows up, then one can consider a different approach. If you find yourself in a particularly dire situation, such as a knocked out character, then a Necklace of Invincibility could also be considered but this should only be a last resort.

Summary:

  • Gol'Shlanek's Forbearance
  • Amulet of the Howling Sands
  • Trapped Soul
  • Jewel of the Sea
  • Angel's Torc
Ring Slot[]

There are multiple options for rings as well. Emerald Rings of Il'Kalet are very good, they are like miniature Gol necks but for the ring slot. Ring of Resistance are also really good, they actually block MORE damage but block less often. Non-negative Varito's Ire, Planar Rings, and Gol'Shlanek's Silhouette are also viable options. Additionally, well-rolled Desert Gems, Sleek Rings, and Raptor-Eye Rings are also viable but ensure they do not have negative damage reduction.

As with the Necklace of Invincibility situation in the necklace portion above, Gol'Shlanek's Shelter is another option for you to cover weaker gear.

Summary:

  • Emerald Ring of Il'Kalet, Ring of Resistance
  • Varito's Ire, Planar Ring, Gol'Shlanek's Silhouette
  • Desert Gem, Sleek Ring, Raptor-Eye Ring
Hands Slot[]

High Slashing is the idea for weapons against Il'Kalet. Sword of the Black King is was the most common weapon used on Il'Kalet. High-roll prot swords and champ blades are also usable. Additionally, high-roll weapons such as Auroras and Thorns are also viable but less safe than BK swords. A modern BK sword will get the job done well, but not as well as other options.

For offhanding, a second BK sword is a great ok option because of its shield-like above-average defensive properties. However, a legacy BK sword could work wonders here. A good Shield of Evalach is also very viable because of its B/P resists. A high-roll Defiance is also viable. Additionally, a Shelter of Il'Kalet is a good option despite its non-ideal resists simply due to its impressive stats.

As of recently, a new weapon has been added that makes mincemeat of Il'kalet: Legend. With ideal blocks and high damage, this item functions as the new best item against Il'kalet.

A note: while a high max damage item like max roll Shiv of the Starry Seas or drow scimitar may seem like a good idea, in practice their terrible defenses against the boss make them less viable than the main options. If you get really lucky you could use them against Il'Kalet, though typically you want better defenses in order to not instantly die to her attacks. The reward may be huge, but the risk is simply too high.

Summary:

  • Mainhand Slot
    • Legacy Sword of the Black King
    • Legend
    • Modern Sword of the Black King
    • high-roll Protector's Sword or Champion's Blade
    • high-roll Thorn or Aurora
    • Valor
  • Offhand Slot
    • Shield of Evalach
    • high-roll Defiance
    • Legacy Sword of the Black King
    • Legend
    • Shelter of Il'Kalet
    • Modern Sword of the Black King (Make sure high crit chance).

Rewards:[]

So now you have defeated Il'Kalet, one of the most difficult bosses in all of Initium. Unfortunately, if you're looking for a full set, you'll need to repeat the process multiple times to obtain all of the necessary scales. At worst, you'll need to kill 11 Il'Kalet spawns to obtain a full set from the Wise Ancient but there's a small chance you get more than one scale per kill so there is hope to finish sooner. You could also farm for Wisdom of Il'kalet from lizardfolk hunters and not get the shield since you're using 2handed weapons and shave off 5 scales. The good news is that by the time you finish a full set, you'll have a stash of arguably the two strongest two-handed weapons in the game (Spear of Il'Kalet and Cryptic Quarterstaves) and hopefully a few decent emerald rings as well. Good Luck.

Bellezar[]

Arguably one of the hardest bosses to even reach, Bellezar requires three keys to get to his prison. One of the top 3 hardest instances in the game, only behind Angelic Emissary and Beast from Below. His drops are well worth the time and effort, however.

Part 1: Collecting the Keys[]

To reach Bellezar, you first need the 2nd Sphinx Key, Key of the Rist, and Key of the Tra'a, all of them needing to have defeated bosses that require the 1st sphinx key. Note that you only need multiple Keys of the Tra'a if you want to heal in loreholder's refuge, as otherwise you'll be stuck in Dead End and Excavated Cavern with not much in the way of healing. In order to get the keys you need:

  • I actually don't know, go ask someone who did Bellezar and they'll tell you. Also put them here.

Once again, Make sure to stock up on Tra'a keys! Every time you enter the instance it will consume 1 durability, and unlike most items the key will break when it hits 0 rather than -1 drua. You can use healing items like kelpie meat in order to reduce this durability drain.

Part 2: Excavated Cavern[]

Please get someone who has done Bellezar to write this up.

Part 3: Western Tunnel[]

This path will take you to Chaos Beast.

Part 4: Eastern Tunnel[]

This path will take you to Wendigo.

Part 5: Vall'A Bane[]

Now there is one path how nice. There are some enemies before Bellezar, so switch between BK and Il'Kalet sets and use IK spear to kill them. Make sure to have another player or an alt that can kill them in case you go down.

Part 6: Fighting Bellezar[]

Weak to: Piercing Damage, though dual typed damage (B/P or P/S) is better.

Deals: Bludge/Slash OR Pierce/Slash

Found at: Dead End

Drops: Simple Necklace, Wrath of Bellezar, Dreadmesh, Ragged Imp (Not guarenteed)

Strategy: This boss hits hard and can take a good amount of damage, like all weekly bosses. Use Il'kalet armor, DP armor, and BK armor to go through the instance. DP and BK armor are really good once you figure out what damage Bellezar is dealing. Maybe run in with a slash resist armor alt to check the damage types. Use IK spear for an ez win.

Buffs are your friend, as always. Stew, Triple Pumps, Well Rested, Spiritual Vision, Mysterious Berry, Evil Intelect, Mysteroius Elixir, Strength of the Heavens, and many more can be put to good use here.

Once you win congratulations! You now have one of the best shirts and weapons in the game. If you are seeking to kill triton, make sure that both are good roll.

A note: If you want to turn simple necklace into chaotic rage, make sure to take both paths when you clear. Chaos Beast and Wendigo both drop a token that you can combine with simple necklace once you get both.

Angelic Emissary - Peak of the World[]

The Angelic Emissary and the associated instance was widely considered to be the most difficult boss/instance in the game, and the most rewarding.

Part 1: Collecting the Champion's Tonic[]

Similar to Il'Kalet and the Kalet Balm, there is a pseudo-key under the form of a buff item, the Champion's Tonic. This item has 11 (12) durability, and the buff lasts around 1.5 hours. At the Curious Doorway, there is a script that will turn 10 ingredients into a single Tonic. Those ingredients are...

It is recommended to do the colosseum and the mangroves/moor instances before looking for the other materials, as many enemies that can drop materials can be found in the instances.

Part 2: Destroyed Shrine[]

Respawn Time: 6 hours

The beginning of the AE instance consists of ~60 total of Aseridian Valkyries, Aseridith Soldiers, Aseridith Guard Captains, and Aseridian Monks. This section is very simple, with any set of bk or dp armor able to get you through mostly scratch-free. Use a B/P or P/S weapon for good results. Spear of Il'kalet highly recommended as it cleaves through everything.

Part 3: Angel Roost[]

Respawn Time: 10 days

More of the same, with vrocks, griffons, and a few Gilded Heroines replacing the Soldiers and Guard Captains. I would recommend swapping to dp armor to help survive against these new threats, especially the heroines. However sooner or later you'll run into an Aseridian Planewalker, the strong enemy of this instance alongside the Heroines. They are incredibly dangerous, dealing high B/P damage. I would akin them to Il'Kalet with only crushing bite but more bulky. Use Dreadmesh and Il'Kalet armor alongside a good bk sword and either a high roll Defiance or Shield of Evalach to take care of them. You'll be seeing more later so make sure you can handle them. This is also the point where Stew, Mysterious Berry, and Strange Elixir should be consumed. Stew lasts for 30 minutes while berry and elixir last an hour.

Part 4: Between Worlds[]

Respawn Time: 10 days

The last room consists of a few Griffons, Aseridian Monks, and Aseridian Valkyries, and then a mixed hoarde of Gilded Heroines and Planewalkers. Make sure you have a way to switch armor quickly and always be ready to run away in case you are caught with the wrong armor on. If you have Ragged Imps from Bellezar they can hold 1 set of gear and take up less space than large chests, so it saves time in case your inventory is a mess since you can quick swap outside of combat to get the gear on in one button. Don't quick swap in combat since it causes a generic error message to pop up which wastes time. There are a large number of Heroines and Planewalkers until you reach the Angelic Emissary.

Part 5: Fighting the Angelic Emissary[]

Weak to: Bludgeoning Damage

Deals: Piercing Damage

Found at: Between Worlds

Drops: Angel's Torc, Armor of the Irrepressible, Justice, Valor

Formerly the final boss of the game, Angelic Emissary was a nightmare on release. Mutedland (Burning wastes and connected) was not released yet, and wouldn't be for years. This meant no Wrath of Bellezar, no Dreadmesh, and no Chaotic Rage. Your best weapon option was Flail of the Desert Prince or a high roll Retribution. (Side note: This boss is part of the reason why Flail of the Desert Prince, formerly considered one of the best weapons in endgame, fell off in many player's eyes.) Nowadays, we have technology. It is HIGHLY recommend to defeat Bellezar before even thinking about fighting AE, it saves so many headaches.

The old standard was to use DP armor with the Gloves of Il'Kalet/Sufferings End, alongside a BK shirt. This would be paired with a DP flail/Retribution and either a high roll final favor (oxymoron) or a pre-nerf BK sword. If you had them you would equip the best necklace you had (Gol, DP, or Jewel of the Sea) with 2 rings of resistances, and by that point you would hope that AE wouldn't kill you.

Things have changed since then. Chaotic Rage has been introduced and should always be equipped against weekly bosses. The stat boosts it provides are second to none. If for whatever reason you thought that making Wendigo's Fury was a good idea I guess it does block more damage but is overall worse. Wrath of Bellezar has arrived and proved itself to be one of the best weapons in the game. Make sure it is in B/S mode and is 84 max or higher. If the wrath is 96 max then Angelic Emissary dies extremely quickly to it, ending the fight much faster than almost any option in the game. Dreadmesh is a strange case. DP and IK helms usually roll higher dr than Dreadmesh, and it usually isn't THAT much of an upgrade to shirt of the black king to make up for it. If the DR is 24 or higher, it is worth considering as an option.

DP armor with IK gloves/Suffering's End are still the best armor options, and Rings of Resistance are second to none in this fight only. The entire reason why anyone runs Drow is because of this fight. Even with the best gear available, you will die without good buffs. Make sure you have all the buffs you need. For triple pumps explore in To the Peak of the World before starting the instance. It would serve as a backup in case the pumps from the instance run out. Use the three horns found in the Bellezar instance alongside Stew, Mysterious Berry, and Strange Elixir. If you have them Il'Kalet Balm and Evil Witch's Hat help immensely. The Pillager buff and the Charm of Malice found in ancient Aseridith help but by are no means required.

For other options, Wisdom of Il'Kalet is hard to get but is better than most DP helms. High roll Cryptic Quarterstaves can work if you're insane. Valor drops from this boss and does well if you have a good shield. Angel's Toric and AotI also do well. If you defeated Beast From Below you can use Eruption which shreds this boss. If you've defeated Triton you can use Catastrophe of Truth. If it is well rolled it does better than most Wrath of Bellezar. If you're a dev you can spawn in a weapon that one shots it.

Even with the best gear and armor there is still one thing you need: Luck. This boss has a nasty habit of having fights that take forever and in that time it can pull off a nasty unblocked crit. If you can make sure to use high block chance armor and equipment. Even still, make sure to have backups or a friend to help in case a crit happens.

If you managed to win congratulations! You have defeated one member of the Big Three, a set of the 3 hardest bosses in the game with the other two being BFB and Triton. Pray that AotI rolls good and if not cry about it in global. This is an important step.

A note on AotI: Even on the worst roll possible, it is still better than dp armor against almost all notable enemies. An exception being AE himself, where it's more debatable.

Beast From Below[]

This boss is pretty annoying to reach because you need to make a vial of cinders of every character you want to bring. The infernal guards drop good farming armor in case you want to farm for epics and whatnot. Blazing Souls are really annoying. Use good DP armor, BK shirt, AE chest and neck, and IK spear. Almost anything else sucks (besides some epics). The boss is easier unless you get REALLY unlucky. Make sure to have good B resist armor. It may be recommended to fight triton first as the trident does well and the crown also does well. Otherwise use IK armor (and maybe BK gloves and mayyyybe boots) + Bellezar axe (B/S mode) + Chaotic Rage and go to town. Boss does pure B and is weak to B but B/P does better. If you win make sure to cash in your souls for a cool set of armor. It helps against this boss and some others.

If someone wants to flesh out this entry go right ahead.

I forgot to include eruption. Goes to show just how good it is.

See New Content Guide (It's not on the wiki yet but it is on the document)

Triton[]

Part 1: Open Ocean and Oxyala[]

To make it to the sea templar area, you have to explore in summoning chamber until you find Old Wizard's Lab. There you will be given the option of taking the red or blue portal. Once you're ready to deal with the foes that lay inside, take the red portal.

It is recommended to bring a bk and dp set to deal with the monsters in the ambush. For information on the mobs in this area, check the New Content Guide.

Once you're in, explore until you make it to ship's wheel. From there you will encounter the open ocean instance. Each tile of this instance consists of 7 orcas, 7 oktars, and 7 ethereal beings. These creatures are important as they drop materials to make the Oxyala, the key for this instance. The mobs in this instance should be easy by this point. Use a spare weekly set (BK, DP, IK, BFB, AE) and a cryptic quarterstaff to win.

Oxyala requires 2 dust motes, 2 oxidized tentacles, and 1 blubber If you don't obtain enough materials you can enter underwater caves and explore for mobs there. Be careful as your health will drain (even in a party) but as long as you don't let it drop below 30 you should be fine. Once you have the materials talk to troubled mermaid to create the Oxyala. Oxyala is infinite use so you don't need to worry about making multiple. It grants water breathing for an hour.

Part 2: Underwater Caves[]

Once you have the Oxyala you can properly explore the underwater caves. Make sure to explore until you find the instance entrance, which you can tell you have with another party member. The instance consists of three rooms; the first two consist of 20 of each of the open ocean mobs. I recommend using your long buff items (Berry, elixir, maybe stew, maybe balm) once you start clearing out the second room. If you lose even 1 hp you should go and heal, since then you can maintain pumps. In the third room there will be 10 orcas and 10 oktars. If you're solo clearing you should wait for pumps to run out after defeating exactly 17 mobs. Then activate all your other buffs (Stew, Balm, Bellezar horns, Witch's hat, Charm of Malice, etc.) and clear out the last 3 foes. Then switch to your triton killing armor and prepare to die.

Interestingly, this is the only weekly boss that has instance mobs without a "strong" mob.

Part 3: Triton[]

Weak to: Bludgeoning/Slashing Damage

Deals: Bludgeoning/Piercing Damage

Found at: Sunken City

Drops: Sunken Crown, Catastrophe of Truth, Crown of the Ocean Lord (Rare, Legendary item)

The hardest boss in the game and it isn't even close. Triton crits for 100s from the strongest damage type in the game.

Similar to a different boss, Witch Queen Amaltheia, except way more powerful.

If you want to have a chance of winning here is the options:

Helmet Slot:[]

Dreadmesh is the best option. If you don't have a 27+ Dreadmesh then I guess you can use other options alongside a high roll Glacial Pelt.

Shirt Slot:[]

Dreadmesh or maybe a high roll Glacial Pelt. Everything else is far too weak.

  • Dreadmesh (27+ dr)
  • Glacial Pelt (28+ dr)
Chest, Legs, Gloves, and Boots Slots:[]

Il'Kalet armor. Without it you will die. You can also use the epic pair of Defiance and Languish if you farmed for them. Other gloves and boots are options if you're nuts as they don't protect that often.

  • Il'Kalet armor
  • Defiance of the Drow + Languish of the Lich
Ring Slots:[]

Finally we have options. Go with Planar Rings with good stat boosts, orr you can use Il'Kalet or Drow Rings for extra defense sometimes. You can also use Gol'Shlanek Shelter to live a few hits.

  • Planar Rings
  • Ring of Il'Kalet
  • Ring of Resistance
  • Gol'Shlanek's Shelter
Neck Slot:[]

Use Chaotic Rage. You can also use Necklace of Invincibility, but it will break during the fight.

  • Chaotic Rage
  • Necklace of Invincibility
Hands Slot:[]

Use Wrath of Bellezar. If you don't have a 96+ max Wrath of Bellezar then you can maybe win with Valor and one of three shields.

  • Wrath of Bellezar (B/S mode, 96+ max)
  • Valor (90+ max)
  • Defiance (27+ dr)
  • Shield of Evalach (18+ dr)
  • Shelter of Il'Kalet (27+ dr)

As you can clearly see you don't have many options. Wrath is by far the best option but it is very rare to get a 96+ max wrath.

Rewards:[]

If by some miracle you win then congratulations!!! You have defeated the hardest boss in the entire game. As for rewards it's... is it fair to call it underwhelming?

Sunken Crown:[]

This item is very comparable to Grace of Il'Kalet, except it trades off a lot of durability and gives an int penalty in exchange for higher minimum dr and a buff. It is also similar to Evil Witches Hat in the fact that it gives a +1 buff to a stat, this time the stat is strength. Unlike the hat it has its own charges and doesn't use durability, however I think you have to equip it to actually get the buff which would be a bit of a bummer. It's by far the best helmet against beast from below however so if you want to fight beast after triton its by no means a terrible strategy.

Crown of Ocean Lord is the legendary version and as such it is very similar. The differences are that it is now G to slash instead of A (Stealth Nerfed), the buff is dex rather than strength, the durability is more than doubled, it no longer has an int penalty, and it is much rarer. It might also have infinite charges. Ironically it is one of the best P/S resist helms in the game. Too bad that as of writing, there are only 2 in existence.

Catastrophe of Truth:[]

The strongest weapon in the game probably. It's similar to Wrath of Bellezar except is B/P in terms of damage and resists. Fun fact this is the only weekly that drops a B/P weapon. Anyways compared to Wrath, it can roll much lower going down to 7d5 and has a bit less damage reduction. It rolls 8d6 much more often and can very easily roll much higher. Low rolls are very helpful when trying to obtain the achievement for sea templars if you haven't already. They can also be used for clearing. 8d6 and higher absolutely destroys Beast From Below faster than almost any other option. Ironically it isn't as good against weeklies as Wrath of Bellezars of a similar roll as Wrath can defeat every weekly in the game while in terms of late game bosses Catastrophe is only really "Good" against BFB.

Happy Hunting!

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