Introduction[]
This is Grace's test page for a new format for a wider boss guide. Other boss guide additions are welcome, but they must be sorted in alphabetical order, and must have the formatting used in other boss tabs. That format is: Title / Boss Name (no the's at the front) Notable Mechanics: bullets or paragraph Strategy: bullets or paragraph Rewards: bullets or paragraph Copy and paste the Alpha Weredragon
Bosses[]
Template[]
This is the Template, copy and paste. Delete the = sign before the div class = card portion, right at the top
- Notable Mechanics: Insert Mechanics Here
- Strategy: Insert Strategy Here
- Rewards:
- Reward 1
- Reward 2
- Reward 3
- Reward 4
- Reward 5
- Extra Notes
- Extra Notes 2
Location: Location goes here
Info-Subs: subs go here
Animal King Bosses[]
General Information[]
The Animal King Bosses can be found in the Animal King's Realm (Guardian Tower Teleporter -> Animal King's Realm -> Left Most Door).
| Disclaimer: |
|---|
| Anim's Bosses are designed to be extremely challenging (i.e. more than a standard void boss). It is recommended that you only fight these monsters if you are fully confident in your abilities.
There are no rewards for beating any of these monsters, besides bragging rights. |
Anna Sassin [Level 160][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Light | Fire | 140% | |
| Power | 2 | Water | 140% | |
| Melee | ? | Wind | 100% | |
| Ranged | ? | Ice | 160% | |
| Magic | ? | Earth | 100% | |
| STR | 240 | Energy | 80% | |
| DEX | 260 | Light | 80% | |
| INT | 0 | Darkness | 160% | |
| END | 0 | |||
| CHA | 0 | |||
| LUK | 250 |
Base Mechanics[]
- Protections: Boss Boost (+10); Form Shift Immunity; Freedom.
- Tags: Nilak; Ninja; Leprechaun; Armor; Elf.
- Elemental Adaptation: For every hit of standard element damage received, Anna adapts to the hit. Her resistance and damage type strengthen for the respective attack. This is capped at -100% and 200% resistances, as well as 0 and 150 MRM.
- Void/Harm Adaptation: If struck by Void and/or Harm damage, her respective resistance becomes 50% for the rest of the battle.
- Backlash: 150% of damage reflected as Snuggles element damage. This has a +0 Save Bonus, player DEX/LUK vs. monster STR/LUK.
Attacks[]
- Normal Attack: 2 hits, +10 BtH lean Ranged. One is Light, the other Element and MRM seeks. Anna heals for the damage dealt on hit #2.
Captain Xyfraaarrrggh [Level 164][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Water | Fire | 20% | |
| Power | 4 | Water | 20% | |
| Melee | ? | Wind | 20% | |
| Ranged | ? | Ice | 20% | |
| Magic | ? | Earth | 20% | |
| STR | 50 | Energy | 20% | |
| DEX | 200 | Light | 20% | |
| INT | 0 | Darkness | 20% | |
| END | 200 | |||
| CHA | 0 | |||
| LUK | 250 |
Base Mechanics[]
- Protections: Boss Boost (+30); Soft Damage Cap (10% of Base HP; Clawback: 0.5).
- Tags: Nilak; NoPWD (this means the monster cannot be killed by Powerword Die or similar instakill effects); Xyfrag; Pirate.
- Random Weakness: At the start of battle, one random standard resistance becomes 40%. The rest remain at 20%.
- Regeneration: Permanent Power 0 Regeneration (in effect, this status does nothing and is likely a bug).
Attacks[]
- Normal Attack: 2 hits, *0.75 damage, Water element. If the first hit deals damage, the Cap'n will plunder the attack you last used that dealt damage to it. This makes the attack have -1000 BtH and deal 0 damage for the rest of the battle. If it's an armour spell/skill, then it will remove your skill menu for the rest of the battle instead. If the second hit deals damage, the Cap'n will also steal any buffs on the player.
- Skill: Costs SP. 3 hits, +20 BtH lean. 1 hit of Wind damage and 1 hit of Water damage. If the Water hit deals damage, it attempts a [Damage]x2.5 Disease effect. This has a +0 Save Bonus, Player END/LUK vs. monster DEX/LUK.
Chadmas Frostvalverse [Level 150][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Ice | Fire | 150% | |
| Power | 4 | Water | 130% | |
| Melee | ? | Wind | 160% | |
| Ranged | ? | Ice | —50% | |
| Magic | ? | Earth | —10% | |
| STR | 250 | Energy | 1% | |
| DEX | 190 | Light | 70% | |
| INT | —200 | Darkness | 0% | |
| END | 60 | Harm | 50% | |
| CHA | 200 | |||
| LUK | 250 |
Base Mechanics[]
- Protections: Boss Boost (+30); Soft Damage Cap (10% of Base HP; Clawback: 0.25).
- Tags: Nilak; Blind; Frostvalverse; Human; Shaper.
- Blind Immunity.
- Backlash: 200% of damage is reflected as Ice damage. This has a +0 Save Bonus, player DEX/LUK vs. monster STR/LUK.
- Dodgelash: If the player or their companions miss, Chadmas attempts to inflict a Burn (Element: Ice; Power: 2.67; Duration: 5 turns). This has a +- Save Bonus, player DEX/LUK vs. monster STR/LUK.
Attacks[]
- All Chadmas attacks deal -10% damage to the player.
- Normal Attack: 2 hits, Wind and then Light damage. *0.75 damage. If at least 1 hit connects, attempts to inflict a Blind (-20*[Hits]/2 BtH; Duration: 1 turn). This has a +0 Save Bonus, player DEX/LUK vs. monster STR/LUK.
- Skill: Costs SP. 2 hits of Ice damage. This autohits (*0.85 damage to compensate).
D'Elf-ly E Series [Level 144][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Energy | Fire | 0% | |
| Power | ? | Water | —30% | |
| Melee | ? | Wind | 50% | |
| Ranged | ? | Ice | 50% | |
| Magic | ? | Earth | —30% | |
| STR | 250 | Energy | —50% | |
| DEX | 100 | Light | 40% | |
| INT | 0 | Darkness | 40% | |
| END | 0 | Harm | 20% | |
| CHA | 200 | Void | 50% | |
| LUK | 280 | Neutral | 0% |
Base Mechanics[]
- Protections: Form Shift Immunity; Soft Damage Cap (7.2% of Base HP; Clawback: 0.8).
- Tags: Nilak; NoPWD (this means the monster cannot be killed by Powerword Die or similar instakill effects); Elven; Elf; Tibbles; Ebil; Evil; Mech; Evilcorp; Armored; Armoured.
- Fearful Presence: At the start of battle, attempts Paralysis (1 turn) on the Player + Companions. Each have their own saves at +0 Bonuses, monster CHA/LUK vs. player CHA/LUK.
- Unstoppable: If E-Series is stunned, it'll automatically break out but will be unable to gain SP for 3 turns.
- Immune to SP Damage: E-Series will automatically dodge any damage to SP.
- Prismatic Burn: Throughout this fight, the player is afflicted with a permanent prismatic burn.
Attacks[]
- Spell: 3 hits of Energy. The attack deals x3/4 damage. If 1 hit deals damage, there is a 50% chance of inflicting Haunted, which increases all non-heal damage taken by the player by +25% per stack. A stack is removed if E-series takes negative damage.
- Normal Attack: 2 hits of Energy damage, dealing x3/4 damage. If it deals damage, it will attempt to block the spell menu for 3 turns, triggered per hit. There is also a [Damaging Hit]/2 chance of inflicting haunted. Spell Block is +0 Save Bonus, player INT/LUK vs. monster END/LUK.
Good Ol'Gil-dead Goof VI [Level 150][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Light | Fire | 150% | |
| Power | 3.75 | Water | 40% | |
| Melee | ? | Wind | 40% | |
| Ranged | ? | Ice | 70% | |
| Magic | ? | Earth | 20% | |
| STR | 275 | Energy | —25% | |
| DEX | 250 | Light | —50% | |
| INT | 0 | Darkness | —50% | |
| END | 0 | Harm | 20% | |
| CHA | 0 | Void | 50% | |
| LUK | 225 | Neutral | 0% |
Base Mechanics[]
- Protections: Form Shift Immunity; Soft Damage Cap (Cap: 10% of base HP; Clawback: 0.5).
- Tags: Nilak; Armor; Undead.
- Fire Absorption: When hit with a Fire element attack, there is a 50% chance that Goof will absorb it. This increases his base HP by 2x the damage dealt, and his HP is healed by 3x the damage dealt. In addition, his base MP is increased and healed by 2x the damage dealt. He can increase his base HP/MP like this up to 8 times, but there is no cap to the number of times he can heal.
- Fire Retribution: Goof deals x(1 + [Number of Fire Hits Absorbed] / 2) damage (Max: x(1 + 8 / 2) = x5 damage) and gains up to +3 x [Number of Fire Hits Absorbed] BtH (Max: +3 x 8 = +24 BtH).
- Midas Touch: If Goof is hit by a weapon, spell, skill, pet, or guest attack, his 'Midas Touch' counter will increase by 12%. This can trigger multiple times per turn with no upper limit. If Goof lands a hit on the player, it will increase by 8% (similarly, there is no limit). When Midas Touch reaches 100%, it will reset to zero and attempt to inflict Spirit Rend (renamed to 'Gold'). This can happen during the player's turn and has a +0 Save Bonus, player END/LUK vs. monster STR/LUK.
Attacks[]
- Normal Attack: 2 hits, +10 BtH lean and *0.75 normal damage.
- Heal Attack: If the Goof has enough SP and is below 80% HP, he will attempt to heal.
Hy-Barb-Bee [Level 160][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Wind | Fire | 40% | |
| Power | 3 | Water | 120% | |
| Melee | ? | Wind | 40% | |
| Ranged | ? | Ice | 90% | |
| Magic | ? | Earth | 160% | |
| STR | 0 | Energy | 40% | |
| DEX | 240 | Light | 40% | |
| INT | 0 | Darkness | 120% | |
| END | 0 | |||
| CHA | 260 | |||
| LUK | 260 |
Base Mechanics[]
- Protections: Soft Damage Cap (10% of Base HP; Clawback: 0.3).
- Tags: Nilak; Cute; Toy; Pink; Insect; Hybee.
Attacks[]
- Level Drain: 2 Hits, dealing 0 damage. This uses INT/CHA/LUK for BtH. Every time a hit connects, it inflicts Weaken, which reduces player level by 6. This has a -20 Save Bonus, player END/LUK vs. monsters CHA/LUK. If you win the save, your level is still drained, just by half the aforementioned strength (3 levels). This attack is used until the damage her normal attack would deal is estimated to be greater or equal to your current HP.
- Normal Attack: 2 hits of Wind damage, -20 BtH lean (*85/65 damage), *0.75 damage. This uses INT/CHA/LUK for BtH.
Jacques of the Deep [Level 200][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Neutral | Fire | 100% | |
| Power | 3 | Water | 100% | |
| Melee | 83 | Wind | 100% | |
| Ranged | 83 | Ice | 100% | |
| Magic | 83 | Earth | 100% | |
| STR | 285 | Energy | 100% | |
| DEX | 260 | Light | 100% | |
| INT | 115 | Darkness | 100% | |
| END | 345 | |||
| CHA | 0 | |||
| LUK | —230 |
Base Mechanics[]
- Protections: Boss Boost (+20); Freedom; Soft Damage Cap (2.2% of base HP; Clawback: 0.5).
- Tags: Nilak; Jacques; Elemental.
- Hollowing Vessel: A status that details Jacques' current attack element and Backlash element. These start out as random elements. See 'attacks' for more information.
- 10-hit cap: After the first 10 hits of a turn, Jacques stops taking damage.
- Backlash: 200% of damage is reflected, with element based on Hollowing Vessel. This has a +0 Save Bonus, player END/LUK vs. monster DEX/LUK.
- Berserk: Jacques' attacks have a -15 BtH lean (*85/70 damage).
- 2-Phase Battle: When Jacques reaches 1/2 HP, he enters phase 2. He stops taking damage for one turn when he reaches 1/2 HP.
- Phase 2: Berserk and Freedom end. Backlash element is set to Void. If Jacques is stunned or hit more than 10 times, they heal 10% of te base HP they would have with Jacques' END.
Attacks[]
- Normal Attack: 5 hits, dealing *0.75 damage in Phase 1. In Phase 2, the first hit deals *0.75 damage and the rest deal *0.6. In Phase 2, Jacques' regular attack also heals him based on the damage dealt, scaled based on resistances.
- Skill: Costs SP. If this deals damage in Phase 1, it has a [Hits]/2*100% chance of attempting a Mindlock, locking 2 random Menu options (Attack; Spell; Potions; Miscs; Weapons; Shields; Armours; Pets; Flee). This has a +0 Save Bonus, player DEX/LUK vs. monster INT/LUK. In Phase 2, it instead applies a stacking permanent +5 MRM Defence Boost. In both phases, Hollowing vessel elements will also randomise (In Phase 2, Backlash element will remain Void).
Little Reme D The Second [Level 130][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Water | Fire | 80% | |
| Power | ? | Water | 100% | |
| Melee | [Varies] | Wind | 150% | |
| Ranged | [Varies] | Ice | 170% | |
| Magic | [Varies] | Earth | 110% | |
| STR | 0 | Energy | 0% | |
| DEX | 0 | Light | 140% | |
| INT | 300 | Darkness | 100% | |
| END | 0 | |||
| CHA | 200 | |||
| LUK | 200 |
Base Mechanics[]
- Protections: Freedom; Soft Damage Cap (2.5% of Base HP; Clawback: 0.25).
- Tags: Nilak; Spellcaster; Doll; Witch; Undead.
- Invigorated: Reme heals 151 HP per turn.
- Composed: The Lucky Strike component of an attack deals *-1 damage.
- All's Well: Permanent *0.75 Water/Earth Elemental Shield.
- Chi Shield: Applied each turn. Damage is absorbed by SP before HP.
- Varying MRM: Reme's MRM blocking defences vary between 38 and 138.
- Immune to SP Damage: Reme will automatically dodge any damage to SP.
Attacks[]
- Spell: Costs MP. Used until no MP is left. 4 hits. First three hits of Water damage. Deals -25% damage and inflicts a permanent *(1+0.25*[Hits]/[RemainingTurns]) "Soaked" (renamed elemental vulnerability; Water attacks). "Remaining turns is reduced by one per turn up to a minimum of 1 (start: ?). Last hit deals normal damage. Elemental vulnerability has a +0 Save Bonus, player DEX/LUK vs. monster STR/LUK.
- Normal Attack: 4 Hits, Water damage. Creates a barrier that scales based on the damage she deals.
Lunar the Wolf Maiden [Level 165][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Earth | Fire | 100% | |
| Power | 3 | Water | —130% | |
| Melee | ? | Wind | 80% | |
| Ranged | ? | Ice | 140% | |
| Magic | ? | Earth | 50% | |
| STR | 300 | Energy | 150% | |
| DEX | 150 | Light | 88% | |
| INT | 0 | Darkness | 140% | |
| END | 0 | Harm | —50% | |
| CHA | 75 | Void | —50% | |
| LUK | 300 |
Base Mechanics[]
- Protections: Boss Boost (+20); Soft Damage Cap (2.5% of Base HP; Clawback: 0.25).
- Tags: Nilak; Lycan; Maiden; Werewolf; Were; Wolf; Armor.
- Moisturized: The first hit of damage dealt to Lunar per turn deals *-1 damage. All other hits deal *0.5 damage.
- Regeneration: Each turn, Lunar heals ~120 HP.
Attacks[]
- Normal Attack #1: 33% chance of occurring. 1 Hit. Attempts a Light Burn (Power: 2*[Hits]; Duration: 3 turns).
- Normal Attack #2: 33% chance of occurring. 2 Hits. Attempts a Draining Dark Burn (Power: 2*[Hits]/2; Duration: 3 turns; Heals HP based on the damage dealt).
- Normal Attack #3: 33% chance of occurring. 3 Hits. Attempts an Earth Burn (Power: 2*[Hits]/3; Duration: 3 turns). If at least 1 hit connects and the player is not panicking, attempts to inflict a Panic (*(1-0.136*[Hits])% damage.
- All burns above are named Feral Wrath and have a +0 Save Bonus, player DEX/LUK vs. monster STR/LUK. Panic has a +0 Save Bonus, player CHA/LUK vs. monster INT/LUK.
Nightmare Rhamnusia [Level 160][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Ice | Fire | 120% | |
| Power | 4 | Water | 70% | |
| Melee | 104 | Wind | 100% | |
| Ranged | 99 | Ice | —50% | |
| Magic | 114 | Earth | 0% | |
| STR | 240 | Energy | 120% | |
| DEX | 260 | Light | 110% | |
| INT | 0 | Darkness | —50% | |
| END | 0 | |||
| CHA | 0 | |||
| LUK | 250 |
Base Mechanics[]
- Protections: Boss Boost (+30); Soft Damage Cap (1% of Base HP; Clawback: 0.25).
- Tags: Nilak; RPG; Lunch-Break; Nightmare; Nemesis; Elite; Armor; Zard.
- Status Potency: Potency to all offensive statuses (+30).
- Mana Regeneration: Heals 220 MP per turn.
- Backlash: -250% of damage is reflected as 'Snuggles' element damage (yes, this heals the player). This has a +0 Save Bonus, player DEX/LUK vs. monster STR/LUK.
- Back-Scratch: When an attack misses Rhamnusia it attempts an ice magic attack dealing x2 damage.
Attacks[]
- Spell: 2 Hits of Ice damage.
- Skill: 2 Hits of Harm damage that receives Void's *2 damage bonus. If at least 1 hit connects, Rhamnusia heals *[Hits] MP.
- 'Normal Attack: 3 Hits of Ice damage. Pays 80% damage to attempt:
- Darkness Burn (Power: 0.357*[Hits]; Duration: 7 turns).
- Ice Burn (Power: 0.447*[Hits]; Duration: 5 turns).
- Harm Burn (Power: 0.09*[Hits]; Duration: 1 turn).
- Choke (Scales with Player Ice Resistance; Duration: 2 turns).
- Burns and Choke are all saved at a +0 Bonus, player DEX/LUK vs. monster DEX/LUK.
Sehr Stilvoll Dragon [Level 155][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Energy | Fire | 180% | |
| Power | 3 | Water | 180% | |
| Melee | ? | Wind | 140% | |
| Ranged | ? | Ice | 75% | |
| Magic | ? | Earth | —100% | |
| STR | 285 | Energy | —100% | |
| DEX | 190 | Light | —50% | |
| INT | 0 | Darkness | 120% | |
| END | 0 | Harm | 100% | |
| CHA | 0 | Void | 100% | |
| LUK | 300 | Snuggles | 100% |
Base Mechanics[]
- Tags: Nilak; Scaley; Bleed; Boss; Lucky; Dragon.
- 2-Phase Battle: When Sehr Stilvoll Dragon reaches 2/3rds HP, he grows 2 additional heads. The dragon must be able to act to enter Phase 2.
Attacks[]
- Phase 1: 1 hit of Energy damage. This deals x0.433 damage and attempts to inflict Bleed (Power: 0.056).
- Phase 2: 3 hits of Energy damage. This deals x0.433 damage and attempts to inflict Bleed (Power 0.131; Max: 0.393 per turn).
- Both Bleeds have -20 Save Bonuses, player END/LUK vs. monster STR/LUK. After infliction, the Bleed save is +0.
Slay Belle Holly [Level 150][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Earth | Fire | 100% | |
| Power | 4 | Water | 110% | |
| Melee | 92 | Wind | 30% | |
| Ranged | 92 | Ice | 30% | |
| Magic | 107 | Earth | 70% | |
| STR | 0 | Energy | 70% | |
| DEX | 250 | Light | 100% | |
| INT | 275 | Darkness | 100% | |
| END | 0 | |||
| CHA | 0 | |||
| LUK | 225 |
Base Mechanics[]
- Protections: Freedom; Soft Damage Cap (5% of Base HP; Clawback: 0.25).
- Tags: Nilak; Frostval; Poison; Choke.
- 3-Phase Battle: At 2/3ds HP, Holly enters Phase 2. At 1/3ds HP, Holly enters Phase 3.
- Phase 2: In Phase 2, player attacks deal 20% damage, while Pet + Guest attacks deal *5 normal damage.
- Phase 3: In Phase 3, Holly has increased SP regeneration.
Attacks[]
- Normal Attack: 2 hits of x0.75 Earth Damage. If at least 1 hit connects, it attempts to inflict status effects depending on the phase:
- Phase 1: Attempts to inflict Burn (Earth Element; Power = 0.75*[Hits]; Duration: 10 turns) and Choke (Duration: 10 turns; Scales with Earth resistance). Burn has a +0 Save Bonus, player INT/LUK vs. monster INT/LUK. Choke has a +0 Save Bonus, player CHA/LUK vs. monster INT/LUK.
- Phase 2: Attempts to inflict Poison (Earth Element; Power: 1.5; Duration: 10 turns). This has a +0 Save Bonus, player END/LUK vs. monster INT/LUK.
- Phase 3: No status effects are attempted.
- Skill: 2-turn attack that costs SP. On turn one, Holly does not act and loses Freedom. If she is fully stunned during this turn (Paralysis; Sleep; Freeze + variants), she loses her second turn and 5% of her Base HP. If she is stunned with chance-based stuns (Fear; Daze; Control), her nuke is weakened. Her skill gains Void's *2 damage bonus and is considered a 'Death' element attack. This attack has a +15 BtH lean (*85/100 damage) and gains +10% damage for each status on the player, up to +30% damage.
Valkyrie Vampire [Level 150][]
| Stat | Value | Element | Resistance | |
|---|---|---|---|---|
| Element | Fire | Fire | 0% | |
| Power | 4 | Water | 50% | |
| Melee | 112 | Wind | 90% | |
| Ranged | 122 | Ice | 110% | |
| Magic | 112 | Earth | 50% | |
| STR | 200 | Energy | 50% | |
| DEX | 200 | Light | 50% | |
| INT | 0 | Darkness | 50% | |
| END | 0 | Harm | 50% | |
| CHA | 150 | Void | 50% | |
| LUK | 200 | Snuggles | 50% |
Base Mechanics[]
- Protections: Boss Boost (+30); Form Shift Immunity; Freedom; Soft Damage Cap (Cap: 2.5% of base HP; Clawback: 0.25).
- Tags: Nilak; Valkyrie; Berserker; Snuggle; Cute; Vampire; Undead.
- Backlash: 200% of damage is reflected as Snuggles element damage. This has a +0 Save Bonus, monster DEX/LUK vs. player STR/LUK. Snuggles is not a 'real' element, and the player has a base 100% resistance modifier to it.
- Blood Drain: After the player takes Bleed damage, Valkyrie Vampire's SP is healed by [Bleed damage] x 1.125 and MP by [Bleed Damage] x 0.75.
- Domination: If the player is tagged as undead (either by using an armour tagged as undead or is an undead subrace: Vampire; Werepyre; and Dracopyre), used an armour tagged as MC, or Kindred, then all poisons afflicting the player will deal +100% damage. Valkyrie Vampire does not inflict poison.
Attacks[]
- Roar of Courage: Used only on the first turn of battle.
- Short attack: 50% base chance of occurring. 3 hits of Fire element damage, spread unevenly (first 2 hits deal one third of total damage, last hit deals the remaining two thirds). Final hit deals -40% damage to attempt a Bleed (Power: 0.4). This has a -20 Save Bonus, monster END/LUK vs. player INT/LUK.
- Long attack: Split between 7 hits. The first six hits have the following BTH leans: -15, -10, -10, -15, -20, and -10. The damage of these hits is divided by 7 (as if there were a 7th hit). After 6 hits, there is a 50% chance of repeating the 6 hits, and 50% chance of finishing with the 7th hit. This cycle can potentially repeat indefinitely. The 7th hit has a -25 BtH lean.
Alpha Weredragon[]
Alpha Weredragon is a void boss. Difficulty: 2/10
- Notable Mechanics: Alpha Weredragon is a flying, dragon, werewolf, earth monster that has roughly 9500 health, a +40 Boss boost, and no other statuses. He regenerates a small amount of health each turn, has an SP damage nuke, and a relatively low chance to paralyze you each turn.
- Strategy: The boss can be very easily brute forced with the attack button, as shown in my video. Use of an earth defensive misc, or even a healing pet and guest completely negates the damage the boss does. As well, since he doesn’t have a damage cap, you can nuke him with celerity very effectively. This is a very easy void boss.
- Rewards:
- Weredragon breath: Comes in SP STR scaling and MP INT scaling versions, is an earth damage spell that pays 35% damage to attempt to turn the foe into a werewolf, at a -10 save if your subrace is werewolf. Not very good, but has some super niche applications.
- Weredragon Painting: This is an extremely potent gold farming method for people who have Doomlight, specifically the ice version. That’s the only reason I listed this boss as orange and not red.
- Reward 3
- Reward 4
- Reward 5
- Extra Notes
- Extra Notes 2
Location: Void
Info-Subs: None
Archmimic[]
Archmimic is the boss of the Delivery Quest of 2023 Frostval. Difficulty 2/10
- Notable Mechanics: The Archmimic is a mimic water monster with roughly 10k HP, balanaced resistances with its lowest being water at 80, and Energy at 120. It has an SP attack which inflicts water poison and burn, and takes four turns to regain SP to use it again. It has a soft damage cap of approximately 450 with .75 clawback, and 20 Boss boost. After being lowered to half HP, it gains 346% fire backlash.
- Strategy: You are locked to Drakath form for this battle. You may have to drink some potions during the backlash phase, but using Cutpurse Lunge's healing effect may also be enough to take down the boss.
- Rewards:
- Trickster's Hide: FO Wind armor designed for rangers with several skills. The first pays 15% melee in SP to autoinflict 9 Blind, and attempt to inflict 15 berserk for up to four turns. The second skill is a attack (to be updated) that does basic attack damage, but spends some of its power to heal instead, and the heal is affected by armor lean. The third is a wind elelock locked to ranged that does 1.83x damage, and has four hits. This is viewed as an extremely powerful dodge armor (for any build), and FO wind armor for rangers.
- Twisted Fang Buckler: Wind shield that pays 22.5% melee in SP on toggle (88) to heal for 261 damage for each hit dodged, capped at 4. This healing is affected by Endurance's boost and healing resistance.
Location: Frostval Delivery 2023
Info-Subs: None
Baorus The Deathwright[]
Baorus is a void boss. Difficulty 7/10
- Notable Mechanics: Baorus The Deathwright is a human necromancer light monster with roughly 5k HP, and roughly a 125 damage .25 clawback damage cap. He has several mechanics, including inflicting a poison on basic attacks that heals him for damage dealt, and its power is based off of light resistance. He can stack the power of the poison. Once he successfully poisons the player, he will also attempt to control the player twice, with the stun chance also based off light resistance. Both of these statuses are inflicted even if he deals zero damage to the player, via a barrier or other mechanism. He also has 50 Harm and Void resistance.
- Extra details: The poison and control power are both affected by light resistance, and the control is affected by armor lean (FO will be stunned more than FD). His attack cycle is that he attempts to poison the player until he succeeds, then he does his control attack for two turns, regardless of whether or not the player cleanses the poison. Both the Poison and control are Baorus STR LUK vs player END LUK, at a +0 save. Baorus has 275 STR and 225 LUK. As well, Baorus has several triggers against the player if they have an undead subrace, or are in an undead tagged armor. First off, the poison deals double damage (an invisible modifer). As well, the control is 1.5x more likely to stun the player. This is a visible modifier, and it has the same multiplier if the player is poisoned (they don’t stack, either fulfills the criteria).
- Strategy: Almost all of these methods are significantly easier if you don’t have an undead subrace. Dodge and -10 Light misc strategies will work almost as well for undead players. Status resistance stacking will completely remove his anti undead triggers, if successful.
- Baorus is most dangerous because of is light resistance based poison and control effect. As well, his low damage cap makes it difficult to burst him down. To manage this, the player can either resist the poison continuously so that he cannot inflict either status, they can regularly cleanse the poison so it doesn’t do damage, but they may still be controlled. Cleansing with something like Protcea (the level 10 gold cost version works, and is quickcast), Healing Branch, Cure Fatal Poisons (has the benefit of being quickcast), Amethyst Guard Package Shield (quickcast), Purifying Pollen, or Necro’s built in cleanse spell with celerity. Amethyst Guard and Protcea will be the most effective, since they’re quickcast, and have a cap on the amount of SP it costs. Cure fatal poisons and Healing branch are only viable with a -10 resistance misc, otherwise the poison is too powerful to reasonably cure. Cure Fatal Poisons does give poison immunity if you are not currently poisoned. Casting this each turn is a viable strategy, although it’s expensive, at 392 SP.
- Status resistance is an extremely viable strategy. If the player has 250 END and LUK, they will be at a flat -2.5 advantage at base. Therefore, a player will need 52.5 resistance / stat boosts to guarantee winning the ***roll against the poison. Options listed below, if you combine your setup, if you reach +50, you’ll be immune to poison, and he won’t be able to control you either:
- END Roll: 250 = -5, 0 = -20, 300 (fenris pup / rare END drive light shield) = +5
- LUK Roll: 250 = +2.5, 0=-10, 300 (Neko / Leprechaun) = +7.5
- 250 END Bonus: +5
- Lucretia’s Potion: +20
- Paladin + Zorbak Ally Assist: 10 with 0 END, 20 with 250 END
- Frankentwilly: 20.4 with 250 END CHA, 15.3 with 250 END, 10.2 with 0 of both
- Enchanted Emerald Misc (perm rare LTS painting): +20
- Communicant’s Wisdom: +10
- Status Ward (probably perm rare weapon): +15
- Defensive GPS status resistance skill: +20
- Protcea Status Resistance ability: +10
- Dodge is a viable strategy. If you dodge all of his attacks, you will never be poisoned or controlled. Once you have guaranteed dodge, you can use whatever damage source you prefer to kill him.
- Simply turtling with a -10 light resistance misc such as Evil Eyeglasses (Deren > Bottom Right Clock Tower > Shop > Item Upgrader) in an FD armor will help you to succeed. Simply attack him down with any weapon you prefer.
- Barriers: Barriers, mana shields, or Chi shields will prevent his poison from healing him. An easy way to do this is to use the Mana Crystal Defender against Baorus, as it will give you a barrier immediately before taking poison damage.
- Rewards:
- Deathwright Whipblade: A melee 100 Proc light sword that has a potent control effect and poison effect on toggle against undead foes. Haters will say it’s terrible because it’s melee 100 Proc. 46% control based off light res per turn is a potent ability however.
- Extra Notes
- Extra Notes 2
Location: Void
Info-Subs: subs go here
Fire Giant Gatekeeper[]
Fire Giant Gatekeeper is the boss of the April Fools 2024 Quest "For Surt-ain." Difficulty 4/10
- Notable Mechanics: Fire Giant Gatekeeper is a fire boss that's a human, armored, and metallic with a 1.5 lean. He has approximately 8k HP, Freedom, +20 Boss Boost. His weakest resistance is 110 to Ice, and 30 to Fire. He starts the battle with a Plot armor of approximately 300 HP, or 1/25th of his HP total. In his second phase, this swaps to a soft damage cap of approximately 150 HP, or 1/50th of his HP total with .75 clawback. Fire Giant Gatekeeper has two attacks, his basic attack trades more than 50% of its damage to inflict burn and defense loss, and his SP attack deals greatly increased damage and has a -20 bth lean. The burn is Monster STR vs Player DEX, the defense loss is monster STR vs Player END. The boss' first phase is standard. In the second phase after passing 2/3s HP, the boss gains a -10 Berserk and swaps to his damage cap. In the third phase after passing 1/3 HP, the boss gains permanent celerity, applies a -20 Berserk on the player, and loses Freedom.
- Strategy: The boss can do significant damage if a player comes unprepared. His burn in particular can reach heights of up to 20 Power, which is significant. His final celerity phase can also dish out significant damage, with more quickly regenerating SP (due to increased turns) and more frequent SP attacks. However, there are many easy ways to counter this. The simplest is attacking the boss in a fire armor, with a fire shield, and fire defensive misc. If the player has either END, for more HP, or LUK, for Lucky Breaks to cleanse the burn, this strategy will work with next to no input. Alternatively, players can look to other sources of cleanses, like Necromancer's Absorb Hexes, Hexbound Shield, or any other status cleanse you may have access to. Effects that weaken burns like Mending Vines can also be used, which removes approximately 15 burn power worth of burn (divided by duration of course). As for very basic strategy, the plot armor is exceedingly low, so that even in an FD armor basic attacking, the player will usually reach it, so it's recommended to play the first phase very slowly and defensively, and then players are more able to nuke in the following phases with multihit effects.
- Rewards:
- Mark of Ruin: A Fire Pet that toggles to trade half damage and 20% melee in HP to inflict a power 4 burn for 2 turns.
- Surtr's Promise: Tokens. A Fire Spell / Skill that does 0 damage, and is extremely overcharged. It inflicts a powerful permanent fire burn, and a relatively less powerful fire poison and bleed, all at a -20 save Mainstat vs DEX for the burn and Mainstat vs END for the poison and bleed.
- Extra Notes: There is a youtube guide to the boss titled "Yulgar Only vs Fire Giant Gatekeeper." It is not endorsed by the wiki, as it was produced by a player, so it is not linked, but it may serve as a beneficial resource to players looking to scout the fight ahead of time.
Location: April Fools 2024 For Surt-ain
Info-Subs: none
Grakma[]
Grakma is the demi boss for the Mecha Knight MC Quest. Difficulty 2/10.
- Notable Mechanics: Grakma is a demon with approximately 10k HP and approximately an 850 damage cap with .75 clawback. The Grakma has three attacks. Its basic attack can hit for fire or dark or both. Its MP cost spell attack is a drain effect that hits for both fire and darkness and heals the Grakma. Its SP attack is a single hit attack that is always fire. It has very high light and ice resistance at 180%.
- Strategy: Grakmas deal damage in two elements, so an effective strategy is mitigating that by using a fire dark compression armor, or by using a fire armor and shield with a dark multiplicative misc. Since they are demons, the paladin armor can also be used to negate the multi element attacks, and is extremely effective because it has elecomp for its light skills, which can make it easy to do high damage quickly.
- Rewards:
- Grakma Harbinger Fire defensive misc that can summon an inconsistent elevuln guest and grant a -15.3 berserk effect to the player.
- Mecha Knight Power Core A dark energy compression misc that also gives 50 LUK and 10 magic defense.
- Grakma Weapons Set of 0 Proc fire weapons that deal additional damage if you miss
- Mecha Knight Weapons Set of 0 Proc Melee and Magic and 100 Proc Ranged dark weapons that inflict ~7.5 darkness defloss.
- Grakma Hide Shield Fire shield that provides 8 flat damage reduction.
- Mecha Knight Defender Dark shield that provides ~4.5% damage reduction based off your hits connected.
- Model 294 Dark pet that inflicts ~31% dark elevuln, CHA vs END save. It doesn't stack with other elevuln sources.
- Mecha Knight Powersuit FO dark armor with energy and fire secondary (46%) that grants a slight ~6% damage boost based off your hits connected last turn.
Location: Travel Map > Sail East > Hollow's Garage > I'm Here To Kick Some Demon Tail
Info-Subs: none
Mimic Brawler[]
Mimic Brawler is an earth boss found in Frostvale 2023: Unexpected Help, and the following quests, Boxed In and Gift Delivery. Difficulty 0/10.
- Notable Mechanics: The mimic is an earth boss with roughly 3k HP, has 20 Boss Boost, gives itself celerity with SP, and has 200% earth backlash. It attacks with melee, randomly either two hits, or one hit.
- Strategy: Since you are locked to Drakath's Bandit Prince Form while battling this foe, the battle is all but decided. Click attack, or spam the cutpurse lunge skill to swiftly kill the foe. The only way to die is to chug mana potions. If you are instead warring, any optimized warring setup should easily one shot this monster.
- Rewards:
- Trickster's Pack: A low SP cost Wind defensive misc with +50 DEX, which can toggle to instead apply a dodgelash effect and +50 DEX. A notable F2P alternative to GGB and token dodgelash options.
Mimic Wizard[]
Mimic Brawler is an energy boss found in Frostvale 2023: Boxed In, and the following delivery quest. Difficulty 1/10.
- Notable Mechanics: The mimic is an energy boss with roughly 7k HP, and has 2 attacks. It has a 3 hit standard attack, and a 2 hit attack that attempts to inflict fragile. It has a mana pool and SP pool it doesn't seem to use. Its attack rotation is simple, a fragile attack, two normal attacks, then repeat.
- Strategy: Since you are locked to Drakath's Bandit Prince Form while battling this foe, the battle is all but decided. Click attack, or spam the cutpurse lunge skill to swiftly kill the foe. The only way to die is to chug mana potions, or stall long enough for the fragile to instakill you (at -200). If you are instead warring, any optimized warring setup should easily one shot or two shot the boss. It is not resistant to energy.
- Rewards:
- Toothy Mauler: Wind Spell/Skill that inflicts (28 x Windres) blind at a -20 save for four turns, Mainstat vs END save. Notable for blind builds, and dodge builds.
- Footlocker: Wind pet that deals +20% damage if the foe is blinded or is affected by berserk. It has a 5% chance to grant itself celerity.
War Dragon[]
War Dragon is a dragon, war minion, power 2.5 fire demi-boss found in Burning Solstice: War Dragons, and Burning Solstice: The Greatest Warrior II
- Notable Mechanics: War Dragons are fire monsters with roughly 12k HP with high DEX, INT, and END, and particularly high Ice and Light resistance (180 and 160) and particularly low Dark, Energy, and Earth resistance (0, 20, 20). It also has -50 Fire resistance. It has a few effects. It slowly stacks up a permanent (9999 turn) Dark burn, power .2 per turn. All its attacks have a 1/3 chance of dealing dark damage instead of fire damage. It can spend MP to cleanse a stun (usually 3 times per battle). One in every three basic attacks it will do a headbut, which deals +66% damage, and if it does greater than 0 damage, it will attempt a 1 turn 100% stun rate daze with a +20 INT/LUK vs END/LUK save. It also dazes itself for 1 turn at 100%. When it has enough SP, it uses a skill that is three hits, does double damage, and will apply more a .2 Power dark burn per hit.
- Strategy: The player greatly benefits from having hybrid fire and dark defense. There are various ways to do this, as a vast number of fire armors have dark secondaries. Using undeadify and paladin or retro golden also solves this problem. The War Dragon hits relatively hard, but also takes high damage and has high resistances, so it can be easily dispatched. If the fight is stalled for some reason, the burn can become quite significant. The burn can be cleansed by Wingweaver shield, and by Absorb Hexes, as it's a 9999 turn burn, not a true permanent burn.
- Rewards:
- War Dragons:
- Warbringer: Melee fire axe that deals +7.5% damage against burning foes
- War Dragon Breath: Magic fire spell that deals +7.5% damage against burning foes
- Greatest Warrior II
- Fire / Wind / Light Dragonreaver melee swords that inflict burns against dragons
- Carnagebringer Dark / Wind melee 20 proc weapon that toggles between dark or wind damage
- War Torn Heirloom Dark / Wind shield that pays 3 MRM to gain 3 MRM against rider enemies. Toggles between dark and wind resistance.
- Summon Essence of Carnage Booster guest that toggles between spell boosts (very situationally) and mana regen on weapon attacks or melee and ranged damage boosting and backlash.
- War Dragons:
- The information on this boss was provided by Jeanne. Thanks Jeanne :)
Location: Burning Solstice: War Dragons, and Burning Solstice: The Greatest Warrior II
War Torn Carnage[]
War Torn Carnage is an armored human "warminion" dark boss with an offensive (2) lean, is power 2.5, and has ~6k HP with 500 STR, 225 DEX, 225 END, and -225 LUK. His highest resistances are Earth and Light at 150%, and his lowest are Wind and Dark at 25%.
- Notable Mechanics:
War Torn Carnage has a few mechanics. His basic attacks are a single hit and may attempt to inflict control, but it never seems to succeed. His SP attack has two equally likely animations, either two or three hits, and deal greater damage. His main mechanic is his damage ramp ability, which increases his outgoing damage based on the ratio of hits to misses in the battle. War Torn Carnage's damage is equal to (100% + 100%x(Hitsx2 - Missesx3)/20). These not only include War Torn Carnage's attacks, but also any player attacks, pet or guest attacks, any DOT statuses, and any healing hits. This can quickly get out of hand, as 10 consecutive hits will double his damage.
- Strategy: War Torn Carnage does not have freedom, boss boost, or damage caps, so he is susceptible to various strategies. However, there are several things players should avoid that are normally meta, due to War Torn Carnage's ramping based off hitcount:
- Torontosaurus Rex
- Fireball Z
- Necromancer Haunting Spells (assuming elements were scrambled)
- Any source of prismatic burn (8 hits!)
- Any other notable high hitcount effects
- Nuking: One nuking option is Paladin Armor in FO lean with celerity and as much damage boosting as possible. This can often two or three hit the boss with Overwhelming light, even in F2P setups. Give yourself celerity via shadowfeeder pendant or Retro Nightmare, use items like Summon Manifestation, Angra Linnorm, Olympax Medal's Empower (attuned to light), and any damage boosting misc of your choice (Olympax Medal and Light Orb work extremely well, but many items can work, including simple stat boost miscs). Other earth or light nukes, like Eternal Champion Armor or White Knight Z also work extremely well.
- Stun locking: The Queen Corgi guest is an extremely easy way to stun lock the boss. Given his low CHA, negative LUK, and 100% water resistance, Queen Corgi will stun him ~75% of the time at expected player CHA. Use an item like Umazen Aspis to bring this up ~95%, and if you so choose, and armor like Necromancer to add enough potency to guarantee a stun. Spotter Drake would also work. Any other meta stun option would also work, as long as it doesn't scale off darkness or Wind Resistance.
- Damage Reducing Statuses: Without boss boost, War Torn Carnage is weak to blind, choke, or panic spam. Items like Paladin's Blind Spell, Eternal Champion's Choke, or various status pets and guests with celerity can easily turn War Torn Carnage into a complete cakewalk.
- Limiting hitcount: By limiting your hitcount, you can prevent War Torn Carnage from ramping quickly. Armors that have one hit attacks, or 100 Proc weapons with one hit can serve this purpose well. Spells like Boulderdash, or Gatekeeper's Seal, with low hitcount, also work great. The important thing here is to make sure pets and guests aren't hitting often, including healing. This can be solved by using booster pets and guests, or by simply not using pets and guests, or by using one hit pets and guests.
- Intentionally missing: Using inaccurate sources of damage (like savage Troll Club on a Mage or Ranger) can counteract War Torn Carnage's damage ramp, and even make him deal zero damage after ~7 consecutive misses (if no hits have occurred). Another easy way to miss a lot is to use low level high hitcount pets and guests. Level 5 Summon Undead Army from Adder's shop, or Level 5 Queen's Corgi (attack mode), or level 5 Four Eyed Freak (Warlic's Shop), all have multiple hits, and can easily lower War Torn Carnage's damage significantly. These can all also be picked up without any hassle, which is why they are recommended. Low level multihit spells on rangers or warriors (like Nocturnal Knight Raiders, Warlic's Shop) can achieve a similar outcome.
- Dodge: War Torn Carnage can easily be dodged. Once he has racked up several misses, he will start to do extremely low, or zero, damage even when he hits, assuming the player or pets and guests aren't hitting him directly.
- Rewards:
- Reward 1
- Reward 2
- Reward 3
- Reward 4
- Reward 5
- Extra Notes
- Extra Notes 2
Location: Yulgar's Inn > Sage Uldor > Burning Solstice > Greatest Warrior II
Info-Subs: None