This article is a stub. You can help DungeonQuestRoblox Wiki by expanding or improving existing text.
|
---|
Mobs are in-game creatures that can be found in dungeons. Mobs are stationary until approached or attacked, attempting to vanquish the player, targeting the closest player, the player who has done the most damage to them, or a player who has taunted them. Defeating all mobs in a room in a dungeon grants access to the next room. Mini-bosses also appear in every dungeon except for event dungeons and legacy Desert Temple and Winter Outpost. Once all rooms have been cleared, the room with the final boss will become accessible. If defeated, the dungeon is cleared and players are rewarded, and in Northern Lands, an additional boss can be fought for the chance to win Ultimate weapons (higher than legendary)
Mobs
Sand Peasant

Sand Peasant are humanoid melee mobs that permanently increase in speed upon attacking. They are the only mobs that can spawn in Desert Temple. As the difficulty of the map increases, the health and damage of the Sand Peasants increase as well. Each additional player increases the amount of Sand Peasants' health by 25%. For example, if there are three players, Sand Peasants will have 50% more health than normal. This also applies to the Sand Giant.
- On Easy, Sand Peasants have a base of 30 HP, deal 5-7 damage per hit, and give 2 EXP each.
- On Medium, Sand Peasants have a base of 80 HP, deal 9-11 damage per hit, and give 3 EXP each.
- On Hard, Sand Peasants have a base of 250 HP, deal 19-25 damage per hit, and give 6 EXP each.
- On Insane, Sand Peasants have a base of 750 HP, deal 29-37 damage per hit, and give 9 EXP each.
- On Nightmare, Sand Peasants have a base of 2,300 HP, deal 40-50 damage per hit, and give 17 EXP each.
Boss
Sand Giant


Fire Lines creates three lines parallel to the direction the Sand Giant was facing when creating the warning lines. The lines are spaced far enough for players to fit between them.

Smash:
The Sand Giant will then attempt to Smash one arm down in an attempt to hit a player. This attack does not require anybody to be close to it in order to activate.
- On Easy, the Sand Giant has a base of 275 HP, deals 15 damage, and gives 130 EXP.
- On Medium, the Sand Giant has a base of 600 HP, deals 25 damage, and gives 150 EXP.
- On Hard, the Sand Giant has a base of 3,450 HP, deals 55 damage, and gives 170 EXP.
- On Insane, the Sand Giant has a base of 8,000 HP, deals 80 damage, and gives 200 EXP.
- On Nightmare, the Sand Giant has a base of 28,000 HP, deals 115 damage, and gives 230 EXP.
Mobs
Sandstone Soldier

Sandstone Soldiers are the basic melee mobs of this dungeon. They will chase after the player and attempt to attack them once they get close enough, momentarily pausing their movement and charging up a sand-powered punch. Sandstone Soldiers appear in all difficulties of this dungeon and are by far the most numerous mob.
- On Easy, Sandstone Soldiers have a base of 20 HP, deal 3 damage per hit, and give 5 EXP each.
- On Medium, Sandstone Soldiers have a base of 100 HP, deal 4 damage per hit, and give 12 EXP each.
- On Hard, Sandstone Soldiers have a base of 360 HP, deal 6 damage per hit, and give 38 EXP each.
Sandstone Archer

Sandstone Archers are a type of ranged mob with three main attacks. Upon getting close enough to the player, the Sandstone Archer will either shoot a beam at the player, target the player with repeated red circles, or send a scattering of red circles all around themselves. Sandstone Archers appear in all difficulties of this dungeon.
- On Easy, Sandstone Archers have a base of 20 HP, deal 1.5 - 3 damage per hit, and give 5 EXP each.
- On Medium, Sandstone Archers have a base of 100 HP, deal 2 - 4 damage per hit, and give 12 EXP each.
- On Hard, Sandstone Archers have a base of 360 HP, deal 3 - 6 damage per hit, and give 38 EXP each.
Enraged Sandstone Soldier

Enraged Sandstone Soldiers are a type of elite melee mob that only spawn on Medium difficulty and higher. They will chase after the player similarly to their normal counterparts, but deal more damage per strike and have more health. Despite this, they do not give any more EXP than other mobs within the dungeon.
- On Medium, Enraged Sandstone Soldiers have a base of 130 HP, deal 6 damage per hit, and give 12 EXP each.
- On Hard, Enraged Sandstone Soldiers have a base of 450 HP, deal 7 damage per hit, and give 38 EXP each.
Inferno Sandstone Archer

Inferno Sandstone Archers are a type of elite ranged mob that only spawn on Medium difficulty and higher. They will attack with a variety of arrow-based moves similarly to their normal counterparts, but deal more damage per strike and have more health. Despite this, they do not give any more EXP than other mobs within the dungeon.
- On Medium, Inferno Sandstone Archers have a base of 130 HP, deal 3 - 6 damage per hit, and give 12 EXP each.
- On Hard, Inferno Sandstone Archers have a base of 450 HP, deal 4 - 8 damage per hit, and give 38 EXP each.
Sandstone Warlock

The Sandstone Warlock is a special mob that only spawns in the final room of the dungeon on Hard difficulty. It has several times more health than other mobs and is far more deadly, attacking with three separate moves. Despite this, it does not give any more EXP than other mobs within the dungeon. Its first move is to charge at the player, dealing 7 damage. Its second move is to fire a beam of energy at the player, dealing 8.75 damage for every tick the player is inside the attack. Finally, if the player is too close it may choose to swipe at the player between its other attacks, dealing 7 damage.
- The Sandstone Warlock has a base of 1,500 HP, deals 7 - 8.75 damage, and gives 38 EXP.
Bosses
Sand Scorpion

Trample:
The Sand Scorpion charges towards a player, creating a trail of red lines that damage any player in the scorpion's way as it rushes past.
Stinger Strike:
The Sand Scorpion crushes the ground in front of it with its stinger, creating a large damaging circle that spawns a starburst of beams around it.
Pincer Crush:
The Sand Scorpion strikes the ground in front of it with both of its pincers, creating a smaller damaging circle that spawns a starburst of beams around it.
Multi-strike:
The Sand Scorpion spawns 3 small damaging circles in front of it. This is by far the easiest attack to dodge as it has very low range.
- On Medium, the Sand Scorpion has a base of 1,200 HP, deals 6 - 7.5 damage, and gives 225 EXP.
- On Hard, the Sand Scorpion has a base of 4,500 HP, deals 9.6 - 12 damage, and gives 945 EXP.
Sand Golem


Trample:
The Sand Golem charges towards a player, creating a trail of red lines that damage any player in the golem's way as it rushes past.
Radiating Smash:
The Sand Golem smashes its hands into the ground, creating a large damaging circle that radiates outwards into smaller damaging spikes.
Mighty Leap:
The Sand Golem leaps into the air, smashing into the ground a second later and damaging everyone under where it lands. Due to a bug, the visual hitbox of this attack often appears suspended in the air instead of on the ground like other attacks.
Smash:
The Sand Golem smashes its hands into the ground, creating a large damaging circle. Unlike with Radiating Smash, no smaller circles are spawned afterward.
- On Easy, the Sand Golem has a base of 300 HP, deals 5 - 7.5 damage, and gives 125 EXP.
- On Medium, the Sand Golem has a base of 2,500 HP, deals 5 - 7.5 damage, and gives 375 EXP.
- On Hard, the Sand Golem has a base of 8,200 HP, deals 9 - 13.5 damage, and gives 1,450 EXP.
Winter Outpost has two normal mobs and one summoned mob that is spawned by the Ice Elemental.
- Frost mobs on Easy have a base of 3,300 HP, deal around 54[verification needed] damage per hit, and give 55 EXP each.
- Frost mobs on Medium have a base of 8,000 HP, deal around 68[verification needed] damage per hit, and give 75 EXP each.
- Frost mobs on Hard have a base of 26,000 HP, deal around 104[verification needed] damage per hit, and give 105 EXP each.
- Frost mobs on Insane have a base of 55,000 HP, deal around 152[verification needed] damage per hit, and give 180 EXP each.
- Frost mobs on Nightmare have a base of 130,000 HP, deal around 200[verification needed] damage per hit, and give 285 EXP each.
Damage for Ice Minions is unknown.[clarification needed] Ice Minions grant 82.5 EXP on Easy and 55 EXP on other difficulties.
Frost Minion

Frost Minions are fast-moving enemies that inflict melee damage. They wield a variation of the Bronze Dagger. The health and damage of the Frost Minions increases with difficulty. There are 133 Frost Minions present throughout this dungeon.
Frost Wizard

Frost Wizards are slow-moving ranged enemies that shoot a beam of ice toward the player. They wield a variation of the Novice Wand. Frost Wizards appear groups with Frost Minions, and there is never more than one Frost Wizard in any group. The health and damage of the Frost Wizards increases with difficulty. There are 15 Frost Wizards present throughout this dungeon.
Ice Minion

Ice Minions are melee enemies spawned by the Ice Elemental that function the same as the Frost Minions. Ice Minions deal more damage than the Frost mobs and have more health until Insane, where they instead have less. These mobs help distract players from the main boss and yield a small amount of EXP when defeated.
Boss
Ice Elemental


As soon as the door opens to the final room, Ice Elemental summons multiple small rings that appear randomly throughout the room. These can appear attached to or apart from one another, and usually spawn within the inner circle of ice.
Ice Beams:
After this, multiple small beams will quickly shoot outward from below the boss. Once the beams appear, they will quickly inflict damage to any player standing within them. This attack appears in the same location every time, and keeping a safe distance from the boss during this attack will help to prevent getting hit by multiple beams at once.
Summoning Ice Minions:
On every other attack rotation, the Ice Elemental will summon three Ice Minions on its left side, which are a stronger variant of the Frost Minions from the previous rooms. Ice Minions have exactly 1/8th of the HP that the Ice Elemental has. Each time an Ice Minion hits a player, they deal around as much as the other two attacks. It is recommended to take them out as quickly as possible, as there is no known limit to how many can spawn at once, meaning they can become an even larger problem than the boss itself.
On Easy, the Ice Elemental has a base of 43,000 HP, deals 115 damage, and gives 200 EXP.
On Medium, the Ice Elemental has a base of 100,000 HP, deals 150 damage, and gives 300 EXP.
On Hard, the Ice Elemental has a base of 240,000 HP, deals 180 damage, and gives 600 EXP.
On Insane, the Ice Elemental has a base of 420,000 HP, deals 270 damage, and gives 1,200 EXP.
Mobs
Pirate Savages and Pirate Riflemen both deal 400 damage per hit on Insane and 900 damage per hit on Nightmare, while having a base of 320K health on Insane and 700K on Nightmare. Each enemy vanquished will give 450 EXP on Insane, or 540 with VIP. This number increases to 600 EXP on Nightmare, or 720 with VIP.
Pirate Savage

Pirate Rifleman

Infected Pirate

The Infected Pirate is a mob spawned by the Spider Queen. It spawns in groups of two in the middle of Spider Queen's tunnel between the hiding holes on every other attack rotation. Once spawned in, the Infected will rush towards the first player it detects. Even though it is a Level 5 enemy, it will still do as much damage as the Spider Queen does, but they have around half the health of a normal Pirate Savage and move much slower. Their design is a green-tinged version of the Pirate Savage with a zombie face. They have 150K health on Insane and 337.5K on Nightmare.
Bosses

Captain Blackbeard
Captain Blackbeard is the first mini-boss the player will encounter on Pirate Island, located in the second room. Blackbeard is equipped with a larger version of the Rifleman's cannon. His base health is 1.3M on Insane and 2.8M on Nightmare. Each attack does 2K damage on Insane and 5K damage on Nightmare. These attacks will quickly repeat until he is defeated.

Rifle Shot:
Blackbeard will start by aiming his rifle at a random player. Just before firing, a red rectangle will extend from him all the way to the end of the arena. When he fires the shot, players within the rectangle will be damaged.

Cannon Bombardment:
Cannon Bombardment fires multiple cannonballs onto the field. Red AoE circles will appear randomly and explode after two seconds. Anybody inside the circles will be damaged.
Spider Queen

Spider Queen is the second mini-boss the player encounters on Pirate Island. She resides in a small cave after the fourth room. She is a huge spider sporting a mini pirate hat. Her base health is 1.2M on Insane and 2.7M on Nightmare. Each blast does around 1.5K damage on Insane and around 4K damage on Nightmare.
String Blast:
Her main attack is a String Blast. Before she attacks, players will have 3 seconds of warning as a blast zone is indicated in red. She will then persist to fire 6 blasts in the span of 3 seconds throughout the room. After this attack, there is a 6-second cooldown before she can attack again, though it lasts longer whenever she spawns Infected Pirates. A good strategy to use during the String Blast attack involves hugging the wall to the right of the Spider Queen in order to avoid walking back to the hiding area. This strategy has the drawback of dealing damage if the player happens to move during the attack. Another way to avoid it is to wait for the attack to start and then repeatedly jump, allowing players to jump on the Spider Queen's fangs and head. This is risky as falling could lead to death. Additionally, it almost always results in being hit at least once. Though risky, this allows spell use during the attack, allowing for the boss to be killed quicker.
Summoning Infected Pirates:
After every other String Blast attack, she will spawn a pair of Infected Pirates that do as much damage as one tick of her String Blast attack per hit. These enemies will sometimes attack each other if they cannot detect another player.
Demonic Pirate Captain
Demonic Pirate Captain is the main boss of Pirate Island, boasting around 1.7M base health on Insane and 3.5M base health on Nightmare. He is located after the eighth room on the center of the deck of the large galleon.
Dark Lightning Tendrils:
The Demonic Pirate Captain will teleport to the middle of the ship and will summon dark lightning tendrils from a glowing white portal. These track the player's movement, dealing damage in an area under every player 6 times, regardless of position. To avoid these, players have to constantly move and split up, as to avoid crossing paths and damaging each other.
Spin Attack:
His next attack is used after a brief pause. The Demonic Pirate Captain will spin around with his staff, hurting anyone who is within range. Memorizing the reach of this attack will prevent unnecessary damage.
Teleport Strike:
The last attack occurs after a brief pause, with the Demonic Pirate Captain vanishing for around 2 seconds and then reappearing right above a random player, regardless of position, and attacking them with a close-ranged skill similar to his previous attack. Moving in a straight line facing away from the attack is highly advised, as otherwise it is likely to receive damage. The attack pattern will then repeat.
Life Steal:
Dark Lightning Tendrils and Teleport Strike have the ability to life steal. That is, he is able to heal himself whenever he deals damage to players with these attacks.
Ramping:
All attacks that connect and deal damage to a player will permanently increase the damage of the Demonic Pirate Captain's attacks. This is most notable with Dark Lightning Tendrils, as each individual hit will increase the damage of future attacks. This damage multiplier will stack indefinitely, leading to massively increasing damage, eventually reaching a point where attacks are capable of killing players with hundreds of millions of health in a singular hit.
Mobs
King's Guard

The King's Guard is the melee enemy of King's Castle. It has identical AI to the Sand Peasant, Sand Giant, Frost Minion, Ice Minion, Pirate Savage, and the Infected Pirate. They will chase who attracted them first, after that the person who did the most damage to them, then the person who has taunted them. They will follow you and when close enough, strike and do damage. If grouped up when getting attacked you will take very high damage, so grouping them may not be a good idea.
Elementalist

The Elementalist is the ranged enemy of King's Castle. It has identical AI to the Pirate Rifleman and Frost Wizard. It moves slowly and shoots a beam that does moderate damage. This is usually why they will be killed last in a group. As there is multiple of them in a group normally, be wary of their attacks stacking, as this can do very high damage to even the tankiest of players.
Hitman

The Hitman is the first unique common mob in the game, as its attack and AI are different compared to the normal enemies. Like the King's Guard, they will chase you, and with the same chasing factors listed above. However, they have a very fast movement speed and will catch up to you quickly. When they get close to a player they will start to attack in the red rectangle square that appears in front of them. They attack quickly but just slowly enough so that if you keep moving the attack will miss. You can also avoid them by walking through them, as the delay before their attack gives you enough time. Keep in mind this attack can hit multiple people at once, so grouped up players may not be the best strategy against hordes of them.
Bosses
Beast Master

The Beast Master is first miniboss in the King's Castle, located in the 3rd room. The encounter will begin after one player walks up to the middle of the room. His attacks typically hit wide areas while within a narrow hallway, so maneuverability is key.
Encounter
Beast Master has three attacks:
- Checkered Center Line (opening attack)
- Covers the area from Beast Master to the room's entrance in checkered bricks, dissipating .5 sec after spawning, damaging anyone within them
- Additionally, the sides are covered in a solid line from Beast Master to the room entrance
- Solid Center Line (secondary attack)
- Like the previous attack, only the two states (checkered vs solid) are switched
- Hits 4 times over 3 sec
- Melee AoE (third attack)
- Creates a small zone on Beast Master which damages any players close to him, this attack usually does more damage than the other attacks.
- Then loops back, though the checkered parts of his attacks do alternate
Strategy
Staying between the gaps of the checkered parts of his attacks are all that are needed. Strafing left or right, or up and down are the baseline maneuvers of this encounter. Each of his attacks deals around 25k-30k (insane) or 35-40k (nightmare) per hit, so it is imperative that you move and respond quickly.
Arch-Mage

Overview
The Arch-Mage is the second miniboss in the King's Castle dungeon, located in the 5th room.
Encounter
Once you defeat the horde of mobs before this room, locate the purple barrier. The miniboss is located behind it. This boss is sometimes described harder than the other mini-boss, and requires a skill level of dodging. Make sure to keep moving. Each of his attacks do about 18k-20k damage.
Strategy
Try to stay in range to attack it, and make sure to keep moving. This is important, because the Arch-Mage summons exploding books under you and your team. He fires laser beams in rapid succession, and his lattice pattern attack is formidable. Once you stay in a dodge-able range, output damage against this mini boss. He is described as harder to defeat, but because he resides in a large and spacious room, so his attacks are free to dodge. As stated before, this boss spams his attacks, so be on the lookout if you're his target! His attacks consist of randomly placed explosions, a laser beam, and a lattice pattern laser strike. These explode/set off in rapid succession, but are dodge-able if time given. The book explosions have a somewhat delayed explosion time, so this can be effective, as what you thought've exploded might explode in your face.
The King
The King is the final boss of the King's Castle dungeon. His appearance is a massive figure wearing Godly Guardian Set but the set is red and wielding two blades which give off a bright yellow and red glow, Its currently unknown the certain damage of The King, but its estimated to be 30k on Nightmare
Encounter
The King has four attacks in the following sequence:
- Line Strike
- Creates a long line extending from his current location, targeting a player at random for each strike.
- Attacks 3 times over 5 sec.
- Distance Leap
- Targets a player at random and creates an orange circle of their current location.
- Leaps over to their location, damaging anyone within the area of attack.
- On the second round of this attack, he first makes the room darker so only the person being jumped on or people close to the player will notice it.
- Then loops back in this cycle.

Strategy
The King summons lava to encompass the whole map, excluding his chamber, to seal off the map, so making sure that you are in the room or on the last pillars are critical, especially for Universal Healers. (If there are enough Universal Healers in your party, you may not need to worry about The King's lava.) When you first enter the boss room (when you get close enough to him) he does an attack where he sends a slash in someone's direction, which is similar to the skill Lava Lash. To avoid this, you need to move in one direction to the side and it shouldn't hit you (hold 'a' or 'd' on computer). After he does those slashes, he jumps down on top of you or a teammate (random). The way to avoid this is just move straight without stopping and he will not hurt you. The only gimmick this boss has is that he can turn the whole screen dark, and then choose a player to jump on. If you notice the area below get lighter/more orange, run. He has a decent hit interval, so try your best to output a lot of damage on this boss. His large size also makes up for his "tanky" attacks. Take advantage of this by limiting how near you are to him, while also doing damage. Being next to other players when he is doing any other attack is not the best idea, as you won“t be able to run fast enough to escape attacks meant for another player.
Mobs
Demon Warrior

The Demon Warrior is the melee attacker of the dungeon. Its AI and attack pattern is similar to that of the other melee attackers, including the Sand Peasant, Sand Giant, Frost Minion, Ice Minion, Pirate Savage, and the Infected Pirate. It is recommended to counter the Demon Warrior, by using the same strategies that the player used against the other melee attackers. Demon Warriors will attack players who taunted them first. If no players have used the taunt ability, they will attack the player who has done the most damage to them. If not damaged, they'll go for the closest player. Appearance wise it looks like a dark, winged, armored version of the Blood Minion.
Dark Mage

The Dark Mage is the ranged attacker of the Underworld. Using its spell attacks it can support melee attackers, by attacking players, other mobs can't reach. However, it only damages a single target, unlike the Elder Dark Mage. Overall, it's quite similar to the Pirate Rifleman, Frost Wizard and Elementalist, but it has a significantly wider beam, allowing it to hit players more often. It deals less damage than melee attackers, so players are advised to deal with this mob later.
Elder Dark Mage

The Elder Dark Mage has a large range and is given the blessing of AOE. With an above average cooldown, the Elder Dark Mage can summon circles that will deal damage to anyone standing in it after a certain period of time. This can be completely avoided however if you decide to constantly move. Despite its large body, it has the same health as the Dark Mage and Demon Warrior.
Blood Minions

Blood Minions are melee attacking mobs that can be spawned by the Demonic Overgrowth and Demon Lord Azrallik. They have about half the health of the Demon Warrior, Dark Mage, and Elder Dark Mage. Blood Minions must be killed quickly. If they are ignored and at least 3/5 (Demonic Overgrowth/Demon Lord Azrallik) blood minions are on the field, all blood minions will become "enraged". Once enraged they will gain a massive speed boost, making them even more deadly than the Demon Warrior. They cannot be taunted until the Demonic Overgrowth or Demon Lord Azrallik's heart are dead.
Bosses
Demonic Overgrowth
The Demonic Overgrowth is the second mini-boss in the Underworld. Similarly to Kolvumar, it has an attack cycle that it uses.

Demonic Overgrowth Attack Pattern:
1. Fires 3 very wide lasers similarly to that of the dark mages. The lasers will attack players at random, unlike the Dark Mage which attacks the player which dealt the most damage. For this reason, players must be cautious
2. Summons wide lasers across the room vertically from the entrance.
3. Summons a blood minion. Blood Minion will become enraged if there are 3 blood minions on the battlefield.
4. Repeats attacks 1-3
Kolvumar
Kolvumar is deer/moose like mini-boss. It is completely red, and its eyes are barely visible. It has a simple but dangerous attack pattern, and it is strongly advised to memorize it, in order to predict the next attack.

Kolvumar Attack Pattern:
1. Summons lava circle directly on a player, that deals damage after time. The player it targets is random. It is recommended to constantly move to avoid taking damage.
2. Charges a player, leaving a trail of lava in its path. Like the previous attack, the player it targets is random. It's advised to stay close to Kolvumar, to avoid lava being spread all around the corridor.
3. Summons a circle on a player similar to the first attack.
4. Repeats attacks 1-3. For further clarification, the attack pattern is "circle line circle circle line circle circle line"
Demonic Lord Azrallik
Demon Lord Azrallik the final boss located in The Underworld, and many consider him to be the hardest mob in The Underworld. You can roughly see his shape in the dark wall that covers his body, however you can clearly see his red eyes. He also has a unique "second form" as he summons a heart and becomes invulnerable until it is dead.
Demonic Lord Attack Pattern:
1. His opening attack is similar to the 2nd of Demonic Overgrowth, but attacks directly in front of you rather than from the side, and goes on for longer. He summons red lines with spaces between them, which is how you dodge this attack. It is also noted that if you spawn at the right moment, you will die instantly, as the last line reaches the spawn point of this room.
2. Next, he slaps his hand onto the ground, covering a small area in the arena, however, it spits out lines that do damage after those hit as well, which kill people more than the first part of the attack.
3. Last, he does an attack similar to the Demonic Pirate Captain's opening, however, it is much more severe. He summons a small circle around your character, and if you keep moving, you should be able to dodge the bigger circle that is summoned and is blasted. Often, another player "big circle" will kill another player dodging into it.
Demon Lord's Heart
Mobs
Samurai Swordsman

The Samurai Swordsman is the melee enemy of this dungeon. It has similar AI to other melee enemies, including the Sand Peasant, Sand Giant, Frost Minion, Ice Minion, Pirate Savage, King's Guard, and Demon Warrior. It will chase the closest player or the player that has done the most damage to them unless it is taunted.
Shuriken Thrower

The Shurkien Thrower is the main ranged enemy of this dungeon. It has similar AI to other ranged enemies including Frost Wizards, Pirate Rifleman, Elementalist, and Demonic Mage. Its attack hits almost instantly, making it difficult to dodge. It will target the closest player or the player that has done the most damage to them unless it is taunted.
Elite Swordsman

The Elite Swordsman is the minion mob that is spawned by Sanada Yukimura (the first mini-boss). It follows you until it is able to throw down an AoE circle on you that deals significant amounts of damage. This mob is not able to be taunted by tank class players making it difficult to fight Sanada Yukimura.
Ultimate Swordsman

The Ultimate Swordsman is the minion mob that is spawned by Miyamoto Musashi. They spawn from spiralling smoke, and then, after a small delay, use Flame Cyclone. During this, they move at a very fast speed that cannot be outrun, and deal massive damage. After about 3 seconds of spinning, they will vanish.
Bosses
Sanada Yukimura

Sanada Yukimura throws 3 green shurikens at the same time at different places, then summons an Elite Samurai Swordsman, which has a circle AoE spin attack. He then throws 3 green shurikens again twice, and the cycle repeats. While this is happening, 4 green stars appear in the middle of the battlefield every so often, creating lines of damage. It's recommended to be along the sides of the arena in order to have a better chance at dodging these lines.
Ancient Golem Guardian

The Ancient Golem Guardian causes rocks to fall onto a random player's position, as well as causing rocks to fall around the initial AoE. It will do this twice, and then drop a rock, creating a small ring of damage. Then, it slams its hands into the rock, creating multiple damage lines going outwards. The cycle repeats. It's recommended to be far away while he uses his rock slam attack.
Miyamoto Musashi

Mobs
Bodyguard

The Bodyguard is the melee enemy of this dungeon. It has similar AI to other melee enemies, including the Sand Peasant, Sand Giant, Frost Minion, Ice Minion, Pirate Savage, King's Guard, Demon Warrior, and Samurai Swordsman. It will chase the closest player or the player that has done the most damage to them unless it is taunted. They have a base HP of 650M and do around 60K damage on insane. They have a base HP of 1.9B and do around 90K damage on nightmare.The minion is using the dual crimson dagger but in blue version.
Dark Magician

The Dark Magician is the main ranged enemy of this dungeon. It has similar AI to other ranged enemies including Frost Wizards, Pirate Rifleman, Elementalist, Dark Mage, and Shuriken Throwers. Its attack hits almost instantly with very high range, making it difficult to dodge. It will target the closest player or the player that has done the most damage to them unless it is taunted. They have a base HP of 650M and do around 60K damage on insane. They have a base HP of 1.9B and do around 90K damage on nightmare.The minion is using runic pike
Magic Minion

The Unknown Minion is the mob summoned by the Mage Overlord (the first miniboss in The Canals). It will follow you until it finds another player nearby. It will disappear after about 4 seconds or when it hits a player, and upon making contact, it explodes with a large AoE and deals high damage. This mob is not able to be taunted by tank class players making it difficult to fight the Mage Overlord. Unlike all other entities, this mob does not have a nametag or a health bar, though it does have health, with 5.6B on Nightmare, though if the minion is killed, they'll still stay behind until the 4 seconds are over, meaning you can still make them detonate.
Bosses
Mage Overlord

The Mage Overlord is the first mini-boss in The Canals, having 3 different attacks. One of them is where they send out multiple small, slow travelling orbs over time. Another of the 3 attacks is where the boss fires a magic beam towards the closest players, then creates multiple beams perpendicular to the first beam. The last one summons a spiral of magic, which then quickly creates an unknown minion, which runs towards players and explodes for heavy damage upon touch, and disappears if no contact is made.
Guardian Overlord

The Guardian Overlord is the second mini-boss in The Canals, having 3 different attacks. The first attack consists of the Guardian Overlord creating 2 beams going through them, which then explode, and then another 2 beams at a 45 degree angle compared to the previous beams come and explode much quicker. The Guardian Overlord then spins around, sending out 4 slow red beams. When a beam is touched, it explodes, with a huge AoE and mediocre damage. The Guardian Overlord can also create a red sword from the sky, which slowly descends onto a player. If the player is hit by the sword, all players receive huge damage. To stop the damage, the player targeted by the sword must go into a safe zone randomly placed in the arena, which is blue, and has rings rising from it, with the word 'Safe'.
Warrior Overlord

Ghastly Harbor has 4 different mobs seen throughout the dungeon, and 3 bosses (comprised of 2 mini-bosses and 1 boss), each with a unique function. Each mob has 5 billion base health on Insane and approximately 13 billion base health on Nightmare.
Mobs
Raider
The Raider is the melee enemy of this dungeon. It has similar AI to the other melee enemies like the Sand Peasant, Frost Minion, Ice Minion, Pirate Savage, King's Guard, Demon Warrior, Samurai Swordsman, and Bodyguard. It will chase either the closest player at the start or the player that has dealt the most damage to it unless it is taunted.
Harpoon Gunner
The Harpoon Gunner is the ranged enemy of this dungeon. It has similar AI to other ranged enemies like the Frost Wizard, Pirate Rifleman, Elementalist, Dark Mage, Shuriken Thrower, and Dark Magician. It will follow either the closest player or the player that has dealt the most damage to it unless it is taunted. Unlike the Shuriken Thrower and Dark Magician, the Harpoon Gunner's charge up time is much slower and the beam thickness is significantly smaller, similar to that of the Frost Wizard, making it much easier to avoid compared to the Dark Mages, Shuriken Throwers and Dark Magicians.
Burly Enforcer

The Burly Enforcer is the splash enemy of this dungeon. It has similar AI to other splash enemies, such as the Hitman and Elite Swordsman. However, its attack pattern is very unique where, instead of stopping in place to slash at the player, it will instead perform a massive belly flop that causes the screen to shake. Upon landing, it will stay on the ground for a few seconds before getting back up and repeating the process. It is also among the fastest (and possibly the fastest) AI in the game along with the Ultimate Swordsman. It will follow the closest player or the player that has dealt the most damage to it unless it is taunted.
Cannon Crab

This mob is similar to The Elder Dark Mage; it has a large range and is given the blessing of AoE. The Cannon Crab is a unique enemy, that will summon circles on players at random dealing damage shortly after appearing (similar to the Corrupt Overlord), that will dissipate after 5 seconds. Note that this can be completely avoided however if players decide to constantly move. It's also worth noting that the player must stay away from the yellow circles even after the Cannon Crab is killed, as it will still deal damage as if the Cannon Crab was still alive until the circles disappear. Cannon Crabs are not affected by taunting spells or damage amount and will always attack the closest player. The Cannon Crab will appear in every enemy group after the second room (excluding the first group after the Corrupt Overlord).
Bosses
The Kraken

The Kraken is the first mini-boss of the Ghastly Harbor, located in the fourth room. It will emerge from the water and start throwing poisonous sharks onto the battlefield which will do damage when close. During these attacks, it will continuously slam down its left tentacle on the battlefield, targeting players at random. Afterward, it will shoot out ink in a sunburst pattern 4 times, changing direction slightly after each hit. Once it finishes this attack, the Kraken will then use its right tentacle with the same attack patterns as its left, except hitting approximately half a second after the left comes into contact with a player.
Corrupt Overlord

The Corrupt Overlord is the second mini-boss and is currently considered the most difficult mini-boss in Ghastly Harbor. When passing onto the dock, the Corrupt Overlord will make a zigzag pattern of purple lasers on the dock, activating shortly after they appear, while also summoning a corrupt circle at a random player. This is repeated 4 times, after which he disappears into the ship behind the dock. For this phase, a player will have to go to the base of the dock and grab a cannonball from the pile (highlighted with a blue circle) and walk to the cannon to fire it, all while dodging a barrage of cannonballs appearing at random shot by the Corrupt Overlord. During this time, the Corrupt Overlord will be invulnerable. This will cause the Corrupt Overlord to teleport back onto the dock and repeat the zigzag attack, allowing players to attack it. The cannonball deals no damage to the Corrupt Overlord, but will end the barrage of cannonballs.
Sea Serpent

Steampunk Sewers has 4 different mobs seen throughout the dungeon, and 3 bosses (comprised of 2 mini-bosses and 1 boss), each with a unique function. Each mob has 40 billion base health on Insane and 80 billion base health on Nightmare.
Mobs
Fighter Bot

The Fighter Bot is the melee enemy of this dungeon. It has identical AI to most melee enemies. It will follow either the closest player or the player that has dealt the most damage to it unless it is taunted.
Cog Shooter

The Cog Shooter is the ranged enemy of this dungeon. It has near-identical AI to most ranged enemies, and identical AI to Harpoon Gunners. It will follow either the closest player or the player that has dealt the most damage to it unless it is taunted.
Hammer Bot

The Hammer Bot is the splash enemy of this dungeon. It has an identical function to Burly Enforcers. It swings its hammer-head down on the player to deal damage, then picks itself up almost immediately and repeats the process. It will follow the closest player or the player that has dealt the most damage to it unless it is taunted.
Spinner Bot

The Spinner Bot is a new enemy type in this dungeon. It has a similar function to Elite Swordsman. However, instead of stopping to spin its blade once, it instead stops to charge up and then swing its knife in a circle multiple times. It will follow the closest player or the player that has dealt the most damage to it unless it is taunted.
Bosses
Cyclops Siege Bot
The Cyclops Siege Bot is the first boss you will encounter. It is a spider looking figure with a green eye on the head. Once approached, it will summon green circles on random areas, which then detonate. After the detonation, all circles will become bigger and detonate again. This process repeats 2 more times. After, it will start firing green lasers as the boss spins. Yet, the lasers don't always fire in the same place, so make sure to keep moving. It is best to stay far away from the boss to easily avoid this attack. Lastly, the boss will start firing green circles at random players. However, they do not directly spawn on you, so it is recommended to bring a speed spell during this attack. The Cyclops Siege Bot has a base of 109.9B health on Insane and 240B on Nightmare.

Evil Scientist
The Evil Scientist is the second boss, found in the sixth room. When approached, it fires a circle that pulses on a random player within the room. Then, rows of beams fire first from the front of the room towards the entrance, then from left to right. After this, the Evil Scientist shoots sun-bursts from himself 5 times, rotating slightly each time. The Evil Scientist has a base of 109.9B health on Insane and 240B on Nightmare.
Cannon Blaster 2000

Orbital Outpost has 4 different mobs seen throughout the dungeon, and 3 bosses (comprised of 2 mini-bosses and 1 boss), each with a unique function. Each mob has 1.9 trillion base health on Insane and 4.4 trillion base health on Nightmare. On Insane, the regular mobs deal 4.5 million damage and 7 million damage for bosses; On Nightmare, regular mobs deal 7 million damage and bosses deal 9 million damage.
Mobs
Hologram Assassin

The Hologram Assassin is the melee enemy of this dungeon. It has identical AI to most melee enemies but is a bit more sluggish than the melee enemies from earlier dungeons. It will follow either the closest player or the player that has dealt the most damage to it unless it is taunted.
Hologram Warrior

The Hologram Warrior is a different and unique type of enemy. This enemy is about the same speed as the ranged enemies. However, when it approaches a player, it pauses, and spins in the direction that the player was in at the start for roughly 1 second with a temporary speed boost to deal damage. When not attacking, it will follow either the closest player or the player that has dealt the most damage to it unless it is taunted.
Scout Drone

The Scout Drone replaces the ranged enemies of previous dungeons. In addition to the center beam similar to ranged enemies of previous dungeons, it fires beams to both the left and right at a 35° angle from the center on average. Similarly to recent dungeons, there is plenty of reaction time to dodge its attacks. It will follow either the closest player or the player that has dealt the most damage to it unless it is taunted.
Electric Tower
The Electric Tower is another ranged enemy. It shoots a beam that appears as a circle on the ground, dealing AoE damage to the player after a short delay. It is totally motionless, as a result, two groups of enemies with this tower cannot be lured together. It is similar to the Elder Dark Mage from The Underworld, but instead with a much smaller AoE and way more damage.
Bosses
The Destroyer

The Destroyer is the 1st boss of Orbital Outpost, encountered after the first stage. Once approached, The Destroyer will initiate a random attack, either firing its machine gun, or using its flamethrower. After this, it begins its attack pattern. The general order is that he will first use his machine gun to fire a multitude of yellow beams in the direction of a random target. The bullets will fire after 1 second, giving players a chance to dodge. Afterwards, he will prime his flamethrower at a random player, creating a few beams in a set pattern. Players who are hit will take damage over time and be surrounded by a ring. If a player comes into the ring, that other player will burn as well. Burnt players cannot be burnt from players who have had their flame originate from the same attack. Lastly, he will prepare his rockets, which will fall on every player, signaling a big red circle. This attack repeats three times, and is a similar attack to the Demonic Pirate Captain. After this, his whole attack pattern will reset. It should also be noted that throughout this fight, The Destroyer will passively summon Bomb Drones, which will attempt to chase the closest player, detonating automatically after a few seconds if it fails to reach a player.
- The Destroyer has a base of 6.9T HP on Insane, and 13.4T HP on Nightmare.
Tesla Master
The Tesla Master is the 2nd boss of Orbital Outpost, encountered after stage 4. When approached, 5 blue lasers will appear vertically on the floor, stretching from the entrance to the end of the room. These lasers will then quickly detonate, dealing damage to players. The Tesla Master then proceeds to blast 4 orbs from himself, repeating 3 times. This attack doesn't deal much damage, but will hit the players multiple times as the orbs pass through them.. He will then repeat the blue laser attack, then summon circles on the floor in random spots. The circles will stay there, which will repeatedly damage players, similar to the Cannon Crab. The Tesla Master prepares to create a blast on a random player, which shoots out 3 orbs. Again, he will summon blue lasers again, but the circles don't disappear. He repeats his 4 orb attack. Afterward, the circles disappear, and the attack pattern resets.
- The Tesla Master has a base of 6.9T HP on Insane, and 13.4T HP on Nightmare.
Lord Varosh

Lord Varosh is the last boss of Orbital Outpost, encountered after stage 6. He has 5 attacks. Passively every few seconds, lasers similar to the Corrupt Overlord's attack appear from the wall to the entrance. If any of these lasers hit a player, the victim will be held in place for a short moment, unable to move, however, the player can still attack. Right after this attack, Lord Varosh will fire a green energy orb at a random target. The orb attack is quite similar to the Tesla Master's orbs, but it deals twice the damage and has a bigger hitbox, making it very deadly. Players are recommend to be constantly moving to avoid this attack. Lord Varosh will vanish shortly after making the attack, darkening the arena, making it hard to see. Many green circles will start rapidly appearing and detonate, some expanding after exploding to explode again. After a couple of seconds, Lord Varosh will appear behind a random player, similar to the Demonic Pirate Lord's attack, attempting to smash them with his sword. The smash attack will heal Lord Varosh for every opponent smashed. Lord Varosh then teleports back to his original position, proceeding to charge and release a green focus beam towards a random target. If a player is hit, Varosh will successfully heal. After the attack ends, his attack pattern resets, causing Lord Varosh to start with his energy orb attack again.
- Lord Varosh has a base of 6.9T HP on Insane, and 15.5T HP on Nightmare.
Volcanic Chambers has 3 different mobs seen throughout the dungeon, and 3 bosses (comprised of 2 mini-bosses and 1 boss), each with a unique function. Each mob has 12T base health on Insane and 25T trillion base health on Nightmare. On Insane, the regular mobs deal 18M damage and the bosses deal 20M; On Nightmare, regular mobs deal 20M damage and bosses deal 25M damage.
Mobs
Aggressive Lava Walker

The Aggressive Lava Walker is one of the first enemies you'll encounter in the dungeon. It will aggro the player by chasing them and when close enough, emit a large rectangular attack. Players who get hit will be stunned for a little while. Once it finishes its attack, it'll stop moving for a few seconds before attempting to attack the player again.
Explosive Lava Walker

The Explosive Lava Walker is similar to the Aggressive Lava Walker, except slower and has a volcano-like hole on its head. It will target the nearest player and emit an AoE circle, growing wider as the attack continues.
Artillery Lava Walker

Artillery Lava Walker is the ranged enemy of the dungeon. It has the same movement speed as the original ranged enemies. It will fire 3 lava balls at the targeted player, much like the circle attack from Warrior Overlord. Players are recommended to strafe in one direction to dodge its attacks.
Bosses
Ancient Lava Mage

The Ancient Lava Mage is the first boss of Volcanic Chambers, encountered after the first wave of mobs. The Ancient Lava Mage will launch a trailing red orb at every player within the arena, which explodes on impact and can deal damage to nearby players. These red orbs will follow the player, so it's recommended to strafe in one direction, or to use a speed skill to outrun it. Before the orbs disappear, the Lava Mage will shoot lasers toward all players in the vicinity, followed quickly by large red AOE circles that summon below every player that deals five quick ticks of damage. The Ancient Lava Mage will also spawn Searing Orbs along the sides that aims at a random player. These can be destroyed if players attack them, but they grant no experience and are not necessary for completion of the boss. After a Searing Orb spawns, the attack cycle repeats.
- The Ancient Lava Mage has a base of 36T HP on Insane, and 75T HP on Nightmare.
Deity of The Volcano
Deity of The Volcano is the second mini-boss in Volcanic Chambers. The Deity will spawn boulders at the beginning of the fight on top of anybody entering, with the inner portion causing instant death to players at any health and the outer portion dealing normal damage. After this, a line will aim at all present players and the Deity will stomp to cover the area with checkered beams. When the checkered beams disappear, the boulders will fall again, this time on up to three random players in the arena, and a geyser will appear. The main attacks will repeat at this point, and another geyser will typically appear every three rotations. When one geyser is active, AoE circles will start to appear and the attack rotation will become slightly faster. Each additional geyser increases the frequency of AoE circles and the speed at which the Deity attacks, with up to five being possible at once. Geysers can appear in the shape of a "C" facing toward the Deity, and can be covered up by rocks on either side.
- The Deity of The Volcano has a base of 36T HP on Insane, and 75T HP on Nightmare.
Lava King

Lava King is the final boss in Volcanic Chambers. This boss starts out with a two-pulse sunbeam attack, with the first showing where the attack will happen and the second dealing damage. After that, an "X" pattern will appear on a random player that must be dodged by side-strafing. Walking forward or backwards from the attack causes players to get hit by both lines of the X. Following this, a bomb orb will encompass a random player. The bomb orb will gradually shrink and it can only be detonated by entering a small green safe zone located randomly within the arena. Failure to detonate the bomb orb will deal a massive amount of damage to all players. Similarly, a player link will connect two random players (assuming there are two or more players alive). The player link requires both affected players to stand close to each other. Failure to do so will cause both players to instantly die at any health. The bomb orb and player link attacks can occur simultaneously, and sometimes a player can receive both at the same time. Finally, a lava wall will appear and random lines will shoot across the arena. The attack cycle can start repeating or last into the lava wall phase.
- The Lava King has a base of 39.99T HP on Insane, and 79.99T HP on Nightmare
Aquatic Temple has 4 different mobs, each with a unique function. Each mob has 65T base health on Insane and 125T base health on Nightmare. The mobs deal between 35-60M damage on Insane and between 50M-105M damage on Nightmare, with the Temple Spirit and Temple Guard dealing toward the higher end of the listed range and the Defensive Cube Pylon and Defensive Pyramid Pylon dealing toward the lower end of the listed range.
Mobs
Temple Spirit

Temple Spirits are mobs that attack by creating lines perpendicular to the direction they are facing multiple times over a large range. Between attacks, they stay stationary for a moment before attempting to either attack again or quickly move towards a player to close distance.
Temple Guard

Temple Guards are mobs that move swiftly towards players before slamming the ground in front of them, dealing high damage in a large circle, before an even larger circle appears right afterwards for more damage. This mob's run and smash attack is similar to the Burly Enforcer from Ghastly Harbor. Its second pulse of damage is similar to the Explosive Lava Walker from Volcanic Chambers.
Defensive Cube Pylon

Defensive Cube Pylons are completely immobile mobs that create an attack under a player every so often. This attack consists of a small square in the middle, and four lines around the square in the shape of a target, requiring players to go between the bullseye and outer lines to dodge the attack if targeted. Defensive Cube Pylons cannot be taunted.
Defensive Pyramid Pylon

Defensive Pyramid Pylons are completely immobile mobs that create three lines in the direction of a player every so often, two of the lines being angled away from the opponent on either side of the middle line, similar to the Scout Drone from Orbital Outpost. Defensive Pyramid Pylons cannot be taunted.
Bosses
Temple Core Generator

The Temple Core Generator is the first boss of Aquatic Temple, encountered after the first stage. The boss has 3 attacks that it will use throughout the fight, one being passive. The first consists of 4 separate lines crossing the stage in random positions and random rotations, the boss shortly afterwards attacking these areas with lasers. After using the line laser attack 5 times, the boss will use the second attack once, summoning 4 large spheres around players before they move towards where the player's positions were when the attack started, dealing large damage upon hit. Cycles back to the laser attack. The passive attack consists of multiple squares in a line dealing damage in an area before shortly moving down the arena, overall being an arena-wide threat. The squares can be slightly above or below the line.
The Temple Core Generator has a base of 195T HP on Insane and 375T HP on Nightmare.
Ancient Temple Protector

The Ancient Temple Protector is the second boss of Aquatic Temple, encountered in room 6. His attack pattern consists of 4 different attacks. As soon as someone enters the arena, all areas of the map before the boss area are covered in a damaging substance, damaging everyone in it. His first attack consists of many lines intersecting each other in the middle of the arena outwards, dealing 55~70M damage per beam. Right after the radial attack is complete, the boss will summon multiple square outlines, the outlines getting bigger the further they are from the middle of the arena. Players must move between multiple square outlines to dodge the attack. The next attack has the boss turn to face a random player as they slam their fists onto the ground, creating a square on themselves that pulses constantly, every pulse making the attack wider and having the attack move forwards in the direction the boss was facing when they slammed. This attack deals 800M damage on Insane and 1.2B damage on Nightmare to any player that touches it and is used 3 times. His last attack surrounds the outer areas of the arena with the same substance as before, leaving only a large circle in the center for players to move in. Shortly afterwards, many lines appear in a checkered pattern, pulsing to show where the attack will be before vanishing and then dealing damage a small moment after. Multiple of these checkered patterns appear during this attack, so players have to memorize line locations to evade incoming damage. These lines deal regular boss damage and the attack lasts a few seconds. After the last attack, the attack pattern repeats.
The Ancient Temple Protector has a base of 195T HP on Insane and 375T HP on Nightmare.
Sea King

The Sea King is the last boss of Aquatic Temple. Upon a player entering the arena, he will summon lightning on a random player, dealing AoE damage and creating 4 smaller shocks around it, doing this for each player present in the arena one by one. He will then stab his trident into the ground, creating 4 square pulses one after the other that deal damage upon appearing, getting bigger as they expend outwards. Unlike the pulsing attack of the Ancient Temple Protector, they deal typical damage. The size of each of the four squares varies in size very slightly but they all expand at the same rate. Its next ability is to fire spheres towards all players, the number of spheres depend on how many players are in the arena, damaging players that touch it and also dealing damage at its destination where it explodes. The speed of the spheres is constant, so spheres aimed for players further away will detonate later than those aimed at closer players. Then, he will restart the pattern. The pillars around the arena will also occasionally shoot lasers at players who have an aura around their character. The aura can be defused by entering a green circle at either side of the arena.
The Sea King has a base of 220T HP on Insane and 400T HP on Nightmare.
Enchanted Forest has 4 different mobs seen throughout the dungeon, and 3 bosses (comprsied with 2 mini-bosses and 1 boss), each with a unique attack function. Each mob has 340T base health on Insane and 650T base health on Nightmare. The mobs deal between 75M and 85M damage on Insane and between 105M and 135M damage on Nightmare. The bosses deal between 85M and 92M damage on Insane and between 140M and 175M damage on Nightmare.
Mobs
Mushroom Spearman

The Mushroom Spearman is a mob in Enchanted Forest. Upon a player moving into its visual range or damaging it, it'll switfly run toward the player and once they reach the targeted player, a red circle will appear and will tick in a few seconds dealing damage and stunning players still in the circle. After a few seconds the Mushroom Spearman will start running and attacking its targeted player again.
Mushroom Wizard

Mushroom Wizards are ranged mobs that create a triplet of lines at the nearest player or the player that has done the most damage to it, one line being aimed directly at the player with the other two angled to the sides.
Mushroom Battle Mage

Mushroom Battle Mages are ranged mobs that cast a large purple ball in a straight line at a constant speed at the nearest player or the player that has done the most damage to it. The projectiles deal rapid damage to players they touch.
Poison Mushroom Mage

Poison Mushroom Mages are mobs that create a lasting circle of damage under the nearest player or the player that has done the most damage to it. The circle lasts until it casts another circle. Note that the circle can still damage even after the mob is dead.
Ancient Spirit

Ancient Spirits are summoned mobs that are spawned by the Ancient Enchanted Tree. Three are spawned at once in random locations within the ring between the mini-boss and the arena. Every few seconds, each Ancient Spirit targets a random player. Three more will spawn every 20 seconds until the mini-boss is defeated. These mobs function similarly to the Searing Orbfrom Volcanic Chambers. Ancient Spirits have a base of 76.49T HP on Insane and 146.24T on Nightmare, or about 7.5% of the total health of the mini-boss.
Bosses
Crystal Golem

The Crystal Golem is the first boss of Enchanted Forest, encountered in the 2nd room. The boss has 5 attacks that it will use throughout the fight, one being passive. This passive has numerous crystal shards rise from the ground and land at random spots, shortly after continuously pulsating 6 times, dealing damage each time to any player within the ring of damage until they vanish. The main attack cycle starts off with a crystal being created over a maximum of 5 players, slowly falling until it aligns with their torso, exploding and damaging all players on the map. To prevent this, players must move into a green bubble that appears within 1 of 3 spots along the edges of the arena, and stay there until the crystal aligns with the torso, in which case it will do nothing. Shortly before the crystal aligns however, the Crystal Golem will throw up to 3 geodes towards 3 random players, and once they reach the targeted player, two electrical beams will extend outwards from each before they start to spin, dealing rapid damage to players they touch. Once this is done, the Crystal Golem will create up to 2 orbs that each follow a random player, and whenever one makes contact, it expands into a dome of high energy, dealing rapid damage to anyone within once it reaches maximum size. While the orb is created, 3 orange rectangles will appear near the boss, and 3 purple rings which house a pile of rocks will also appear. Players who go into the purple rings will carry a rock, which can be used to create a wall on one of the orange rectangles, which creates a green rectangle behind it- a safe zone. A few seconds after the rock piles appear, the boss will send out a massive wave, instantly killing anyone not located within a safe zone. After this, the attack cycle repeats.
The Crystal Golem has a base of 1.01Q HP on Insane and 1.94Q HP on Nightmare.
Ancient Enchanted Tree

The Ancient Enchanted Tree is the second boss of Enchanted Forest, encountered in the 4th room after every mob group. Before it starts attacking, it'll rise up from the ground for a few seconds, giving players a window of time to attack the boss free of risk. Its attack pattern consists of 3 attacks, one attack being a passive. This passive spawns Ancient Spirits, stationary orbs that occasionally shoot lasers at a random player, and each can be destroyed. Its main attack cycle starts with firing a triplet of lasers 2 times, the middle one aimed directly at the player and the other 2 angled away. Each time it uses this attack, it fires a triplet of beams for each player up to 3. Immediately after that, it will create thin lasers around the arena which starts spinning in a random direction, dealing rapid damage to players who come into contact with it. During this, multiple circles will appear all at once 4 times, damaging and stunning players hit. After this, the attack cycle repeats.
The Ancient Enchanted Tree has a base of 1.01Q HP on Insane and 1.94Q HP on Nightmare.
Enchanted Forest Dragon

The Enchanted Forest Dragon is the final boss of Enchanted Forest, encountered in the 6th room. This boss has 5 attacks, one being a passive. The passive attack consists of numerous lines spawning across the arena, each facing the same direction with gaps in-between. This array of lines happens 6 times in a row, the rotation of the lines changing each time based on the orientation of the first pattern. After all 6 line waves have passed, there is a delay before the passive repeats. The main attack cycle consists of the boss clapping its wings together 3 times in quick succession, each time creating 2 lasers that converge at a random player's position, often forming an X shape. The next attack has the boss face a random player and breath flames, creating an arc of circles near the player's position, each leaving behind damaging flames which last until shortly after the next flame breath. Almost immediately after the flame breath, up to 3 players will have a large pink circle appear under them, creating a spiraling laser a few moments later that rapidly damages players inside, the laser(s) lasting a few seconds. Almost immediately after the spiraling laser(s), if there are at least two players in the arena, pink rings will appear under up to 3 players. If a player without a ring comes into contact with a ring, everyone in the arena takes high damage, and the player who made contact with the ring gets a ring of their own. After this, the attack cycle repeats. If there are only 2 players, only 1 will have a ring initially, if there are only 3 players, only 2 will have the ring initially, and if there are only 4 players, only 3 will have the ring initially[verification needed].
The Enchanted Forest Dragon has a base of 1.12Q HP on Insane and 2.19Q HP on Nightmare.
Northern Lands has 3 different mobs seen throughout the dungeon, and 3 bosses (comprsied with 2 mini-bosses and 1 boss), each with a unique attack function. Each mob has 1.53Q base health on Insane and 3.2Q base health on Nightmare. The mobs deal between 160M and 200M damage on Insane and between 294M and 326M damage on Nightmare. Each normal boss attack deals between 205M and 352M damage[verification needed] on Insane and between 324M and 590M damage[verification needed] on Nightmare
Mobs
Northern Warrior

Northern Warriors are mobs that follow the closest player or the player that has done the most damage to it, and once it reaches a player, it creates a circle attack around itself, dealing damage twice with a second circle slightly bigger than the first, before firing ahead an attack in the direction it is facing.
Northern Spearman

Northern Spearmen are ranged mobs that attack in a line that spans both ahead of them and behind them. Players damaged are temporarily frozen in place.
Northern Mage

Northern Mages are mobs that attack by creating lines perpendicular to the direction they are facing multiple times over a large range. Between attacks, they stay stationary for a moment before attempting to either attack again or move towards a player to close distance. Each attack deals damage and inflicts the 'Anti-Healing' debuff onto hit players, preventing them from being healed for a moment.
Bosses
Midgardian Champion

The Midgardian Champion is the first boss of Northern Lands, encountered in the 2nd room, standing upon a pillar. Passively throughout the fight, two beams will span through the middle of the pillar and rotate around the arena, pulsing with set timing to deal damage. The distance from one beam to the last is random. The first attack consists of many red whirlwinds being summoned from outside the arena to fly inwards, moving in straight lines around the arena, dealing rapid damage to players who make contact. Next, a massive circle will appear under a random player, with the Midgardian Champion appearing in the middle after a long delay while dealing damage to players within the circle. 5 spiked rings will then be summoned and directed towards random players[verification needed], moving in that direction. The Midgardian Champion will then release a bigger spiked ring which is much bigger in size. All spiked rings explode and deal damage in an area upon contact with a player. Afterwards, the Midgardian Champion teleports back onto the pillar and the rate at which the passive beams spawn is increased intensely for a few seconds. After this, the attack cycle repeats.
The Midgardian Champion has has a base of 5Q HP on Insane and 9.6Q HP on Nightmare
Bob The Frost Giant

Bob The Frost Giant is the second boss of Northern Lands, encountered in the 4th room. Throughout the battle, ice beams connected by two orbs will be sent in random directions from behind the boss, moving very slowly. Bob The Frost Giant starts off by slamming the ground towards a random player, creating rings towards the target, the size of the rings expanding as the attack travels. Next, a ring is summoned under up to 3[verification needed] random players, with icicles appearing on attack, the attack greatly expanding in size each time until it has attacked thrice, dealing double the damage of other attacks. Bob The Frost Giant will then send out an orb towards up to 3[verification needed] random players, slowly homing in on the targets, requiring targetted players to lead the orb into a crystal of the same colour located around the battlefield, either red, yellow, or green. If the orb makes contact with the player, damage is dealt in an area around itself and inflicts the 'Anti-Healing' debuff[verification needed] for a short moment. Almost immediately after sending out the orb, The Frostgiant will create a burst of beams outwards all around, stunning players hit for an extremely brief moment. Afterwords, large lines will span the arena once before the attack cycle repeats.
Bob The Frost Giant has has a base of 5Q HP on Insane and 9.6Q HP on Nightmare
Odin

Odin is the third boss of Northern Lands, encountered in the 8th room. Throughout the battle, halved-circular beams will passively appears, damaging players and inflicts anti-heal for 1.2 seconds. This attack have a safe spot in the middle which can be easily dodged (except in some occasions), Odin will unleash a wave of fireballs from one random side. explode when contact with players. Then, Odin will release a beam with a fashion similar to Midgardian Champion's passive attack. Beware that this will inflicts anti-heal for roughly 2 seconds. His final attack is to fire a beam at the middle (which is where the safe spot is during the passive attack). then the beam will fires fireballs that also bouncing around the arena for a long time until the next beam activated. Afterwards, the attack cycle repeats.
Odin has a base of 5Q HP on Insane and 9.6Q HP on Nightmare.
In Gilded Skies, there are 4 different types of mobs. Each mob has around 7.4Q base health on Insane and around 15.6Q base health on Nightmare. The mobs deal between 400m and 550m damage on Insane and between 625m and 800m damage on Nightmare.
Mobs
Dracani Warrior

The Dracani Warriors are a melee type mob that follows the closest player or the player that has done the most damage to it, and once it reaches a player, it creates a lingering rectangle in front of itself and slashes forward 6 times.
Dracani Knight

The Dracani Knights are a melee type mob that follows the closest player or the player that has done the most damage to it, and once it reaches a player, it creates a circle attack around itself and slams its axe to ground, dealing triple the normal damage.
Dracani Mage

The Dracani Mages are ranged mobs that attack by creating an X-shaped beam at a player, inflicting a stun and an anti-heal effect for 2.5 seconds.
Dracanic Familiar

The Dracanic Familiars are ranged mobs that attack by creating a line in front of itself like basic ranged mobs that lingers for 5 seconds dealing damage.
Bosses
Gilded Skies has 3 bosses, consisting of 2 mini-bosses and a main boss at the end of the dungeon. Each normal boss attack deals between 450m and 600m damage on Insane and between 700m and 900m damage on Nightmare.
Archpriest Kiryne

Archpriest Kiryne is the first boss of this dungeon. She is first encountered in the 3rd room. Passively throughout the fight, she will create a beam that deals massive damage. To avoid it, players will need to face their avatar away from Kiryne until the "Look Away" text disappears. Then, the statue behind it will start firing lasers at 4 random players in the field. Players need to constantly be moving to avoid the beam. Next a few green circles appear, which will protect the players from getting killed by Kiryne's shockwave which hits after a few seconds. 1-3 purple orbs (depending on player count) also spawn at the same time and each of them will move to a random player, dealing 2x boss damage to anyone in its way and 3x when it reaches its target location. The orbs will repeat this cycle 3 times before it disappears. The deadliest ability is the red circular attacks which will form in a curved line, damaging players and stunning them, followed by serval vertical beams. The red circular attacks and vertical lines happens again, and then the cycle repeats.
The Archpriest Kiryne has a base of 22.2Q HP on Insane and 46.79Q HP on Nightmare
General Cragg

General Cragg is the second boss of this dungeon, encountered in the 7th room. Upon entering the field, several vertical lines will appear randomly, and Cragg will be releasing expanding rings similar to Bob the Frost Giant in Northern Lands, but in six directions. Next, two players will be randomly linked with an explosive orb, which will explode and damage all players if the linked player did not touch it in time. The orb can also damage players if they touch the chain. After that, a random player will be glowing red which means that they are flame-cursed, 5 lingering circles will also constantly appear at the targeted player. During the curse, Cragg will attack the entire arena. Players need to enter the safety rings in order to survive. While also dodging the second wave of vertical Lines. The third wave contains three X-shaped beams at random players, a purple pulse beam with a similar style with Sea King's Grid attacks, that stuns player on hit, and lastly a giant meteor falling from the sky, which can tell by an expanding warning circle. The whole cycle repeats after that.
General Cragg has a base of 22.2Q HP on Insane and 46.79Q HP on Nightmare
Vytelus, The Dragon Lord

Vytelus, the Dragon Lord is the third and currently the last boss of Gilded Skies, encountered in the 10th room. Throughout the battle, Vytelus will passively summon red orbs from the edges of the arena, and will explode dealing AoE damage to all players if any player gets into contact with them, while also inflicting stun and anti-heal effects (There is a possibility that when players respawn at the final boss arena, the players that spawned in will trigger the red orbs killing the team due to the spawn layout). His first ability will create fire lines at a random player, with horizontal beams coming out next, similar to one of the Mage Overlord's ability in The Canals. Meanwhile, a yellow orb will spawn at a random player, releasing spiraling circles in a similar fashion with Odin Reincarnation's passive ability, while also inflicting stun and anti-heal effect if hit. After that, three cyan circles will flash once, one by one, which warns player to stay inside the circle's range before Vytelus does his area attacks (For example, after all three circles finished flashing, go to the first flashing circle area, and go to the next flashing circle area after the first area attack is done). The circle's locations are completely random. During this dodging process, purple curved circles will appear at the first area attack, stunning players if hit. After that, Vytelus will summon a few fire walls that move along the arena. Players will have to find and go through the gap in order to survive. Beware that the fire walls deal absurdly lethal damage that can even kill a tank with a single touch. His next ability shares a similar method with Odin Reincarnation's colored beams. There will be 3 zones consisting of a purple triangle, yellow circle, and a cyan diamond. Whatever shape is above the player must correspond with one of the zones. Vytelus will give players about 4 seconds to enter the correct zone before exploding the arena afterwards. The yellow orb will spawn on a random player once again followed by the curved purple circles. The cycle repeats after.
Vytelus, The Dragon Lord has a base of 22.2Q HP on Insane and 46.79Q HP on Nightmare
Mobs
Pincer Warrior

A Pincer Warrior
The Pincer Warrior is a melee-type mob. It is a humanoid crustacean crab with a powerful claw on its left arm, an oval head, and has a cyan belt. When a player is close to the Pincer Warrior or the one that has done the most damage to it, it will target that player. When close, the Pincer Warrior will create a small circle, dealing damage to any players in it.
The Pincer Warrior has 28.36Q HP on Insane and 60.44Q HP on Nightmare difficulty.
Tide Walker

A Tide Walker
The Tide Walker is a ranged-type mob that creates multiple circles that bends at the targeted player, damaging and inflicting rooted to any player's hit by it.
The Tide Walker has 22.71Q HP on Insane and 48.36Q HP on Nightmare difficulty.
Tide Kitsune

A Tide Kitsune
The Tide Kitsune is an immobile summoner and AoE-type mob. It is a humanoid kitsune that wears a kitsune mask with the base color white, and trims being cyan. It has medium size hair, wears a gown, and holds a fan in its right hand, with the main colors being blue, dark blue, and greenish colors. The Tide Kitsune can control the water, capable of summoning minions. It will summon two weaker versions of Tide Walkers. After some time, the Tide Kitsune will create a small circle which creates an ice burst dealing AoE damage to any players caught in it.
The Tide Kitsune has 19.87Q HP on Insane difficulty and 42.31Q HP on Nightmare difficulty.
Shadow Imp

A Shadow Imp
The Shadow Imp starts as a ranged-type mob, that switches over to melee-type. It is an oni with sharp claws, and equipped with a small barrel. It has black fur covering its body, two glowing red eyes, sharp teeth, and ears with the inside having red color. The Shadow Imp will target the closest player or whoever dealt the most damage to it. When within a certain radius, the Shadow Imp will throw its barrel one time, creating a medium size circle that deals AoE damage. It will then run towards a player and attack using its claws, creating a small square that deals damage to players hit by it.
The Shadow Imp has 19,87Q HP on Insane difficulty and 42.31Q HP on Nightmare difficulty.
Giant Shadow Imp

A Giant Shadow Imp
The Giant Shadow Imp is an AoE-type mob. The Giant Shadow Imp is the same as its smaller version, the Shadow Imp, but bigger and having a large explosive barrel. The Giant Shadow Imp will target the closest player or whoever dealt the most damage to it. When within certain radius, the Giant Shadow Imp will throw its barrel, creating a medium sized circle damaging players in it. After the Giant Shadow Imp has thrown its explosive barrel, it will pick up a new one.
The Giant Shadow Imp has 29.81Q HP on Insane difficulty and 63.47Q HP on Nightmare difficulty.
Shadow Stalker

A Shadow Stalker
The Shadow Stalker is a melee-type mob. The Shadow Stalker is a black yokai with black particles, claws, a skull with two horns attached to it, a smiling face, as well as glowing red eyes. The Shadow Stalker will target the closest player or whoever dealt the most damage to it. When close, the Shadow Stalker will create a medium size circle dealing AoE damage.
The Shadow Stalker has 24.13Q HP on Insane difficulty and 51.38Q HP on Nightmare difficulty.
Pyro Caster

A Pyro Caster
The Pyro Caster is a ranged-type mob. It creates vortex portals that spawn weaker versions of Shadow Imps. The Pyro Caster also fires an attack in a short straight line ahead of it, dealing damage.
The Pyro Caster has 22.71Q HP on Insane difficulty and 48.36Q HP on Nightmare difficulty.
Yokai Shogun

A Yokai Shogun
The Yokai Shogun is a melee-type mob. It is a humanoid yokai that wears samurai armor, wields a katana, as well as a color style of dark red, orange, and brownish color. It is also wearing a white mask, covering its six glowing red eyes that are split into two sides, having three eyes each, and following the way of the samurai. When a player is close to the Yokai Shogun or the one that has done the most damage to it, it will target that player. When closed, the Yokai Shogun will create a small size rectangle dealing damage to players.
The Yokai Shogun has 24.13Q HP on Insane difficulty and 60.44Q HP on Nightmare difficulty.
Yokai Sorcerer

A Yokai Sorcerer
The Yokai Sorcerer is a slow moving ranged-type mob that targets a player creating a wide straight line dealing damage.
The Yokai Sorcerer has 23.56Q HP on Insane difficulty and 50.77Q HP on Nightmare difficulty.
Fire Imp

A Fire Imp
The Fire Imp is a melee-type mob. It has the same resemblance as the Shadow Imp, but its body is filled with magma, having the veins filled with fire, and having its eyes being glowing yellow. The Fire Imp is spawned by Sarugami when it does its Lava Barrage attack. When a player is close to the Fire Imp or the one that has done the most damage to it, it will target that player. The Fire Imp attacks by creating a small square dealing damage to players.
The Fire Imp has 15.28Q HP on Insane difficulty and 32.64Q HP on Nightmare difficulty.
Fire Imp Thrower

A Fire Imp Thrower
The Fire Imp Thrower is an AoE-type mob. It has the same resemblance as the Fire Imp, but wields an explosive barrel, and is stationary. The Fire Imp Thrower works the same as the Giant Shadow Imp, throwing its explosive barrel at any player close to it, creating a medium size circle that does AoE damage.
The Fire Imp Thrower has 1.52Qi HP on Insane difficulty and 3.26Qi HP on Nightmare difficulty.
Lava Stalker

A Lava Stalker
The Lava Stalker is an AoE-type mob. The Lava Stalker resembles the Shadow Stalker but its body parts are magma pieces, and is glowing with lava veins. The Lava Stalker can only be spawned by Sarugami, and it will act identically to the Shadow Stalker (as of the 10/27/23 update). If the Lava Stalker dies, it will explode dealing 10x boss damage to players nearby.
The Lava Stalker has 15.28Q HP on Insane difficulty and 32.64Q HP on Nightmare difficulty.
Bosses
Tatsu, Lord of Tides

Tatsu, Lord of Tides
Tatsu, Lord of Tides is the first boss in Yokai Peak found in the third room. Tatsu is a Japanese dragon. It has a long, blue scaled body, spikes serpentine tail, sharp teeth, claws, horns, a beard, and is connected to the water. Tatsu has a total of seven moves (one being a passive).
Lightning Bolt [Passive]: If a player is not in the arena, then that player will be struck by a Lightning Bolt that deals 1% of the player's total HP. If the player does not want to be dealt with constant damage, then they will have to be in the arena where Tatsu is to prevent the Lightning Bolt attack from activating.
Head Slam: Occasionally, when a player is close to Tatsu or at random will target a random player, Tatsu will create a large red rectangle that will appear on the ground and will perform a head slam. Then, two more rectangles will also appear parallel to the first rectangle and at a small distance, continuing at further and further distances (this is very similar towards to the Northern Mage's attacks in Northern Lands but horizontal).
Lightning Storm: If Tatsu is damaged, then Tatsu will fly into the sky, being invulnerable to any sorts of damage. The sky will be filled with dark grey clouds, which then spawns around eight or nine circle patterns of lightning. The circles originally appears dark blue, and players stepping on it in this form do not take damage. The circles then gradually become a brighter shade of blue, which will then deal damage at the brightest shade. The circle will then disappear and the other circles will appear for the duration of the attack (it is noted that it also appears that players who get zapped by circles at the same moment take extra damage from some form of chain lightning). Afterwards, Tatsu will dive into the pond of water, will resubmerged, and players will be able to damage it once again.
Spinning Beams: Occasionally, two beams in a cross pattern will immediately appear after a small wait time. Then, the beams will then begin to move counter-clockwise dealing constant damage to any players touching the red beams. After turning exactly 180o, the beams will then alternate and will turn clockwise direction for another 180o.
Tidal Breath: Occasionally, Tatsu will look at the sky, do a roar, and then will spew out a wave of water circles will fall down from the sky, placed on the ground in a spiral pattern. The circles will deal damage to players that touch one of the circles. The spiral patterns are always the same.
Tide Circles: Occasionally, a multitude of blue circles will appear on the ground. Then, they will begin to turn light blue and will begin rotating counter-clockwise (similar towards to Tatsu's Spinning Beams attack). The light blue circles will deal constant damage towards to players that touch the circles.
Whirlpool: Occasionally, Tatsu will dive into the pond and will create a whirlpool. The whirlpool will then begin to drag all players towards the center of the whirlpool, dealing small amounts of rapid damage overtime. Then, three Tethers with a low amount of health are spawned around the pond of the whirlpool, forming a triangle which deals constant damage to players close to them. Then after a couple of seconds after the Tethers have been summoned, several weaker versions of Pincer Warriors and Tide Walkers are spawned around the pond. Tatsu is invulnerable to damage during this attack. If players want to deal damage to Tatsu, then players will need to destroy all of the Tethers. Once all of the Tethers are destroyed, Tatsu will emerge from the pond being able to take damage from players.
Tatsu, Lord of Tides' main theme is Tatsu, Lord of Tides. Tatsu has a base health of 88.88Q HP on Insane, and a base health of 165.02Q HP on Nightmare difficulty.
Sangor, the Bloodthirsty

Sangor, the Bloodthirsty
Sangor, the Bloodthirsty is the second boss in Yokai Peak found in the sixth room. Sangor is a humanoid oni, a demonic creature having red skin exposed, white spikes next to the arm, yellow bands around the arm, cloth pants with yellow trims, a necklace, white spikes at the chest, a white chin hair tied up by a band, a giant eye above the two eyes, white spiky hair, and is holding a kanabÅ. Sangor has a total of seven moves.
Sangor's Leap: Occasionally, Sangor will start running for a bit, will target a random player, will begin leap, slamming at the ground creating a circle, and then later will create a sun-burst attack.
Whirlwind Spin: Occasionally, Sangor will target a random player and will begin creating a straight line, creating a medium circle dealing AoE damage at a fast pace.
Blood Spin: Occasionally, Sangor will create random lines in the arena, and will begin using Whirlwind Spin. When Sangor uses any of its moves, the lines where Sangor spin will begin blazing with a trail of fire.
Sangor's Curse: Occasionally, Sangor will roar at all players within a certain (???) range. When Sangor roars, players will be given a curse with a red oni symbol, giving players the 'Anti-Healing' debuff, and will receive DoT damage. In order to remove the curse, players will have to walk into the small green circle that spawns randomly in the arena. A glass breaking sound effect will be heard when the curse is removed, along with the oni symbol turning green and disappearing.
Blood Circles: Occasionally, Sangor will spawn down a bunch of small red circles, creating a wave damaging players (similar to Vytelus' Flame Barrage attack from Gilded skies).
KanabÅ Swing: Occasionally, if a player is near to Sangor, Sangor will swing its kanabÅ creating a large rectangle to a player it is targeting, dealing AoE damage.
Flame Shockwave: If Sangor somehow leaves its arena by either clipping through the ground, or going out of bounds, it will create red boxes under every player in the game that is undodgable and deals a quarter of the normal boss damage.
Sangor, the Bloodthirsty's main theme is Sangor, The Bloodthirsty. Sangor has a base health of 127.40Q HP on Insane, and a base health of 272.02Q HP on Nightmare difficulty.
Commander Leonaru
Commander Leonaru
Commander Leonaru is the third boss in Yokai Peak found in the ninth room. Leonaru is a large humanoid lion oni that wears samurai gear, has sharp claws and teeth, a tail, red eyes, and is holding a naginata with the tip of it being on fire, and following the way of the samurai. Leonaru has a total of nine moves (one being a passive).
Crying Swords [Passive]: When a player is outside of Leonaru's arena (being a 6x7 square tiles), bright yellow glowing swords will regularly strike down players outside the arena, damaging them passively until they are back inside of the arena. Damage scale increases the longer players are outside of the arena.
Explosive Squares and Lines: Occasionally, Leonaru will spawn down explosive lines that goes vertical, and horizontal, and also explosive squares in a checker pattern, damaging players. Sometimes, these attacks will go on a fast pace for three times. There is a small chance where the attack can cover the entire arena besides from the two corners randomly.
Explosive Square Chunks: Occasionally, Leonaru will summon a large square covering a 3x4 area of the arena at the top left corner, then it will move clockwise to the next corner detonating the previous marked corner after ~4 seconds, until the last corner is marked.
Naginata Throw: Occasionally, Leonaru will target a random player, will then begin throwing its naginata to a random player creating a straight line damaging players.
Blade Barrage: After Leonaru throws its naginata, a big random line will appear, occasionally targeting a random player, damaging them, and a flurry of red blades will appear on the line (having a resemblance towards to the warrior ability Blade Barrage) five times. The blades will always travel through the middle point of the arena. The naginata will then return to Leonaru's hand afterwards.
Explosion Orb: Occasionally, Leonaru will summon an explosive orb on all players that follow them having a ring radius around them. If the player that has the orb touches it, then all players that are in the ring radius will suffer AoE damage. If a player that has the explosive orb lures it to Leonaru, and Leonaru touches the explosive orb, Leonaru will be dealt with a small amount of damage. The luring mechanic is similar to Bob the Frost Giant's orbs.
Falling Swords: Occasionally, Leonaru will spawn down yellow squares in the arena having a rain of yellow swords above the squares, and will fall down through the sky dealing damage to players that are in the squares.
Naginata & Claw Swing: Occasionally, when a player is near to Leonaru, Leonaru will use its naginata creating a large square attacking 1-3 times. If Leonaru does not have its naginata, then a small square will appear only attacking one time.
Temple Laser Eyes: Occasionally, the giant statue above the Dungeon Quest gong and the still-petrified Sarugami will fire lasers from its eyes. The two beams will slowly follow random players and dealing small rapid damage when in contact. The laser targeting is more likely to switch if the random player is close to the beams.
Commander Leonaru's main theme is Commander Leonaru. Leonaru has a base health of 135.90Q HP on Insane, and a base health of 290.15Q HP on Nightmare difficulty.
Sarugami

Sarugami
Sarugami is the fourth and final boss in Yokai Peak that spawns after Leonaru is defeated. After Leonaru is defeated, Leonaru will slowly walk towards to the Dungeon Quest logo gong badly injured, hitting the gong with all of its might, before falling down to the ground dead. Then, the petrified Sarugami will awaken, free itself and enter the arena. It will then thump its chest and roar, before slamming the ground causing all players to fall down into the new arena that the player will have to fight Sarugami on.
Sarugami is an oni that is a monkey god and monkey spirit. Sarugami is a giant humanoid figure having magma parts and lavas in the veins of its body. Sarugami have a total of twelve moves (six being passive).
Sarugami has two phases. being stationary and mobility mode. During stationary mode, Sarugami will be immobile and will use phase one moves. Then, once Sarugami reaches to 50% of HP, Sarugami will enter mobility mode, being able to move, use phase two moves, and weaker versions of some phase one moves as well.
Fire Imp Thrower Reinforcements [One Time Passive]: Fire Imp Throwers will occasionally spawn at the side of the arena. During the fight, if the battle is still going, then Sarugami will summon Fire Imp Throwers at the side of the building, throwing explosive barrels at players and also being immune to any sorts to damage from players. This move is currently bugged and the Fire Imp Throwers will not do anything.
Phase Change [One Time Passive]: When Sarugami reaches to 50% of its HP, then Sarugami will change to mobility mode which allows it to move freely and use a different set of moves as well as weaker versions of phase one moves.
Lava Stalker Reinforcements [Passive]: Occasionally, Sarugami will summon a Lava Stalker that will stalk a targeted player.
Explosion Mark [Passive]: Occasionally, all players will be given a yellow circle that detonates shortly after, dealing AoE damage at where it detonates (Similar to Odin Reincarnation).
Fire Imp Meteor Launch [Passive]: Occasionally, multiple meteors will appear in arena. Players that are in the meteorās radius will be dealt with damage. Then after the crash, Fire Imps will spawn and will begin attacking players. At second stage, the explosions will occur at higher level that are unable to damage players. The Fire Imps after the explosion will still function normally.
Cursed Tri-Beam [Passive]: Occasionally, a random player will be given a curse with a red symbol (similar to Flame Shuriken's ability icon), giving a few seconds of 'Anti-Healing' and three spread beams in front of that player. After the 'Anti-Healing' debuff wears off, the beams will detonate. If a player that does not have the curse gets hit by the player that does have the curse, then that player will also be given that curse as well. The curse will keep on transferring until players don't transfer the curse to any players.
Lava Slam: Occasionally, Sarugami will smash the ground in a rectangular shape forward to a targeted player. Then, multiple parallel beams will be spawned vertically and horizontally depending on where Sarugami is facing. This is guaranteed to trigger when Sarugami spawns. Sarugami will keep on using Lava Slam until phase two.
Flame Breath: Occasionally, Sarugami will target a random player and will begin breathing fire counter-clockwise, damaging players with constant damage caught in the radius of the attack. Sarugami will keep on using Flame Breath until phase two.
Boulder Toss: Occasionally, Sarugami will grab a boulder from the ground with its right hand, then it will throw the boulder at a random player, creating AoE circle and sunburst beam (similar to Cannon Blaster 2000), and dealing damage to players. The boulders will remain in the entire fight and having collision. It also serves as a shield to protect players from Magma Shockwave. Beware that sometimes the rocks will shatter, leaving a small lingering circle throughout the entire fight. Sarugami will keep on using Boulder Toss until phase two.
Circle Slam: Occasionally, Sarugami will slam the ground three times, creating a barrage of circles which then later explodes turning into yellow beams that also does damage. Sarugami will only slam the ground one time during phase two. Note that this attack always occurs after the Lava Slam attack and that the beams do more damage than the circles.
Magma Shockwave: During phase one, if Sarugami is in stationary mode for a long time, then Sarugami will have a chance to dig into the ground creating a magma shockwave which damages players that are not hiding behind a rock that were created earlier between them and Sarugami. Sarugami will keep on using Magma Shockwave until phase two.
Magma Charge: Occasionally, during phase two, Sarugami will target a random player, and will charge at them, dealing damage to any player in the way.
Sarugami's main theme is Sarugami. Sarugami has a base health of 152.89Q HP on Insane, and a base health of 326.42Q HP on Nightmare difficulty.
Mobs
Corrupted Warrior

A Corrupted Warrior
The Corrupted Warrior is a melee-type mob. The Corrupted Warrior is a Dracani Warrior that has been corrupted by the void. The Corrupted Warrior will follow the closest player, and once it reaches a player, it will slash its sword and create a circle in font of it. If its health is below 40%, it'll then create three long AoEs similar to the standard mage attacks from Pirate Island - Steampunk Sewers.
The Corrupted Warrior has 203.52Q HP on Insane and 412.11Q HP on Nightmare difficulty.
Corrupted Mage

A Corrupted Mage
The Corrupted Mage is a ranged-type mob. The Corrupted mage is a Dracani Mage that has been corrupted by the void. It attacks by creating three randomly oriented circles which drops meteors onto the circles. If players are close to it, it'll create a small hitbox similar to the melee mobs in Yokai Peak. On Nightmare difficulty the three circles will spawn further away from the player which prevents players from running out of the circles radius before they hit without the use of Unstable Warp or Gravity Leap.
The Corrupted Mage has 203.52Q HP on Insane and 412.11Q HP on Nightmare difficulty.
Void Familiar

A Void Familiar
The Void Familiar is a ranged-type mob. The Void Familiar is a Dracanic Familiar that has been corrupted by the void. The Void Familiar attacks by creating three line in front of itself that inflicts Anti-Healing and ticks multiple times. Occasionally, the lines act as walls while they are active. On Nightmare difficulty, the Void Familiar will attack faster and the lines tick slightly faster.
The Void Familiar has 203.52Q HP on Insane and 412.11Q HP on Nightmare difficulty.
Voidskitter

A Voidskitter
Voidskitters are beetle-looking enemies that attack in small squares that inflicts Anti-Healing and self-destruct with a large purple circle if their HP is less than 40%. This pink circle deals approximately 60B damage, stuns for 5 seconds, and inflicts Anti-Healing for 5 seconds to players caught inside. On Nightmare the red square and pink circle are significantly larger and the damage of the pink circle increases to 200B.
The Void Skitter has 169.60Q HP on Insane and 343.43Q HP on Nightmare difficulty.
Voidshade

A Voidshade
Voidshade are a floaty figure similar to Temple Spirits from Aquatic Temple. They teleport to players and create a large box. Voidshade will gain a shield when it hits a player and will lose the shield if it attacks again and doesn't hit any players. On Nightmare difficulty, the box is significantly larger.
The Void Shade has 113.07Q HP on Insane and 228.95Q HP on Nightmare difficulty.
Eldritch Reaver

An Eldritch Reaver
The Eldritch Reaver is a large being with notably big arms and a tail. They can pull in players caught in their cone AOE. If players are still close enough, it will deal massive damage by spinning in their circle AOE with rings expanding as well. These rings will root players for 2 seconds. On Nightmare difficulty, the circle AoE is significantly bigger and the rings will expand much faster than Insane.
The Eldritch Reaver has 316.59Q HP on Insane and 641.07Q HP on Nightmare difficulty.
Eldritch Prophet

An Eldritch Prophet
The Eldritch Prophet is a large purple being resembling a Sand Warlock. The prophet will create a large circle on top of a player which will then create a ring of circles around it afterwards. This move repeats twice. After that, the Eldritch Prophet will give all enemies nearby a shield which blocks all form of damage from players.
The Eldritch Prophet has 271.36Q HP on Insane and 549.49Q HP on Nightmare difficulty.
Corrupted Growth

A Corrupted Growth
The Corrupted growth is a large stationary tentacle that attacks players in range. They will create a circle AoE on top of a player then cause it to home in towards the player dealing constant damage similar to the Alpha Tundra Hunter in Winter Outpost. If players are still in range, it'll create a large hitbox which ripples to the left and right similar to Tatsu's head slam in Yokai Peak. On Nightmare difficulty, the circle will home in significantly faster and the ripple will have significantly less space in between hitboxes.
The Corrupted Growth has 271.36Q HP on Insane and 549.49Q HP on Nightmare difficulty.
Elite Queensguard

An Elite Queensguard
Elite Queensguard is a smaller version of the Exalted Queensguard. Its attacks are the same as the Exalted Queensguard but are significantly smaller and deal less damage.
The Elite Queensguard has 271.36Q HP on Insane and 549.49Q HP on Nightmare difficulty.
Bosses
Exalted Queensguard

The Exalted Queensguard (mob)

The Exalted Queensguard (boss)
Exalted Queensguard is the first boss of this dungeon. Exalted Queensguard has a total of 5 moves (One being passive).
Corruption [Passive]: Exalted Queensguard will follow the targeted player but will not perform any attacks. When its health is below 50%, it becomes larger, regenerating back to max health, and unlocks all abilities listed below:
Meteor Launch: Exalted Queensguard will randomly launch meteors on the field, dealing medium AoE damage. On Nightmare difficulty, the hitboxes are massively larger and also inflicts Anti-Healing.
Claws Slash: Exalted Queensguard will create a AoE rectangle in front of it, followed by a bunch of randomly-positioned thin lines backwards then in front of it. On Nightmare difficulty, the rectangle AoE is much larger and attacks slightly faster.
Charge: Dashes to the torch furthest away and deals large damage to players in its way. Exalted Queensguard will then turn around and prepare the Void Beam next.
Void Beam: Exalted Queensguard will fire a void beam that also spins for about 90 degrees clockwise, similar to Sand Warlock.
Void Bite: Exalted Queensguard faces the player who dealt the most damage to it and creates a large rectangle AoE in a straight line. This attack will repeat 3 times, unless the player it was aggroed to is too far away. On Nightmare difficulty, the rectangle is significantly wider.
The Exalted Queensguard's theme is raw) Exalted Queensguard. The Exalted Queensguard has 618.29Q HP on Insane and 1.25Qi HP on Nightmare difficulty.
(Tii

Tii
Tii is the second boss of this dungeon. She is the Lumenflame's Champion, chosen knight of Queen Adelys, and the daughter of General Cragg. In order to protect her people, father, and the world: She called upon the Lumenflame's power in order to seal away Adelys, the Voidborn, its minions, and herself deep underground. And since then, she had stood watch over Adelys... Keeping the eldritch horrors at bay as long as she can. Alas, her body and mind slowly warps under the void's corruptive influence, and now she is on the verge of losing the battle against her foes. Tii has a total of 9 moves.
Knight Slam: Jumps toward a random player and dealing large circular AoE damage along with rings that gradually expands. On Nightmare difficulty, the large circle and the rings are significantly wider and have no safe space in between each ring.
Fire Quake: Targets a random player and releases a line of red circles. On Nightmare difficulty, the circles are significantly larger
Dash: Tii will dash towards a random player, dealing damage to all players in the way and knock them back.
Sword Slam & Meteors: If players are still nearby, Tii will create a rectangle at the front, back, and then launches a meteor at a player that creates 4 sets of circles that each expand in a similar fashion with Goliath's missile barrage. On Nightmare difficulty, the meteor attacks slightly faster and creates 5 sets of circles similar to Tier 5 Goliath.
Flying Swords: Teleports to a random side of the field, creating multiple portals that fires flying swords that deals linear damage and inflicts Anti-Healing. On Nightmare difficulty, the swords attack slightly faster and some swords have smaller gaps in between them
Explosion: Creates an explosion around Tii, dealing circular AoE and expanding rings similar to Knight Slam. On Nightmare difficulty, the space in between rings is much tighter.
Sword Prison: Traps a random player in a square similar to Ancient Stone Guardian. On Nightmare difficulty, the square is slightly bigger.
Fire Slash: Creates vertical red lines similar to Tatsu, Lord of Tides. On Nightmare difficulty, the width of the lines are larger.
Expanding Slash: Tii will slash at a random player, creating red rectangle that will constantly grow wider and wider. Similar to Ancient Temple Protector.
Tii has 927.44Q HP on Insane and 1.88Qi HP on Nightmare difficulty.
Adelys

Adelys
Adelys is the third boss of this dungeon. After Room 9 clears, Adelys flies over from a recolored version of the boss room from Gilded Skies and the front half of the room breaks apart and drifts away. She was once the benevolent Queen of the Gilded Skies, and the wife of Vytelus, but during the last war against the Voidborn, Adelys' body was taken over and became the host body of the Voidborn, and had become horrendously mutated in the process. Adelys has a total of 7 moves (one being multiplayer exclusive).
Fiery Arrows: Arrows will fall from the sky, creating multiple red circles that lingers for 10 seconds. On Nightmare difficulty, Adelys will spawn twice as many circles
Void Summon: Summons three enemies onto the arena. The enemies she can summon are Corrupted Warrior, Corrupted Mage, Void Familiar, Voidshade, or Voidskitter each having half as much HP they would normally have. After a certain amount of time has passed, a random enemy will gradually increase in size, heal to full HP, and explode after a certain time and dealing damage to nearby players. On Nightmare difficulty, Adelys will not spawn Voidskitters or Corrupted Warriors.
Claw Slam: Creates large red rectangle at either sides that covers 1/3 of the arena. After that, vertical thin lines will be created. On Nightmare difficulty, there will be more lines and the safe zones are more narrow.
Void Fire: Adelys will breathe fire at front of her, dealing quick damage.
Claw Prison [Multiplayer Exclusive]: Another wave of Fiery Arrows occurs, in multiplayer, Adelys will attempt to capture 1-2 players standing in front of her during the arrow attack. Causing said players to stuck on her hands and unable to move, but the spells can be cast normally. Adelys will then do Exalted Calling next.
Exalted Calling: Tii will return to the field with 130.61Q HP on Insane and 306.22Q HP on Nightmare and Adelys becomes invulnerable during this point. Tii will use Flying Swords, Knight Slam, and Fire Quake in that order before disappearing. When Tii disappears, the trapped players will be freed and Adelys will lose her invulnerable effect. If Tii is defeated, she will inflict damage onto Adelys dealing however much HP she had.
Void Laser Breath: Fires laser and sweep across the arena two times. Similar to Cyclops Siege Bot's spinning laser attack except each line ticks a certain amount of times in quick succession similar to the electric lasers from Goliath. On Nightmare difficulty, the lines will tick more times and the time between each tick is significantly less.
Adelys' theme is raw) Adelys. Adelys has 1Qi HP on Insane and 2.04Qi HP on Nightmare difficulty.
(The Voidborn

The Voidborn
The Voidborn is the fourth boss of this dungeon. The Voidborn can be encountered after defeating Adelys on Nightmare difficulty. The Voidborn is the ancient enemy of the Gilded Skies, and the eldritch god of the Abyssal Void. It has an ability to twist and warp living beings into horrendous monstrosities, and ultimately, it seeks to snuff out the light and plunge reality into pure darkness. After defeating Adelys, players will be given an option to fight The Voidborn. Players will then be teleported to an arena covered in the void where The Voidborn resides. The fight has a timer of 5 minutes, and each player is given 3 lives for both Non-Hardcore and Hardcore.
Spinning Blackhole: The Voidborn will create a blackhole that spins around the arena, periodically creating sunburst lasers that drags player toward itself upon hit. The blackhole will constantly damage players close enough to it.
Blackhole of Death: Creates a large blackhole that constantly drag players with the force increasing as it lingers. A Tii will spawn a forcefield which blocks all forms of damage from The Voidborn. Players who are not inside Tii's forcefield will be instantly killed.
Void Hands: Summons four hands that do different abilities. Each hand has 828Q base:
- Red: Creates lingering fire circles at three random players with the time to attack increasing for players further away from the hand. Aftwerwards, the Red Hand will spawn a large circle on top of a random player and spawn smaller fire circles near the center. Both attacks inflicts Anti-Healing for 3 seconds.
- Blue: Creates red rings that starts at the edge of the map then moves towards the middle. Afterwards, the hand will create a large circle in the middle and expanding rings similar to Hela's crystals except without rooting.
- Green: Constantly shoot lasers and rotate around the edge of the map. Any players hit with the laser will be slowed down for 10s and have a target symbol on them. The green hand will then fire beams at any players who have a targeting symbol inflicting Anti-Healing for 3 seconds.
- Purple: Dashes to the other side, dealing approximately 12B to all players caught. The purple hand will then move to the middle of the arena and create a few AoE circles on the map.
When a hand is defeated, The Voidborn will lose however much HP the hand had, temporally lose its shield, and will heal all the other hands by 50% of their HP. After The Voidborn regains it's shield, if there's no hands alive, they will all respawn. If there is less than four hands alive and a certain amount of time passes, the missing hands will respawn.
The Voidborn's theme is (raw) The Voidborn. The Voidborn has 7.03Qi HP.Mob Health Increase
While a player is doing a solo game, the mob's health will stay consistent throughout the entirety of the dungeon. Once the player has other players join them, the mob's health will increase by 30% (25% in Desert Temple) for every player they have in their party while doing the dungeon. (Ex. Solo Winter Outpost Easy mob health is 5500, Duo Winter Outpost Easy health is 7150 because their health got a 30% increase due to the other player in their party.)
The mob HP multiplier can be found as such:
H = Health Multiplier
P = Player Count
H = 100 + 30(P - 1)
For Desert Temple, we can replace the 30 with a 25 for the slower growth.
H = 100 + 25(P - 1)
For example, with 5 players (not in Desert Temple), the equation would look like this:
H = 100 + 30(5 - 1)
H = 100 + 30(4)
H = 100 + 120
H = 220%
To make it a multiplier, divide by 100.
H = 2,2x
5 players in Desert Temple:
H = 100 + 25(5 - 1)
H = 100 + 25(4)
H = 100 + 100
H = 200%
To make it a multiplier, divide by 100.
H = 2x
This arithmetic is applicable to all dungeons, and it is also implemented on bosses, not just mobs.
Trivia
- Enemy AOEs and projectiles will still damage players while the enemies are vanquished, except the bosses. Any status effect will still be inflicted.
- This was fixed and no longer deal damage on death.
- Players can damage mobs before starting the dungeon by clipping through the starting barrier or using an ability with a long enough range to damage the mobs. Following this, if players vanquish mobs before starting the dungeon, the next room will not open. The mobs that are vanquished will still be there. This is part of the game's anti-cheat system and is intended behavior.
Gear | Abilities ⢠Armors ⢠Weapons ⢠Rings ⢠Rarity ⢠Reverse and God Pots | ||
Mechanics | Cosmetics ⢠Daily Rewards ⢠Game Passes ⢠Gold ⢠Inventory ⢠Leaderboard ⢠Levels ⢠Soundtracks ⢠Trading ⢠Upgrades | ||
Gameplay | Dungeons | Desert Temple ⢠Winter Outpost ⢠Pirate Island ⢠King's Castle ⢠The Underworld ⢠Samurai Palace ⢠The Canals ⢠Ghastly Harbor ⢠Steampunk Sewers ⢠Orbital Outpost ⢠Volcanic Chambers ⢠Aquatic Temple ⢠Enchanted Forest ⢠Northern Lands ⢠Gilded Skies ⢠Yokai Peak ⢠Abyssal Void | |
Misc. | Tutorial ⢠Wave Defence ⢠Boss Raids | ||
Event | Egg Island ⢠Ready Player Two ⢠Pumpkin King ⢠Krampus ⢠Cyber Easter Cave ⢠Harvest of Horror ⢠Bunny King |