DungeonQuestRoblox Wiki
DungeonQuestRoblox Wiki

First draft will be improved in the future. May continue working on it if I have more time.

Desert Temple[]

Main article: Desert Temple

Sand Peasant[]

Sand Peasants are humanoid melee mobs that spawn in Desert Temple. Everytime they hit a player, they gain a speed boost.

File:Sand Peasant.png

On Easy, Sand Peasants have a base of 30 HP, deal 5-7 damage per hit. On Medium, Sand Peasants have a base of 80 HP, deal 9-11 damage per hit. On Hard, Sand Peasants have a base of 250 HP, deal 19-25 damage per hit. On Insane, Sand Peasants have a base of 750 HP, deal 29-37 damage per hit. On Nightmare, Sand Peasants have a base of 2,300 HP, deal 40-50 damage per hit.

Sand Giant[]

Winter Outpost[]

Main article: Winter Outpost

Frost Minion[]

Frost Wizard[]

Ice Minion[]

Ice Elemental[]

Desert Temple
Mob Icon Mob Name Attacks Stats
Type Description
Sand Peasant Melee Attack:
Hits you with its arms and peremently increases speed upon attacking.
Easy: 30 base HP;deals 5-7 damage per hit

Medium: 80 base HP; deals 9-11 damage per hit
Hard: 250 base HP; deals 19-25 damage per hit
Insane: 750 base HP; deals 29-37 damage per hit
Nightmare: 2,300 base HP; deals 40-50 damage per hit

Regular

Sand Peasants are humanoid melee mobs and are the only mobs that can spawn in Desert Temple.

Sand Giant Fire Lines:
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.

Easy: 275 base HP; 15 damage per hit

Medium: 600 base HP; deals 25 damage per hit
Hard: 3,450 base HP; deals 55 damage per hit
Insane: 8,000 base HP; deals 80 damage per hit
Nightmare: 28,000 base HP; deals 115 damage per hit

Boss

The Sand Giant is the final boss of Desert Temple. It resembles a large Sand Peasant.

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. 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.

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 health that the Sand Peasants have 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 xp.
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.

Sand Giant[]

The Sand Giant is the boss of the Desert Temple. It resembles a large Sand Peasant, and can be fought after completing every other room. The Sand Giant will first chase the player who attracted it, and then it will chase whoever has done the most damage if it has not been taunted. The Sand Giant will try to get close to the player, but it is easy to outrun. If players are too far away, the Sand Giant will not use either attack, and will only walk towards a player until it gets close enough to continue using attacks again. The Sand Giant constantly alternates between two attacks:

Fire Lines:
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.

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 damage per hit, and give 43 EXP each.
Frost mobs on Medium have a base of 8,000 HP, deal around 68 damage per hit, and give 60 EXP each.
Frost mobs on Hard have a base of 26,000 HP, deal around 104 damage per hit, and give 105 EXP each.
Frost mobs on Insane have a base of 55,000 HP, deal around 152 damage per hit, and give 180 EXP each.
Frost mobs on Nightmare have a base of 130,000 HP, deal around 200 damage per hit, and give 285 EXP each.

Frost Minion[]

Frost Minions are fast-moving enemies that inflict melee damage, having a permanent increase in speed upon attacking. 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 appear in 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 do not yield any EXP when defeated.

Ice Elemental[]

Ice Elemental

The Ice Elemental is a large figure made of ice that can be fought after completing the seventh room. There are three attacks at its disposal:

Ice Spikes:
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.

On Nightmare, the Ice Elemental has a base of 750,000 HP, deals 360 damage, and gives 4,000 EXP.

Pirate Savage[]

The Pirate Savage is a humanoid melee enemy. They are fully physical, and must be close to players in order to attack, having a permanent increase in speed if they do so. There are 60 Pirate Savages throughout this dungeon, with at least four in every group.

Pirate Rifleman[]

The Pirate Rifleman is a humanoid ranged enemy. They are fully ranged and move slowly. They will keep shooting even if there are no nearby players if they have been aggravated. The Rifleman will aim a red rectangle with a small width and long range in the direction they are facing. They will fire their rifle shortly after aiming, but there is a short cooldown before they can fire again. There are 27 Pirate Riflemen throughout this dungeon, with at least one in every group.

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. They deal 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.

Captain Blackbeard (Mini Boss)[]

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 (Mini Boss)[]

The 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[]

The Demonic Pirate Captain is the main boss of Pirate Island, boasting around 1.7M health on Insane and 3.5M health on Nightmare. He is located after the eighth room on the center of the deck of the large galleon.

Dark Lightning Tendrils:
When the battle first starts, he will summon dark lightning tendrils from a glowing white ball. These track the player's movement. To avoid these, the player has to constantly run. The Captain will cast the tendrils 6 times before continuing to his next move. These tendrils target every player, regardless of distance from the ship, so keeping a good distance from others and not crossing paths during this attack is highly advised.

Spin Attack:
For his next move, the Demonic Pirate Captain will spin around in a medium melee AoE, hurting anyone who is within his range. Memorizing the reach of this attack will prevent unnecessary damage.

Player Teleport:
The last attack occurs quickly after, with the Demonic Pirate Captain vanishing and then reappearing right above a player and attacking them with a close-ranged skill similar to Demonic Strike. Moving straight between when he disappears and after he reappears will help to keep from getting hit. He can teleport to any player that is anywhere on the map.The attack pattern will then repeat back to Dark Lightning Tendrils and he will teleport back to the original position in the middle of the ship.

Life Steal:
All of the Demonic Pirate Captain's attacks have the ability to Life Steal. That is, he is able to heal himself whenever he deals damage to players. This makes it imperative to complete the fight while taking as little damage as possible.

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.

Mini-Bosses[]

Beast Master[]

File:Gat.png

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[]

File:Thy mageiu.png

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 wonĀ“t be able to run fast enough to escape attacks meant for another player.

Demon Warrior[]

File:Unknown (19).png

The Demon Warrior is the melee attacker of the dungeon. It's 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[]

File:Unknown (18).png

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[]

File:Unknown (20).png

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[]

File:Unknown (21).png

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.

Demonic Overgrowth[]

The Demonic Overgrowth is the second mini-boss in the Underworld. Similarly to Kolvumar, it has an attack cycle that it uses.

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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.

File:Unknown (22).png

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[]

File:Cheeseburger.png

The roblox model of the Demonic Lord

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.

File:Heart.PNG

Demon Lord's Heart

As a unique function, at exactly half HP (however if you're quick you can do a bit more damage) he becomes invulnerable and throws (or spits) his heart into an area. The heart glows and has a bit more than half the HP of the Demon Lord. It summons Blood Minions to attack you, which cannot be taunted until the heart is defeated. The heart is usually killed faster than getting Azrallik to half hp, so it should be finished off quickly. He takes back his heart when it is defeated and he is able to be attacked again, and he starts re-looping his attacks.

Samurai Swordsman[]

File:Samurai swordsman.PNG

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[]

File:Shuriken thrower.PNG

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[]

File:Elite Swordsman.PNG

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[]

File:US.png

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.

Sanada Yukimura[]

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[]

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[]

Miyamoto Musashi
Miyamoto Musashi has 4 attacks, one where he fires 6 lasers in quick succession to random players, another where he creates multiple damage lines outwards from him (very similar to Demon Lord Azrallik's 2nd attack), one where he summons an Ultimate Swordsman which spins towards you and vanishes after a duration of 3 seconds, and finally one where he summons a shuriken that floats above him, creating large AoE blasts multiple times in random areas. The enemy summon has an indicator as to where they spawn, shown by smoke spiraling. Keep as much distance between you and the smoke to avoid the enemy. For the outward damage lines, try not to be too close as the laser's origin is at the center of Miyamoto. Finally, for the multiple laser attack, simply move left or right, and be wary of where your teammates are.

Bodyguard[]

File:Bodyguard 1.png

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[]

File:Dark magician.png

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

Unknown Minion[]

File:Purple minion 1.png

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.

Mage Overlord[]

File:MageOverlord.png

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[]

File:IanOverlordTest.png

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[]

File:WarLord.png
The Warrior Overlord is the boss in The Canals, having 3 different attacks, 1 being a passive. Throughout the fight, passively, beams will rapidly come from arcs, constantly covering the arena in danger. One of Warrior Overlord's attacks makes a tower to the left of him cast down 3 medium radius circles on each player. Another attack is the boss charging up for a long time, indicated by a light purple spring/spiral surrounding him, with a blue forcefield sphere appearing far to the left or right of him. An arrow constantly floats above the forcefield, and going in it gives you a long-lasting forcefield, which nullifies damage from the charge up attack, which, when finished charging, deals massive damage with infinite reach. This boss has a base of 2B health on Insane and 6B on Nightmare.

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.

Raider[]

File:GHR.png

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[]

File:GHHP.png

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[]

File:GHBE.png

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[]

File:GHCC.png

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[]

File:GHTK.png

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 it's 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[]

File:GHRNG.png

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[]

File:GHSS.png
The Sea Serpent is the final boss of Ghastly Harbor. As soon as players enter the arena, the Sea Serpent will rise out of the mountain from a wooden platform, and the rest of the map will become quickly covered in a blue layer that will constantly do large damage similar to the lava in King's Castle. The blue layer will quickly finish the players off if players are not careful. The Sea Serpent will, almost immediately after, shoot sunburst patterns out of the holes in the wooden platform, which will explode soon after. Then, it will outline a large rectangular area and proceed to spit fire from his mouth at the players. After this attack, the Sea Serpent will proceed to summon circles on every player, activating and doing damage shortly after they appear, similar to the Corrupt Overlord's attack. This process is repeated until defeated. The Sea Serpent cannot be reached by melee slashes. It has a base health of approximately 15 billion health on Insane, and approximately 54.9 billion base health on Nightmare.

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.

Fighter Bot[]

File:SSFB.png

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[]

File:SSCS.png

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[]

File:SSHB.png

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[]

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.

File:Evil Scientist Mini-Boss in Steampunk Sewers.png

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[]

File:Cannon Blaster 2000 Boss.png
The Cannon Blaster 2000 is the main boss of the dungeon. It is a spherical machine with 2 cannons standing on 4 mechanical legs. Upon entering the boss room, it will start randomly shooting beams across the ground, an attack similar to the one used by Sanada Yukimura in Samurai Palace, on either semicircle of the room, 4 times. Then, it summons a large circle on top of a random player which, after detonating, shoots out more sun-bursts from the center of the circle. After that, it shoots at the ceiling which causes four gears to fall to the ground. The gears block a flow of energy coming from the Cannon Blaster 2000 that deals damage to those caught in it. The Cannon Blaster 2000 has a base of 109.9B health on Insane and 240B on Nightmare.

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.

Hologram Assassin[]

File:Hologram mage.PNG

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[]

File:423.PNG

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[]

File:3HP Scoutddrone.jpg

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 35Ā° 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[]

File:1 HP electric Tower.jpg

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[]

File:The Destroyer alph.png

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 it's 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[]

File:Tesla Master alph.png

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[]

File:Lord Varosh alph.png

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.

Aggressive Lava Walker[]

File:Gggressive Lava Walker.png

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[]

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

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[]

File:Lavamage.png

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[]

File:Deity of volcano.png

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

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.

Temple Spirit[]

File:ATTempleSpirit.png

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[]

File:ATTempleGuard.png

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[]

File:ATDefensiveCubePylon.png

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[]

File:ATDefensivePyramidPylon.png

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[]

File:Temple Core Generator Boss1.png

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[]

File:Temple King Defender Boss2.png

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[]

File:Temple King Boss3.png

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.

Mushroom Spearman[]

File:Mushroom Spearman.png

The Mushroom Spearman is a mob in Enchanted Forest. Upon a player going in it's sight 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 it's targeted player again.

Mushroom Wizard[]

File:Mushroom Wizard.png

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[]

File:Mushroom Battle Mage.png

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[]

File:Poison Mushroom Mage.png

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[]

File:Ancient Spirit mob.png

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[]

CrystalGolem

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[]

Ancient Enhanced 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[]

Enchanted Forest DragonRetake

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. The bosses deal between ??? and ??? damage on Insane and between ??? and ??? damage on Nightmare.

Northern Warrior[]

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 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 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[]

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

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

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.

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 mobs health will increase by 30% (25% on lower dungeons such as Desert Temple) for every player they have in their party while doing the dungeon. (Ex. Solo Winter Easy mob health is 5.5k, Duo Winter Easy health is now 7.15k because their health got a 30% increase due to the other player in their party.)

This is applicable to all dungeons!

This math is also implemented on the bosses, not just mobs.

Player amount Health Increase
1 0%
2 30%
3 60%
4 90%
5 120%
6 150%
7 180%
8 210%
9 240%
10 270%