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Final Fantasy XIV: Palace of the Dead Complete Guide

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In this article, we present everything you need to know about the Palace of the Dead in Final Fantasy XIV!

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translated by Meline Hoch

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revised by Romeu

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So, you were wandering around Gridania and someone told you about a wonderful—or not so wonderful—place where you can level up DPS without having to wait in line, and you want to know more? You've come to the right place! Here I'll tell you everything you need to know to get to the depths of the Palace of the Dead and come back to tell the tale!

What exactly is Palace of the Dead?

  • If you're not already familiar, Palace of the Dead is considered a Deep Dungeon. These instances function as a Roguelike system where you, alone or in a group of up to 4 players, descend/ascend floors of a randomly generated dungeon, with random modifiers and highly lethal enemies, depending on the floor you're on. Finally, every 10 floors there’ll be a boss fight that will allow your progress with the group to be saved.
  • Furthermore, there’s a leveling system parallel to the base game. Regardless of your level outside the game, when you first enter and always start from floor 1, you’ll return to level 1 and will have to defeat enemies to level up.
  • Now that you at least know what it is, let's see how to unlock it. In New Gridania, right after you've completed the "Copperbell Mines" dungeon quest, there’ll be a quest called The House that Death Builtlink outside website. This quest will take you to Quarrymill, and once there, simply speak to "Wood Wailer expeditionary captain" to open the entrance menu and depart.
    Wood Wailer’s location in South Shroud
    Wood Wailer’s location in South Shroud

    Menu de interação

    I'll explain your options here
    I'll explain your options here
  • Aetherpool Arm and Aetherpool Armor are the power of your equipment within this Deep Dungeon. You can upgrade them by defeating bosses and finding blue chests while exploring.
  • “Enter the Palace of the Dead” will give you 2 options: “Enter with a fixed party” or “Enter with a matched party”. Entering with a fixed party will immediately place you with whoever is with you, and you can even enter alone. The other option will activate the search for other players to join you.
  • "Disband your fixed party" converts a fixed party save to a player search save.
  • "Reset your progress" is for deleting one of your save files.

    Why would I want to delete my save file?

    Two reasons: You cannot advance beyond a certain point if your save file has at least one defeat, which is counted whenever all party members reach 0 HP, and there’s a limit of a maximum of two save files.

    For example, here I have 2 saves: To continue progressing through these floors, I need to reunite with the same people, with the same classes, to advance.
    For example, here I have 2 saves: To continue progressing through these floors, I need to reunite with the same people, with the same classes, to advance.
  • If it's no longer possible to reunite with the group you advanced with, you can delete one of the saves and continue, but you'll restart from the nearest checkpoint.
  • Finally, parties searching for players can only go up to floor 100, while the Palace goes up to floor 200. This is another reason that might lead you to delete the save file or convert it to a fixed party.

    Getting Ready

    Below is a list of recommendations. It's not mandatory to follow them all strictly, unless you're aiming for the Necromancer title, which requires completing all 200 floors alone and without dying.

    Consumables

  • Super Potions and Hyper Potions, preferably HQ, for survival.
  • Sustaining Potions can be easily found within the Palace itself and with relative ease. They offer a regeneration effect that heals approximately 1,100 HP every 3 seconds.
  • Any food specifically designed for the class you'll be using. The newer the food, the better. They offer a boost to maximum HP and a small boost to damage stats.

    Best Jobs for Solo’ing

  • It's worth noting that all jobs can solo the Palace of the Dead, and it's important that you master the job you choose to take into the Deep Dungeon if you plan to reach the end. The real difference is that some classes leave more room for error than others.

    Machinist

  • This job has an extremely high potential to delete mobs, one at a time, in addition to the ability to run to avoid auto attacks and deal damage from a distance using kiting, basically a technique in which you stay away from the enemy to avoid auto-attacks, which in most cases are closer-ranged.
  • Furthermore, it can interrupt enemies, and that's a game-changer against many enemies. If you don't know how to do this, check out this Ranged DPS Guidelink outside website.
  • But it's worth mentioning that, as a DPS, it's very easy to die to auto attacks, so keep enemies away.

    Tankers, Reaper, Summoner and Pictomancer

  • These fall behind Machinist by a few points, but all of them are solid choices.
  • Tankers leave a lot of room for error, but they don't have the Machinist's quick damage potential, so time becomes a problem for them on deeper floors.
  • Reaper has a quick-use overshield that you'll use a lot, in addition to Bloodbath and Second Wind. It's also worth noting that the armor type, Maiming, has the best defensive stats a DPS can have, and this difference, although small, helps when playing solo.
  • Summoner has good potential for quick damage, especially with Dreadwyrm Trance, and can dodge enemies like Machinist, but it loses some defensive options, only having the Carbuncle's Aegis. Pictomancer follows the same line, but has the bonus of having a movement ability.

    What about Red Mage?

  • So, this caster is a special case. It’s indeed one of the safest options, having crowd control through Sleep, in addition to having a healing spell. The real problem is that its heavy damage is melee, and that's the last thing you want to do when you're alone with a non-tank. However, if you have a tank with you, Red Mage is easily one of the best to keep your team standing.

    Basic mechanics

    Buffs

    Items found in golden chests that can save your life in the Palace.
    Items found in golden chests that can save your life in the Palace.
  • As a general tip, it's good to use these buffs to get through inconvenient floors, especially when you're further along, as time starts working against you. For example, it's good to use a Pommander of Rage on a floor where the enemies are stronger and you're blinded.
  • Additionally, you can only carry up to three of each type, and they’re shared by the party. Now let's move on to the buffs:

    Safety

  • Disables all traps on this floor. Very good when used with Rage so you don't have to be afraid to go straight to the enemies.

    Sight

  • Reveals all the traps on the floor and the map. Good for checking what's in rooms with many enemies and when you're against the clock and need to advance quickly to the next floor.

    Strength

  • Increases your damage and healing by 30% for 8 minutes. Use whenever you need to make up for lost time!

    Steel

  • Reduces damage taken by 40% for 8 minutes. Be very careful, as there are enemies that deal damage equivalent to your maximum HP and ignore this reduction.

    Affluence

  • Increases the number of chests on the next floor, provided it's not a boss. Good to use when you need to replenish your items.

    Flight

  • Reduces the number of enemies on the next floor, as well as reducing the number of enemies needed to advance to the next floor from 6 to 3. Use it to save time!

    Alteration

  • This is a gamble. This effect will change all enemies in a random room on the next floor to either Mandragoras, which are one-hit killed enemies that almost always drop a chest, or Mimics, which are arguably among the most dangerous mobs here.

    Purity

  • Remember when I said mimics are dangerous? They have an attack, which can be interrupted, that causes a poison effect that prevents you from healing naturally, only through specific spells or items, in addition to causing damage to you over time and reducing the damage you deal for ten minutes. The only way to cure this debuff is by using the Pommander of Purity.
  • If you don't know how to interrupt attacks, check out our Guide to Ranged DPSlink outside website or the Guide to Tankslink outside website and go to the Role Actions section.

    Fortune

  • Increases the chance of enemies dropping a chest when defeated. Use when clearing an entire floor.

    Witching

  • Transforms all enemies within half a room into chickens/frogs/imps. Think of this pommander as your panic button or when you want to clear a full room faster.

    Serenity

  • Turns off all floor effects, such as the inability to use items or abilities.

    Rage

  • Transforms you into a Manticore for one minute, and in this form you can instantly kill any and all enemies; however, it doesn't work if the Knockback effect is disabled at the floor.
  • It's very good for dealing with Treasure Rooms, rooms with a ridiculous number of enemies and lots of chests.
    Yes, I wasn't exaggerating when I said there were many enemies.
    Yes, I wasn't exaggerating when I said there were many enemies.

    Lust

  • Transforms you into a Succubus, granting you access to the Void Fire 2 spell, which deals area damage and inflicts a debuff that reduces damage to enemies by 10%, stacking up to five times. Very useful for depleting boss HP.
  • However, be careful when using it solo, as you cannot use items while transformed, so there’s a chance that enemies will beat you to death with auto attacks.

    Intuition

  • It reveals whether there’s a treasure on the map through a golden ray on the floor. Each floor has approximately a 33% chance of having one. This pommander not only tells you if there’s one, but also shows you where it is. If there isn't one on the floor you're on, its effect lasts until you reach a floor where you collect the treasure.
  • These treasures can be divided according to the floor they’re on: Bronze from 1 to 50, Iron from 51 to 100, Silver from 101 to 150, and Gold from 151 to 200.

    Raising

  • It grants a second life if you’re defeated. It works even when you’re solo and doesn't count as a defeat.

    Resolution

  • Transforms you into an angel with an attack that’s particularly good against undead and essential against the Floor 100 Boss.

    Treasure Rooms

  • Remember the crowded room I showed you earlier? That's a Treasure Room. I always recommend using a Pommander of Fortune if you're going to clean the room, and cleaning it efficiently and semi-safely leads us to two options:
  • Use Pommander of Rage and start one-shotting.
  • Use Pommander of Witching with a Lust spell. Due to the sheer number of them, even the chickens' auto-attacks can hurt, so it's best to deal with them quickly.

    Traps

    They’re invisible and can only be seen when a Pommander of Sight is used.
    They’re invisible and can only be seen when a Pommander of Sight is used.
  • Two general tips about traps before we get to the types: They never appear in the starting room of each floor, and staying close to the wall while keeping in mind where you've already been helps to avoid triggering traps. Now, following the order of the image, from top to bottom, we have:

    Impeding

  • Silences (prevents the use of spells) and applies pacification (prevents the use of weaponskills). It also affects enemies, which can lead to situations where you and a giant monster are staring at each other for 30 seconds, unsure what to do.

    Toading

  • It transforms the person who steps on it into a frog for 20 seconds, leaving them completely at the mercy of their enemies and unable to defend themselves.

    Landmine

  • Deals damage equal to 80% of the current HP of anyone in the area, including enemies.

    Luring

  • Summons three enemies from the map around you, and they’ll target whoever triggered the trap. They have a small delay before they start attacking, giving you a window to use a pommander in response.

    Enfeebling

  • Applies a debuff that causes the activator to take 20% more damage and deal 20% less damage for one minute. Can’t be cured.

    Mimics

  • Yes, they exist, and there are many of them around here. I created this topic so you won't be caught off guard.
  • To deal with them, avoid getting close as much as possible and use everything you have to defeat’em as quickly as possible. If you’re not a Tank or Ranged DPS, consider using a Pommander of Witching or Rage if you don't have a Purity spell to spare.
  • On deeper levels, it's even feasible to let the player who activated the mimic die and bring them back later, just to avoid having to deal with the debuff it causes.

    Enemy detection range

  • The enemies in the Palace have 3 variations of target detection: Sound, sight, and proximity.
  • A general tip for you to keep in mind is to pay attention to the enemy. If it's a headless creature or something similar, it’ll most likely use sound detection. If it's an undead or a slime, it's quite likely to use proximity. All others will use sight detection.

    Sight

    The target will only attack if it sees a player in front of it. It's a very small cone, which makes it quite easy to sneak past them. Most enemies in the palace use this type of detection.

    Sound

    The target will attack if you run past it. To avoid this, you can use RP Walk by pressing “/” on the keyboard or gamepad, moving the joystick just slightly forward. This will cause the character to walk, avoiding sound detection.

    Proximity

    Regardless of what you do, if you pass within its detection range, it will attack you. Mimics use this type of detection, and their range is immense, so be careful.

    Guide to the Initial Floors

    Floors 1-10

  • The only enemy you need to be wary of here are the bees. They can use a skill called Final Sting that deals 99% of your maximum HP as damage, ignoring any reductions.
    Floor 10 Boss
    Floor 10 Boss
  • There's not much of a secret. Just stay close to it and avoid damaging telegraphed areas.

    Floors 11-20

  • Things remain chill here, but instead of bees, now you'll have to watch out for Slimes. They explode, instantly killing all nearby players. This isn't telegraphed or hinted at; it only does this if not defeated quickly.
  • Another thing to watch out for: There's a snake patrolling the floors here. If you step on a trap and turn into a frog, this snake will instantly kill you. So, make sure you don't fight them in rooms, only in hallways.
    Floor 20 Boss
    Floor 20 Boss
  • It's similar to the boss in level 10, but here she’ll summon bees. If you're alone and playing a class that isn't DPS, save some of your attacks for these bees or they will kill you.

    Floors 21-30

  • From here, things start to get funny and more lethal. There are two enemies to watch out for:
  • The minotaur patrolling the rooms has an attack that isn't marked on the ground, but it does have a cast time. If you see "111-Tonze Swing", stun or move away from it; otherwise, this attack should instantly kill any non-tank.
  • The other mob to watch out for is an owl called Skatene. She's not a danger when playing solo, but in a group she can cause problems. She has a spell that makes players fall asleep, and the range of this spell is immense. She doesn't cause problems solo, as the owl's own auto-attack wakes the player, but in a group, players can be immobilized for 20 seconds and possibly attract unwanted attention from other enemies.
    Floor 30 Boss
    Floor 30 Boss
  • From this point on, it's good to pay attention to the mechanics. This boss has a cleave in front of him, so avoid pointing it at your team. If you're solo, this won't be a problem.
  • Additionally, the boss will generate damage areas beneath players from time to time. Avoid staying in the center of the arena as much as possible, as we’ll need the center to be clear for the next mechanic.
  • After the second damage area is created, the boss will walk to the center. Follow him and stay underneath him. Otherwise, you’ll panic and spin randomly around the map, possibly dying to one of the damage areas. From here, he just repeats the mechanics.

    Floors 31-40

  • On this floor, the only mob worth mentioning is the Succubus patrolling. She uses Dark Mist, which inflicts a panic effect, followed by Void Fire 2. On Solo, this can be lethal.
    Floor 40 Boss
    Floor 40 Boss
  • This boss will target four AoEs that will create damage zones. Avoid them as they appear, and soon after, 2 mobs will appear.
  • These two need to be defeated as quickly as possible, because when the boss uses Scream, the mobs will use Tornado on you, possibly killing you.

    Floors 41-50

  • Two mobs worth mentioning here are the Bhoot and the Persona. Both use Paralyze, and this can end up killing you if you're doing big pulls.
    Floor 50 Boss
    Floor 50 Boss
  • Pay attention to the "In Health" cast. It has two patterns: either the safe zone will be directly below it or far from it. Every time someone fails this mechanic, a rune will light up on the ground, causing the Black Honeymoon attack to deal more damage.
  • Another thing to watch out for is the Gaze Attack. If an eye icon appears on her, make sure to position your character with their back to her.

    Pause for unlock mission

  • Once you beat floor 50, the game will ask you to complete a short quest to unlock the next floors. Additionally, with the NPC Bishop near the NPC who allows you to enter the Palace, you can weaken your weapon so you can use it outside the Deep Dungeon.
    Final stage of weapons at the Palace of the Dead
    Final stage of weapons at the Palace of the Dead

    Floors 51-60

  • It's worth mentioning that this is the floor most farmed by players for leveling up, but aside from that, none of the mobs on these floors have any lethal mechanics like the others I mentioned.
    Floor 60 Boss
    Floor 60 Boss
  • As soon as the fight begins, whoever pulls aggro on the boss must lead them to one of the corners. From time to time, the boss will create a damage zone around whoever is targeting it. Simply walk out of it, but continue following the wall.
  • After a few casts, the boss will begin a longer casting. In this, it will advance towards a player and push them about halfway across the arena. Just make sure you don't get thrown into one of the damage areas.

    Floors 61-70

  • Once again, none of the mobs on these floors have any lethal mechanics like the others.
    Floor 70 Boss
    Floor 70 Boss
  • The only thing to watch out for with this boss is the Douse attack. Whenever it’s used, make sure to move it out of the damage area it creates, as it will remain buffed while inside it.

    Floors 71-80

  • Life is good, therefore, more paths without very threatening enemies. But continue to proceed with caution and without overdoing it.
    Floor 80 Boss
    Floor 80 Boss
  • Some things to keep in mind. He will create tornadoes and they will explode from time to time, so don't get anywhere near them. Also, when he starts moving to one of the corners of the arena, follow him and stay to the sides, because he’ll unleash a huge cone attack in front of him.
  • Finally, when he reaches 17% HP, a soft enrage mechanic will begin. He will use Ecliptic Meteor, an attack that deals 80% maximum HP in damage and cannot be reduced, until he kills you and your team or until he’s killed.
  • If you’re on a coordinated team, it’s recommended to wait for your strongest attacks to recharge before initiating this phase.
  • Pommanders of Lust and Strength can make all the difference here if you're alone.

    Floors 81-90

  • And back to the schedule, be careful. There's a mob here called "Bomb", and guess what? It explodes, killing everyone around it if it stays in combat for too long. Same procedure as the slime from the first few floors.
    Floor 90 Boss
    Floor 90 Boss
  • This one is going to be a little tricky to explain. After a certain amount of time, the boss will fill the arena with mobs that cannot be targeted and will explode at the end of the cast.
  • Among the mobs that appear, one of them can be attacked, and it must disappear before the spell finishes casting; otherwise, it’ll explode and cause damage equivalent to 80% of the maximum HP to the entire party.
  • Immediately after, the opposite will happen. The boss will begin casting a super attack and will spawn a small blue mob. Every time it’s hit, it’s pushed in the opposite direction. This blue mob needs to be alive and near the boss at the end of the cast. This will interrupt the super attack and end the mechanic.
  • From then on, he’ll start repeating the previous mechanics.

    Floors 91-100

  • We're nearing the end of the easy part of this Deep Dungeon. If you've made it this far on your own, congratulations. As usual, there are no surprise mobs here, but the auto attacks do a lot of damage, so avoid pulling too much aggro.
    Floor 100 Boss
    Floor 100 Boss
  • If you have Pommander of Resolution, life is good and the fight will be easy. If not, your healer will be working overtime here. As the boss's HP decreases, it summons mobs, totaling three summons throughout the fight. The problem is that these mobs are immortal, meaning that even if you defeat them, they will return in a short time to punch you in the face.
  • If the mobs are defeated by the Pommander of Resolution's attack, their bodies are purified and they won’t return. Depending on how many Resolutions you have, I recommend the following: if you have three, you can use one in each summon. If you have two, use one starting from the second wave and another in the third, and if you only have one, wait until he summons them all and then get rid of them all at once.
  • And look, this boss is an undead, so Resolution's standard damage is considerable against him!
  • Another thing to watch out for is the cast time of the "Doom" ability. It creates a huge cone of damage in front of him. Just move behind him and you'll be fine.

    Advanced Floors 101-200

  • Quick reminder: to proceed from here, you need to be in a fixed party and have no losses on your save file. Also, always remember to use a Pommander of Strength and a Pommander of Steel on every boss. With that in mind, let's continue!

    Floors 101-110

  • The good old bee is back! Remember not to let it cast "Final Sting" and everything will be fine.
    Floor 110 Boss
    Floor 110 Boss
  • It's very similar to the boss on floor 10, including attack patterns, but with much more damage. Nothing too worrying here.

    Floors 111-120

  • From here on out, the dangerous mobs are working overtime! To start, the exploding slimes are back.
  • There's a patrol called "Gigantoad" that, the moment it targets someone, will pull the player towards it. If the player isn't looking at the toad, they'll be stunned, and the toad will then inflict area damage, which deals a lot.
  • The Snakes from the 20th floor are back, and now with a new skill that deals considerable damage to the target.
  • There's "Deep Palace Morbol," also known as Marlboro from other games in the franchise. He’ll always start the fight with an instant cone attack that inflicts Sleep and Slow, and then immediately use the infamous "Bad Breath."
    Floor 120 Boss
    Floor 120 Boss
  • It's exactly the same as the boss from level 20, but the area-of-effect attack he performs in a line will be an instant kill.

    Floors 121-130

  • Here, we have two enemies that are back:
  • The minotaur patrolling the rooms has an attack that isn't marked on the ground, but it does have a cast time. If you see "111-Tonze Swing", stun or move away from it; otherwise, this attack should instantly kill any non-tank.
  • Skatene the owl. She's not a danger when alone, but in a group she can cause problems. She has a spell that makes players fall asleep, and the range of this spell is immense.
    Floor 130 Boss
    Floor 130 Boss
  • Same procedure as on floor 30, but now with four damage pools instead of two, so move towards the center.

    Floors 131-140

  • If you thought the mobs on the previous floors were hell, it's about to get worse. There's an Ahriman patrolling these floors who performs an attack called "Level 5 Petrify", which is an untelegraphed cone in front of him. This causes petrification for 15 seconds, which usually leads to the death of lone players.
  • And then there's Dahak, who applies a cone-shaped debuff called Disease as soon as he enters combat. Additionally, he’ll use an unmarked damage attack if any player gets behind him.
    Floor 140 Boss
    Floor 140 Boss
  • This boss is considered undead, therefore you can use the Resolution + Strength and Steel combo to speed run over it.
  • Aside from that, it follows the pattern of the floor 40 boss. Defeat the mobs quickly and avoid the damage pools.

    Floors 141-150

  • From this point on, do not attempt any more big pulls. There are many mobs around here with the potential to kill your party.
  • Demon has a kind of enrage. If he starts using a spell called Charybdis, this spell deals damage equivalent to 99% of your HP, and since you'll take an auto-attack right after, a base bonus is awarded instantly. He can be stunned, interrupted, and even silenced, so there are plenty of options.
  • Gargoyles deal a lot of damage and also inflict a poison effect. They’re not easy to deal with alone, especially if you don't have potions.
  • Manticore is a patrol that can buff its own damage and uses a non-telegraphed cone attack in front of it. If you see an animation of it preparing to throw a punch, run behind it.
  • Wraith, despite appearing on previous floors, becomes a problem here. The "Scream" skill has a huge range, and if you can't interrupt and need to run, the chance of you provoking another enemy is high, creating a snowball effect that can send you back home.
  • Bhoot and Persona cause paralysis, and a poorly timed paralysis proc is what prevents you from healing in time, so be careful with them.
    Floor 150 Boss
    Floor 150 Boss
  • This boss is easy if you attack from a distance, but terrifying if you need to be up close to hit her. Start the fight by dodging her telegraphed attacks; nothing difficult here.
  • After the second cast of "Darkness to me," she’ll summon four zombies. If these zombies touch you, they will prevent you from moving, and as they approach, the boss continues to use telegraphed attacks.
  • If you deal damage from a distance, they're easy to handle; otherwise, my recommendation is to save heavy area-of-effect attacks, get the zombies to approach you more or less at the same time, and deal with them all at once.
  • Right after this phase, she will summon a smaller Succubus, which, depending on your team, can even be ignored. It deals area damage in front of her, and not long after, the boss herself will sacrifice it to heal herself and perform an area attack.
  • Killing the Succubus prevents the boss from healing, but not from attacking. Afterward, she reverts to her previous mechanics.

    Floors 151-160

    Personally, I love the look of this place.
    Personally, I love the look of this place.
  • From this floor upwards, the risks increase, as do the potential rewards. From this floor come the accursed gold loot, which can yield valuable rewards. For example, a mount, which is currently for sale for 11 million Gil. Without further ado, let's get to the dangerous enemies here.
  • The enemy "Pot" has ranged auto attacks, and each auto attack hits twice. Quite dangerous, even for ranged DPS players.
  • "Deadeye" and "Pudding" are other mobs that have double auto attacks.
  • “Marolith” also has double auto attacks and a non-telegraphed instant heavy attack.
  • "Imps" are annoying. They use "Void Blizzard," which gives you a long-lasting Slow effect, and then immediately use "Ice Spikes", which deflects damage back at whoever attacks them. They can be stunned to prevent one of these attacks from being cast.
  • "Mindflayer" has life steal and double auto attacks. In other words, it heals itself as it attacks you, which makes the fight against it last a long time if you can't quickly burst its HP to zero.
    Floor 160 Boss
    Floor 160 Boss
  • He’s exactly the same as the knight on floor 60, only with much more damage. The damage potions can deal up to 5k damage per tick (3 seconds). Use the same strategy, avoid the puddles and watch out for the push.

    Floors 161-170

  • Don't give up now, we're almost at the end!
  • Right off the bat, be careful with "Crocs" and "Wivre/Triceratops". They have double auto-attacks and a non-telegraphed cleave.
  • "Tursus" has the potential to easily end a solo run. It has a cone attack that, if it hits, will freeze you for 15 seconds, and if it hits once, this mob can keep recharging this debuff indefinitely until it kills you. Assuming you dodged, it’ll then slow you. It’s a patrol, so be extremely careful while in combat with other mobs.
    Floor 170 Boss
    Floor 170 Boss
  • Same procedure as the level 70 boss, only much more powerful. Make sure to take him to the corner of the arena and circle around with him, avoiding leaving him in puddles.

    Floors 171-180

  • This might be the most difficult set of floors for solo players, especially solo tanks. But let's not let that get us down, okay?
  • “Bandersnatch” features the classic double-attack combo with a cleave.
  • "Lion" opens the fight with a double cleave and then uses a large area attack.
  • "Wolf" is especially dangerous for casters. It causes a heavy DoT (Damage over time) that can break casts.
  • “Wisent” is a patrol that looks like a bison. It’s easy to kill on its own, however, if not defeated within 30 seconds, it will suck in all nearby players, inflicting a “Heavy” effect and using an attack that deals 90% of maximum HP in damage and paralyzes.
  • “Snowclops” is a cyclops with a club who has two instant kills without telegraphing: “Glower” is a line in front of him and “100-tonze swing” is an area of ​​damage near him. Watch out!
  • “Sasquatch” has the appearance of a gorilla and is possibly the most dangerous mob on this floor. When out of combat, it can buff another mob, greatly increasing its physical damage, so pay close attention before pulling any enemy to see if it has this buff or not. Right after buffing someone, it will start screaming, dealing damage to anyone in its room or nearby.
  • Regarding "Sasquatch," never engage in combat with him buffed. The chance of him killing you with a single punch is extremely high.
  • "Anzu" is a strong contender with "Sasquatch" for who’s the most dangerous. He has a cleave that inflicts a DoT and he frequently uses an attack called "Flying Frenzy". This attack stuns, deals a lot of damage, and causes the target to take even more damage. If you’re solo, don't even try to fight this guy.
    Floor 180 Boss
    Floor 180 Boss
  • This boss is the ultimate test for those who’ve reached this point as a solo tank. He follows the pattern of the level 80 boss, however, he’ll create twice as many tornadoes as the previous pattern.
  • The real barrier occurs when he reaches 15% HP. From this point, he will begin casting Ecliptic Meteor, but now the cast time is nine seconds instead of 15. Remember that Ecliptic Meteor deals 80% of maximum HP in damage and cannot be reduced in any way.
  • Going solo, my recommendation is to use Pommander of Lust when he's at 20% HP, put all five stacks on him, and use auto attacks to get him as close to 15% HP as possible. As soon as he starts casting anything, unleash everything you have. Remember to keep a Sustaining Potion active to recover HP through the meteors.

    Floors 181-190

  • If you thought there were many dangerous mobs before, you were wrong, because there are even more here! On this floor, pulling two enemies can kill your entire party.
  • “Wamouracampa” and “Archeosaur” feature the familiar double-attack combo with a cleave.
  • “Wamoura” is a patrol that heals other mobs, so as long as you catch it alone, it’s not a problem.
  • "Claw" has an attack that pulls the player and then deals massive damage. This pull cannot be negated by abilities, but it can be negated by map effects. Additionally, he has "Tail Screw", an area-of-effect attack that directly targets the player and causes a Slow. If you’re solo, don't even try to fight against it.
  • "Worm" has double auto attacks, randomly spitting at a player, causing modest damage and a DPS check. If not defeated within 30 seconds, it will suck everyone in and deal around 10k damage, which can crit. This pull cannot be negated by abilities, but it can be negated by map effects. If you fight this thing, make sure you’re well-equipped. Finally, they’re blind, so you can avoid them by walking.
  • "Crawler" starts the fight with an AoE auto-attack, then applies a strong Slow and finally inflicts a poison that hits for up to 3000 damage per tick (3 seconds). Have "Esuna" ready and you'll be fine.
  • "Flood Dragon", if you're solo and it targets you, you're dead. For parties, make sure to spread out so you don't share damage from its AoE and have Esuna ready.
  • “Garm” is a patrol that uses the mechanics of a standard Chimera. If you’re already used to dodging “Dragon’s Voice” and “Ram’s Voice”, this is one of the easiest mobs. If you don't know, to dodge “Dragon’s Voice” run close to the boss and to avoid “Ram’s Voice” run away.
    Floor 190 Boss
    Floor 190 Boss
  • He's the opposite of the level 90 boss. Instead of having to destroy the red ones and push the blue one, here you destroy the blue ones and push the red one to stun him.
  • There's also the added complication that, if you're hit by one of the blue bombs or the "Sap" attack, you'll be frozen and possibly die to the other mechanics.
  • Finally, pay close attention to his cleaves. This boss starts the fight using one, so make sure you don't hit the other party members.

    Floors 191-200

  • Final stretch! The first point about this set is that most mobs here use proximity detection, so you won't be able to sneak through. The good news, however, is that a large portion of the enemies are undead, so if you saved Pommanders of Resolution, you'll be able to easily clear some floors. Let's look at the mobs:
  • "Trap" uses ranged attacks very slowly, but hits fast when in melee range, so try to kite it as much as possible.
  • "Dragon" has a gaze attack that can be dangerous. Just turn your back and everything will be fine.
  • "Iron Corse" is a patrol that always initiates combat by jumping towards you with the classic double auto-attack. It can be stunned.
  • “Gourmand” brings the double-attack combo with a cleave.
  • “Fachan” is an evolution of the “Ahrimans” we encountered earlier, but instead of using “Level 5 Petrify”, they use “Level 5 Death”. It’s self-explanatory what happens if it hits you.
  • "Knight" is extremely dangerous if you don't deal with him quickly. His "Death Spiral" attack is a donut that deals 10k damage if it hits, and if he isn't defeated quickly, he'll use a buff that doubles his damage for a while and also improves his defense. Be careful with this guy.
  • "Wraith" will use line attacks across the rooms trying to get you. If one hits, you're dead. Also, never face one of these with a "Knight" because it's common for "Wraith" to use an area attack and leave no safe zones when she uses "Death Spiral".
  • “Keeper” is the mob with the highest DPS around here. Watch out for its area attacks and have a Pommander of Steel active to be safe.

    Floor 200

  • Wow, you made it this far? Yeah, even the developer of this dungeon didn't think anyone would get here, so here's your victory.

    Wait? There's no boss? Yes, there is! You’re the boss! You managed to conquer everything to get here, now enjoy your rewards!

    Conclusion

  • So, this was a long and laborious guide to bring here to the blog. Special thanks to Maygi for compiling information about the deep dungeon, as well as for the boss images. I hope you enjoyed it, and there’ll be more next week!