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

Welcome to the Initium Boss Hunting Guide!

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

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

Extra big thanks to Vocandin for pioneering the original guide.

Boss Mechanics

Distinct from the army mechanic, the roaming mechanic is a small chance to find bosses in specific areas (marked with dark green on the Player-Made Map). Areas where bosses can spawn (often called domains) tend to be near their former timed spawn location.

Bosses found this way don't follow instance mechanics - they behave just like regular monsters. This means that roaming bosses will despawn if nobody is in combat with them as the server ticks if the monster is at full health, unless someone has died to that monster.

Encounter Tips and Tricks

Here are some helpful tips for players trying to find roaming bosses or rare monsters:

  • Most bosses have very low spawn rates. Players will often go days without finding a given boss and then go on to find that same boss multiple times within the same hour. It's all luck, so don't get too discouraged if you find yourself on a dry streak.
  • Beware of disappearing monsters. When the server ticks (explained below), any combat site with a full health monster or a gold-less dead body will despawn unless a player is engaged with it or has died to it.
  • To return to an encounter after running away, scroll down and click 'Show hidden paths'. Look through the newly appeared list of combat sites to find the right one.
  • Deal damage to monsters and don't loot their gold if you want the combat site to persist after you leave. This can prevent item being deleted in the course of a rescue or in case an item fails to be picked up.
  • Always refresh the page after picking up items as sometimes the item won't actually be looted, even though it seems to have been looted. Check your inventory to make sure your loot has been collected before leaving a combat site.
  • The "Leave and Forget" option at a combat site will permanently delete the combat site and any loot inside it if the site isn't occupied by another player (your party members don't prevent site deletion though).
  • Other players can find your combat sites and steal your loot. To mitigate this, an honor system called the Boss Claim System is upheld by the majority of players.

Roaming Bosses


Weak to: Bludgeoning damage

Deals: Bludgeoning/Piercing damage

Found at: Elven Grove

Drops: Elven Bow

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

Created to be a challenge for veteran players to test their skills and their luck, Dir'Thelien with a strong Elven Bow is unquestionably the strongest boss monster of them all. Dir'Thelien will kill anyone who fights it long enough. Players are recommended to stay far away from this boss, killing this boss is not required to progress in the game.

Despite his weakness to bludgeoning type damage, it is recommended to use powerful weapons with significant block chance and damage reduction - usually this will be Slashing type weapons - as survival is your first priority when considering fighting Dir'Thelien. It's also required to have multiple characters and sets of equipment. Possible gear choices include the Sword of the Black King, Emerald Sword or Knight's Longsword alongside a high-end Protector gear. At the cost of higher risk, very strong bludgeoning and piercing weapons can also be used.

It is absolutely necessary to have mastered the basics of Initium to succeed against this boss. Barring the use of an army of fresh characters armed with Shurikens, it is expensive to even attempt to kill Dir'Thelien considering he lands strong critical hits frequently because of his high stats (13 Strength and Dexterity, 12 Intelligence).

The game begins when you die to Dir'Thelien and the endgame begins when you get revenge.


Weak to: High damage

Deals: Slashing damage

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

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

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

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

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

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


Weak to: Piercing damage

Deals: Bludgeoning / Piercing damage

Found at: Grand Mountain Summit, Frozen Cavern

Drops: Spiked Fists of the Yeti

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

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

Baron Cricketon

Weak to: Piercing damage

Deals: Bludgeoning / Piercing damage

Found at: Cricketon Cave and surrounding locations

Drops: Sword of the Barony

Strategy: Baron Cricketon is one of the first bosses the player will probably fight. Despite his imposing presence, Baron Cricketon is not a very difficult boss to defeat. Use Padded Chainmail or similar for an easy victory.

Monstrous Orc Shaman

Weak to: Piercing damage

Deals: Bludgeoning damage

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

Drops: Orc Shaman Staff, Ornate Orcish Helmet

Strategy: Orc shaman is a long fight, his health goes as high as 400s, and he uses a mana shield, which blocks any damage for around 8. His hits can be quite strong so healing below 35s is highly recommended. 2 handed piercing weapons can do a quick job of him, or Rapiers but those break very quickly.

The staff dropped is the best farming weapon in the game, it may seem low damage but it blocks very often, has good durability and can still hit as high as 40s with a 1d13. The helmet is also very good all around.

When hunting for shaman, keep an eye on Skeletal Scouts which can be seen equipped with Fate's Call, an epic piercing.

Giant Mutant Eel

Weak to: Any Damage

Deals: Piercing damage

Found at: Winding River

Drops: Helm of the Mutant Eel

Strategy: Eel can now hit very hard so take pierce armor to it, on the upside, it barely blocks damage which makes it a quick boss after found. The helm is quite decent. Eel can be found while looking for Protector of the River, which can be found on same areas.

Colossal Crustacean

Weak to: Piercing damage

Deals: Piercing / Slashing damage

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

Drops: Pincer Shield

Strategy: This huge crab isn't too hard with decent piercing block gear. It has a decently sized health pool and can crit quite hard, so be careful and heal often.

While looking for it on the beaches, you can find Merman who may be wielding the epic Wrath of Lotan, so watch for it.

Rock Golem

Weak to: Bludgeoning damage

Deals: Bludgeoning damage

Found at: Rolling Dunes, Strange Rock Formation

Drops: Granite Fist

Strategy: It has around 200 to 250 HP, beware that because of the average 13 strength it can straight up 1 hit someone at full hp with the 'Rock Toss' attack. Heal often.

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

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

Lizard King

Weak to: Bludgeoning damage

Deals: Slashing damage

Found at: Lizardfolk Marshland

Drops: Emerald Sword, Lizard Helm, Lizard Fists

Strategy: The high hp makes up for the lack of armor it has. Emerald Sword is capable of rolling very high stats so take very good block % gear to avoid unblocked hits, as it can and will 1 hit you if you don't.

The fists and helm makes for awesome pierce/ slash blocking gear, among the best overall.

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


Weak to: Bludgeoning damage

Deals: Slashing / Bludgeoning damage or Piercing / Slashing damage

Found at: Trail Head and Surrounding Areas

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

Strategy: The Centaur is a mid game boss. It can wield either the Razor-Glass Mace, which deals bludgeoning and slashing damage or the Razor-Glass Sword which deals slashing and piercing damage. It is essential to have characters prepared for both scenarios, otherwise you may find yourself dead. Use bludgeoning damage for an easy time.

Upon death, the Centaur drops two of the listed items.

Rakken Queen

Weak to: Slashing damage

Deals: Bludgeoning / Piercing damage

Found at: Queen's Chambers and surrounding locations

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

Strategy: The Rakken Queen is an rather easy boss, except for it's massive health pool of around 1400. This absurd health is mitigated by the fact that it has exceptionally weak stats and deals extremely low amounts of damage. 

Overall, the Rakken Queen is not a reasonably profitable boss to farm. The Rakken Honey provides a mediocre buff of +5% Strength and -5% Intelligence for an hour, and the Achula Skull is generally a weaker version of the Heavy Steel Shield, and the Sherian Mace is usually comparable to a decent Warhammer. However, the Sherian Mace can theoretically roll as high as 81 max damage, making it one of the best bludgeoning weapons in the game. As well, the Achula Skull can have a ridiculous 22 damage resistance, making it one of the best piercing shields in the game.

Angel of Death

Weak to: Piercing damage

Deals: Bludgeoning / Slashing damage

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

Drops: Death's Embrace

Strategy: AoD as it's called is not a hard boss to kill. The robes usually block 20 damage of any kind, and the weapon only has 5 extra block against slash or bludgeoning. So any weapon can be used. The only issue with it is that while embrace can go down to -2% crit chance, after the int stat (which gives 2.5% crit every point after 4) the crit gets around 10%. The weapon rolls low as 60 max damage, but has been known to roll as high as an incredible 150 max damage. Battle at your own risk.

With a slightly decent set of gear you can take on AoD, just make sure to have back up.

Death's Embrace is an awesome weapon for quick killing bosses or people, and it's quite fun hitting above 100s.

Aseridith Marksman

Weak to: Bludgeoning damage

Deals: Piercing damage

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

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

Strategy: Considered to be a significantly weaker version of Dir'Thelien, the Aseridith Marksman has high dexterity and intelligence, meaning that almost every attack will be a critical hit. The Composite Longbow can roll exceedingly high, sometimes surpassing 80 max damage. Powerful pierce protection, such as the Western Ranger Cuirass is recommended.

The bracers and cuirass are awesome piercing focused armor and the bow can roll to very high levels, making it a decent piercing weapon.

Aseridith Commander

Weak to: Piercing damage

Deals: Piercing damage

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

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

Strategy: Heavy armored quite strong boss. It can 1 hit you at any given time with the rapier which ranges at around 54 max damage coupled with pretty high stats. Use heavy piercing block gear and make sure to have a backup plan should the 1 hit kill happen.

Both the rapier and heavy plate are high quality weapons. The rapier can drop at low durability if you take your time killing the commander, but usually drops with over 200 left. The rapier can roll anywhere from 28 max to 99 max, usually dropping around 54. The Heavy Plate is sometimes a lackluster armor, but rolls incredibly well on some occasions.

As well, the Aseridith Commander has a high chance of dropping the very sought after Arena Tickets. It seems around one in three commanders will drop one, making this boss the best way to farm Tickets.


Weak to: Bludgeoning or Piercing damage

Deals: Bludgeoning / Piercing / Slashing damage

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

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

Strategy: Archmage is a less armored protector, but deals all 3 damage types, and can crit quite hard. Use A/A/A gear and high damage weapons. If it has the red book equipped, slashing won't work, but if it's the blue one it will, at the cost of 5 DR compared to piercing.


Weak to: Piercing damage

Deals: Bludgeoning / Slashing damage

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

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

Strategy: This is an extremely high stats boss, getting up to 15 on each stat at max. Heavily armored with 20+ DR items, it's weak to pierce and bludgeoning, high damage Macuahuitls works well but high damage pierce works better. Best weapon to use would be Elven Bows however. Healing can be quite far away and ambushes are easily happen, sometimes up to 15+ at a time from experience.


Weak to: Bludgeoning damage

Deals: Bludgeoning / Piercing damage

Found at: Smoldering Mountain and Cinder Plains surroundings.

Drops: Dragon Blood Shirt, Dragon Blood Greatsword

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

The shirt is among best shirts in the game and the sword makes for a great farming weapon against Acolytes or Snakes when farming for Python Scale Tunic shirt due to the exceptional blocking capacity, it also makes for a great protector killing weapon, and with a max roll of 3d8 can be even used against Dir'Thelien if careful!

Xaruk Guardian

Weak to: Piercing damage

Deals: Bludgeoning damage

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

The Guardian of Xaruk is not a very difficult boss. He has around 100 hp and deals usually mediocre bludgeoning damage. However, the Guardian's Flail can roll pretty well so it advised to fight him with caution.

General Roxex

Weak to: Slashing damage

Deals: Piercing / Slashing and Bludgeoning / Piercing damage

Found at:

Drops: Xarukian Ornamental Armor, General's Mace

Strategy: General Roxex is a very deadly boss, dealing all 3 damage types, and thus it is not a very good idea to fight him unless you have a couple characters in good protectors. He dual wields two weapons; the General's Mace, which is a powerful bludgeoning/piercing weapon capable of rolling from 2d11 2x-3d17 3x. However, both 3d and 3x General's Maces are exceedingly rare, with only a handful existing despite many people farming this boss.

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

When fighting General Roxex, it is recommended to have multiple characters in full sets of protector armor. As well, a shield with a sword such as a high damage Emerald Sword or a Knight's Longsword are highly recommended. If you are rich, you can opt to use a Sword of the Black King which absolutely demolishes General Roxex, but some may consider it a waste of durability.

Leviathan Spawn

Weak to: Slashing / Piercing damage

Deals: Bludgeoning damage

Found at: Maelstrom, Fisherman's Ferry

Drops: Diamondscale Casque, Diamondscale Greaves

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

The Leviathan can, once again, deal ridiculously high amounts of damage, so tread carefully.

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

Frost Giant Shaman

Weak to: Piercing damage

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

Found at: Glacial Temple

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

Strategy: The Frost Giant Shaman quirk is his Freezing Touch spell, a low dura very-high bludgeoning/piercing damage spell. If you try to face the attack head on, be prepared for death as an non-critical attack can deal 80 damage without strength bonus.

As such, it is imperative to wear out the spell, preferably via 5/5/5 Alts sacrifice. An exact number of 6 alts is needed, though the durability of the spell could possibly vary.

Once the Freezing Touch is exhausted, the Shaman becomes a much easier boss, dealing only Slash damage. Wear an Aseridian Heavy Plate, a Full-Plate or anything with high Slash resistance. Wail on him with Pierce weapons and you will eventually best him, earning insane loot in the process.

The Frost Giant Shaman does not spawn for the time being.

Instance Mechanics

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

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


Hobgoblin Warmonger

Weak to: Bludgeoning / Piercing damage

Deals: Bludgeoning damage

Found at: Hobgoblin Tribe Campsite

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

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

Ragnar the Cruel

Weak to: Bludgeoning damage

Deals: Bludgeoning / Slashing damage

Found at: End of Bandit Hideout instance

Drops: Two-Step Greaves, Pristine Red Scale Armor

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

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


Weak to: Bludgeoning damage

Deals: Piercing / Slashing damage

Found at: End of Feeder Stream Instance

Drops: Norwood Armor Set, Norwood Bow

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

In'Darill has a respawn time of 3 hours.

Raptor Spinner

Weak to: Piercing damage

Deals: Piercing / Bludgeoning damage

Found at: End of Feeder Stream Instance

Drops: Raptor Carapace Shield, Raptor Eye Ring

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

The Raptor Spinner has a respawn time of 2 hours.

Boggart Chieftain

Weak to: Slashing damage

Deals: Bludgeoning damage

Found at: The end of the Ratagural Swamp intance

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

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

The Respawn Timer for this boss is 3 hours.

Troll King

Weak to: Bludgeoning damage

Deals: Bludgeoning damage

Found at: Last room of Troll Caves

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

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

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

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

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

Aseridith Executioner

Weak to: Bludgeoning

Deals: Bludgeoning and Slashing

Found at: Aseridith Dungeon

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

Strategy: The Aseridith Executioner is a quite sturdy boss with high HP. Due to his high Strength and the possibly high rolls of the Executioner's Axe, fighting him is a bit RNG based.

Either way, wear a good mixed Bludge/Slash armor, such as Full-Plate if you are poor, Protectors if you are lucky or Na'Kareth if you are a rebel.

Use a Bludgeoning weapon against him, or else you are going to bang your head at the nearby wall.

Respawn Time: 52 Hours

Drow High Sorcerer

Weak to: Bludgeoning damage

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

Found at: Drow Vault

Drops: Ring of Resistance, Mithril Woven Cloak

Strategy for instance: This instance has a decent number of enemies.

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

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

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

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

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

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

The Volantis Arena

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

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

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

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

Magnar the Bloodthirsty

Weak to: Bludgeoning damage

Deals: Slashing damage

Found at: Volantis Arena - 1st Boss

Drops: Proof of Victory

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

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

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

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


Weak to: Bludgeoning damage

Deals: Piercing damage

Found at: Volantis Arena - 2nd Boss

Drops: Proof of Victory

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

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

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

Greybeard the Wise

Weak to: Any

Deals: Bludgeoning damage

Found at: Volantis Arena - 3rd Boss

Drops: Proof of Victory

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

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

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

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

Retired Legionnaire

Weak to: Piercing damage

Deals: Piercing / Slashing damage

Found at: Volantis Arena - 4th Boss

Drops: Proof of Victory

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

High piercing damage is required for defeating this boss. Using a 72 max Rapier or Gilded Rapier is the absolute weakest weapon you can use. Better is recommended if you have it. Poweful versions of the epic weapon Thorn are also highly recommended if you have them. You need to bring a powerful shield as well, so two handed weapons are out of the question. The minimum recommended shield is a 2/50/15 Steel Kite Shield.

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

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

Black Lord Kathius

Weak to: Piercing damage

Deals: Slashing / Bludgeoning damage

Found at: Volantis Arena - 5th Boss

Drops: Proof of Victory

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

High piercing damage is required for defeating this boss. Using a 72 max Rapier or Gilded Rapier is the absolute weakest weapon you can use. Better is recommended if you have it. Powerful versions of the epic weapon Thorn are also highly recommended if you have them. You need to bring a powerful shield as well, so two handed weapons are out of the question. The minimum recommended shield is a 2/50/20 Pincer Shield.

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

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

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

Weekly Bosses

The Black King - Fort Black

Weak to: Piercing damage

Deals: Slashing damage

Found at: Panic Room

Drops: Full set of the Black King

Strategy: Fort Black is an instance with few rooms but requires a lot of of work to progress. Most damage done is slashing except a few flails here and there which aren't to be worried with. Enemies are heavily armored so Macuahuitls or Kusari Shirudos are heavily recommended along with high slash block gear for the knights.

Knights drops swords with an average 54 max damage, and are also very limited as only 20 drop each week.

Part 1: The Black Forest

This is where people sit until the instance is about to reset, spawning the guards and king. This area has no monsters.

Part 2: The Black Fort

This area has a respawn time of around 2 hours and a half after the first guard is killed. It contains a mix of Black Guards and Black Guard Sergeants to a total of 150. If the 150 guards are not cleared by the time the fort resets, guards will respawn getting to the final count of 150 again

Part 3: The Throne Room

Throne room spawns once a week, it consists of a mix of 30 Black Guard Sergeants and 10 Black Knights.

Part 4: Panic Room

Roughly 45 minutes after throne room spawns, panic room does. It consists of 10 Black Knights and finally The Black King. As a lot of people participate on it, it's down to luck to get into the fight with the king with how instance works. If you are (un)lucky to get fighting with it, you need very high piercing damage weapon, or Elven Bow along with the best possible slashing protecting gear.

All in all, the strong players go for the king set, but mostly anyone can go to get their hands on Knight's Longsword and learn how it works to tackle the king in the future.

The Imperial Desert Prince - Lavish Pavillion

Weak to: Bludgeoning damage

Deals: Bludgeoning / Piercing / Slashing damage

Found at: Lavish Pavilion

Drops: Desert Prince Set

Strategy: The Lavish Pavillion is a reasonably short instance with a few rooms, but requires a lot of work to progress due to the immense number of monsters around. There is a LOT of high piercing and slashing damage in this instance, but no bludgeoning until the boss.

Part 1: Nomad Camp Commons

This is where players who are waiting for the instance begin camp out.

Part 2: Nomad Soldier's Camp

This area contains a metric fuck ton of Nomad Swordsmen, Nomad Scouts, and other high damage stuff. Watch out.

more info coming soon.

Part 3: Lavish Courtyard

strategy coming soon. Wear anti pierce.

Part 4: Lavish Pavillion

This is the final area of the instance. This room respawns once a week and consists of numerous Nomad Swordsmen, Desert Assassins, 10 Royal Bodyguards and The Imperial Desert Prince

The Royal Bodyguards are weak to piercing damage and deal piercing. Their weapons, the Desert Pikes, can roll exceedingly high, so tread carefully.

The Imperial Desert Prince is unquestionably one of the hardest enemies in the game. He duel wields his two weapons, the Flail of the Desert Prince, which deals extremely high bludgeoning damage, up to 3d11 3x, and the Saber of the Desert Prince, which deals middling piercing and slashing damage, usually rolling around 3d11 2x. High end Protector gear is required for standing a chance against this boss. His armor is weak to bludgeoning damage, so something like a 60+ damage Warhammer will work well.

Gol'Shlanek - Mausoleum of Gol'Shlanek

Weak to: ?

Deals: ?

Found at: Mausoleum of Gol'Shlanek

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

Strategy: Not much is known about this boss. The enemies in his instance are hard, he is hard. Gol'Shlanek was designed to pain end game players.

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