Dungeons

From Idling To Rule The Gods

Your pets can be sent into dungeons once you have unlocked six pets.

Dungeon Guides[edit | edit source]

Beginners may wish to start with Introduction to Dungeons, and then return here to fill in the details.

For those interested in a complete guide that is constantly being worked on and kept up to date, check out Malfat's Guide:

https://docs.google.com/document/d/1xdMtMl_pbxB3uXXKUn61Rx72VN1eaRuvdd0eAwp99_c/edit?usp=sharing

Dungeon Rewards[edit | edit source]

Pets can gather resources and craft them into weapons, armor and accessories, which they can equip. Pet equipment improves Pet dungeon stats, and also improves your God's stats (player attack, player HP, player Mystic, build speed and creation speed). Walking sticks and their upgrades grant a bonus to all campaigns.

Pets who are exploring a dungeon can also encounter various events which give permanent rewards, depending on the dungeon. Some of these rewards include God Power, Lucky Draws, pet stones, pet growth increases, and extra crafting resources. Dungeon runs must be a minimum of 6 rooms in order for events to trigger. If runs are greater than or equal to 6 rooms, then events can occur at any point, rooms 1-48 (60 after NRDC). Less then 6, no events will occur. See the Dungeon Drops and the Items/Materials list for details. Note: Traps may still occur even on shorter runs.

Pets can be evolved to a variety of classes that benefit dungeons and campaigns. See the Pet Evolution and Class section for details.

Dungeon Exploration[edit | edit source]

Note: Times listed here are assuming no NRDC completions. NRDC is a challenge that lowers the amount of time required per dungeon room.

Pets must be organized into teams (also called parties) which explore a Dungeon as a group. By default, you may only have one team at a time. Up to 5 additional team slots may be purchased (as of August 2021), one each of the following:

  • 300k pet stones
  • 10k of each infinity point (obtained via Infinity Towers)
  • 2000 of each gem (obtained via Challenge Dungeons)
  • 1000 challenge points
  • 1500 challenge points

Pets who are in a team may not go on campaigns, even if that team is currently idle.

Teams consist of up to 6 of your Pets, organized in two rows of up to 3 Pets each. Pets in the front row get attacked more often; Pets in the back row (except Mages) deal less damage.

Each team can be sent into one Dungeon at a time. You may select which Dungeon, how deep to go, and how long to explore (at 15 minutes per room, from 15 minutes for 1 room, up to 12 hours for 48 rooms, or 12 hours for 60 rooms if all NRDCs are completed). You may also select extra difficulty (monsters have higher stats and give more experience, with a higher chance of drops).

The following Dungeons are available:

  • Newbie Ground
  • Scrapyard
  • Forest
  • Volcano
  • Mountain
  • Water Temple

When you're just starting out it's best to start at the Newbie Ground until your Pets gain some Dungeon Experience Levels. Other Dungeons can be attempted when your party is around level 10.

Each Dungeon other than the Newbie Ground has 3 Depth levels. Depth 2 is substantially more challenging than Depth 1, and Depth 3 is much more difficult than Depth 2. Explorers are advised to stick to Depth 1 until they feel confident against Depth 1 with the Difficulty setting at maximum.

Every 15 minutes of exploration lets your Pets explore 1 room of a Dungeon. If your exploration is 6 rooms (90 minutes) or longer, the 6th room will be a Depth 1 Boss fight. (Since game version 3.14.1016.)

If you choose to explore Depth 2 or Depth 3, be aware that your Pets must travel through Depth 1 to get to Depth 2, and through Depth 2 to reach Depth 3. So, the shortest possible Dungeon trip that will reach Depth 2 is 7 rooms (an hour and 45 minutes), which will consist of 5 regular Depth 1 rooms, a Depth 1 Boss fight, and a single Depth 2 room.

If your exploration reaches Depth 2 or beyond, the Depth 2 boss will be encountered in the 16th room overall (4 hours). If your exploration reaches Depth 3, the Depth 3 boss will be encountered in the 30th room overall (7 hours and 30 minutes).

Dungeon Stats and Combat[edit | edit source]

Your pets, and the enemies found in the dungeon, have an element, 4 basic combat stats, and 4 elemental levels. The basic combat stats are Health (also known as HP), Attack, Defense and Speed.

The combat stats and elemental levels of the enemies are determined by the enemy type, and the difficulty level that you selected when you entered the dungeon.

The combat stats and elemental levels of your pets are determined by the pet's element, its Dungeon Level (DL), its class, its total growth, and the equipment it's wearing. The exact formulas for combat stats are as follows:

  • Health = (10 + 24*DL) *(1 + Growth/200000) *(Class modifier) *(Equipment modifier)
  • Attack/Defense/Speed = (1 + 2.4*DL) *(1 + Growth/200000) *(Class modifier) * (Equipment modifier)

The class modifiers are shown in the next section.

For example: A dungeon level 34 Assassin with 59337 growth, wearing armor with +27% Defense, has (1 + 2.4*34) *(1 + 59337/200000) *0.7 *1.27 = 95 Defense. The final values may be off by a few points due to inexact displayed equipment bonuses.

Element levels are calculated as follows:

  • If the pet is Neutral, each element level is 0.75 * DL.
  • If the pet is not Neutral, its primary element level is 50 + 2 * DL, its weak element level is -50, and the other two element levels are 0.
  • Elemental bonuses or penalties from equipment are added (or subtracted), never multiplied.

The weak element is the one above your pet's primary element on the dungeon list. Water is above fire, so fire is weak to water, and a fire pet will have -50 water element. Likewise, wind is weak to fire, earth is weak to wind, and water is weak to earth (wrapping around vertically).

Combat consists of one or more rounds (also called turns), in which your pets and the enemies attack each other. Your speed determines how many times you get to act in each round. At speed 0, you act once per round. For speeds up to 500, you get a (speed/5)% chance of a second action per round. Between 500 and 1500, you get a ((speed-500)/10)% chance of a third action per round, for a final cap of 3 actions per round at 1500 speed. Speed also determines the order of everyone's actions, with faster pets/enemies being more likely to act first.

Each time your pet acts, it will either use a special ability if it has one (e.g. Ghost's frightful scream or Hourglass's slowing power), or heal an injured pet (if it's a Supporter, and if any pets are sufficiently injured), or attack a random enemy (or several random enemies if it's a Mage).

In the case of a single enemy attack, damage is calculated as follows:

  • Start with the attacker's Attack value.
  • Subtract half of the defender's Defense value.
  • Determine which element is being used. For a non-Neutral attacker, this is the attacker's element. For a Neutral attacker, the game looks at each element and uses whichever one has the largest difference between the attacker's and the defender's levels.
  • Multiply by the elemental factor: (1 + A/100) / (1 + D/100) where A is the attacker's element level and D is the defender's element level in the element that's being used. If D is negative, add abs(D) to A and set D to 0.
  • Multiply by the defense factor: 1 - (D / (D + 200)) where D is the defender's Defense value.
  • Apply class-specific factors.
  • Add speed damage: if the attacker's speed is higher than the defender's speed, subtract them, and then divide by 2. If the attacker's speed isn't higher, then there is no speed damage.
  • If the attacker is a pet in the back row, and isn't a Mage, then there's a 20% damage penalty.

Pet Evolution and Class[edit | edit source]

Each Pet has a separate dungeon level (and experience points) and class level (and experience points). These levels are independent of its normal stats and level. For example, a Pet may have normal level 1020, dungeon level 10, and class level 13.

The exp gained in dungeons contributes to both dungeon level and class level, except for a few cases. Adventurers and Alchemists gain dungeon levels like normal, but only earn class levels by campaigns/crafting respectively. Blacksmiths are unique, and gain class levels by crafting or doing dungeons since they have a use in both. The formula for crafting/campaign exp gain is 250 * (1 + growth/20000) * (hours crafting[in campaigns]) * (1 + crafter speed / 100)

The pet stone and ChP purchases that increase Adventurer XP are calculated afterward.

As you gather materials and fulfill special conditions you can also evolve your Pets, making them more useful in dungeons (or elsewhere). Evolution gives your Pets a new look, and lets you select a class.

Class HP Attack Defense Speed Description
Adventurer 100% 100% 100% 100% Gives a bonus to all regular Pet Campaigns. +2% per class level. This can be increased through Walking Sticks.
Alchemist 80% 100% 80% 110% Refine materials from dungeons into higher tiers or consumables, or enchant equipment. The speed increases by 2% per class level. This can be increased with Pots.
Assassin 70% 130% 70% 140% Deal increased damage to single targets. +5% damage to single targets per class level.
Blacksmith 120% 110% 120% 40% Forge equipment your Pets can equip. Creation speed and quality increases by 2% per class level. This can be increased with Hammers. Also increases damage done by non-mages by 1% per class level when in dungeons.
Defender 120% 40% 150% 40% Shields other Pets in the party and can take a lot of damage. It has a 50% chance to protect other pets and takes (10 + Class Level)% damage for other pets (maxed at Class Level 25). After CL 25, the defender's HP is increased by 1% for each additional Class Level.
Mage 40% 150% 40% 120% Attacks multiple enemies per action and does full damage from the back row. Does only (35 + 1 * Class Level)% damage, but attacks 3 times per action. Every 20 class Levels, the number of attacks per action increases by 1.
Rogue 80% 120% 60% 160% Very fast and boosts the drop chance of materials in dungeons. Increases drop chance by 3% per class level. Note, this buff to drop rate affects Ants and does not affect drop rate in Towers.
Supporter 80% 70% 100% 130% Heals and buffs your party, still also attacks. The heal is equal to 10 + your attack * (Class level * 0.2). Starting at class level 10, it also reduces damage taken by 1% per class level to a max of 50%.

Some Pets get an additional bonus if you evolve them into a particular class. For example, the Rabbit gets a damage bonus if it's a Mage. In some cases, it's best to match the Pet's class to its special bonus; in other cases, it isn't.

A Pet that you plan to use primarily in campaigns (e.g. the Robot) should be evolved as an Adventurer class.

You will want at least one Blacksmith and one Alchemist as soon as you can reasonably get them, in order to begin crafting equipment, consumables and higher tier resources.

Exp Management[edit | edit source]

Pets gain Exp (class level or dungeon level experience points) primarily by going into dungeons, or by campaigning (Adventurer class level Exp only), or by crafting (Blacksmith and Alchemist class level Exp only). However, there are a few other ways that Exp can be acquired, shared, or shifted around.

After each dungeon trip, an additional 1/60 (or possibly more, if there's a Patron bonus) of the total Exp acquired by your pets goes into a Free Exp pool. Free Exp remains in the pool until spent. It may be given to any pet as either dungeon level Exp or class level Exp. Common uses of the Free Exp pool include boosting the levels of newly acquired pets to increase their survivability or their offensive power; boosting the class level of a Supporter or Mage in order to handle a deeper or more difficult dungeon; or boosting the class level of your best forging Blacksmith to improve the odds of higher quality equipment.

A pet's dungeon or class Exp may be drained to 0. This costs 25 God Power, and also permanently loses 50% of the Exp. The remaining 50% goes into the Free Exp pool. Some players use this strategy to siphon class levels from crafters or Adventurers and invest the Exp into their best Blacksmith, Mage or other high-value pet.

Pets that are assigned to RTI or the Pet Village gain class Exp over time.

Finally, pets may be equipped with training swords, or their upgraded equivalents (leeching sword, ego sword, soul sword). These weapons have different effects depending on where the pet is assigned. Pets who are not in a dungeon party will gain dungeon level Exp when a dungeon trip completes. This is bonus Exp, similar to the Free Exp pool, except that it goes directly to the pet(s) with the training weapon(s) equipped. If the pet is assigned to RTI or the Pet Village, it will gain class Exp instead of dungeon Exp. The higher the tier, quality and plus levels on the weapon, the more bonus Exp is gained.

If a pet with a training weapon is assigned to a dungeon team, that pet gets a greater share of the Exp from each dungeon trip, leaving smaller shares for the other team members. A single pet with an SSS +20 ego sword will gain 100% of the Exp, leaving none for the other members of the team. This may be useful if you wish to focus level gains on a single pet, either because it's new and needs to catch up, or because it's a high-value team member (Mage or Supporter) who needs to excel.

For more in-depth information on EXP swords, and some of the more hidden features, see Ego Sword.

Dungeon Drops[edit | edit source]

All Depth 1 dungeons drop Tier 1 Materials of their Element which can be used by Alchemists and Blacksmiths to create other things. The boss for each dungeon (except Newbie Ground) also has a chance to drop matching Tier 2 Materials. You can also find Ants in all dungeons, which are used to buff Anteater.

Depth 1[edit | edit source]

Dungeon Name Element Suggested Level Resource Drops Events
Newbie Ground ALL 1 Herb, Iron Ore, Ice Block, Feather, Wood, Hot Stone None
Scrapyard None 10 Iron Ore, Whetstone, Herb, Iron Bar, Sacred Stone(*), Magic Herb(*) Darkness (consume torch to avoid chance of missing in battle)

Wounded Pet (consume health potion to avoid damage reduction)
Cursed Chest (consume holy water and have 1 Rogue Pet for 5-10 god power and 250-500 pet stones

Water Temple Water 10 Ice Block, Herb, Nevermelting Ice(*), Magic Herb(*), Sacred Stone(*) Quagmire (consume flying boots to avoid battle speed reduction)

Deep Sea Treasure (get 2-20 pet stones; have 3 Water Pets for 5-50 pet stones, 2-5 god power, 2-5 resource drops)
Unattended Weapons (have Blacksmith Pet for 2-10 resource drops)

Volcano Fire 10 Hot Stone, Whetstone, Phoenix Feather, Fire Stone(*) Poison (consume antidote to avoid recurring pet damage)

Lava Filled Corridor (have 3 Fire Pets to avoid damage and gain an extra room)
Burning Weapons (have 1 Fire Pet and 1 Blacksmith Pet for bonus experience, etc.)

Mountain Wind 10 Feather, Whetstone, Phoenix Feather, Bound Feathers(*), Sacred Stone(*) Pit (consume flying boost to avoid 15 minute delay)

Floating Shrine (have 2 Wind Pets in party for pet growth)
Unattended Weapons (have Blacksmith Pet for 2-10 resource drops)

Forest Earth 10 Wood, Herb, Special Wood(*), Sacred Stone(*), Magic Herb(*) Darkness (consume torch to avoid chance of missing in battle)

Wild Animals (consume 30 pet food for pet growth)
Wounded Pet (consume health potion to avoid damage reduction)

(*) Boss drop only.

Depth 2[edit | edit source]

Dungeon Name Element Suggested Level Resource Drops Events
Scrapyard None ?? Iron Ore, Whetstone, Herb, Feather, Sacred Stone(*), Iron Bar(*), Magic Ore(*) Darkness (consume torch to avoid chance of missing in battle)

Pit (consume flying boost to avoid 15 minute delay)

Fog (consume Torch for exp and Monsters speed reduction)

Treasure (have 1 rogue pet for extra Pet stones or Lucky Draw)

Water temple Water ?? Ice Block, Herb, Hot stone, Whetstone, Nevermelting Ice(*), Magic Herb(*), Sacred Stone(*), Magic Ice(*) Quagmire (consume flying boots to avoid battle speed reduction)

Poison (consume antidote to avoid recurring pet damage)

Hidden Library (have 2 Supporter pets for exp boost)

Treasure (have 1 rogue pet for extra Pet stones or Lucky Draw)

Volcano Fire ?? Hot Stone, Whetstone, Phoenix Feather, Fire Stone(*), Sacred stone(*), Magic Fire Stone(*) Poison (consume antidote to avoid recurring pet damage)

Burn (consume Nevermelting Ice to avoid defense and HP reduction and pets have fire element)

Lava Filled Corridor (have 3 Fire Pets to avoid damage and gain an extra room)

Cursed Chest (consume holy water and have 1 Rogue Pet for 5-10 god power and 250-500 pet stones

Mountain Wind ?? Feather, Whetstone, Wood, Phoenix Feather, Bound Feathers(*), Sacred Stone(*), Magic Feather(*) Pit (consume flying boost to avoid 15 minute delay)

Weaken (consume ginger to avoid 25% pets damage reduction)

Crushing Landslide (have 2 defender pets for damage and exp boost)

Treasure (have 1 rogue pet for extra Pet stones or Lucky Draw)

Forest Earth ?? Wood, Herb, Ice Block, Special Wood(*), Sacred Stone(*), Magic Wood(*) Darkness (consume torch to avoid chance of missing in battle)

Quagmire (consume flying boots to avoid battle speed reduction)

Fog (consume Torch for exp and Monsters speed reduction)

Treasure (have 1 rogue pet for extra Pet stones or Lucky Draw)

(*) Boss drop only.

Depth 3[edit | edit source]

Dungeon Name Element Suggested Level Resource Drops Events
Scrapyard None ?? Iron Ore, Iron Bar, Whetstone, Wood, Special Wood, Hot Stone, Fire Stone, Ice Block, Nevermelting Ice, Sacred Stone(*), Magic Ore(*) Darkness (consume torch to avoid chance of missing in battle)

Pit (consume flying boost to avoid 15 minute delay)

Burn (consume nevermelting ice to prevent 3%DoT, 20% reduced defense & fire attack elements)

Floating Shrine (have 2 wind pets, 4 growth each stats for party)

Monster Prodigy (have 2 assassins pets, special monster instant die, 2x experience)

Water temple Water ?? Ice Block, Nevermelting Ice, Herb, Iron Ore, Iron Bar, Feather, Bound Feathers, Wood, Whetstone(*), Sacred Stone(*), Magic Ice(*) Quagmire (consume flying boots to avoid battle speed reduction)

Poison (consume antidote to avoid recurring pet damage)

Weaken (consume ginger to avoid 25% pets reduction damage)

Hidden Library (have 2 Supporter pets for exp boost)

Deep Sea Treasure (have 3 water pets for 5-50 pet stones, 2-5 god power, 2-5 resource drops)

Volcano Fire ?? Hot Stone, Fire Stone, Whetstone, Wood, Special Wood, Feather, Bound Feathers, Sacred Stone(*), Magic Fire Stone (*) Poison (consume antidote to avoid recurring pet damage)

Burn (consume Nevermelting Ice to avoid defense and HP reduction and pets have fire element)

Spike (Rogue can prevent that)

Lava Filled Corridor (have 3 Fire Pets to avoid damage and gain an extra room)

Burning Weapons (have 1 Fire Pet and 1 Blacksmith Pet for 2x experience)

Mountain Wind ?? Feather, Bound Feathers, Whetstone, Hot Stone, Fire Stone, Iron Ore, Iron Bar, Ice Block, Nevermelting Ice, Sacred Stone(*), Magic Feather(*) Pit (consume flying boost to avoid 15 minute delay)

Weaken (consume ginger to avoid 25% pets damage reduction)

Spike (Rogue can prevent that)

Portal From Beyond (1 mage pet, 2 neutral pets, 2-25 GP and 5 growth each stats for party)

Crushing Landslide (2 defenders pets, monsters take 50% dmg, 2x experience)

Forest Earth ?? Wood, Special Wood, Herb, Iron Ore, Iron Bar, Feather, Bound Feathers, Hot Stone, FireStone, Sacred Stone(*), Magic Wood(*) Darkness (consume torch to avoid chance of missing in battle)

Quagmire (consume flying boots to avoid battle speed reduction)

Poison (consume antidote to prevent 2%DoT)

Wild Animals (consume 30 pet food, better quality better growth gained)

Monster Prodigy (have 2 assassins pets, special monster instant die and 2x experience)

(*) Boss drop only.

Monsters[edit | edit source]

Each Dungeon and Depth has a pool of possible enemies:

Newbie Ground[edit | edit source]

Depth Name Chance
N/A Slimy 20%
Frog 20%
Chick 20%
Tree 20%
Walking Candle 20%

Scrapyard[edit | edit source]

Depth Name Chance
Depth 1 Metal Slimy 5%
Angel Slimy 20%
Ninja Slimy 15%
Robo Slimy 15%
Cyborg Slimy 15%
Ghost Slimy 15%
Unstable Slimy 15%
Depth 2 Scrap Worm 15%
Sentry 15%
Scavanger 15%
Robo Hound 15%
Microbots 10%
Bulwark Golem 10%
Displacer 10%
Sword Soldier 10%
Depth 3 Constructor 15%
Compactor 15%
Replacer 15%
Slayer 15%
Arbiter 10%
Reclaimer 10%
Repurposer 10%
Sanitizer 10%

Water Temple[edit | edit source]

Depth Name Chance
Depth 1 Seaweed Sprite 20%
Piranha 15%
Mermaid 15%
Makara 15%
Nymph 15%
Naiad 10%
Vodyanoy 10%
Depth 2 Kappa 15%
Jellyfish 15%
Sea Spirit 15%
Water Elemental 15%
Fire Coral Reef 10%
Water Goblin 10%
Hippocamp 10%
Sharktopus 10%
Depth 3 Hydra 15%
Shen 15%
Living Whirlpool 15%
Zaratan 15%
Cursed Pirate 10%
Siren 10%
Drowned Priest 10%
Seafloor Raiser 10%

Volcano[edit | edit source]

Depth Name Chance
Depth 1 Firefly 20%
Salamander 15%
Imp 15%
Flame Sprite 15%
Magma Beetle 15%
Cinder Spider 10%
Acolyte of Flames 10%
Depth 2 Minotaur 15%
Flame Scorpion 15%
Fire Walker 15%
Hellhound 15%
Burning Elemental 10%
Flame Hawk 10%
Lava Worm 10%
Crazed Steam Spirit 10%
Depth 3 Incinerator 15%
Ifrit 15%
Burning Reaper 15%
Flaming Swords 15%
Fire Dragon 10%
Lava Golem 10%
Ash Storm 10%
Slag Elemental 10%

Mountain[edit | edit source]

Depth Name Chance
Depth 1 Crow 20%
Cockatrice 15%
Wyvern 15%
Thunderhawk 15%
Whelpling 15%
Harpy 10%
Trickster Sprite 10%
Depth 2 Sky Blade 15%
Sky Priest 15%
Storm Caller 15%
Rain Speaker 15%
Vampire 10%
Manticore 10%
Cloud Shaper 10%
Wind Lord 10%
Depth 3 Ziz 15%
Sky Dragon 15%
Chimera 15%
Roc 15%
Hippogriff 10%
Gryphon 10%
Djinn 10%
Living Glacier 10%

Forest[edit | edit source]

Depth Name Chance
Depth 1 Wolf 20%
Goblin 15%
Creeping Vine 15%
Poison Frog 15%
Sleepy Flowers 15%
Troll 10%
Druid Apprentice 10%
Depth 2 Treant 15%
Unicorn 15%
Ogre 15%
Giant 15%
Gargoyle 10%
Stone Golem 10%
Swampy Ancient 10%
Shroom Wizard 10%
Depth 3 Crazed Arch Druid 15%
Darkened Ancient 15%
Stalwart Ancient 15%
Nightmare Ancient 15%
Lumbering Ancient 10%
Petrified Ancient 10%
Howling Ancient 10%
Blazing Ancient 10%

Mimics[edit | edit source]

Mimics are an elite mob that can be encountered at Depth 3 in any of the dungeons if your party items include the Nothing item. Each mimic encountered causes you to lose 1 Nothing you were carrying regardless of victory or loss. Mimics are tough fights that might require you to reduce the dungeon difficulty level, but compensate for it by providing you with massive amounts of XP when killed. If you can reliably kill them it is a good way to accelerate the dungeon level and class level of your pets, currently being the best available source of XP. They are also used to farm Mimic Points, which are used by the Treasure/Mimic pet. You will receive 1 Mimic Point per difficulty level you fight the mimic. For example, fighting a mimic at Difficulty 5 will give 5 mimic points per mimic defeated. Therefore, it is not recommended to fight mimics on Difficulty 0, since they do not give points (they will still be good XP, however).

Being a neutral enemy, it is recommended to have +20 enchanted gear with a neutral gem or two depending on gear. A maxed alchemist cape could be good for fighting mimics, since it boosts all elements as well as all stats. Having all pet elements > 0 is almost necessary for survival due to the way neutral element enemies deal damage. Because mimics have much higher stats than normal dungeon enemies, it is recommended to drop down a couple difficulty levels when first starting. It depends on your gear and pet levels, but typically if you are able to run D3-10 without mimics, you should be able to do D3-6 or D3-7 with mimics and then gradually work up to D3-10 mimics.

Special Bosses[edit | edit source]

There are a variety of special fights you can trigger in the dungeons which provide a variety of unlocks and bonuses. Typically related to pets.

Chameleon[edit | edit source]

For info on this boss to unlock Chameleon, click here.

Super Rogue Shadow Clone (SRSC)[edit | edit source]

This is part of the Undine Questline. For more info on this boss, click here.

Nothing[edit | edit source]

Evolved Balrog[edit | edit source]

For info on this boss, click here.

Gram Fights[edit | edit source]

For info on the bosses for Gram, click here.

Delirious Essence of the Forgotten[edit | edit source]

For info on this boss, click here.

April's Fool[edit | edit source]

loof slirpa[edit | edit source]

loof slirpa is aprils fool spelled backwards. it is a special boss that replaces the newbie ground boss if your party items include at least 1 A.F. coin. It has scaling difficulty based on the number of coins you bring in with you. It does not drop any reward so fighting it is pointless beyond the joke factor.