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* Swarms, mostly because they come in...well, swarms. They deal incredible damage individually, and together they can shred even maxed players. Not to mention the Yellow and Blue ones inflict StandardStatusEffects, and the Red ones use an ArmorPiercingAttack.

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* Swarms, mostly because they come in...well, swarms. They deal incredible damage individually, and together they can shred even maxed players. Not to mention the Yellow and Blue ones inflict StandardStatusEffects, StatusEffects, and the Red ones use an ArmorPiercingAttack.



* Just about all of the large mushrooms are this, considering that they all have huge amounts of HP, do huge amounts of damage on top of StandardStatusEffects, use complicated bullet patterns, and have a TurnsRed phase at half HP which makes them even more dangerous and often completely switches their attack pattern. It doesn't help that they're almost always accompanied by smaller mushrooms from their group, usually requiring that you clear them out before taking on the big one.

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* Just about all of the large mushrooms are this, considering that they all have huge amounts of HP, do huge amounts of damage on top of StandardStatusEffects, StatusEffects, use complicated bullet patterns, and have a TurnsRed phase at half HP which makes them even more dangerous and often completely switches their attack pattern. It doesn't help that they're almost always accompanied by smaller mushrooms from their group, usually requiring that you clear them out before taking on the big one.



* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]] (especially the dreaded Oryx Sergeants), in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly (particularly in large groups where their HP is heavily scaled), meaning you'll have to weather their attacks and kill them the hard way.

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* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects StatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]] (especially the dreaded Oryx Sergeants), in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly (particularly in large groups where their HP is heavily scaled), meaning you'll have to weather their attacks and kill them the hard way.

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* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat - and the worst part is that they never come alone. Special mention goes to the King's Gladiator and Thaumaturge - the former is a LightningBruiser that deals massive damage very quickly and can launch lingering chains of axe blades to limit movement, while the latter can summon swarms of ActionBomb minions that will rush you down.

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* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat - and the worst part is that they never come alone. Special mention goes to the King's Gladiator Gladiator, Cavalry, and Thaumaturge - the former Gladiator is a LightningBruiser that deals massive damage very quickly and can launch lingering chains of axe blades to limit movement, the Cavalry will flank you at high speeds while launching devastating shotguns and potentially dispatching its Rider to threaten you further, while the latter Thaumaturge can summon swarms of ActionBomb minions that will rush you down.down and deal devastating damage on impact.


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* The Accursed Eye of the King. It's a rare variant of an already rare enemy, and as such only shows up once in a blue moon. If it ''does'' show up, not only does it have very high HP and DEF alongside immunity to most serious debuffs, its attacks deal about 200 DEF-piercing damage apiece and inflict a lengthy Darkness effect, along with it gaining a periodic ring of Silence shots to cripple abilities. However, its true threat is that all players that are merely near it will be Sickened permanently, disabling all healing in its presence. The Sick aura alone is enough to turn even the more benign enemies into deadly threats now that you can't recover from damage, much less the actual Eye gunning you down. Even when you kill it, it's an Accursed, so it will just respawn if you leave it alone for long enough.
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* The Stone Gargoyles have more health than most of the Stone enemie alongside their signature massive DEF, run you down at alarmingly fast speeds, and use rapid-fire attacks that deal massive damage and are liable to permanently Paralyze a player in place, letting the Gargoyle shred them or let other enemies rain fire on them. They're very easy to kite, but woe betide you if one takes you off guard.
* The Hollow Brigand and stronger Hollow Outlaw are notable for being nearly completely invisible when they spawn, only revealing themselves when players get near. After revealing themselves, players have but a second to get away before they unload a massive storm of knives that will one-shot even the tankiest player from the sheer volume. However, their true strength lies in their stealth abilities and relatively small sprite which makes them difficult to notice if they happen to appear in the middle of a group, after which usually follows a massacre.

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* The Stone Gargoyles have more health than most of the Stone enemie enemies alongside their signature massive DEF, run you down at alarmingly fast speeds, and use rapid-fire attacks that deal massive damage and are liable to permanently Paralyze a player in place, letting the Gargoyle shred them or let other enemies rain fire on them. They're very easy to kite, but woe betide you if one takes you off guard.
* The Hollow Brigand and stronger Hollow Outlaw are notable for being nearly completely invisible when they spawn, only revealing themselves when players get near. After revealing themselves, players have but a second to get away before they unload a massive storm of knives that will one-shot even the tankiest player from the sheer volume.volume of shots. However, their true strength lies in their stealth abilities and relatively small sprite which makes them difficult to notice if they happen to appear in the middle of a group, after which usually follows a massacre.



* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat - and the worst part is that they never come alone. Special mention goes to the King's Gladiator and Thaumaturge - the former deals massive damage very quickly and can launch lingering chains of axe blades to limit movement, while the latter can summon swarms of ActionBomb minions that will rush you down.

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* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat - and the worst part is that they never come alone. Special mention goes to the King's Gladiator and Thaumaturge - the former is a LightningBruiser that deals massive damage very quickly and can launch lingering chains of axe blades to limit movement, while the latter can summon swarms of ActionBomb minions that will rush you down.
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** Leviathans, alongside Medusas, possess the highest HP of any monster in the Godlands and utilize 2 types of rapid-fire shotguns capable of tearing apart even the most armored of players. Their erratic movement and shot pattern makes them very hard to predict, and an inconsistent method of aiming means that players have to be on their toes when facing this beast.
** White Demons are some of the only Realm monsters that can deal significant damage to maxed players due to their armor-piercing attacks. Oddly enough, their danger level actually goes up with yours, as their damage to an unarmored player is middling at best compared to what the other Godlands mobs can do.

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** Leviathans, alongside Medusas, Medusas and Sprite Gods, possess the highest HP of any standard monster in the Godlands and utilize 2 types of rapid-fire shotguns capable of tearing apart even the most armored of players. Their erratic movement and shot pattern makes them very hard to predict, and an inconsistent method of aiming means that players have to be on their toes when facing this beast.
** White Demons are some of the only Realm monsters that can deal significant damage to maxed players due to their armor-piercing attacks. Oddly enough, their danger level actually goes up with yours, as their damage to an unarmored player is middling at best compared to what the other Godlands mobs can do.do, but very high for a fully armored player.



* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but the debuffs it inflicts can severely hamper a player, with Weak making all your attacks do ScratchDamage while Blind makes you unable to see. But the worst of the debuffs is Armor Broken, which makes every enemy in the vicinity suddenly a potentially lethal threat. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed by once-benign bosses after getting Armor Broken by these things.

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* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but the debuffs it inflicts can severely hamper a player, with Weak making all your attacks do ScratchDamage while Blind makes you unable to see. But the worst of the debuffs is Armor Broken, which makes every enemy in the vicinity suddenly a potentially lethal threat.threat, including the Urgle itself. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed by once-benign bosses after getting Armor Broken by these things.
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Like other endgame dungeons, nearly everything here qualifies. However, there are a few that stand out.

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!!Snake Pit



* Lair Slimes, full stop. They deal hefty damage, and can split into many more slimes upon death which have a tendency to stack shots. A swarm of slimes can bring a successful rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.

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* Lair Slimes, full stop.Slimes. They deal hefty damage, and can split into many more slimes upon death which have a tendency to stack shots. A swarm of slimes can bring a successful rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.



* Possessed Children are fast, tanky, and hit hard with omnidirectional bursts of shots. Getting hit by the full attack is usually instant death, and players must be very wary not to stand on one by accident.

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* Possessed Children are fast, tanky, and hit hard with omnidirectional bursts of shots. Getting hit by the full attack is usually often instant death, and players must be very wary not to stand on one by accident.



!!Toxic Sewers




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* Most of the large spider found in the dungeon can qualify as this. They have more health than their smaller kin, more aggressive attack patterns that aren't just "shoot directly at player", and inflict devastating damage as well as numerous debuffs. Fortunately, they don't come in groups, but they ''will'' come with lots of smaller spiders.



* The Giant Squids are also annoying. They have good health, high defense, and can deal quite a bit of damage with their shotguns. They also leave a trail of deadly bubbles behind them: greatly limiting your movements. And to make things worse, they spawn blinding Ink Bubbles everywhere to reduce your vision.

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* The Giant Squids are also annoying. They have good health, high defense, and can deal quite a bit of damage with their shotguns. They also leave a trail of deadly bubbles behind them: them, greatly limiting your movements. And to make things worse, they spawn blinding Ink Bubbles everywhere to reduce your vision.



* Walking Horrors are tanky, deceptively fast, and despite only firing one shot at a time, can still do huge damage: considering that each shot hits for 150 base damage. And if that's not enough, it's nigh-impossible to approach due to it constantly detonating extremely dangerous AoE bombs on top of itself.
* Horror Maws have the highest HP of the standard non-colony enemies in the dungeon and use an extremely bizarre shot pattern[[note]]It fires 4 bolts that curve outward before converging in on a single point some distance in front of it.[[/note]] that will not only catch most players off guard, but shave off huge amounts of health. Fortunately, its primary attack has a blind spot right in front of it. Unfortunately, it will be waiting with a 480-damage shotgun to punish anyone trying to exploit that.

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* Walking Horrors are tanky, deceptively fast, and despite only firing one shot at a time, can still do huge damage: damage considering that each shot hits for 150 base damage. And if that's not enough, it's nigh-impossible to approach due to it constantly detonating extremely dangerous AoE bombs on top of itself.
* Horror Maws have the highest HP of the standard non-colony enemies in the dungeon and use an extremely bizarre shot pattern[[note]]It fires 4 bolts that curve outward before a bizzare converging in on a single point some distance in front of it.[[/note]] shot pattern that will not only catch most players off guard, but shave off huge amounts of health.health if it connects. Fortunately, its primary attack has a blind spot right in front of it. Unfortunately, it will be waiting with a 480-damage shotgun to punish anyone trying to exploit that.



* The Brutes of Oryx definitely qualify. Besides spawning Warriors of Oryx, which are also Demonic Spiders, they have massive defense and health, as well as armor-breaking attacks. You would expect such a bulky fighter to be a MightyGlacier, but it actually moves very fast, turning it into a LightningBruiser.
* Warriors of Oryx, LightningBruiser type monsters that unload multidirectional blasts of bullets capable of instantly popping squishier players. To make matters worse, they are spawned in squads by the Brute, meaning they can gang up on you easily.

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* The Brutes of Oryx definitely qualify. Besides spawning Warriors of Oryx, which are also Demonic Spiders, they have massive defense and health, as well as armor-breaking attacks.attacks to make sure that even the tankiest classes won't survive a direct onslaught for long. You would expect such a bulky fighter to be a MightyGlacier, but it actually moves very fast, turning it into a LightningBruiser.
* Warriors of Oryx, LightningBruiser type monsters that unload multidirectional blasts of bullets capable of instantly popping squishier players. To make matters worse, they are spawned in squads by the Brute, meaning they can gang up on you easily.easily, particularly when you're Armor Broken.



* The Stone Gargoyles have more health than most of the Stone enemies, run you down at alarmingly fast speeds, and use rapid-fire attacks that deal massive damage and are liable to permanently Paralyze a player in place, letting the Gargoyle shred them or let other enemies rain fire on them. They're very easy to kite, but woe betide you if one takes you off guard.
* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of extremely damaging Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that come out very fast, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have a good amount of base HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets.
* The Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The self-destruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
* The Pyro Warlock moves by teleporting around, making it easy to be caught off guard, and can attack out of seemingly nowhere with massive barrages of flames, firebombs, and Paralyzing lightning which can be extremely dangerous if it happens to teleport right next to you. It's also one of the bulkiest regular enemies that can show up, making it hard to asssasinate them before they launch their attacks.

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* The Stone Gargoyles have more health than most of the Stone enemies, enemie alongside their signature massive DEF, run you down at alarmingly fast speeds, and use rapid-fire attacks that deal massive damage and are liable to permanently Paralyze a player in place, letting the Gargoyle shred them or let other enemies rain fire on them. They're very easy to kite, but woe betide you if one takes you off guard.
* The Hollow Brigand and stronger Hollow Outlaw are notable for being nearly completely invisible when they spawn, only revealing themselves when players get near. After revealing themselves, players have but a second to get away before they unload a massive storm of knives that will one-shot even the tankiest player from the sheer volume. However, their true strength lies in their stealth abilities and relatively small sprite which makes them difficult to notice if they happen to appear in the middle of a group, after which usually follows a massacre.
* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of extremely damaging Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that come out very fast, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have a good amount of base HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets.
bullets. It's telling that when the Shatters rework came out, the Ice Adept was one of the few pre-existing enemies that was left virtually unchanged.
* The Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high DEF-piercing damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The self-destruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
* The Pyro Warlock moves by teleporting around, making it easy for it to be caught catch players off guard, and can attack out of seemingly nowhere with massive barrages of flames, firebombs, and Paralyzing Petrifying lightning which can be extremely dangerous if it happens to teleport right next to you. It's also one of the bulkiest regular enemies that can show up, making it hard to asssasinate them before they launch their attacks.



* Every [[SuperpoweredEvilSide Accursed variant]]. To elaborate, every standard enemy in the dungeon has a chance to spawn as a purple Accursed variant which deals increased damage but, most damningly, spawns a gravestone upon death which ''revives'' the enemy after enough time has passed. They can do this indefinitely, meaning that even if you kill them, there's a fair chance that they'll come back to life and just bite you in the behind when you stumble across their death location, especially in the Castle where backtracking is practically required. And remember, this applies to ''every enemy'', including all of the DemonicSpiders already found in the dungeon.

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* Every [[SuperpoweredEvilSide Accursed variant]]. To elaborate, every standard enemy in the dungeon has a chance to spawn as a purple Accursed variant which deals increased damage but, damage, has increased DEF and, most damningly, spawns a gravestone upon death which ''revives'' the enemy after enough time has passed. They can do ''do this indefinitely, indefinitely,'' meaning that even if you kill them, there's a fair chance that they'll come back to life and just bite you in the behind when you stumble across their death location, especially in the Castle where backtracking is practically required. required and a respawning enemy can immediately break a conductor and reset your progress on the payload you need to finish the segment. And remember, this applies to ''every enemy'', including meaning that all of the DemonicSpiders already found in the dungeon.dungeon can turn into stat-boosted, infinitely respawning menaces.



* Crystallized Watchers and Chargers, unlike their relatively sedentary brethren, will run you down at lightning speed and try to unload as many bullets as they can into you - and in a dungeon like this, that means death. While they don't come in particularly massive swarms like the Crystal Bats, unlike the Bats they also have a significant amount of HP.

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* Crystallized Watchers and Chargers, unlike their relatively sedentary brethren, will run you down at lightning speed and try to unload as many bullets as they can into you - and in a dungeon like this, that means death. While they don't come in particularly massive swarms like the Crystal Bats, unlike the Bats they also have a significant amount of HP.HP to make sure they don't go down as easily.
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* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of extremely damaging Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that come out very fast, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have a good amount of base HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets. It's telling that when the Shatters rework came out in 2021 and retooled virtually all of the enemies, the Ice Adept recieved virtually no changes, as if the developers knew how dangerous it was already.

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* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of extremely damaging Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that come out very fast, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have a good amount of base HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets. It's telling that when the Shatters rework came out in 2021 and retooled virtually all of the enemies, the Ice Adept recieved virtually no changes, as if the developers knew how dangerous it was already.



* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat. The problem arises with the fact that they don't tend to come alone...

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* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat. The problem arises with heartbeat - and the fact worst part is that they don't tend to never come alone...alone. Special mention goes to the King's Gladiator and Thaumaturge - the former deals massive damage very quickly and can launch lingering chains of axe blades to limit movement, while the latter can summon swarms of ActionBomb minions that will rush you down.
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* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that are very hard to dodge, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have 10000 HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets.
** While the Fire Adepts aren't as bad, the Fire Portals they spawn can still wreck you if you aren't careful. Unlike the Slow of the Ice Portals, Fire Portals ''confuse'' you instead, potentially into another portal or horde of enemies.
* The Forgotten Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The self-destruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
* All of the Stone Enemies.
** Stone Mages use rapid-fire bombardments of high-damage wavy shots and can sometimes unload radial blasts of bullets. In addition, they can riddle the area with spikes to make terrain difficult to traverse.
** Stone Knights have low health and only do 5 damage...but their attacks paralyze players around them. And Stone Knights always come with a Stone Mage...
** Stone Paladins don't deal as much damage, but they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP every time they change phases. When they're firing their wide storm of shots is the only time they're vulnerable, but they're nearly impossible to approach in this phase.

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* Stone Mages use rapid-fire bombardments of high-damage wavy shots and can sometimes unload radial blasts of bullets. In addition, they can riddle the area with spikes which deal massive damage if you aren't watching where they land, on top of their constant healing of nearby Stone enemies forcing you to target them first.
* The Stone Gargoyles have more health than most of the Stone enemies, run you down at alarmingly fast speeds, and use rapid-fire attacks that deal massive damage and are liable to permanently Paralyze a player in place, letting the Gargoyle shred them or let other enemies rain fire on them. They're very easy to kite, but woe betide you if one takes you off guard.
* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of extremely damaging Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that are come out very hard to dodge, fast, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have 10000 a good amount of base HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets.
** While
bullets. It's telling that when the Fire Adepts aren't as bad, Shatters rework came out in 2021 and retooled virtually all of the Fire Portals they spawn can still wreck you if you aren't careful. Unlike the Slow of enemies, the Ice Portals, Fire Portals ''confuse'' you instead, potentially into another portal or horde of enemies.
Adept recieved virtually no changes, as if the developers knew how dangerous it was already.
* The Forgotten Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The self-destruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
* All of the Stone Enemies.
** Stone Mages use rapid-fire bombardments of high-damage wavy shots
The Pyro Warlock moves by teleporting around, making it easy to be caught off guard, and can sometimes unload radial blasts attack out of bullets. In addition, seemingly nowhere with massive barrages of flames, firebombs, and Paralyzing lightning which can be extremely dangerous if it happens to teleport right next to you. It's also one of the bulkiest regular enemies that can show up, making it hard to asssasinate them before they can riddle the area with spikes to make terrain difficult to traverse.
** Stone Knights have low health and only do 5 damage...but
launch their attacks paralyze players around them. And Stone Knights always come with attacks.
* The entire [[EliteMook Royal Guard]] is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one
a Stone Mage...
** Stone Paladins
precarious task as is if you don't deal as much damage, but want to be blown up in a heartbeat. The problem arises with the fact that they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP don't tend to come alone...
* Every [[SuperpoweredEvilSide Accursed variant]]. To elaborate,
every standard enemy in the dungeon has a chance to spawn as a purple Accursed variant which deals increased damage but, most damningly, spawns a gravestone upon death which ''revives'' the enemy after enough time they change phases. When they're firing has passed. They can do this indefinitely, meaning that even if you kill them, there's a fair chance that they'll come back to life and just bite you in the behind when you stumble across their wide storm of shots is death location, especially in the only time they're vulnerable, but they're nearly impossible to approach in Castle where backtracking is practically required. And remember, this phase.applies to ''every enemy'', including all of the DemonicSpiders already found in the dungeon.



* Oryx Admirals dash behind players before unloading high-damage knives and Confuse shots into them. They are very hard to spot once they infiltrate your group, and while they aren't that deadly by themselves the status effects they can inflict are.

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* Oryx Admirals dash behind players before unloading high-damage knives and Confuse shots into them. They are very hard to spot once they infiltrate your group, and while they aren't very that deadly by themselves the status effects they can inflict are.



* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly (particularly in large groups where their HP is heavily scaled), meaning you'll have to weather their attacks and kill them the hard way.

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* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], bullets]] (especially the dreaded Oryx Sergeants), in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly (particularly in large groups where their HP is heavily scaled), meaning you'll have to weather their attacks and kill them the hard way.

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* The Living Skeleton has a lot of HP and deals a lot of damage compared to the other enemies in the dungeon, and they can come out of absolutely nowhere since they're initially disguised as a background prop.



Practically everything here qualifies, being a BrutalBonusLevel.
* The Henchmen of Oryx are not only the creators of the other minions of the Cellar, but are no slouch themselves, with powerful attacks and a whopping 4000 HP (That's twice as much as Medusa!). Their infamous Confuserang can easily send players careening into more monsters or the Mad God himself.
* Abominations of Oryx quickly charge at players before unleashing a ''massive'' shotgun that deals immense damage. These guys are the bane of unmaxed players in the Wine Cellar just because of their sheer damage output.
* Aberrants of Oryx are an exception, due to having no normal attack and the fact that their spawned bombs do very little damage. Nevertheless, the range at which they can summon them makes meatshields for robe classes pointless.
* The Bile of Oryx secretes a trail of Purple Goo that Sickens and Slows players. Since many rushers rely on healing to plow through the minions, this thing is a nightmare for those with Divine Pets.
* Monstrosities of Oryx essentially spawn Grey Blobs on steroids. The Monstrosity Scarabs deal enough damage to OHKO squishier players should they get the chance to explode on them.
* The Vintner of Oryx is another exception because it only fires a 50 damage bullet that inflicts Drunk. However, having a vision impairment while in a dungeon this difficult can be bad news indeed.

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Practically everything here qualifies, being a BrutalBonusLevel.
* The Henchmen of Oryx are not only the creators of the other minions of the Cellar, but are no slouch themselves, especially since they're one of an elite few standard enemies with powerful health scaling, making them extraordinarily tanky in larger groups. Their attacks do good damage, and a whopping 4000 HP (That's twice as much as Medusa!). Their their infamous Confuserang can easily send players careening into more monsters or the Mad God himself.
* Abominations of Oryx quickly charge at players before unleashing a ''massive'' shotgun that deals immense damage. These guys are the bane of unmaxed players in the Wine Cellar just because of their sheer damage output.
* Aberrants of Oryx are an exception, due to having no normal attack and the fact that
output; fortunately, their spawned bombs do very little damage. Nevertheless, the range at which they can summon them makes meatshields for robe classes pointless.
damage falls off quickly as players get more defense, but they're still dangerous to squishies.
* The Bile of Oryx secretes a trail of Purple Goo that Sickens and Slows players. Since many rushers rely on healing and speed to plow through the minions, you can get why this thing is a nightmare for those with Divine Pets.
them. Worse still, it's a lot tankier than the other enemies in the dungeon (which tend to be {{Glass Cannon}}s), meaning you can't just plow it out of the way (especially since the goo they spawn is intangible).
* Monstrosities of Oryx essentially spawn Grey Blobs on steroids. The Monstrosity Scarabs deal enough damage to OHKO squishier players should they get the chance to explode on them.
* The Vintner of Oryx is another exception because it only fires a 50
them. Like the Abomination, the Scarabs' damage bullet that inflicts Drunk. However, having goes down by a vision impairment while lot when you have more defense, but squishier classes will still be in a dungeon this difficult can be bad news indeed.world of hurt if one scores a direct hit.



Literally ''everything'' from the Shatters qualifies for this list, but there are a couple highlights.



* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down. The red and blue ones in particular are infamous for instakills, due to being able to inflict Armor Break and outright ignore defense with their bursts, respectively.

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* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down. The red and blue ones in particular are infamous for instakills, due to being able to inflict Armor Break and outright ignore defense with their bursts, respectively.



Make no mistake, every enemy here is so strong you will be missing The Shatters.



* The Golem of Sorrow deals a titanic amount of damage per shot, and fires very frequently in wide-range bursts that make it hard to approach. Unlike its cohorts, it will actively stay away from players, forcing you to chase them.



* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly, meaning you'll have to weather their attacks and kill them the hard way.

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* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly, quickly (particularly in large groups where their HP is heavily scaled), meaning you'll have to weather their attacks and kill them the hard way.
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* Crystallized Watchers and Chargers, unlike their brethren, will run you down at lightning speed and try to unload as many bullets as they can into you - and in a dungeon like this, that means death. While they don't come in particularly massive swarms like the Crystal Bats, unlike the Bats they also have a significant amount of HP.

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* Crystallized Watchers and Chargers, unlike their relatively sedentary brethren, will run you down at lightning speed and try to unload as many bullets as they can into you - and in a dungeon like this, that means death. While they don't come in particularly massive swarms like the Crystal Bats, unlike the Bats they also have a significant amount of HP.

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* Greater Pit Snakes and Vipers deal high damage compared to the rest of the enemies in the dungeon, and they have highly aggressive attack patterns and rapid shots coupled with potent area attacks. Fortunately, they're found alone and don't move much.

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* Greater Pit Snakes and Vipers deal high damage compared to the rest of the enemies in the dungeon, and they have highly aggressive attack patterns and rapid shots coupled with potent area attacks. Fortunately, they're found alone and don't move much.



* Goblin Brutes, much like every other enemy with "Brute" in their names that is on this list, are extremely fast, fairly tanky, and fire point-blank shotguns that deal massive damage. Combined with the fact that healing is mostly negated due to the Sewer Water, it is very hard to mitigate the damage done by them.
* The Brown and Yellow Slimes leave trails of goo behind them that inflict damage and slow (yellow) or quiet(brown). This makes rushing all the more difficult as one must navigate around the trails if they don't want to be damaged and debuffed.
* Goblin Knights will not activate unless attacked or approached...but once they are, they will run at players, chunking their HP with single, devastating shots, which is all the worse since you usually can't heal. They also have a lot more HP in comparison to most the enemies in the dungeon.

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* Goblin Brutes, much like every other enemy with "Brute" in their names that is on this list, are extremely fast, fairly tanky, and fire point-blank shotguns that deal massive damage. Combined with the fact that healing is mostly negated due to the Sewer Water, it is very hard to mitigate the damage done by them.
* The Brown and Yellow Slimes leave trails of goo behind them that inflict damage and slow (yellow) or quiet(brown). This makes rushing all the more difficult as one must navigate around the trails if they don't want to be damaged and debuffed.
* Goblin Knights will not activate unless attacked or approached...but once they are, they will run at players, chunking their HP with single, devastating shots, which is all the worse since you usually can't heal. They also have a lot more HP in comparison to most the enemies in the dungeon.



* While not an "enemy", per se, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal grievous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.
* The Mecha Squirrel, a [[NinjaPirateZombieRobot giant, robotic, acorn-launching killer squirrel]] with an enormous amount of HP and a devastating spread of flaming acorns that hit for a whopping 175 damage each. Fortunately, they have a small sight range and will easily give up on chasing you. Unfortunately, when push comes to shove, they are scarily effective enemies who are extremely hard to take down due to their sheer damage and health.

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* While not an "enemy", per se, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal grievous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.
day. They were nerfed with the Labyrinth's Reconstruction, making them have a visual cue before firing and making them easier to avoid, but they're still a threat.
* The Mecha Squirrel, a [[NinjaPirateZombieRobot giant, robotic, acorn-launching killer squirrel]] with an enormous amount of HP and HP, a devastating spread of flaming acorns that hit for a whopping 175 damage each.each, and deadly bombs to throw at you below half health. Fortunately, they have a small sight range and will easily give up on chasing you. Unfortunately, when push comes to shove, they are scarily effective enemies who are extremely hard to take down due to their sheer damage and health.



* Literal Spiders. While nearly every enemy here could qualify, a particular mention goes to the Crawling Grey Spider. It moves fairly quickly, has a hefty 3500 HP, and attacks with a high-damage shot that inflicts Armor Broken. And if you've been paying attention to the rest of the list, getting armor broken in a room full of more DemonicSpiders is pretty bad.
* The Crawling Red Spiders have slightly less health, but make up for that with rapid bombardments of Bleed-inflicting stars. Unlike the Grey Spider, which has a tendency to lunge at you, these ones are content to stay just out of range and rain shots on you.

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* Literal Spiders. While nearly every enemy here could qualify, a particular mention goes to the Crawling Grey Spider. It moves fairly quickly, has a hefty 3500 HP, and attacks with a high-damage shot that inflicts Armor Broken. And if you've been paying attention to the rest of the list, getting armor broken in a room full of more DemonicSpiders is pretty bad.
* The Crawling Red Spiders have slightly less health, but make up for that with rapid bombardments of Bleed-inflicting stars. Unlike the Grey Spider, which has a tendency to lunge at you, these ones are content to stay just out of range and rain shots on you.



* Commanders of the Crusade in particular are the primary non-boss killers of this dungeon. They have high health and a massive 10-round shotgun of 230-damage shots capable of instantly dropping any character. They also summon countless Lost Crusaders, which are DemonicSpiders on their own, and frequently heal their men..
* Golems of Anger use streams of Armor Breaking shots and radial Bleed shots. The flame stream they use is deadly enough, but the Armor Break makes nearly every hit from any enemy here a lethal one.
* Oryx Admirals dash behind players before unloading Paralyze and Confuse shots into them. They are very hard to spot once they infiltrate your group, and while they aren't that deadly by themselves the status effects they can inflict are.
* Greater Void Shades in The Void. They deal ludicrous armor-piercing damage with each attack, and have a ton of health to boot. The only relieving factor is that you can stop them from appearing by killing the Void Fragments before they grow, but considering that players have to deal with the Void Entity at the same time, this is easier said than done.

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* Commanders of the Crusade in particular are the primary non-boss killers of this dungeon. They have high health and a massive 10-round shotgun of 230-damage 210-damage shots capable of instantly dropping any character. character, which only increases in potency as they lose health. They also summon countless Lost Crusaders, which are DemonicSpiders on their own, and frequently heal their men..
own.
* Golems of Anger use streams of Armor Breaking shots and radial Bleed blasts of armor piercing shots. The flame stream they use is deadly enough, but the Armor Break makes nearly every hit from any enemy here They're notorious for dealing a lethal one.
lot of damage in a short time, and if you don't notice one and walk into it you're usually boned.
* Oryx Admirals dash behind players before unloading Paralyze and high-damage knives and Confuse shots into them. They are very hard to spot once they infiltrate your group, and while they aren't that deadly by themselves the status effects they can inflict are.
* Greater Void Shades in The Void. They deal ludicrous armor-piercing damage with each attack, attack on top of Cursing you to make you take more damage, and have a ton of health to boot. The only relieving factor is that you can stop them from appearing by killing the Void Fragments before they grow, but considering that players have to deal with the Void Entity at the same time, this is easier said than done. However, the Void Entity can manually summon them in his later phases, so you're going to have to deal with these beasts one way or another.


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* Crystallized Watchers and Chargers, unlike their brethren, will run you down at lightning speed and try to unload as many bullets as they can into you - and in a dungeon like this, that means death. While they don't come in particularly massive swarms like the Crystal Bats, unlike the Bats they also have a significant amount of HP.
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Spelling


* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down. The red and blue ones in particular are infamous for instakills, due to being able to inflict Armor Break and outright ignore defense with their bursts, rpesectively.

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* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down. The red and blue ones in particular are infamous for instakills, due to being able to inflict Armor Break and outright ignore defense with their bursts, rpesectively.respectively.
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* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusDungeon to end all dungeons, they often have too much health to get assassinated quickly, meaning you'll have to weather their attacks and kill them the hard way.

to:

* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusDungeon BrutalBonusLevel to end all dungeons, they often have too much health to get assassinated quickly, meaning you'll have to weather their attacks and kill them the hard way.

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** Medusas boast the highest HP of all the gods (2000) and staggering attack power with their large shotguns of 100-damage bullets and can throw red [[AreaofEffect AoEs]] that affect a wide area and can take chunks out of the health bars of most players. Downplayed a bit as they can be exploited by circling them, but they are a primary killer of high-level players, just because of their sheer damage output.
** Ghost Gods have slow bullets, but they make up for it with sheer numbers. A Ghost God's bullet storm makes it extremely difficult for melees to get within striking distance, and to make matters worse, each one deals 120 damage. However, ranged classes have a considerably easier time taking care of them.

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** Medusas boast the highest HP of all the gods (2000) (2,000) and staggering attack power with their large shotguns of 100-damage bullets and bullets. Furthermore, they can throw red [[AreaofEffect AoEs]] that affect a wide area and can take chunks out of deal 150 damage, which is a ''lot'' more than any non-boss enemy usually does in the health bars of most players. Realm. Downplayed a bit as they can be exploited by circling them, but they can instantly kill unwary newbies (who may not be able to see their grenade coming until it's too late) and are still a primary killer of high-level careless players, just because of their sheer damage output.
** Ghost Gods have slow bullets, but they make up for it with sheer numbers. A Ghost God's bullet storm makes it extremely difficult for melees to get within striking distance, and to make matters worse, each one deals 120 damage. However, ranged Ranged classes have a considerably easier time taking care of them.them, but melees are tough out of luck.



** White Demons are some of the only Realm Monsters that can deal significant damage to maxed players due to their armor-piercing attacks. Oddly enough, their danger level actually goes up with yours.
* Not all of the Demonic Spiders belong in the Godlands. The [[ActionBomb Grey Blob]] can be this for low-level players, due to its ability to quickly rush onto you and self-destruct. Because they come in massive packs, a swarm of them can end the game very quickly for less armored players.

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** White Demons are some of the only Realm Monsters monsters that can deal significant damage to maxed players due to their armor-piercing attacks. Oddly enough, their danger level actually goes up with yours.
yours, as their damage to an unarmored player is middling at best compared to what the other Godlands mobs can do.
* Not all of the Demonic Spiders belong in the Godlands. The [[ActionBomb Grey Blob]] can be this for low-level players, due to its ability to quickly rush onto you and self-destruct. Because they come in massive packs, a swarm of them can end the game very quickly for less armored players. Fortunately, the 2020 reconstruction update nerfed them by giving them a slight delay before their explosion, as well as a visual tell.



* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but one of the debuffs its cage can inflict is Armor Broken, which can be deadly if nearby enemies jump on you at the same time. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed after getting Armor Broken by these things. And if that's not enough, the immense lag its lasers create can cause players to disconnect or even die.

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* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but one the debuffs it inflicts can severely hamper a player, with Weak making all your attacks do ScratchDamage while Blind makes you unable to see. But the worst of the debuffs its cage can inflict is Armor Broken, which can be deadly if nearby enemies jump on you at makes every enemy in the same time. vicinity suddenly a potentially lethal threat. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed by once-benign bosses after getting Armor Broken by these things. And if that's not enough, the immense lag its lasers create can cause players to disconnect or even die.things.



* Greater Pit Snakes and Vipers deal high damage compared to the rest of the enemies in the dungeon, and they have highly aggressive attack patterns and rapid shots. Since they come in swarms, they can inflict serious damage to unprepared or unarmored players.

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* Greater Pit Snakes and Vipers deal high damage compared to the rest of the enemies in the dungeon, and they have highly aggressive attack patterns and rapid shots. Since they come in swarms, they can inflict serious damage to unprepared or unarmored players.shots coupled with potent area attacks. Fortunately, they're found alone and don't move much.



* Corrupted Bowmen, purely due to their ability to paralyze their targets. Since enemies tend to come in mobs here, you can easily be shredded by the aformentioned Corrupted Casters or any other enemy that will jump on you when you're down.

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* Corrupted Bowmen, purely due to their ability to paralyze their targets. Since enemies tend to come in mobs here, you can easily be shredded by the aformentioned aforementioned Corrupted Casters or any other enemy that will jump on you when you're down.



!!The Arena
* Bomb Devils, Bomb Fathers and Fire Blights. Not only are they very powerful, the fire bombs they spawn create ''permanent lava''. Taking them out is a priority if you want to get far in the Arena.
!!Puppet Master's Encore
The 4 Puppet Minions the boss spawns are [[BossInMooksClothing powerful enough to be considered bosses on their own]], having 40000-50000 HP, fast speed and lethal attacks.
* The Huntress Puppet spams powerful, fast arrows in pairs, and can begin firing larger armor-piercing arrows when it TurnsRed. It constantly spawning slowing, explosive traps doesn't help.
* The Trickster Puppet keeps a constant squad of clones around it at all times which are able to suppress players with high-damage attacks. The Puppet itself can deal heavy damage with attacks covering a wide area.
* The Puppet of Pain will circle the Puppet Master while rapidly spamming omnidirectional bursts of 150-damage Bleeding shots. It only gets worse when it TurnsRed.
* The Puppet of Chaos is a lethal force that moves very fast while firing off deadly confuse and armor-piercing rounds. When it TurnsRed, it goes so fast that it has been nicknamed "Sanic" by fans.



* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down.

to:

* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down. The red and blue ones in particular are infamous for instakills, due to being able to inflict Armor Break and outright ignore defense with their bursts, rpesectively.



* The Lost Crusade stands out among them. Focusing on brute force, these guys have a number of invulnerability periods and inflict enough damage to OneHitKill most classes. They are also considerably more aggressive than most enemies in the dungeon.
** Commanders of the Crusade in particular are the primary non-boss killers of this dungeon. They have high health and a massive 10-round shotgun of 230-damage shots capable of instantly dropping any character. They also summon countless Lost Crusaders, which are DemonicSpiders on their own, and frequently heal their men.
** Crusade Soldiers do less damage than their Commanders, but use ArmorPiercingAttacks that makes them hit almost as hard. If one sits on you, no amount of defense will save you.

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* The Lost Crusade stands out among them. Focusing on brute force, these guys have a number of invulnerability periods and inflict enough damage to OneHitKill most classes. They are also considerably more aggressive than most enemies in the dungeon.
**
Commanders of the Crusade in particular are the primary non-boss killers of this dungeon. They have high health and a massive 10-round shotgun of 230-damage shots capable of instantly dropping any character. They also summon countless Lost Crusaders, which are DemonicSpiders on their own, and frequently heal their men.
** Crusade Soldiers do less damage than their Commanders, but use ArmorPiercingAttacks that makes them hit almost as hard. If one sits on you, no amount of defense will save you.
men..



* Grotto Bats can keep you permanently Paralyzed by sitting on you, and if you escape you will still be confused. A swarm of them quickly melts the health of even maxed Knights, and they can keep you permanently locked down in a dungeon where staying still is guaranteed death.
* Greater Void Shades in The Void. They deal ludicrous armor-piercing damage with each attack, and have a ton of health to boot. The only relieving factor is that you can stop them from appearing by killing the Void Fragments before they grow.

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* Grotto Bats can keep you permanently Paralyzed by sitting on you, and if you escape you will still be confused. A swarm of them quickly melts the health of even maxed Knights, and they can keep you permanently locked down in a dungeon where staying still is guaranteed death.
* Greater Void Shades in The Void. They deal ludicrous armor-piercing damage with each attack, and have a ton of health to boot. The only relieving factor is that you can stop them from appearing by killing the Void Fragments before they grow.grow, but considering that players have to deal with the Void Entity at the same time, this is easier said than done.
!!Abandoned Mineshaft
* Mushroom Brutes are deceptively tough, will gleefully run down players the second they enter their aggro range, and attack with shotgun bursts that can instantly drop a squishier player. The problem arises with the fact that they spawn in packs, and will more often than not attack as a group.
* Mushroom Mages fire unending waves of armor-piercing shots that make it virtually impossible to approach them, and they'll often spawn in groups to make a nigh-impenetrable BulletHell. Worse still, they'll back off whenever approached (making killing them difficult), and tend to stick around other foes - both protecting their cohorts and making it even harder to attack them.
* Cavecrawler Webslingers are a nightmare due to packing an extremely lethal radial barrage that they will fire right after lunging at the nearest player with incredible speed, potentially resulting in an instant kill if their target isn't ready for it. They also have a second attack where they spit web threads to Slow players, leaving them open for further attack. Not helping is the fact that the Webslinger is visually one of the smallest enemies in the dungeon, making it hard to see them until it's too late.
* The Cavecrawler worms are massive, fire dangerous shots from all their segments, and have a tendency to show up out of nowhere during inconvenient moments. Fortunately, they go down easily to piercing weapons, but they'll enrage once they've only got their heads, often being able to drop a player from full to nothing in seconds in this state.
* Just about all of the large mushrooms are this, considering that they all have huge amounts of HP, do huge amounts of damage on top of StandardStatusEffects, use complicated bullet patterns, and have a TurnsRed phase at half HP which makes them even more dangerous and often completely switches their attack pattern. It doesn't help that they're almost always accompanied by smaller mushrooms from their group, usually requiring that you clear them out before taking on the big one.
* [[DegradedBoss Crystal Worm Children]] can spawn in the Crystal Cavern, and while they have half the HP of their boss version, they don't hit any less hard or fire any less shots. While they have the disadvantage of being stuck in tight caves that often block their shots, this also makes them easier to corner you.
* All of the Crystal Bats are fast as hell, annoyingly bulky given their agility, come in huge hordes, and will relentlessly pelt you with powerful attacks that sometimes follow unorthodox firing patterns. However, their real danger is that they'll [[TakingYouWithMe explode on death]], dealing severe damage to or even killing players who aren't prepared to deal with the resulting nova of shots. Special mention goes to the Topaz Bat, whose death explosion is so densely packed that taking even half of it will instantly kill just about anyone.
!!Oryx's Sanctuary
* All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict StandardStatusEffects on top of that. The latter will relentlessly [[LightningBruiser lunge at you at astonishing speeds and pack extreme damage in individual bullets]], in addition to having a TurnsRed phase that amps up their power even more. And given they're all from the BrutalBonusDungeon to end all dungeons, they often have too much health to get assassinated quickly, meaning you'll have to weather their attacks and kill them the hard way.
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Grammar, spelling


* The Godlands has plenty, but there are a few that stand out amongst them.

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* The Godlands has plenty, but there are a few that stand out amongst among them.



* Corrupted Armors aren't that bad by themselves, although they can used aimed blasts to damage and quiet players. It's the constant stream of Mini Corrupted Armors that they spawn that really become a problem. They come in swarms and use armor-piercing attacks, allowing them to shred players quickly. And the aformentioned Quieting attacks make it all the harder to beat through the hordes to kill the actual Armor.

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* Corrupted Armors aren't that bad by themselves, although they can used aimed blasts to damage and quiet players. It's the constant stream of Mini Corrupted Armors that they spawn that really become a problem. They come in swarms and use armor-piercing attacks, allowing them to shred players quickly. And the aformentioned aforementioned Quieting attacks make it all the harder to beat through the hordes to kill the actual Armor.



* While not an "enemy", per say, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal grievous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.

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* While not an "enemy", per say, se, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal grievous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.



* The Puppet of Chaos is a lethal force that moves very fast while firing off deadly confuse and armor-piercing rounds. When it TurnsRed, it goes so fast that it has bee nicknamed "Sanic" by fans.

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* The Puppet of Chaos is a lethal force that moves very fast while firing off deadly confuse and armor-piercing rounds. When it TurnsRed, it goes so fast that it has bee been nicknamed "Sanic" by fans.



* Horror Maws have the highest HP of the standard non-colony enemies in the dungeon and use an extremely bizzare shot pattern[[note]]It fires 4 bolts that curve outward before converging in on a single point some distance in front of it.[[/note]] that will not only catch most players off guard, but shave off huge amounts of health. Fortunately, its primary attack has a blind spot right in front of it. Unfortunately, it will be waiting with a 480-damage shotgun to punish anyone trying to exploit that.

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* Horror Maws have the highest HP of the standard non-colony enemies in the dungeon and use an extremely bizzare bizarre shot pattern[[note]]It fires 4 bolts that curve outward before converging in on a single point some distance in front of it.[[/note]] that will not only catch most players off guard, but shave off huge amounts of health. Fortunately, its primary attack has a blind spot right in front of it. Unfortunately, it will be waiting with a 480-damage shotgun to punish anyone trying to exploit that.



* Monstrosities of Oryx essentially spawn Grey Blobs on steroids. The Monstrosity Scarabs deal enough damage to OHKO squisher players should they get the chance to explode on them.
* The Vintner of Oryx is another exception because it doesn't do much except inflict Drunk. However, having a vision impairment while in a dungeon this difficult can be bad news indeed.

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* Monstrosities of Oryx essentially spawn Grey Blobs on steroids. The Monstrosity Scarabs deal enough damage to OHKO squisher squishier players should they get the chance to explode on them.
* The Vintner of Oryx is another exception because it doesn't do much except inflict only fires a 50 damage bullet that inflicts Drunk. However, having a vision impairment while in a dungeon this difficult can be bad news indeed.
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* Out of the Risen Enemies in the Haunted Cemetary Graves, the Risen Archers and Brawlers take the cake. The Brawler is a LightningBruiser with very fast speed and a devastating 330-damage shotgun that it will not hesitate to unload directly into you. On the other hand, the Archers will keep their distance from you while peppering you with highly damaging spreads of arrows, usually from behind cover.

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* Out of the Risen Enemies in the Haunted Cemetary Cemetery Graves, the Risen Archers and Brawlers take the cake. The Brawler is a LightningBruiser with very fast speed and a devastating 330-damage shotgun that it will not hesitate to unload directly into you. On the other hand, the Archers will keep their distance from you while peppering you with highly damaging spreads of arrows, usually from behind cover.



* Demons of the Abyss fire slower shots than the Brutes, but each bullet deals stupidly high damage: 120 each, and it fires 3 of them. Combined with the tight corridors of the Abyss, these guys can incinerate squshier classes alarmingly quick and heavily injure heavier ones.

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* Demons of the Abyss fire slower shots than the Brutes, but each bullet deals stupidly high damage: 120 each, and it fires 3 of them. Combined with the tight corridors of the Abyss, these guys can incinerate squshier squishier classes alarmingly quick and heavily injure heavier ones.



* While not an "enemy", per say, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal greivous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.

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* While not an "enemy", per say, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal greivous grievous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.



* The Brutes of Oryx definetely qualify. Besides spawning Warriors of Oryx, which are also Demonic Spiders, they have massive defense and health, as well as armor-breaking attacks. You would expect such a bulky fighter to be a MightyGlacier, but it actually moves very fast, turning it into a LightningBruiser.

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* The Brutes of Oryx definetely definitely qualify. Besides spawning Warriors of Oryx, which are also Demonic Spiders, they have massive defense and health, as well as armor-breaking attacks. You would expect such a bulky fighter to be a MightyGlacier, but it actually moves very fast, turning it into a LightningBruiser.



* The Forgotten Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The selfdestruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.

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* The Forgotten Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The selfdestruct self-destruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
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* Not all of the Demonic Spiders belong in the Godlands. The [[ActionBomb Grey Blob]] can be this for low-level players, due to it's ability to quickly rush onto you and self-destruct. Because they come in massive packs, a swarm of them can end the game very quickly for less armored players.

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* Not all of the Demonic Spiders belong in the Godlands. The [[ActionBomb Grey Blob]] can be this for low-level players, due to it's its ability to quickly rush onto you and self-destruct. Because they come in massive packs, a swarm of them can end the game very quickly for less armored players.



* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but one of the debuffs it's cage can inflict is Armor Broken, which can be deadly if nearby enemies jump on you at the same time. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed after getting Armor Broken by these things. And if that's not enough, the immense lag it's lasers create can cause players to disconnect or even die.

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* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but one of the debuffs it's its cage can inflict is Armor Broken, which can be deadly if nearby enemies jump on you at the same time. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed after getting Armor Broken by these things. And if that's not enough, the immense lag it's its lasers create can cause players to disconnect or even die.



* Lair Slimes, full stop. They deal hefty damage, and can split into many more slimes upon death which have a tendency to stack shots. A swarm of slimes can bring a successfull rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.

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* Lair Slimes, full stop. They deal hefty damage, and can split into many more slimes upon death which have a tendency to stack shots. A swarm of slimes can bring a successfull successful rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.



* Warrior Puppets, because of their ability to temporarily double their fire rate and defense. While this is offset by it's short range, it essentially becomes a super-tanky machine gun for a few seconds. If you get caught out by one and are trapped, just nexus. The amount of damage they can do is staggering.

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* Warrior Puppets, because of their ability to temporarily double their fire rate and defense. While this is offset by it's its short range, it essentially becomes a super-tanky machine gun for a few seconds. If you get caught out by one and are trapped, just nexus. The amount of damage they can do is staggering.



* While Archer Puppets are rare, they are incredibly dangerous, with rapid spreads of arrows that slow. That isn't even talking about it's larger, aimed arrow that paralyzes you, making you easy prey for the other enemies.

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* While Archer Puppets are rare, they are incredibly dangerous, with rapid spreads of arrows that slow. That isn't even talking about it's its larger, aimed arrow that paralyzes you, making you easy prey for the other enemies.

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Added Mini Bots to Mad Lab


* A close second is the Enforcer Bot 3000. It has lots of health and attacks from long range with electric blasts, and is nigh-impossible to approach due to it constantly letting off [[ShockAndAwe electrical discharges.]] And to top it all of, it releases several Mini Bots upon death.

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* A close second is the Enforcer Bot 3000. It has lots of health and attacks from long range with electric blasts, and is nigh-impossible to approach due to it constantly letting off [[ShockAndAwe electrical discharges.]] discharges]], and they often appear in hallways where they're impossible to avoid. And to top it all of, it releases several Mini Bots (see below) upon death.
* Mini Bots can and should be focused down whenever you see them, since they Confuse you for a short duration when their shots hit you. Coupled with the green liquid, this can result in a stun you have to shake off with a trip to a blue pool, or it can lead you into close range of an Enforcer Bot or Crusher Abomination. They also spawn during the fight with Dr. Terrible, and can confuse you into a Green Potion or Red Gas Spawner, which will result in a quick
death.
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Removed Haunting Spectre entry, moving to Goddamn Bats in YMMV


* The Haunting Spectre crosses into GoddamnedBats territiory due to it's ability to suddenly go invincible for several seconds at a time. They aren't much of an actual threat, but are rather difficult to get rid of quickly.
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* The Godlands has plenty, but there are three that stand out amongst them.

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* The Godlands has plenty, but there are three a few that stand out amongst them.
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** White Demons are some of the only Realm Monsters that can deal significant damage to maxed players due to their armor-piercing attacks. Oddly enough, their danger level actually goes up with yours.


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* Lizard Gods, Ogre Kings and Undead Dwarf Gods are nightmares for low-level players due to their moderately high HP, high attack power and the ability to spam moderately tanky minions at you, which low-level players will have a hard time overcoming. The Undead Dwarf God deserves a mention for being able to slap you with a three-second Confuse, which can easily screw over newer players if they don't know what they're doing.

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* The Sea Mares are pretty much the only threat to a maxed player in this dungeon. With rapid-fire paralyze bullets, they can keep you permanently locked down in a dungeon with a OxygenMeter. Not to mention they always have a pack of Sea Horses with them that will gleefully swamp you once you're paralyzed.

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* The Sea Mares are pretty much the only threat to a maxed player in this dungeon. With extremely high defensive stats and rapid-fire paralyze bullets, they can keep you permanently locked down in a dungeon with a OxygenMeter. Not to mention they always have a pack of Sea Horses with them that will gleefully swamp you once you're paralyzed.paralyzed.
* The Giant Squids are also annoying. They have good health, high defense, and can deal quite a bit of damage with their shotguns. They also leave a trail of deadly bubbles behind them: greatly limiting your movements. And to make things worse, they spawn blinding Ink Bubbles everywhere to reduce your vision.
* Fishmen Warriors have incredibly high HP, above-average defenses, and a variety of attacks that inflict high damage. In addition, they can inflict Confusion to a player, easily sending them careening into a swarm of enemies.
!!Parasite Chambers
* The Furious Lasher has high health and can deal extreme damage very fast with his rapid-fire shotgun of bullets. To make matters worse, they pierce targets, meaning they can shred through entire groups of players with ease.
* Walking Horrors are tanky, deceptively fast, and despite only firing one shot at a time, can still do huge damage: considering that each shot hits for 150 base damage. And if that's not enough, it's nigh-impossible to approach due to it constantly detonating extremely dangerous AoE bombs on top of itself.
* Horror Maws have the highest HP of the standard non-colony enemies in the dungeon and use an extremely bizzare shot pattern[[note]]It fires 4 bolts that curve outward before converging in on a single point some distance in front of it.[[/note]] that will not only catch most players off guard, but shave off huge amounts of health. Fortunately, its primary attack has a blind spot right in front of it. Unfortunately, it will be waiting with a 480-damage shotgun to punish anyone trying to exploit that.
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Like other {{MMORPG}}s, Realm of the Mad God has it's own wide cast of DemonicSpiders.

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Like other {{MMORPG}}s, Realm of the Mad God has it's its own wide cast of DemonicSpiders.
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** Stone Paladins don't deal as much damage, but they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP every time they change phases. When they're firing their wide storm of shots is the only time they're vulnerable, but they're nearly impossible to approach in this phase.

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** Stone Paladins don't deal as much damage, but they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP every time they change phases. When they're firing their wide storm of shots is the only time they're vulnerable, but they're nearly impossible to approach in this phase.phase.
!!The Nest
* Almost everything here is one, but mostly Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a OneHitKill by jumping on squishier classes and bursting them down.
!!Lost Halls
Make no mistake, every enemy here is so strong you will be missing The Shatters.
* The Lost Crusade stands out among them. Focusing on brute force, these guys have a number of invulnerability periods and inflict enough damage to OneHitKill most classes. They are also considerably more aggressive than most enemies in the dungeon.
** Commanders of the Crusade in particular are the primary non-boss killers of this dungeon. They have high health and a massive 10-round shotgun of 230-damage shots capable of instantly dropping any character. They also summon countless Lost Crusaders, which are DemonicSpiders on their own, and frequently heal their men.
** Crusade Soldiers do less damage than their Commanders, but use ArmorPiercingAttacks that makes them hit almost as hard. If one sits on you, no amount of defense will save you.
* Golems of Anger use streams of Armor Breaking shots and radial Bleed shots. The flame stream they use is deadly enough, but the Armor Break makes nearly every hit from any enemy here a lethal one.
* Oryx Admirals dash behind players before unloading Paralyze and Confuse shots into them. They are very hard to spot once they infiltrate your group, and while they aren't that deadly by themselves the status effects they can inflict are.
* Grotto Bats can keep you permanently Paralyzed by sitting on you, and if you escape you will still be confused. A swarm of them quickly melts the health of even maxed Knights, and they can keep you permanently locked down in a dungeon where staying still is guaranteed death.
* Greater Void Shades in The Void. They deal ludicrous armor-piercing damage with each attack, and have a ton of health to boot. The only relieving factor is that you can stop them from appearing by killing the Void Fragments before they grow.

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!!Woodland Labyrinth
* While not an "enemy", per say, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal greivous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day.
* The Mecha Squirrel, a [[NinjaPirateZombieRobot giant, robotic, acorn-launching killer squirrel]] with an enormous amount of HP and a devastating spread of flaming acorns that hit for a whopping 175 damage each. Fortunately, they have a small sight range and will easily give up on chasing you. Unfortunately, when push comes to shove, they are scarily effective enemies who are extremely hard to take down due to their sheer damage and health.



* Literal Spiders. While nearly every enemy here could qualify, a particular mention goes to the Crawling Grey Spotted Spider. It moves fairly quickly, has a hefty 3500 HP, and attacks with a high-damage shot that inflicts Armor Broken. And if you've been paying attention to the rest of the list, getting armor broken in a room full of more DemonicSpiders is pretty bad.

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* Literal Spiders. While nearly every enemy here could qualify, a particular mention goes to the Crawling Grey Spotted Spider. It moves fairly quickly, has a hefty 3500 HP, and attacks with a high-damage shot that inflicts Armor Broken. And if you've been paying attention to the rest of the list, getting armor broken in a room full of more DemonicSpiders is pretty bad.bad.
* The Crawling Red Spiders have slightly less health, but make up for that with rapid bombardments of Bleed-inflicting stars. Unlike the Grey Spider, which has a tendency to lunge at you, these ones are content to stay just out of range and rain shots on you.

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* Lair Slimes, full stop. They deal hefty damage, and can split into many more slimes upon death. A swarm of slimes can bring a successfull rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.

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* Lair Slimes, full stop. They deal hefty damage, and can split into many more slimes upon death.death which have a tendency to stack shots. A swarm of slimes can bring a successfull rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.



* Out of the Risen Enemies in the Haunted Cemetary Graves, the Risen Archers and Brawlers take the cake. The Brawler is a LightningBruiser with very fast speed and a devastating 330-damage shotgun that it will not hesitate to unload directly into you. On the other hand, the Archers will keep their distance from you while peppering you with highly damaging spreads of arrows, usually from behind cover.
* Zombie Hulks in the Final Battle. They have fairly high health and use rapid, punishing spreads of bullets. In addition, they can rush at players and armor-break them, which in turn makes the rest of the enemies in the dungeon much more dangerous and usually results in a quick death from the mobs of monsters.



* Demons of the Abyss fire slower shots than the Brutes, but each bullet deals stupidly high damage: 120 each, and it fires 3 of them. Combined with the tight corridors of the Abyss, these guys can incinerate squshier classes alarmingly quick and heavily injure heavier ones.



!!Toxic Sewers
* Goblin Brutes, much like every other enemy with "Brute" in their names that is on this list, are extremely fast, fairly tanky, and fire point-blank shotguns that deal massive damage. Combined with the fact that healing is mostly negated due to the Sewer Water, it is very hard to mitigate the damage done by them.
* The Brown and Yellow Slimes leave trails of goo behind them that inflict damage and slow (yellow) or quiet(brown). This makes rushing all the more difficult as one must navigate around the trails if they don't want to be damaged and debuffed.
* Goblin Knights will not activate unless attacked or approached...but once they are, they will run at players, chunking their HP with single, devastating shots, which is all the worse since you usually can't heal. They also have a lot more HP in comparison to most the enemies in the dungeon.
!!Mountain Temple
* Corrupted Casters are extremely fast and use targeted, 120-damage blasts. Sounds simple? Well, they also use radial confusing waves that have deceptively long reach. Getting confused usually results in the Caster sitting on players and unloading a full wave into them, resulting in instantaneous death most of the time.
* Corrupted Bowmen, purely due to their ability to paralyze their targets. Since enemies tend to come in mobs here, you can easily be shredded by the aformentioned Corrupted Casters or any other enemy that will jump on you when you're down.
* Corrupted Armors aren't that bad by themselves, although they can used aimed blasts to damage and quiet players. It's the constant stream of Mini Corrupted Armors that they spawn that really become a problem. They come in swarms and use armor-piercing attacks, allowing them to shred players quickly. And the aformentioned Quieting attacks make it all the harder to beat through the hordes to kill the actual Armor.



** Stone Paladins don't deal as much damage, but they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP every time they change phases. When they're firing their wide storm of shots is the only time they're vulnerable, but they're nearly impossible to approach in this phase.
* Archmages of Flame can be this due to their ability to summon swaths of Fire Bombs to screw you over. It's basically it's ultimatum telling you to get out or die, as the bombs can OHKO even 8/8 Knights should they stand on them.

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** Stone Paladins don't deal as much damage, but they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP every time they change phases. When they're firing their wide storm of shots is the only time they're vulnerable, but they're nearly impossible to approach in this phase.
* Archmages of Flame can be this due to their ability to summon swaths of Fire Bombs to screw you over. It's basically it's ultimatum telling you to get out or die, as the bombs can OHKO even 8/8 Knights should they stand on them.
phase.
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Fixed a link.


** Medusas boast the highest HP of all the gods (2000) and staggering attack power with their large shotguns of 100-damage bullets and can throw red AoEs that affect a wide area and can take chunks out of the health bars of most players. Downplayed a bit as they can be exploited by circling them, but they are a primary killer of high-level players, just because of their sheer damage output.

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** Medusas boast the highest HP of all the gods (2000) and staggering attack power with their large shotguns of 100-damage bullets and can throw red AoEs [[AreaofEffect AoEs]] that affect a wide area and can take chunks out of the health bars of most players. Downplayed a bit as they can be exploited by circling them, but they are a primary killer of high-level players, just because of their sheer damage output.
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The 4 Puppet Minions the boss spawns are powerful enough to be considered bosses on their own, having 40000-50000 HP, fast speed and lethal attacks.

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The 4 Puppet Minions the boss spawns are [[BossInMooksClothing powerful enough to be considered bosses on their own, own]], having 40000-50000 HP, fast speed and lethal attacks.

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** Medusas boast staggering attack power with their large shotguns of 100-damage bullets and can throw red AoEs that affect a wide area and can take chunks out of the health bars of most players. Downplayed a bit as they can be exploited by circling them, but they are a primary killer of high-level players, just because of their sheer damage output.

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** Medusas boast the highest HP of all the gods (2000) and staggering attack power with their large shotguns of 100-damage bullets and can throw red AoEs that affect a wide area and can take chunks out of the health bars of most players. Downplayed a bit as they can be exploited by circling them, but they are a primary killer of high-level players, just because of their sheer damage output.



** Leviathans possess the highest HP of any monster in the Godlands and utilize 2 types of rapid-fire shotguns capable of tearing apart even the most armored of players. Their erratic movement and shot pattern makes them very hard to predict, and an inconsistent method of aiming means that players have to be on their toes when facing this beast.

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** Leviathans Leviathans, alongside Medusas, possess the highest HP of any monster in the Godlands and utilize 2 types of rapid-fire shotguns capable of tearing apart even the most armored of players. Their erratic movement and shot pattern makes them very hard to predict, and an inconsistent method of aiming means that players have to be on their toes when facing this beast.



* Brutes of the Abyss are downright infamous for being these. They move at the speed of a Sprite and hit harder than most 'Realm Gods' with rapid shotguns of 80-damage bullets. To make matters worse, they travel in huge packs and will happily ambush players from unexplored terrain.

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* Brutes of the Abyss are downright infamous for being these. They move at the speed of a Sprite and hit harder than most 'Realm Gods' ''Realm Gods'' with rapid shotguns of 80-damage bullets. To make matters worse, they travel in huge packs and will happily ambush players from unexplored terrain.



* While Archer Puppets are rare, they are incredibly dangerous, with rapid spreads of arrows that slow. That isn't even talking about it's larger, aimed arrow that paralyzes you, making you easy prey for the other enemies.

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* While Archer Puppets are rare, they are incredibly dangerous, with rapid spreads of arrows that slow. That isn't even talking about it's larger, aimed arrow that paralyzes you, making you easy prey for the other enemies.enemies.
!!The Crawling Depths
* Literal Spiders. While nearly every enemy here could qualify, a particular mention goes to the Crawling Grey Spotted Spider. It moves fairly quickly, has a hefty 3500 HP, and attacks with a high-damage shot that inflicts Armor Broken. And if you've been paying attention to the rest of the list, getting armor broken in a room full of more DemonicSpiders is pretty bad.
!!Mad Lab
* The Crusher Abominations easily take the cake. With extremely high health and devastating attacks, this enemy is a brutal attacker. Worse, it [[TurnsRed gets stronger as it takes damage.]] That would be fine...if there weren't always [[MookMedic Escaped Experiments]] constantly healing them.
* A close second is the Enforcer Bot 3000. It has lots of health and attacks from long range with electric blasts, and is nigh-impossible to approach due to it constantly letting off [[ShockAndAwe electrical discharges.]] And to top it all of, it releases several Mini Bots upon death.
!!The Arena
* Bomb Devils, Bomb Fathers and Fire Blights. Not only are they very powerful, the fire bombs they spawn create ''permanent lava''. Taking them out is a priority if you want to get far in the Arena.
!!Puppet Master's Encore
The 4 Puppet Minions the boss spawns are powerful enough to be considered bosses on their own, having 40000-50000 HP, fast speed and lethal attacks.
* The Huntress Puppet spams powerful, fast arrows in pairs, and can begin firing larger armor-piercing arrows when it TurnsRed. It constantly spawning slowing, explosive traps doesn't help.
* The Trickster Puppet keeps a constant squad of clones around it at all times which are able to suppress players with high-damage attacks. The Puppet itself can deal heavy damage with attacks covering a wide area.
* The Puppet of Pain will circle the Puppet Master while rapidly spamming omnidirectional bursts of 150-damage Bleeding shots. It only gets worse when it TurnsRed.
* The Puppet of Chaos is a lethal force that moves very fast while firing off deadly confuse and armor-piercing rounds. When it TurnsRed, it goes so fast that it has bee nicknamed "Sanic" by fans.
!!Tomb of the Ancients
Like other endgame dungeons, nearly everything here qualifies. However, there are a few that stand out.
* Scarabs. They can rush you and then sit on you keeping you permanently paralyzed until you kill them. Considering they come in swarms, that's pretty hard to do, considering they do heavy damage as well. Plus, the paralysis makes you a sitting duck for any other enemies in the room.
* Swarms, mostly because they come in...well, swarms. They deal incredible damage individually, and together they can shred even maxed players. Not to mention the Yellow and Blue ones inflict StandardStatusEffects, and the Red ones use an ArmorPiercingAttack.
!!Ocean Trench
* The Sea Mares are pretty much the only threat to a maxed player in this dungeon. With rapid-fire paralyze bullets, they can keep you permanently locked down in a dungeon with a OxygenMeter. Not to mention they always have a pack of Sea Horses with them that will gleefully swamp you once you're paralyzed.
!!Oryx's Castle
* The Brutes of Oryx definetely qualify. Besides spawning Warriors of Oryx, which are also Demonic Spiders, they have massive defense and health, as well as armor-breaking attacks. You would expect such a bulky fighter to be a MightyGlacier, but it actually moves very fast, turning it into a LightningBruiser.
* Warriors of Oryx, LightningBruiser type monsters that unload multidirectional blasts of bullets capable of instantly popping squishier players. To make matters worse, they are spawned in squads by the Brute, meaning they can gang up on you easily.
* Commanders of Oryx. Not very threatening by themselves, but they are constantly surrounded by a mini SWAT team of 20+ deadly Insect Minions that can easily ZergRush you to death. Since it usually spawns them just as fast as you kill them, they have a nigh-impenetrable shield of insects that only piercing weapons or SplashDamageAbuse can get through.
!!Wine Cellar
Practically everything here qualifies, being a BrutalBonusLevel.
* The Henchmen of Oryx are not only the creators of the other minions of the Cellar, but are no slouch themselves, with powerful attacks and a whopping 4000 HP (That's twice as much as Medusa!). Their infamous Confuserang can easily send players careening into more monsters or the Mad God himself.
* Abominations of Oryx quickly charge at players before unleashing a ''massive'' shotgun that deals immense damage. These guys are the bane of unmaxed players in the Wine Cellar just because of their sheer damage output.
* Aberrants of Oryx are an exception, due to having no normal attack and the fact that their spawned bombs do very little damage. Nevertheless, the range at which they can summon them makes meatshields for robe classes pointless.
* The Bile of Oryx secretes a trail of Purple Goo that Sickens and Slows players. Since many rushers rely on healing to plow through the minions, this thing is a nightmare for those with Divine Pets.
* Monstrosities of Oryx essentially spawn Grey Blobs on steroids. The Monstrosity Scarabs deal enough damage to OHKO squisher players should they get the chance to explode on them.
* The Vintner of Oryx is another exception because it doesn't do much except inflict Drunk. However, having a vision impairment while in a dungeon this difficult can be bad news indeed.
!!The Shatters
Literally ''everything'' from the Shatters qualifies for this list, but there are a couple highlights.
* Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that are very hard to dodge, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have 10000 HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets.
** While the Fire Adepts aren't as bad, the Fire Portals they spawn can still wreck you if you aren't careful. Unlike the Slow of the Ice Portals, Fire Portals ''confuse'' you instead, potentially into another portal or horde of enemies.
* The Forgotten Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal ''maelstrom'' of bullets that do high damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of ''300 damage piercing bullets''. The selfdestruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
* All of the Stone Enemies.
** Stone Mages use rapid-fire bombardments of high-damage wavy shots and can sometimes unload radial blasts of bullets. In addition, they can riddle the area with spikes to make terrain difficult to traverse.
** Stone Knights have low health and only do 5 damage...but their attacks paralyze players around them. And Stone Knights always come with a Stone Mage...
** Stone Paladins don't deal as much damage, but they are incredibly tanky (boasting 10000 HP) and can heal 1500 HP every time they change phases. When they're firing their wide storm of shots is the only time they're vulnerable, but they're nearly impossible to approach in this phase.
* Archmages of Flame can be this due to their ability to summon swaths of Fire Bombs to screw you over. It's basically it's ultimatum telling you to get out or die, as the bombs can OHKO even 8/8 Knights should they stand on them.
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Like other {{MMORPG}}s, Realm of the Mad God has it's own wide cast of DemonicSpiders.

!The Realm
* The Godlands has plenty, but there are three that stand out amongst them.
** Medusas boast staggering attack power with their large shotguns of 100-damage bullets and can throw red AoEs that affect a wide area and can take chunks out of the health bars of most players. Downplayed a bit as they can be exploited by circling them, but they are a primary killer of high-level players, just because of their sheer damage output.
** Ghost Gods have slow bullets, but they make up for it with sheer numbers. A Ghost God's bullet storm makes it extremely difficult for melees to get within striking distance, and to make matters worse, each one deals 120 damage. However, ranged classes have a considerably easier time taking care of them.
** Leviathans possess the highest HP of any monster in the Godlands and utilize 2 types of rapid-fire shotguns capable of tearing apart even the most armored of players. Their erratic movement and shot pattern makes them very hard to predict, and an inconsistent method of aiming means that players have to be on their toes when facing this beast.
* Not all of the Demonic Spiders belong in the Godlands. The [[ActionBomb Grey Blob]] can be this for low-level players, due to it's ability to quickly rush onto you and self-destruct. Because they come in massive packs, a swarm of them can end the game very quickly for less armored players.
* Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but one of the debuffs it's cage can inflict is Armor Broken, which can be deadly if nearby enemies jump on you at the same time. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed after getting Armor Broken by these things. And if that's not enough, the immense lag it's lasers create can cause players to disconnect or even die.
!Dungeons
!!Snake Pit
* Greater Pit Snakes and Vipers deal high damage compared to the rest of the enemies in the dungeon, and they have highly aggressive attack patterns and rapid shots. Since they come in swarms, they can inflict serious damage to unprepared or unarmored players.
!!The Hive
* Fat Bees can deal fairly decent damage and are a step up from enemies that players should have fought by this point in the game. It gets even worse when they turn into [[TurnsRed Angry Fat Bees]], as they can now inflict Bleeding as well.
!!Undead Lair
* Lair Slimes, full stop. They deal hefty damage, and can split into many more slimes upon death. A swarm of slimes can bring a successfull rush to a grinding halt, and it usually requires some serious SplashDamageAbuse to bring them down.
* Lair Vampires move fast and can hit very hard, as well as inflict various status effects. Since they jump around corners when you get too close, if you get ambushed by them and aren't prepared, you're better off nexusing.
!!Haunted Cemetery
* The Haunting Spectre crosses into GoddamnedBats territiory due to it's ability to suddenly go invincible for several seconds at a time. They aren't much of an actual threat, but are rather difficult to get rid of quickly.
* Possessed Children are fast, tanky, and hit hard with omnidirectional bursts of shots. Getting hit by the full attack is usually instant death, and players must be very wary not to stand on one by accident.
!!Abyss of Demons
* Brutes of the Abyss are downright infamous for being these. They move at the speed of a Sprite and hit harder than most 'Realm Gods' with rapid shotguns of 80-damage bullets. To make matters worse, they travel in huge packs and will happily ambush players from unexplored terrain.
!!Davy Jones' Locker
* The Ghost of Roger has high health, powerful attacks, and the ability to predict player movement. Fortunately, they cannot move. Unfortunately, they spawn swarms of Lost Souls that block shots and self-destruct on top of players for massive damage.
!!Manor of the Immortals
* Hellhounds are essentially the Brutes of the Manor. They are very fast and use devastating spreads of shots that inflict bleeding. Even worse, they tend to charge where you are going instead of where you are so you run into them and eat a full spray of bullets. Fortunately, they only travel in small groups and have to stop after charging.
!!The Puppet Master's Theatre
* Warrior Puppets, because of their ability to temporarily double their fire rate and defense. While this is offset by it's short range, it essentially becomes a super-tanky machine gun for a few seconds. If you get caught out by one and are trapped, just nexus. The amount of damage they can do is staggering.
* Knight Puppets have loads of health and a nasty trick in the form of an Armor-Breaking shield bash. It is not uncommon for rushes to go awry when a Knight Puppet armor-breaks the rusher and then they die or nexus from the rest of the minions.
* While Archer Puppets are rare, they are incredibly dangerous, with rapid spreads of arrows that slow. That isn't even talking about it's larger, aimed arrow that paralyzes you, making you easy prey for the other enemies.

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