- Badass in a Nice Suit: The Eligible Bachelor skin wears a tuxedo.
- Difficult, but Awesome: The Rogue has a very hard-to-master ability and is completely incapable of supporting a group, while he's also one of the best classes for rushing and soloing dungeons. This makes the Rogue a high risk, high reward class to play.
- The Faceless: The Rogue always wears a red mask.
- Flash Step: The untiered Cloak of the Planewalker, in addition to turning the Rogue invisible, also teleports him a short distance.
- Fragile Speedster: Though not as squishy as robe classes, the Rogue is nowhere near as durable as Warriors or Paladins, meaning that if your cloak timing is off, you can get bombarded with shots and possibly be killed. However, the invisibility from the cloak and their massive base speed of 75 makes Rogues amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire.
- Taken Up to Eleven with the ST Ghastly Drape. In addition to giving you invisibilty, it increases Rogues' already-insane speed by 50% for 2 seconds while cloaked, allowing him to zoom through dungeons with ease.
- In the Hood: The Brigand skin.
- Invisibility: The Rogue's special ability, which turns him invisible.
- Knife Nut
- Solo Class: The Rogue is not much of a team player, his ability to cloak means that the boss doesnt fire at all if he is on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked.
- Stealth Expert
- Stealth Run: The job of Rogue dungeon rushers: cloak past every enemy, reach the boss room, then let other people teleport to fight. Made harder by the fact that players can't teleport to invisible Rogues.
- Archer Archetype
- Armor-Piercing Attack: The Quiver of the Shadows fires a devastating blast of 5 arrows that ignore enemy defense.
- Arrows on Fire: The projectiles of the tier 5 Fire Bow.
- Automatic Crossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken Up to Eleven with the UT Thousand Shot, which actually has the fastest rate of fire of any weapon in the game.
- Blob Monster: With the Slime Archer skin.
- Jack-of-All-Stats: The Archer has very balanced stats across the board with the exception of his 75 ATT. Because of this, he is often seen as a middle of the road class; hes not as powerful as the Wizard, nor as durable as the Knight, rather he is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
- Herd-Hitting Attack: The bow fires multiple piercing projectiles, so the Archer can quickly clear mobs of weak enemies.
- Multishot/Spread Shot: The Double Bow and Coral Bow fire 2 arrows per shot, while the T8+ bows fire 3. Because of this, Archers need to get close in order to dish out the most damage possible.
- The UT Beehemoth Quivers fire a spread of 3 arrows, and the even rarer Quiver of the Shadows fires 5.
- No "Arc" in "Archery": Their bows can perfectly fire straight, without an arc.
- The Paralyzer: From the tier 3 Elvencraft Quiver onwards, quivers inflict paralysis on enemies they hit.
- Power Limiter: The Quiver of Thunder dazes any enemy it hits, making them attack very slowly.
- Standard Status Effects: The T0-T2 quivers inflict slow, while the T3+ quivers paralyse.
- Action Girl: The Witch skin.
- Armor-Piercing Attack: The ST Ancient Spell: Pierce trades raw damage output for the ability to ignore enemy defense.
- Badass Beard: The Elder Wizard and Santa Claus skins.
- Badass in a Nice Suit: The Gentleman skin's outfit, complete with tuxedo and top hat.
- Beam Spam: Spells fire 20 projectiles around a targeted point. This is also his primary means of attack.
- Black Mage: The Wizard's stats and spell lend themselves to a purely offensive role. He is amazing at decimating entire hordes of enemies, and pretty much nothing else.
- Blob Monster: With the Slime Wizard skin.
- Glass Cannon: The Wizards role is to kill everything. With high ATK and DEX, and the good damage from his staffs and spells, Wizards can thin out enemies very quickly, but he can only wear robes and is very fragile.
- Herd-Hitting Attack: Averted by the tiered spells, which only has 20 projectiles and can be blocked. Played straight with the untiered Tablet of the King's Avatar, whose shots pierce through enemies.
- High-Class Glass: The Gentleman skin wears a monocle and tuxedo.
- Long-Range Fighter: Wizard staffs and spells have long range, allowing them to deal damage while staying far from enemies. Much needed, because the Wizard is very squishy.
- Magic Staff
- Robe and Wizard Hat
- Squishy Wizard: While his 75 DEX/ATT and the immense damage on his spells mean that most enemies will disintegrate before his damage output, his low HP and DEF make him prone to getting killed instantly by bosses.
- Starter Equipment: Every new player starts as a Wizard, the only available class in the game at the very beginning, which partially explains the overabundance of wizards in Nexus.
- Wizard Beard: With the Santa Claus and Elder Wizard skins.
- Achilles' Heel:
- The Quiet effect hits Priests very hard: since it completely removes the mana pool of its victims, a quieted Priest can find himself without the help of his trusty tome, and without the healing he's no less squishy than other robe wearers.
- Sick can too, as it nullifies all healing for a short time, but to a lesser extent, as Sick Priests still have mana and can use the Tome of Purification to instantly cleanse it.
- Action Girl: The Nun skin.
- Badass Bookworm: Compared to the other robe wearers, the Priest is surprisingly durable because of his healing, which costs little MP, heals a generous amount, and the Priests naturally high wisdom stat allows him to recover quickly.
- Bald of Awesome
- Blob Monster: With the Slime Priest skin.
- Church Militant
- Combat Medic: Besides his healing, he can directly fight with long-ranged magic. However, his offensive abilities are the worst of any class in the game.
- In the Hood: The Robed Priest skin wears a long robe complete with a hood.
- Long-Range Fighter: Wands have the longest range in the game, with the normal wands having 9.
- Magic Wand
- The Medic: His Tomes allow him to heal himself and all nearby players for an enormous amount, which may increase depending on how high his wisdom stat is. Higher-level tomes not only heal, but give everyone a temporary buff that pumps their regeneration through the roof.
- Painfully Slow Projectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
- Status-Buff Dispel: The untiered Tome of Purification, which removes all negative buffs in an area around the Priest.
- Stone Wall: With the Tome of Holy Protection, which doubles the Priest's DEF for 4 seconds, he can become a tank potentially stronger than the Knight for 4 seconds, and it heals HP. The Priest can eat walls of shotguns and walk through mobs of enemies with this tome without even much concern, because of his high wisdom and MP stat, and bringing MP potions only makes things easier. Of course, his main weakness - lack of damage - still stands.
- Tome of Eldritch Lore: The Necronomicon and Tome of Pain are described as possessing secrets of forbidden or blasphemous magic. Appropriately enough, they also turn the Priest from a standard White Mage into The Red Mage, sacrificing some healing for the ability to curse enemies or deal damage.
- White Mage: The Priest's powerful heal comes at the cost of the worst DPS in the game: wands do not deal much damage, and the Priest has no ability to alleviate this weakness unlike the Sorcerer.
- Wizard Beard: The Father Time skin has a beard of epic proportions.
- White Mage: A long-ranged magical fighter who specializes in healing and buffing magic.
- Badass Normal
- Cool Helmet: Natch.
- Flaming Sword: The tier 5 Fire Sword.
- Helmets Are Hardly Heroic: Ironically, the Land Down Under skin doesn't wear a helmet, only a hat, despite the Warrior's ability being the helm.
- Heroes Prefer Swords
- Implacable Man: With the Helm of the Juggernaut, which gives Armored instead of Speedy. This helm is the best for tanking shots, especially those that cant be easily dodged even with a speed boost, or for boosting damage when a Speedy status effect would be detrimental (e.g. godlands or tombs). A Warrior operating under an Armored status effect is capable of over 120 defense, and can even tank Skull Shrine or Cube God shotguns.
- Lightning Bruiser: The Warrior is a durable melee fighter, can deal very high DPS and run very fast with the help of his helm.
- Magikarp Power: A fresh Warrior, like any sword user, is not that great. The averages are just too low for the Warrior to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Warrior, is a different story, however. The Warrior tanks nicely and deals absurdly high damage when capped, while his very high VIT complements that ability nicely.
- Our Werewolves Are Different: With the B.B. Wolf skin, the Warrior becomes a werewolf.
- Armor-Piercing Attack: The Shield of Ogmur, which doesn't stun but instead inflicts Armor Broken, which temporarily removes the afflicted enemies' DEF.
- Achilles' Heel: Because Knights are reliant on their staggering DEF values to shrug off damage, they're considerably weaker against enemies that have armor-piercing attacks or the ability to inflict Armor Broken.
- Badass Normal
- Blob Monster/Monster Knight: With the Slime Knight skin.
- Boring, but Practical: The default Wooden Shield. Although there are many higher-tier shields that do more damage and have more range, the fact that the basic Wooden Shield has the same stun duration for a significantly lower costs often results in some Knights preferring to keep their starter shield, even when they have high-tier alternatives.
- Crutch Character: The Knight's obscenely high DEF and HP, coupled with the potent damage and stunning ability his shield provides, makes him perform exceptionally well in early to mid-game confrontations, to the point that several once-difficult bosses can be made into pushovers by tanking/chain-stunning them. The endgame, however, is a different story. Not only do most endgame bosses spew so many projectiles that it's hard to even approach them, but almost all the strongest bosses will be both Stun Immune and employ a large number of Armor Piercing/Breaking bullets, which takes away his two most powerful advantages.
- Damage-Increasing Debuff: The Shield of Ogmur, which forgoes the stun in exchange for temporarily reducing the target's DEF to zero.
- Difficult, but Awesome: The Spiteful Scutum, which has an extremely narrow shot that requires a good deal of skill to land consistently. Those who can, however, will enjoy a 1 second longer stun time, extended range, and a decreased MP cost, allowing them to chainstun more easily.
- Despite his general reputation as a no-skill class, it is admittedly difficult to get close to one of the endgame bosses who are spewing high-damage shots constantly in order to stun them. However, if a Knight can get the stun on something like Oryx 2, he can cripple the boss long enough for everyone else to run in and deal enormous damage.
- The Faceless: His default skin wears a full helm.
- Flaming Sword: The tier 5 Fire Sword, and the UT Sword of Illumination.
- Heroes Prefer Swords
- Luckily, My Shield Will Protect Me: His shields provide high DEF bonuses, not counting any other ones from high-tier shields, but they are also the source of a devastating melee attack capable of stunning targets.
- Made of Iron: The Knight has monumental DEF and HP, wears heavy armour and wields shields that further boost DEF, allowing him to shrug off damage from most swarm attacks and proceed to attack a boss directly. Because they have such high Defense and HP, Knights should always be at the front of the fight to tank hits for the more fragile classes.
- Shield Bash: The Knight's ability, which damages and stuns enemies in a cone in front of him.
- Snowlems: With the Iceman skin.
- Stone Wall: Knight has rather poor DPS compared to the likes of Warrior and Paladin, since he has a mediocre ATT stat and no way to boost his own DPS. However, he makes up with it for a base defense of 40 which, when coupled with the DEF bonuses from his armor and shield, give him unparalleled durability - and that's not counting how he can outright disable most enemies' firepower using his shield.
- Action Girl: The Bashing Bride skin.
- Bling of War: He wears golden armour.
- Combat Medic: The Paladin can heal himself and other allies with his seal.
- Dark Is Not Evil: The Seal of Blasphemous Prayer is black and is described as being considered dangerous, but it still heals you and your friends.
- Flaming Sword: The tier 5 Fire Sword.
- Helmets Are Hardly Heroic: The Founding Father skin doesn't wear a helmet.
- Heroes Prefer Swords
- Implacable Man: With the untiered Seal of Blasphemous Prayer, which grants the Paladin invulnerability to all damage for 1.4 seconds. It is useful for charging in on a boss, taking absolutely no damage (for a short 1.4 seconds), and rushing back.
- Magic Knight: The Paladin is a sword-wielding, heavily-armoured class whose special ability is decidedly magical.
- Magikarp Power: A fresh Paladin, like any sword user, is not that great. The averages are just too low for the Paladin to succeed in killing almost any boss, or even farm the Godlands, and do terrible in comparison to another class, such as the Wizard and Necromancer. The low range of the sword is the main cause, and bad range along with low stats do not make a good combination. A maxed Paladin, is a different story, however. With his HP and WIS, the Paladin tanks nicely and deals great damage when capped.
- Mechanically Unusual Class: The Seal of Blasphemous Prayer is the only item in the game to utilise the otherwise enemy-exclusive Invulnerable stats.
- Within the Paladin's seals, the Seal of the Enchanted Forest acts as this. Instead of the Healing and Damaging buff the other seals grant, it inflicts Slow on enemies in an AOE centered on the player. It also briefly inflicts Hallucinating status on the player using it.
- Mighty Glacier: The Paladin is quite durable thanks to the healing from his seal and his heavy armour, and his swords also deal very high damage. However, just like the Knight, his speed and range suffer as a result.
- Support Party Member: The Paladin lacks the staggering DPS of the Warrior and the monumental DEF/HP of the Knight, making him less suited for direct combat than the other two. However, he is far from helpless and is an extremely potent team player due to the HP, regen and damage bonuses provided by his seals.
- The Black Death: The untiered Plague Poison, which infects many victims but take a long time to work.
- Death of a Thousand Cuts: With the poison, which deals high damage over time.
- Difficult, but Awesome: The UT Murky Toxin fires two bombs simultaneously, a normal one dealing only 300 damage and a precise one dealing a whopping 900 damage. Since the 900-damage one has a tiny radius, precise aiming is mandatory to use this poison, but players who can plant it precisely will be able to strike targets for a massive 1200 damage.
- The Faceless: The Assassin always wears a red mask.
- Fragile Speedster/Glass Cannon: The Assassin has the highest SPD in the game, and has higher damage than other dagger classes thanks to his poison, but as a leather class, he is nowhere as durable as Warriors or Paladins, let alone Knights. Because of this, he often has to kill gods by hit-and-run with his poison.
- Herd-Hitting Attack: The poison deals damage in an area, and doesn't use projectiles, making it an excellent way to clear swarms of weak enemies.
- Highly Visible Ninja
- Hit-and-Run Tactics: Since the poison deals high damage but needs time to work, combined with the Assassin's high speed and damage output, he can often succeed by darting in, quickly damaging a target, fleeing and letting the poison do its work.
- Knife Nut
- Master Poisoner
- No Biochemical Barriers: Up to Eleven: Poison affects all victims equally, whether they be The Undead, living trees, robots, statues, or crystals.
- Painfully Slow Projectile: The poison grenade flies slowly, taking 1.5s to reach its mark, making good targeting essential to consistently land poisons against fast enemies.
- Technicolor Toxin: From green, yellow, red, blue, violet, orange to grey as we move up the tiers; and sickly green for the UT Plague Poison and brown for the UT Murky Toxin.
- Achilles' Heel: Like Priest before him, Quiet and Sick shut him down very hard, as they deprive him of his ability to drain HP. Unlike Priest, though, Necromancer is perfectly able to handle threats without his healing.
- Armor-Piercing Attack: Damage from his skulls ignore a portion of the target's defense.
- Combat Medic: The only class that can heal players and also dish out lots of damage.
- Crutch Character: Necromancers, bar none, are the single best class for a new player. They're incredibly safe, with a reasonable heal and decent DPS at long range. However, this falls apart as you gain more experience with the game- Priests outclass Necromancers in the safety and healing abilities, as their heal is not only more powerful but also doesn't require enemies to target and buffs the Priest using it, and Wizards and Mystics both outclass Necromancers in DPS and crowd control- and a high level pet with Heal means that even the Necro's survivability is negated as a compelling factor.
- Somewhat averted with a recent buff that boosted his attack to 75, making his DPS on par with the Wizard. Of course, it's still lower due to Wizard's higher DEX and spells, but it made the Necro a viable class again.
- Crystal Skull: The untiered Cracked Crystal Skull.
- Dark Is Not Evil: All Necromancers are good. The evil ones are called Deathmages.
- Flaming Skulls/Power Glows: The Skull of Endless Torment glows with the power of Shaitan.
- Herd-Hitting Attack: The skull hits enemies in an area, and doesn't use projectiles, allowing it to clear crowds of weak enemies.
- Life Drain: The Necromancer's ability, which leeches HP from enemies in order to heal him and his allies.
- Long-Range Fighter: Similar to the Wizard, the Necromancer benefits best by staying afar, behind his allies, because of the long range of his staff and of his squishiness.
- Magic Staff
- Master of None: A decently solid all-rounder, in a game where specialisation is key and pets have taken most of his role. Somewhat averted now that he has the same ATK stat as the Wizard.
- Necromancer: Subverted, because the Necromancer doesn't raise undead minions, but instead drains life from his victims.
- The Red Mage: His kit is a balance of healing abilities and extremely potent damage. When compared to other staff classes, the HP bonuses his skulls give make him deceptively durable, being the first robe class able to hit 1000 HP.
- Robe and Wizard Hat
- Squishy Wizard: The Necromancer, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense. Even though his healing and HP bonuses somewhat alleviates this, he is very fragile against shotguns and can still easily die to short bursts of damage.
- Action Girl
- Archer Archetype
- Arrows on Fire: The projectiles of the tier 5 Fire Bow.
- Attack! Attack! Attack!: Her Trap of the Vile Spirit is entirely designed for pure damage, sacrificing any status effects for a whopping 650 damage (for comparison, that's almost twice as much as the other highest-tier traps).
- Automatic Crossbows: The tier 2 Crossbow and the tier 7 Heavy Crossbow can fire as fast as a normal bow. Taken Up to Eleven with the UT Thousand Shot, which actually has the highest rate of fire of any weapon in the game.
- Boring, but Practical: The starter Hunting Trap. If the Huntress can repeatedly hit multiple enemies with her trap, she can quickly rip them apart with her bow. The Hunting Trap is most suited for this purpose, because it costs the least MP and slows for the same amount as higher-tiered ones.
- Jack-of-All-Stats: The Huntress is often seen as a middle of the road class; shes not as powerful as the Wizard, nor as durable as the Knight, rather she is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
- Herd-Hitting Attack: The bow fires multiple piercing projectiles, while the trap's explosion doesn't use projectiles, so the Huntress can quickly clear mobs of weak enemies.
- Moveset Clone: Literally the only difference between Archers and Huntresses is their ability, making it largely personal choice when choosing which one to play.
- Miko: The Nexus no Miko skin.
- Multishot/Spread Shot: The Double Bow and Coral Bow fire 2 arrows per shot, while the T8+ bows fire 3. Because of this, Huntresses need to get close in order to dish out the most damage possible.
- The Paralyzer: The Coral Venom Trap, which paralyses all of its victims.
- No "Arc" in "Archery"
- Took a Level in Badass: Her traps got a major buff in the June 2017 update, that gave them massively decreased deploy times, more damage, less Mana costs and stat bonuses. Before, there was almost no reason to use a Huntress over an Archer as the Quiver had vastly superior damage and status effects.
- Trap Master: The Huntress' ability lays a trap, which explodes when an enemy comes nearby.
- Action Girl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Trickster.
- Damage-Increasing Debuff: Higher tiered Orbs inflict Cursed, which increases all damage taken by affected enemies by 20%.
- Dark Is Not Evil: The Orb of Conflict, which, according to its description, has a dark reputation of twisting those that wield it. In the game, however, it still puts enemies into stasis while also buffing the Mystic's DEX and ATT.
- Difficult, but Awesome: The Orb is rather difficult to master as putting enemies into stasis is much trial and error at first, especially when in presence of heavy clusters of enemies. This can initially lead to awkward situations where every enemy in a room is in stasis and the orb's use was rendered moot due to the party having to fight the enemies again anyways afterwards. However, with experience, a skilled Mystic can prove absolutely indispensable during some Event bosses such as the Cube God or the Skull Shrine, as her Stasis ability allows to get temporarily rid of most of the boss' flunky, allowing the other party members to deal shattering amounts of damage to the main boss (which is generally Stasis-immune itself). An even more experienced Mystic can go and freeze half of a dungeon room to soften up enemy damage so the party can go and obliterate the remaining half during it.
- Fragile Speedster: The Mystic has the highest speed stat of all the robe classes, even rivalling Rogues sometimes, but is just as fragile as any other robe class. This can be boosted even further with the Orb of Conflict.
- Little Red Fighting Hood: With the Lil' Red skin.
- Locked Out of the Fight: Enemies put into stasis cannot do anything and become invulnerable for the duration.
- Magic Staff: Her weapon of choice, shared with Wizard and Necromancer.
- Squishy Wizard: The Mystic, along with other robe classes, is one of the most fragile classes in the game with respect to health and defense.
- Support Party Member: The Mystic's orb can control the flow of the battle, and can help take on entire groups by gradually diminishing large numbers of enemies, but the Mystic herself has very little damage output compared to the Wizard or Necromancer.
- Troll: Many players regard Mystic as a troll pick, due to the fact that countless players abuse the stasis ability to deliberately stasis enemies that others are trying to kill, including Test Chests and minor bosses. While not all Mystics will abuse their power, this has given a bad name to the class in general, however those who can handle the power are an invaluable support class. Most of the bosses were rendered stasis-immune during an update as an answer to that, however trolling Mystics are still present here and there.
- Action Girl: Described as a female class in her introduction quote. She shares this particularity with the Huntress and Mystic.
- Action Bomb: Played with. The UT Ghostly Prism teleports her, and instead of leaving a decoy, leaves behind spirit bombs that detonate and cause damage. Played straight with the UT Prism of Dire Instability, which sends out a decoy that explodes afterwards.
- Badass Beard: The King Knifeula skin.
- Boring, but Practical: The starting Decoy Prism. With a low cost of 60 MP, but a low duration of 3 seconds, this is the best prism to use if the user wishes to solely teleport to another location or rush different areas, because the decoy is of no concern.
- Decoy Getaway: When the Prism is used, you teleport to the location of your cursor when activated. A decoy appears where you were before the activation, and walks towards the way you were moving (it goes in a random direction of stays still if you teleport while stationary), causing enemies to attack it, if its close enough.
- Difficult, but Awesome: The Prism is considered by many players the hardest ability item to master, but can be used in many different situations by improvising. Using it correctly can yield many rewards, helping you and your group. For example, it can be used to rush dungeons very quickly, but only if used at the right time, or it can be used to effectively cloak an entire group from enemy fire.
- Fragile Speedster: The Trickster is the fastest class (tied with the Rogue and the Assassin), and has good DPS with her dagger, but she lacks healing and defence, so if her decoy or teleport placement is off she can easily get herself killed.
- Flash Step: The Trickster's Prism allows her to teleport a short distance while leaving behind a decoy.
- Lightning Bruiser: Unlike the Rogue and Assassin, the Trickster has a high max 60 Attack stat, which lets her put out very significant amounts of damage. Combined with the Prism of Dancing Swords and Ghostly Prism giving bonuses to Attack as well, and you an put out a lot of damage in a short space of time.
- Jack-of-All-Stats: Good Tricksters can fulfil almost all roles in a group, from team support, soloing bosses, damage dealing, to rushing.
- Knife Nut
- Our Elves Are Better: The Drow Trickster skin.
- Peek-a-Bangs: Both the Deadly Vixen skin and the Drow Trickster skin have their right eyes covered by hair.
- Royals Who Actually Do Something: The King Knifeula skin.
- Stealth Run: The job of dungeon rushing Tricksters: run through rooms, bypass enemy fire, and let their allies teleport to them at the boss.
- Action Girl: The Sorceress skin.
- Black Mage: Like the Wizard, the Sorcerer's role is almost pure damage, with his scepter ability.
- Chain Lightning: The Scepter fires a lightning bolt that bounces and deals damage.
- Glass Cannon: The Sorcerer has very high damage output at an extremely long range, but because of his fragility, the Sorcerer cannot absorb damage, and cannot heal himself, which puts him in the same vein as the Wizard.
- Glowing Eyes: The Warlock skin's eyes appear to glow under his black hat.
- In the Hood
- Killer Rabbit: The Stanley the Spring Bunny skin.
- Long-Range Fighter: Both the wand and the scepter has very long ranges. Much needed, because the Sorcerer's low survivability will easily get him killed if he has to fight in close range.
- Magic Staff: The Sorcerer's ability, the Scepter.
- Magic Wand
- Painfully Slow Projectile: The Wand of the Bulwark fire projectiles that float slowly and last a very long time. Because of this, they can't be accurately aimed at enemies, but can be used to saturate an area with projectiles before luring enemies in.
- Robe and Wizard Hat
- Squishy Wizard: Like the other robe classes, the Sorcerer is one of the most fragile classes in the game with respect to health and defense.
- Took a Level in Badass: An update in June 2017 gave Sorcerer a major buff, increasing his max ATT to 70, boosting the overall damage on wands, and giving the scepters a huge damage boost and a WIS scaling that increases their damage/# of targets based on your wisdom stat while making it so that they deal less damage with each consecutive bounce.
- Blob Monster: With the Slime Ninja skin.
- Boring, but Practical: Although the MP cost of 10MP/second does not increase as you move up the tiers, ninjas may opt to carry a starter Basic Star to conserve MP while using the Speedy effect if they must move precisely and pulse the ability button. This is because a shuriken is thrown every time the ability button is released, which can excessively drain mana at higher tiers. Ninja may equip this when speed is important and damage is not a priority.
- Difficult, but Awesome: Because of his fragility relative to other melee classes, the Ninja needs to be able to dodge and aim at the same time. If you dont dodge your Ninja wont last very long. However, his DPS is one of the highest in the game, and he can easily rip through enemies if maxed, especially due to the fact that his weapons pierce.
- The Faceless: The Ninja is always covered in a mask.
- Fragile Speedster: The Ninja can run very fast with the shuriken, but his short range is paired with his fragility and low vitality relative to the melee classes. To overcome this, the Ninja uses extreme speed to evade damage, and his damage output to defeat enemies quickly - paired together, the Ninja often closes up on its target quickly and brings it down before he takes too much damage.
- Glass Cannon: Like his fellow leather armor classes, he's fairly fragile with low DEF and HP stats, but can dish out staggering damage to multiple targets at a time using his katanas.
- Herd-Hitting Attack: Unlike sword using melee classes, his weapons pierce targets, allowing him to clear hordes faster than the Warrior or Knight can.
- Highly Visible Ninja
- Katanas Are Just Better
- Wooden Katanas Are Even Better: The tier 1 Kendo Stick, good for practice.
- The Paralyzer: The untiered Midnight Star paralyses any enemy it hits. For a whopping 4 seconds too.
- Poisoned Weapons: The Doku no Ken, coated in the Son of Arachna's venom.
- The Power of the Sun: The Ray Katana is charged with the power of the sun itself.
- Prophet Eyes: The Shadow skin has white eyes.
- Damage-Increasing Debuff: Higher-tiered and UT Wakizashi inflict Exposed on foes, lowering their DEF by 20.
- Flaming Sword: The UT Wakizashi of Crossing Fires and UT Fire Blade
- Herd-Hitting Attack: Katanas and his Wakizashi both pierce enemies.
- Jack-of-All-Stats: Samurai combines elements from Ninja and the melee classes, in addition to having decent stat caps all around (with the standout being his 75 ATT). While he cannot replicate their strengths as well, the combination of heavy armor and a Katana already makes the Samurai uniquely powerful.
- Katanas Are Just Better
- Wooden Katanas Are Even Better: The tier 1 Kendo Stick, good for practice.
- Poisoned Weapons: The Doku no Ken, coated in the Son of Arachna's venom.
- The Power of the Sun: The Ray Katana is charged with the power of the sun itself.
The AlchemistAn NPC that formerly allowed players to trade in unique tokens for exclusive items.
- Betting Mini-Game: Realm Gold or unlockable Tokens can be used in the Alchemist's "spin to win" game. Some sort of reward is guaranteed, but it may not be great.
- Anti-Frustration Features: Using a chest applies Pet Stasis for a long period of time. This is to prevent high-level Pets from killing the Chest and therefore denying the player loot.
- Cool Old Guy: He used to be an adventurer, but retired and now gives out Quests.
- Chef of Iron: While he used to be a skilled fighter and now gives out quests for great rewards, if you give him 3 pet eggs he can turn them into an Egg Omelette which is also for your pets.)
- Difficult, but Awesome: His chests can be a bit tedious to do (and downright frustrating for the Epics), but they can contain 'any item' from the dungeons in the pool. Yes, that includes White Bags. The Epic Chests in particular can give you top-tier UT items. Even the Forgotten Crown is fair game.
- Dude, Where's My Reward?: Due to the difficulty of some of his quests and the RNG-based nature of the chests, sometimes it can feel like this.
- Fetch Quest: His quests require you to retrieve certain Marks, which are guaranteed drops from most Dungeon Bosses. Get enough of the types he wants, and you can trade them in for a Quest Chest or Epic Quest Chest, depending on how difficult the Quest is.
- Item Crafting: During Month of the Mad God 2019, the Tinkerer can combine metal scraps and fragments obtained from the four alien planets into Alien Cores; all four Alien Cores into the Loaded Core; and the Loaded Core and the Locked Reactor (a drop from Commander Calbrik) into the Entropy Reactor.
- Quest Giver: His role in a shtick.
- That One Sidequest: His Epic Quests can range from moderately easy (kill Oryx 6 times and take his marks), to absolutely insane (fully complete the Shatters 4 times and take the Forgotten King's Marks). Whether or not people do them is usually dependent on if they think the effort is worth the Epic Chest.
The Login Seer
- Play Every Day: The gist of the Calendar. Since the best rewards tend to be located at the end of the calendar, a perfect login streak is usually required to get them.
- Anti-Frustration Features: You can ask him to give you a destroyable chest that gives 4 HP/MP potions, which alleviates the boring task of grinding low-level monsters for them.
- Lampshade Hanging: If you ask him to heal you, he will, but afterwards he will ask you why you couldn't just do it in the Nexus.
- Hidden Depths: If you open a Cursed Library in the Guild Hall, Guill expresses what can only be described as passive-aggressive hostility towards the Realm Eye. Combined with the fact that the Realm Eye warns you about Guill, it's safe to assume that they may know each other more than they let on...
- Obfuscating Stupidity: If asked about Guill, the Realm Eye warns them that he suspects Guill may be far smarter than he lets on, since he knows of things not even he knows about. While he admits that Guill has only good intentions, he still advises the player to exercise some caution.
- Only Known by Their Nickname: His real name is Guillermo, but he is only referred to as Guill.
- Shout-Out: A number of his phrases are references.
- This Is Gonna Suck: In case you ever get the insane idea that you can solo the Lost Halls, Guill will provide a number of responses that may convince you otherwise.Guill: "Youre planning to solo this? Hold on, let me just grab your last will and testament real quick."
Craig, Intern of the Mad God
- Butt-Monkey: Working for the Mad God has him always stressed out, his rituals usually don't go well (to the point that even his victims criticize his work), and adventurers constantly disturb his peace to destroy whatever he's trying to build. Even the developers don't treat him well.
- Energy Being: As a Magic Sprite, it goes with the territory.
- Nice Guy: Probably the only one in the Realm. The only time he shows any form of hostility is when you break into the ritual he spent ages preparing and destroy it after he begs you to stop.
- Overly Long Name: His true name is over ten thousand letters long, but is pronounced exactly like Craig.
The Realm EyeAn entity that has watched over the Realm for ages, which has let him gather an immense amount of knowledge. Sealed away in the Cursed Library by the Corruption Phantom, he will answer one question after you off his captor.
- Eyeless Face: The Realm Eye's body consists of its eye and nothing else. While it's unknown how he got that way, he denies any relation to the Pentaract Eyes, and assures you that he's content with his state.
- Mr. Exposition: The Realm Eye is a highly knowledgeable entity and will share information on anything you ask him. Bosses, encounters, dungeons, every tiered weapon, and some miscellaneous bonuses, he's got it all, packing over 250 possible responses.
- The Omniscient: He has watched the Realm for millennia, and knows just about everything there is about the place. The only places he cannot see into are the Nexus and the Void.
- No Communities Were Harmed: Any resemblance to actual websites, living or dead, is purely coincidental.
- The Watcher: The Realm Eye has existed for many millennia, silently watching the affairs of the realm and beyond.
- Metal Slime: Candy Gnomes are rare enemies that try to run away from players instead of fighting, and are the only source of portals to the Candyland Hunting Grounds.
- Piñata Enemy: An extremely rare, harmless enemy that can drop keys to Davy Jones' Locker and is the only way to get to the Beachzone.
- Unique Enemy: The appearance of a Beach Bum is incredibly rare such that there could be hundreds of realms that pass by without one.
- Dem Bones: All minions of the Deathmages are skeletons.
- Evil Counterpart: To Necromancers. Deathmages look like reskinned versions of Necromancers and both have powers related to death, but one is a player class and the other a quest boss. Ironically, Necromancers are especially useful against Deathmages, due to their ability to quickly clear a Deathmage's skeleton horde.
- Flunky Boss: Deathmages are capable of spawning four different kinds of skeletons to aid them.
- Night of the Living Mooks: Deathmages and all of their minions are undead.
- Robe and Wizard Hat: The standard attire of a Deathmage is black pointy hat and robe.
Great Coil Snake
- Enemy Summoner: Great Coil Snakes are capable of churning out swarms of Temple Snakes if not killed quickly enough.
- Snakes Are Sinister: These snakes are out to kill you.
- Combat Medic: The Phylactery Bearer is moderately powerful and tries to follow the Lich to heal it.
- Flunky Boss: The Lich spawns Mummies, as well as Phylactery Bearers and Haunted Spirits when buffed to at least Level 2.
- Monster Lord: Liches are kings who have become undead but still retain their intellect and dominion over their subjects.
- Mummy: The majority of minions summoned by Liches are mummies.
- Night of the Living Mooks: Liches and all of their minions are undead.
- Rare Random Drop: Phylactery Bearers and Haunted Spirits summoned by Liches have a small chance to drop the items in the Phylactery Mystic set (The Phylactery, Soul of the Bearer, Soulless Robe and Ring of the Covetous Heart).
- Combat Medic: Greater Nature Sprites, dangerous enemies by themselves, can heal the Ent Ancient as well.
- Elite Mooks: If buffed to level 2 or more, Ent Ancients can spawn Greater Nature Sprites, which are more dangerous than the boss itself, or many Realm Gods.
- Flunky Boss: Ent Ancients can summon Ent Saplings, Ents and Greater Nature Sprites if buffed to level 2. During Christmas, Evergreen Ents (as Ent Ancients are reskinned during this time) can also summon Mad Santas (reskinned Beer Gods).
- Mini Mook: Ent Ancients can spawn Ent Saplings and Ents, which are smaller, weaker versions of themselves.
- Rare Random Drop: Greater Nature Sprites summoned by Ent Ancients have a small chance to drop the elusive Quiver of Thunder.
- When Trees Attack: These living trees have faces and can kill you.
- Compelling Voice: He seems to try to use this to lure players into his oasis.
- Flunky Boss: Each Oasis Giant is accompanied by Oasis Rulers, Warriors, Monsters and Creatures.
- Our Giants Are Bigger: Big, foul-smelling, fish-like creatures that live in oases.
- To Serve Man: He will gladly kill you and feed you to his minions.
- Back from the Dead: When killed, a Phoenix Lord leaves behind an egg that hatches into the Phoenix Reborn, but it can only do this once.
- Flunky Boss: Phoenix Lords can summon Birdmen minions.
- Multiple Life Bars: Three of them. The first as the Phoenix Lord, the second as the Egg, and the final one as the Phoenix Reborn.
- The Phoenix: A bird made from flames that can revive itself from death once.
- Smashed Eggs Hatching: The Phoenix Reborn will hatch one its egg is destroyed.
- Turns Red: When it transforms into the Phoenix Reborn, it gains more HP and the ability to fire Weakening stars.
- Asteroids Monster: Upon death, a Large Ghost will sometimes spawn a few Imps.
- Flunky Boss: A Ghost King is accompanied by Ghost Archers, the number of which depend on his evaluation level.
- Monster Lord: Ghost Kings are kings of ghosts that still retain their crown.
- Puzzle Boss: In order to drop the Ghost King's invulnerability, players must find and kill the Ghost Master, who has different attack patterns but otherwise looks identical to the other Ghost Archers.
- Rare Random Drop: The King can drop the ST Memento Mori and Interregnum.
- Tragic Villain: Is a sorrowful king eternally trapped in the castle where his wife died, doomed to fight again and again until he becomes sapped of all his energy.
- Carry a Big Stick: Wields a club.
- Cyclops: This creature and all of its minions only have one eye.
- Fan Disservice: Would be this if the graphics were more detailed.
- Flunky Boss: Cyclops Gods can summon various types of cyclopes.
- Wake-Up Call Boss: Considering the player didn't buff any of the Ents or Liches, the Cyclops God is a step up in terms of difficulty. He has much more health, can deal far more damage, and will gleefully swarm you with his Cyclops minions.
- Walking Shirtless Scene: Cyclops Gods don't wear shirts.
- Black Cloak: The Kage Kami's attire is a black cloak and hood.
- Bonus Boss: The Kage Kami does not have any Quest Marker and is not required to close the Realm.
- Gratuitous Japanese: Kage Kami is Japanese for Shadow God. He can say "Kyoufu no Kage!", which means "Shadow of Fear!" in Japanese.
- Intangible Man: Can sometimes turn transparent and chase down players.
- Trap Master: This creature is capable of planting Spectre Mines that deal damage and inflict sick to players that get close.
- Big Red Devil: Demons that are red and bigger than player characters. Yep, they fit the bill all right.
- Flunky Boss: The Red Demon maintains a small squad of various Demons around him.
- Painfully Slow Projectile: He can generate small orbs of fire that float lazily around him. They hit deceptively hard, for 110 damage each.
- Playing with Fire: Fitting for a demon, he attacks using blasts of flame
- Wake-Up Call Boss: The Red Demon is the strongest standard Quest Monster in the Realm, and packs significantly more HP than the Cyclops God before him. He also packs an extremely painful shotgun and can summon numerous minions.
- Enemy Summoner: The Colony can defend itself by throwing red bombs and summnoning parasite minions to swarm players.
- Stationary Boss: The Colony itself can't move.
- Zerg Rush: The Scout Colony's minions rely on sheer numbers to swarm players and deal heavy damage in a short time.
Lesser GodsUniquely powerful enemies that are a step up from the normal enemies. These include the Flayer God, Undead Dwarf God, Minotaur, and Lizard God.
- Cthulhumanoid: Flayer Gods have tentacles on their faces.
- Elite Mooks: The weakest enemies that are treated as Gods (for the purpose of the Gods Killed fame bonus), the Lesser Gods of the highlands are a step above most monsters but weaker than the proper Gods in the Godlands.
- Enemy Summoner: Except Minotaurs, all Lesser Gods can spawn minions of their own.
- Golem: Undead Dwarf Gods, despite their name, look more like giant constructs made from steel.
- A Load of Bull: Minotaurs are essentially big, bipedal bulls.
- Bad Santa: During Christmas, Beer Gods are reskinned into Mad Santas. Outside of looking like Santa Claus and being summonable by Evergreen Ents, they are no less dangerous than normal Beer Gods.
- Elite Mooks: Beer Gods are beefy and dangerous, in some rare cases even capable of killing maxed characters, especially if they manage to spawn on top of one. Be very careful.
- Giant Mook: Beer Gods are one of the biggest non-boss enemies in the game, around four times the size of players.
- Puzzle Boss: The Beer God is initially shown as a red dot on your minimap with no corresponding enemy. Gather a small group of people, however, and it will appear and attack.
- Throw Down the Bomblet: Beer Gods can throw explosive Wine Bombs that cause players to get drunk.
GodsThe most powerful monsters that appear in the Realm, located in the center of the map or "Godlands". They include the Medusa, White Demon, Flying Brain, Slime God, Ent God, Leviathan, Ghost God, Sprite God, Djinn, Beholder, and the Construct Trio.
- Armor-Piercing Attack: White Demons always do 45 damage no matter what awesome gear you're wearing.
- Blob Monster: Slime Gods are made of slime.
- Dead Man Switch: When a Djinn takes a significant amount of damage, it will become invulnerable and flash red for a second, shoot a ring of white bullets, then die.
- Elite Mooks: The most powerful and toughest monsters in the Realm.
- Enemy Summoner: Usually averted; unlike Lesser Gods, the proper Gods do not spawn enemies. The exception is the Sprite God, but even then the Sprite Children spawned by them are harmless and only serve as a source for Sprite World portals.
- Golem: The construct trio, consisting of a Rock Construct, Steel Construct and Wood Construct.
- Healing Factor: The Constructs constantly heal each other in a circle, essentially making them impervious to most damage. The only ways to kill them are to use a Mystic to cut off the healing to one of them before breaking the chain one-by-one, or overwhelming them with brute force.
- "Instant Death" Radius: Be warned that standing directly on top of a Djinn while it attacks will incur massive damage to most classes and usually instant or split-second death, regardless of stats.
- Oculothorax: Beholders are essentially flying eyeballs surrounded by little appendages.
- Our Genies Are Different: Djinn are present as one of the gods in the Realm.
- Our Ghosts Are Different: Ghost Gods are giant ghosts that fire slow-moving walls of bullets.
- Our Gods Are Different: 'God' is the term used by the game to refer to the most powerful enemies in the game, mostly the non-boss monsters living near the centre of the Realm. If your character makes it to the endgame, chances are that you should have killed quite a large number of them.
- Rare Random Drop: All of them can drop Stat Potions, namely Defense, Attack, and Speed, making farming Gods a moderately effective way to get them (at least the 3 they drop), especially for brand new level 20 characters that are not yet strong enough to tackle the Puppet Master's Theatre and the Toxic Sewers. Many of them also have a small chance to drop dungeon portals as well.
- Throw Down the Bomblet: Medusas can use wide-area grenades that shave off huge amounts of health. These are the bane of newer players.
- When Trees Attack: Ent Gods are trees with faces that can move around and kill you.
- Boss in Mook Clothing: Is much more powerful than the normal Gods.
- Lightning Bruiser: Moves fast, is rather bulky, and can hit very hard.
- Losing Your Head: As the Headless Horseman's name could attest.
Lucky Gods (Lucky Ent God and Lucky Djinn)Souped-up versions of Ent Gods and Djinn respectively an that drop the entrances to some of the Epic Dungeons.
- Gold-Colored Superiority: They are golden in color, and are even deadlier than their non-gold counterparts.
- King Mook: They look like bigger, golden versions of Djinn and Ent Gods, only one of each can exist per realm, they have the same attack patterns as regular Djinn and Ent Gods but are larger in size, do significantly more damage, and have more HP.
The Crystal Prisoner is actually the queen of the Shatters, who tried to escape the ruination of her kingdom. Caught by Oryx and imprisoned in a gemstone prison, the Void Entity had already managed to taint her soul.
- Bullet Hell: The first boss to really use patterned projectile spam.
- Flunky Boss: Maintains a squad of Crystal Prisoner Steeds that fire Weakening blasts.
- Rare Random Drop: The Crystal Sword and Crystal Wand.
- Sealed Evil in a Can: Was trapped inside the Mysterious Crystal for an unknown reason.
- Self-Duplication: The Prisoner can summon clones of herself, which are weaker and only have one attack.
- Ungrateful Bastard: The Prisoner will try to persuade a group of players to break the crystal but will attack them once she's been freed.
- Was Once a Man: The Crystal Prisoner was once the queen of the Shatters and wife of the Forgotten King.
Totalia the Malevolent
- Fighting a Shadow: The Totalia enemies are merely apparitions of the real Totalia, sent by her to collect bone tokens.
- Flunky Boss: Starting from her fourth phase, Totalia will be accompanied by a swarm of bat minions that will attack you and constantly get replenished if destroyed until the fight ends.
- Wicked Witch: A witch interested in collecting bone tokens from the piles of bones scattered throughout the realm for some nefarious purpose.
- Noob Cave: The enemies in the Pirate Cave are only slightly stronger than the pirates who serve as The Goomba of the Realm. The dungeon itself can easily be completed solo by a completely new character and is extremely easy even when compared to the next-harder one, the Forest Maze.
- Pirate: The entire dungeon consists of various kinds of pirates.
- Pirate Parrot: The pirates have their own pet parrots, which you can kill for tier 1 ability items.
- Big Creepy-Crawlies: Mini Megamoths, despite the 'mini' in their name, are still almost as large as players.
- Killer Rabbit: The most dangerous enemies in the Forest Maze are Ultimate Squirrels, which look just like bigger squirrels and throw acorns at you.
- Our Goblins Are Different: Forest Goblins appear as the common enemies in the Forest Maze.
- Giant Spider: No real life spider comes close to the size of the enemies in this dungeon.
- Smashed Eggs Hatching: Stepping on an egg, either with yourself or with a Trickster's decoy, will cause spiders to hatch.
- Spider Swarm: In this dungeon, you'll be swarmed by spiders, especially if you happen to step on a spider egg.
- Elite Mook: Greater Pit Snakes and Pit Vipers are significantly harder than the other snakes and the main obstacle standing between newer players and the boss.
- Snakes Are Sinister: The Snake Pit is entirely populated by snakes hellbent on killing you.
- Basilisk and Cockatrice: Basilisks appear as fairly unremarkable enemies in the Forbidden Jungle.
- Combat Medic: Jungle Fires can heal Mask Hunters, Warriors and Shamans at a very fast rate.
- Jungle Japes: The dungeon is a tropical jungle where you face off against barbarians and totem poles.
- Malevolent Masked Men: One of the main groups of enemies in the Forbidden Jungle is masked tribesmen.
- Bee Afraid: The bees spawn in large quantities, deal high damage, and have erratic movements, making them pretty dangerous and difficult to kill.
- Mook Maker: Mini Hives do not attack directly and can summon Small Bees.
- Smashed Eggs Hatching: Breaking a Maggot Egg will cause a bunch of Maggots to hatch from it.
- Turns Red: Upon death the Fat Bee has a chance to turn into an Angry Fat Bee.
- Zerg Rush: The bees spawn in huge numbers.
- Action Bomb: The Rayr chases players until it gets close, then flashes briefly before self-destructing, releasing 8 armor piercing waves.
- Our Fairiesare Different: Enemies in the Magic Woods are fairies transformed from the life essence of a legendary guild active in the distant past.
- Elite Mooks: You can sometimes find Native Sprite Gods in this dungeon, which are nearly identical to their Godlands counterpart except that they don't spawn Sprite Children (so you can't open a portal to the Sprite World in a Sprite World).
Candyland Hunting Grounds
- Blob Monster: The various monsters made from whipped cream.
- Piñata Enemy: Gumball Machines. They don't attack you and drop some nice loot, especially the UT Candy Ring.
- Unicorn: Unicorns appear as enemies in this dungeon. The bigger Gigacorns serve as bosses.
- All Trolls Are Different: Forest Trolls and Troll Pathfinders in the first part are ugly, monstrous humanoid creatures.
- Combat Medic: While they are shooting at you from a distance, Risen Mages are also healing every other monster every second.
- Damage-Increasing Debuff: If you're a melee class, beware of Zombie Hulks - they can reduce your DEF.
- Enemy Summoner: Werewolves can spawn Werewolf Cubs to chase you and are no slouch themselves.
- Night of the Living Mooks: Most enemies in the Haunted Cemetery are undead of some kind.
- Our Ghosts Are Different: Apparitions and Haunted Spectres in the second part and Classic Ghosts in the fourth part are rather generic-looking ghosts.
- Our Werewolves Are Different: Werewolves are big, fast enemies that can spawn cubs.
- Throw Down the Bomblet: Troll Pathfinders in the first part can throw bombs at you.
- Undead Child: The Possessed Children resemble pale, sickly, undead children.
- Black Cloak: Reapers, Vampires and Vampire Kings can be distinguished by their black cloaks.
- Blob Monster: The main non-undead residents of this dungeon are slimes, and particularly annoying ones as well.
- Dem Bones: Skeletons are fairly common enemies in the Undead Lair.
- The Grim Reaper: Reapers look the part, being hooded and cloaked skeletons wielding scythes, but are actually one of the less dangerous enemies in the Undead Lair.
- Monster Lord: Skeleton Kings, Mummy Kings, Pharaohs and Vampire Kings look the part, complete with crowns.
- Mummy: Mummies are just another type of undead in this dungeon.
- Night of the Living Mooks: The majority of enemies in this dungeon are undead.
- Our Ghosts Are Different: Ghosts in this dungeon come in a few flavours (generic spectres, rogues, archers, warriors, paladins, knights, mages and bats).
- Sinister Scythe: Reapers wield scythes to fit with their theme.
Abyss of Demons
- Big Red Devil: All non-boss enemies here are red demons, except the White Demons accompanying Malphas.
- Elite Mooks: Archdemon Malphas' room is home to a few White Demons, exactly the kind you usually find in the Godlands. Clear them first before engaging in battle with Malphas.
- Blob Monster: Brown Slimes and Slime Gods.
- Elite Mooks: Slime Gods in the Toxic Sewers are basically the same thing as the normal Slime Gods in the Godlands, with an increased drop rate of defense potions. Usually there'll be only one per run, they are not that common.
- Metal Slime: Golden Rats. They're pretty uncommon, do not fight back but try to run away from you, despawn if not killed quickly enough, and have fairly good drops (Potions of Defense and the UT Murky Toxin).
- Our Goblins Are Different: Goblins are the most common enemies in the Toxic Sewers - these are much more dangerous than the Goblins normally found in the realm.
- Sewer Gator: The Toxic Sewers is the natural environment of alligators.
- You Dirty Rat!: Beware of the rats in this dungeon - they can deal surprisingly high damage.
- Asteroids Monster: When destroyed, a Deholder, Lips of the Lost or Hand of the Helpless will release a swarm of Vile Maggots, which can accumulate damage surprisingly quickly if not killed.
- Eye Scream: A Deholder is a Beholder that somehow had his lone eye gouged out, as if becoming a grotesque Beholder wasn't bad enough.
- Palette Swap: The Enlightened Beholder, unlike other Realm Gods found within the dungeon they drop, have a slightly different colour scheme from standard Beholders in the Realm.
- Rare Random Drop: Deholders, Lips of the Lost and Hands of the Helpless can drop Ronin's Wakizashi.
- RockPaperScissors: Hands of the Helpless are huge hands that change between Rock, Paper, and Scissor forms. Each form attacks differently.
Cave of a Thousand Treasures
- Chest Monster: From far away, a Treasure Mimic seems like just another treasure chest. When a player gets close to it, the Mimic grows arms and legs and slowly chases players while firing bullets.
- Combat Medic: The Treasure Plunderer attacks players and heals nearby Treasure Robbers that are in their invisible phase.
- Hulking Out: The Treasure Rat, at first, looks like a normal small rat. Attack it, and it will grow into a massive, muscular humanoid with devastating attacks.
- Rare Random Drop: All enemies in this dungeon have a chance to drop stat potions.
- Stealthy Mook: Treasure Robbers can temporarily turn invisible, during which he can be healed by Treasure Plunderers.
Davy Jones' Locker
- Action Bomb: Lost Souls charge at nearby players and explode into bullets.
- Ghost Pirate: This dungeon is filled to the brim with undead pirates.
- Night of the Living Mooks: Even moreso than the other undead-themed dungeons, Davy Jones' Locker consists entirely of undead.
- Raising the Steaks: In addition to ghost pirates, this dungeon has ghost rats and ghost fish.
Manor of the Immortals
- Animated Armor: The Armor Guards are haunted suits of armor that throw bombs.
- Bat Out of Hell: Beware of the Vampire Bats: they are plenty in number, fast, and accurate.
- Chest Monster: A Coffin, when destroyed, might drop a few valuable UT items... or become a Coffin Creature that drops no loot at all.
- Hellhound: The Hellhounds in this dungeon are unnatural, dangerous and definitely evil.
- Our Vampires Are Different: Enemies include Bald Vampires and Nosferatus.
- Piñata Enemy: The harmless Coffins that spawn a Nosferatu when destroyed can drop everything that Lord Ruthven can drop (except Attack Potions).
- Rare Random Drop: Nosferatu can drop the Bone Dagger.
- Zerg Rush: Vampire Bats come in huge numbers to swarm you.
Puppet Master's Theatre
- Evil Counterpart: The puppets in the theatre are based on player classes, with abilities closely resembling them.
- Heal Thyself: Priest Puppets can constantly heal themselves (but not their allies). Paladin Puppets can also regenerate health at a rapid pace if damaged.
- The Paralyzer: Archer Puppets can sometimes fire an arrow that paralyse the victim.
- Perverse Puppet: All enemies in this dungeon are puppets that can kill you.
- Shield Bash: Knight Puppets can use a shield bash-like bullet that reduces your DEF to 0.
- Stealthy Mook: Every so often, Rogue Puppets will turn invisible and move around erratically while firing shots.
- Super Mode: The Warrior Puppet alternates between these 2 phases. Starting in normal phase, after enough time, it will enter berserk phase, gaining the Armored status and massively increased attack speed. This lasts only for a couple of seconds.
- Throw Down the Bomblet: Assassin Puppets can throw poison grenades like normal Assassins.
- Asteroids Monster: Enforcer Bots spawn three Mini Bots when destroyed.
- Combat Medic: Escaped Experiments can both throw bullets and heal Crusher Abominations.
- Elite Mook: Crusher Abominations and Enforcer Bots serve as the primary threat due to their power.
- Mecha-Mooks: Three kinds of robots in this dungeon (Enforcer Bots, Mini Bots and Rampage Cyborgs).
- Mook Medic: Escaped Experiments constantly heal all nearby Crusher Abominations.
- Rare Random Drop: Crusher Abominations can drop the Horrific Claws.
- Schizo Tech: The mad science found in the Mad Lab is far beyond the technological capacity of the rest of the Realm.
- Suicide Attack: After taking a certain amount of damage, a Rampage Cyborg enters self-destruct mode where it flashes for a little while and then explodes in a circle of bullets. If destroyed before the self-destruct sequence ends, it will not explode.
- Turns Red: As a Crusher Abomination spends more time in combat, it grows larger, its bullets get faster and deal more damage.
- Action Bomb: Painlings quickly run at the nearest player and explode into a ring of poison fireballs.
- Blob Monster: Blood Slurps are amorphous monsters made of liquid blood.
- Body Horror: Being a Halloween/Horror-themed dungeon, these enemies embody it with a passion.
- Convenient Weakness Placement: Explosive barrels are scattered liberally throughout the dungeon. Players can move near them to throw them, inflicting significant damage and Armor Broken on any enemies they hit, as well as removing their invulnerability. They are necessary since the Elite Mooks and boss have absurdly high DEF and in some cases invulnerability.
- Delayed Explosion: Pterasite Bombs, once dropped, lay still for about half a second before exploding into a ring of Poison Fireballs.
- Elite Mooks: Blob Colonies, Pterasite Colonies and Swarm Colonies. In addition to summoning minions to swarm players, they have absurdly high DEF (and in the case of Pterasite and Swarm Colonies, invulnerability) which necessitate the use of explosive barrels to deal armour-piercing damage, reduce the DEF and break the invulnerability so they can be killed at all.
- Enemy Summoner: Though all of them can directly fight, the main threat posed by the Elite Mooks in this dungeon are their ability to summon minions and stack up the damage on players.
- Evil Counterpart: The dungeon is home to sword-, staff-, dagger-, wand-, bow- and katana-wielding hosts, which look very similar to player characters but can't use any special abilities.
- Gone Horribly Wrong: The Realm Eye mentions that it has been speculated that the Chambers were formerly a Guild Hall before some catastrophic disaster took place.
- Heavily Armored Mook: The Colonies, which have 2000 DEF each. If you don't want to kill them with Scratch Damage and don't have a Knight with a Shield of Ogmur or an Assassin with a Crystallised Fang's Venom, then hitting them with explosive barrels is essential.
- Hive Mind: All creatures in the Parasite Chambers are part of a hive mind controlled by the Nightmare Colony.
- Level Scaling: Most of the enemies have HP that scales with the amount of players in the dungeon. The Parasite Chamber was notably the first dungeon to introduce this.
- More Dakka: Furious Lashers can churn out a scary amount of damage via rapid-firing, spreading shots in a very short time.
- Mysterious Past: Not even the Realm Eye truly knows where the parasites came from.
- Piñata Enemy: The Infested Chests found in the treasure rooms, though guarded by a few Blood Slurps, are completely harmless by themselves and can drop everything the boss can. Wail on them and hope you get something good.
- Puppeteer Parasite: A number of the enemies are adventurers possessed by parasites.
- Aquatic Mook: Every enemy, as the entire dungeon is underwater.
- Blob Monster: Sea Slurps are like slimes, but underwater.
- Elite Mooks: Sea Mares and Fishmen Warriors. They have high HP, can inflict dangerous status effects, and can also summon minions to tank your shots and pepper you with bullets.
- Enemy Summoner: Sea Mares and Fishmen Warriors, both dangerous enemies by themselves, can also spawn minions of their own.
- Fish People: The rather unimaginatively-named Fishmen and Fishmen Warriors.
- Giant Squid: Giant Squid appear as an enemy capable of creating ink bubbles. Deep Sea Beasts also resemble squid.
- Mook Maker: Sea Slurp Homes only spawn Sea Slurps and do not attack.
- The Paralyzer: Sea Mares' shot can paralyse you; this is especially dangerous when you still need oxygen when paralysed.
- Beef Gate: The Heroic Observer, which is a wall with very high HP and regenerates all missing HP every few seconds, prevents groups without sufficient DPS from accessing Jon Bilgewater's room and makes it almost impossible to solo the dungeon.
- Pirate: Like the Pirate Cave, the Deadwater Docks consists of various kinds of pirates.
- Pirate Parrot: Like the pirates in the Pirate Cave, the pirates of the Deadwater Docks also keep parrots as pets. Unlike the parrots in the Pirate Cave, they are definitely not harmless.
- Animal Mecha: Guess what a Mecha Squirrel resembles.
- Mecha-Mooks: The Mecha Squirrels in the Woodland Labyrinth are rather aptly named.
- Our Goblins Are Different: Specifically, these are the stronger version of the Forest Goblins in the Forest Maze.
- Rare Random Drop: Mecha Squirrels can drop the Chrysanthemum Corsage ring.
The Crawling Depths
- Giant Spider: Spiders here are even bigger than the ones in the Spider Den, which is saying something.
- Piñata Enemy: The Crawling Depths' treasure room contains destructible eggs, all serving as mini-chests with a small chance at loot from each of them (or a minor enemy on rare occasion).
- Smashed Eggs Hatching: Stepping or destroying a spider egg will cause spiders to hatch from it.
- Spiders Are Scary: Even moreso than in Spider Den: the Crawling Depths is an epic dungeon, meaning that the spiders can make short work of careless maxed characters.
- Animated Armor: Corrupted Armors and Mini Corrupted Armors.
- Lightning Bruiser: Corrupted Casters, who move fast as hell and employ devastating radial attacks.
- Mook Maker: Corrupted Armors spawn smaller versions of themselves at a rapid pace.
- Piñata Enemy: Lighting all torches inside the Mountain Temple will cause the hidden treasure room containing an Old Chest to open. This chest is unguarded, harmless and has the same loot table as Daichi (with the UT and ST items replaced by two other ST items).
- Support Party Member: Corrupted Monks do little damage but inflict a large number of status effects.
- The Paralyzer: Corrupted Archers can lock targets in place with their large black arrows.
- Armor-Piercing Attack: Mini Yetis' attack ignore defence.
- Bigfoot, Sasquatch and Yeti: Yetis are present in the Ice Cave.
- Elite Mooks: Big Yetis, Snow Bat Mamas, Lizicles and Iceions, which are big enemies that must be killed to open a portal to the boss room.
- Enemy Summoner: Big Yetis and Snow Bat Mamas can both attack and spawn smaller enemies.
- An Ice Person: Lizicles fire bullets that look like ice.
- Mighty Glacier: Lizicles move slowly and fire slow-moving bullets that hit very hard.
- Turns Red: An Iceion starts of relatively weak, but upon reaching 50% HP, it will temporarily go invulnerable, start chasing players and fire an aimed spread of blade-like projectiles that deal high damage.
- Animated Armor: The Haunted Armors.
- Black Knight: Knights of Oryx look like normal Knights except for their pitch black colour. The Brutes of Oryx also wear heavy black armor.
- Elite Mook: The Brutes and Commanders of Oryx are much stronger than the other monsters, and are the main obstacle for people running through the Castle.
- Enemy Summoner: Brutes of Oryx can summon Warriors of Oryx; Commanders of Oryx can spawn Insect Minions.
- Living Structure Monster: Oryx's Living Floor, eyes inside the ground that launch Quieting spells.
- Rare Random Drop: Brutes and Commanders of Oryx can drop the Ring of Pagan Favor. The Suits of Armor (Not to be confused with the Haunted Armor enemies) can drop the Anointed Robe.
- Action Bomb: Monstrosity Scarabs chase at you extremely, quick and do a good bit of damage if they happen to explode on you. Shoot them before they kamikaze you.
- Blob Monster: Biles of Oryx, which are slimes that leave trails of goo wherever they move.
- Elite Mook: Henchmen of Oryx. They are not only very powerful, they can also spawn the rest of the monsters there.
- Interface Screw: Vintners of Oryx attack by throwing relatively slow wine bombs. While they do minimal damage, they inflict Drunk, which impairs your vision and can cause you to respond to threats slower.
- Mook Maker: Monstrosities of Oryx do not attack. Instead, they spawn Monstrosity Scarabs, small enemies that dash at you and attempt to detonate on you.
- Smash Mook: Abominations of Oryx lunge quickly at players before unloading a massive shotgun, capable of instantly killing careless players. However, they can only lunge in one direction, meaning their dash can easily be sidestepped.
- Trap Master: Aberrants of Oryx do not attack you directly. Instead, they spawn Aberrant Blasters, small mines that explode into a directed spray of shots when approached.
Tomb of the Ancients
- Asteroids Monster: Bloated Mummies spawn a few Scarabs when killed.
- Beast Man: Eagle Sentries, Lion Archers and the various jackal enemies resemble the animals you're thinking of, except that their body plan is humanoid.
- Combat Medic: Worshipping Priests and Priestesses heal and defend the Sarcophagi in the Tomb of the Ancients. Jackal Lords can constantly heal nearby jackals.
- Dead Man Switch: Upon death, a Worshipping Priest or Priestess turns invincible and flashes red for about two seconds before exploding into a circle of bullets.
- Elite Mooks: Sarcophagi. Only five can spawn per run, they're marked as quest bosses, protected by a group of priests and must be destroyed to awaken the bosses.
- Enemy Summoner: Jackal Lords can both summon the other types of jackals and chase people down.
- Monster Lord: Each pack of jackals is led by a Jackal Lord, who can heal and summon the other types of jackals.
- Piñata Enemy: Treasure Sarcophagi do not attack and can spawn some decent loot when destroyed. Smash that spacebar or whatever it takes for loot.
- Beard of Evil: Archmages of Flame and Glacier Archmages have quite prominent beards.
- An Ice Person: Ice mages make up a large part of enemies in The Shatters.
- Mook Maker: Titanums and Paladin Obelisks can churn out unlimited numbers of stone minions, but do not attack directly.
- Playing with Fire: Fire mages are another group of prominent monsters in the dungeon.
- Rare Random Drop: Ice Adepts can drop The Forgotten Ring.
- Robe and Wizard Hat: All Fire Adepts and Ice Adepts wear a robe and pointed hat.
- Super Mode: If they live long enough, Fire Mages can enter a phase where they have massively increased, erratic movement and can spew walls of status-inflicting fireballs.
- Trap Master: Stone Mages can spawn Spikes that do not move and deal damage to people standing next to them.
- The Turret Master: Ice Mages can summon Ice Spheres; Fire Adepts and Ice Adepts can summon portals, stationary enemies that shoot streams of bullets.
- Bee Afraid: These bees are dangerous. DO NOT underestimate them.
- Colour-Coded for Your Convenience: The Killer Bees are divided into 3 color categories, each with their own status effects. Reds inflict Armor Break and Confused, Blues inflict Quiet, Weak, and Pet Stasis, and Yellows inflict Paralyze and Dazed.
- Elite Mooks: Soldier Bees; all of them are very dangerous, inflict many status effects and can summon smaller bees.
- Enemy Summoner: All Soldier Bees can spawn the smaller Killer Bees of the same type. Mini Killer Bee Hives can spawn Killer Bees of all types.
- Rare Random Drop: The Soldier Bees and Mini Nests can drop a number of useful items such as the Beehemoth Armor, the Apiary Armor, and the Honey Circlet.
- Smashed Eggs Hatching: Blue, Red and Yellow Larvae will be spawned in swarms whenever a Maggot Egg is destroyed.
- Bat Out of Hell: The Cavecrawler Bloodsucker is a giant fungal bat.
- Big Creepy-Crawlies: Any enemy that isn't a mushroom or the Cavecrawler Bloodsucker is an oversized arthropod.
- Cowardly Mooks: Members of the yellow mushroom group flee from nearby players while firing.
- Giant Mook: Every mushroom family has a large mushroom as its designated leader, which is significantly more dangerous than the others.
- Mushroom Man: Almost all enemies in the Fungal Cavern are mushrooms that have faces and can move around to kill you.
- Power Crystal: The Cavern Crystals, which are required to power the drill that leads to the boss.
- Segmented Serpent: The Cavecrawler Glowworms, Maggots, and Leeches. Players must destroy their body segments to make their heads vulnerable.
- Smash Mook: The green Mushroom Brutes, Sporadic Mushrooms and Mushroom Berserkers aggressively charge players as they shoot.
- Squishy Wizard: The designated mage of each family, having low HP but dangerous long-ranged attacks.
- Rare Random Drop: The Cavern Crystals can drop the Ring of Decades, and the large mushrooms can drop the Fungal Breastplate.
- Taking You with Me: The Cavern Crystals explode into rings of Quieting shards upon destruction.
- Throw Down the Bomblet: Mushroom Alchemists throw grenades in rapid succession towards nearby players.
- Turns Red: All big mushroom enemies become dangerous when their HP gets low, in various ways.
- Action Bomb: The Crystallised Boomer summons Crystal Buds, which explode into Exposing shards.
- Boss in Mook Clothing: The Crystal Worm Children, which have half the HP of the one from the Fungal Cavern but are otherwise just as deadly. With long segmented bodies that rapid-fire painful attacks, a dangerous spiral attack from its head once its body is dead, and an effective 24,000 base health across its seven segments, they're a force to be reckoned with.
- Cowardly Mooks: Crystallised Crawlers flee from players when not firing.
- Degraded Boss: Weaker Crystal Worm Children are found as standard enemies throughout the caves.
- Elite Mook: The Crystal Monsters (Boomers, Crawlers, Shriekers, Chargers, and Watchers). They have nearly twice the health of the smaller enemies, utilize deadlier and more complicated attack patterns, and are immune to most status effects.
- Power Crystal: The Cavern Crystals like before, but now almost every enemy qualifies.
- Rare Random Drop: Like the Fungal Cavern, the Cavern Crystals can drop the Ring of Decades. The big Crystal Monsters can drop the Radiant Heart.
- Silicon-Based Life: Every enemy here is made of gemstones. Even the slimes.
- Standard Status Effects: The Crystal Slimes liberally spam these to make up for their relative lack of strength.
- Taking You with Me: The Crystal Bats and Cavern Crystals explode violently upon death.
- Blob Monster: Grotto Slimes and Grotto Blobs.
- Elite Mook: In the secondary areas, you have Followers of Valus/Phaedra in the Cultist Hideout, which show up rarely and are stronger, and Greater Void Shades in The Void, powerhouses which must either be manually summoned by the Void Enity or evolve from Void Shades.
- Enemy Summoner: All group leaders except for the Tormented Golem can summon more minions when harmed. Followers of Valus can summon Fire, Ice and Lightning Demons.
- Golem: The Lost Golems, obviously.
- Heavily Armored Mook: Oryx Armorbearers essentially function as meatshields for the Champion, having rather high health and an effective DEF of 60. Tormented Golems have a whopping 1000 DEF, making most weapons deal Scratch Damage to them - although they Armor Break themselves every few seconds to compensate.
- Implacable Man: The Spectral Sentry. It cannot be killed by any means, is incredibly fast, and delivers near-lethal damage and numerous status effects with each attack. If it sees you, your only option is to run for your life and hope you can outlast it.
- Invulnerable Attack: Oryx Admirals can turn invulnerable and dash into the middle of player groups to cause confusion.
- King Mook: The leaders of each group - Commanders of the Crusade, Champions of Oryx, Grotto Blobs, and Tormented Golems.
- Life Drain: All Cultist followers have a lifesteal property that allows them to heal for 100% of damage dealt, so make sure to dodge their attacks!
- Rare Random Drop: Golems of Anger can drop the Rusty Cuffs, and Tormented Golems can drop the Golem Garments.
- Red Eyes, Take Warning: All Crusader enemies have red eyes, signifying how their sanity departed long ago.
- Turns Red: As they lose HP, various enemies in the Lost Halls will flash red and become more dangerous in numerous
- Asteroids Monster: When killed, a Bubblaris splits into two Bubblars, which can in turn split into two Bubblarions.
- Cyclops: All enemies in Malogia except the third boss only have one eye.
- Damage-Sponge Boss: The first and second boss of each planet are simple improved versions of standard enemies, with more HP and dealing more damage, and require no special strategies to defeat.
- Degraded Boss: After a boss is killed for the first time, they can appear in any following waves as standard enemies.
- King Mook: The first and second bosses of each planet are an improved version of a standard enemy found in that planet, experimented on by Commander Calbrik with the goal of developing powerful bioweapons. Their names all have the word Neo prefixed to their standard counterpart's name, and they appear identical to their standard counterparts except for colour.
- Mechanical Lifeforms: The enemies in Katalund are various kinds of indigenous inorganic creatures.
- Piñata Enemy: Defeating the final boss of a planet within the allotted time limit allows the players to destroy the Satellite Core, which is harmless and can drop all items that the final boss can at a lower drop rate.
- Segmented Serpent: Each Waltan and Neo Waltan in Untaris consists of a head and four body segments, all of which have their own HP pools. The head cannot be harmed until all body segments are destroyed.
- Starfish Aliens: None of the aliens in these planets are even remotely humanoid.
- Timed Mission: In all four planets, players are tasked with killing waves of enemies as fast as they can, with the Alien Satellite giving warnings to how much time is left. There are a total of 12 waves, and every fourth wave has a designated boss that can drop loot. If the time limit runs out, the enemies will stop spawning after the current wave is defeated, and the Alien Satellite turns into a wormhole back to the Realm. If all 12 waves are completed, the Satellite Core will become vulnerable and can be destroyed for extra loot.
- Weather of War: Most of Katalund is covered in a moving toxic cloud, except for a cloudless strip that sweeps horizontally across the arena before moving back to the opposite side. Within this cloud, players slowly lose oxygen and enemies become Armored, except for the Golden Sphinx, which is invulnerable.
- Disc-One Final Boss: They are undoubtedly the strongest enemies in the Realm and several levels harder than most dungeon bosses, and drop great loot when killed. However, in the end they are just one boss of many, and nowhere close to being the Final Boss.
- Lethal Joke Character: During April Fools, Thanksgiving or Christmas, some bosses receive new skins that make them harder to take seriously, which you had better do because the difference is merely cosmetic and they're still as deadly as normal:
- During Thanksgiving, the Gobble God, a giant turkey, takes the place of the Cube God. Instead of being cubes like the Cube God's, the Gobble God's minions are, you guessed it, turkeys as well.
- During April Fools, the Ghost Ship is reskinned into the Rubber Ducky, and its minions become Soap Mines (replacing Water Mines), Beach Towels (Beach Spectres), Tempest Sponges (Tempest Clouds) and Vengeful Shampoos (Vengeful Spirits).
- During Christmas, the Hermit God becomes the Hat God (which is a living Santa hat), the Pentaracts are replaced by Frostaracts (giant snowmen), while the Rock Dragon gains reindeer antlers on its eye, its body segments are presents, and its tail is a Christmas sleigh.
- Level Scaling: All event bosses and most of their minions scale HP to the number of players in the realm.
- No-Sell: All Event Bosses are immune to the Mystic's stasis. Some have other immunities as well.
- Rare Random Drop: All of the event bosses have an extremely rare item they can drop: Orb of Conflict (Skull Shrine), Dirk of Cronus (Cube God), Shield of Ogmur (Lord of the Lost Lands), Seal of Blasphemous Prayer (Pentaract), Helm of the Juggernaut (Hermit God and Grand Sphinx), Trap of the Vile Spirit (Ghost Ship), Ray Katana (Rock Dragon), Kageboshi (Jade/Garnet Statues), Tablet of the King's Avatar (Avatar of the Forgotten King), Beehemoth Quiver (Killer Bee Nest), Crystallised Fang's Venom (Crystal Worm Father), and Cloak of Bloody Surprises (Lost Sentry).
- Attack Drone: The Blue Flaming Skulls. Unlike their red variants who protect the shrine, the blue ones seek out and attack players.
- Cool Shades: During Easter, the Skull Shrine is reskinned into the Cool Shrine. Aesthetically, the Cool Shrine and its summoned skulls can be distinguished from the standard Skull Shrine by the sunglasses worn by them.
- Flaming Skulls: The Skull Shrine itself, as well as its minions, the Red Flaming Skulls and Blue Flaming Skulls.
- Stationary Boss: The Skull Shrine does not move.
- Shielded Core Boss: In a way. The primary shrine is constantly protected by a swarm of Red Flaming Skulls that tend to block a lot of damage. Unfortunately, the primary shrine is the part that needs to be destroyed.
- Turns Red: Like the Cube God, it turns invulnerable every time it loses a portion of its HP, and gains stun immunity at low health.
- Zerg Rush: Its army of skulls, combined with their rapid, punishing fire blasts, will most likely roast anybody without sufficient defense.
- Amazing Technicolor Battlefield: Often the case with the Cube God's army of Cube Overseers (orange), Cube Defenders (yellow) and Cube Blasters (teal).
- Flunky Boss: Taken Up to Eleven: the Cube God can summon hordes of Cube Overseers, that can in turn maintain armies of minions of their own.
- King Mook: A giant, blue Palette Swap of the other cube monsters.
- Moveset Clone: During Thanksgiving, Christmas and Easter, the Cube God is temporarily replaced by, respectively, the Gobble God, the Ice Cube God and the Sphere God. Gameplay-wise, the only difference between them is that killing the Gobble God and its minions will not disqualify one for the Friend of the Cubes fame bonus, while killing the standard Cube God, the Ice Cube God or the Sphere God will; and the Gobble God and Ice Cube God also drop season-themed items in addition to the standard Cube God loot.
- Odd Job Gods: A god of cubes. To be fair, its creation was an accident.
- Turns Red: Once at low health, the Cube God temporarily becomes invulnerable and gains permanent stun immunity.
- Zerg Rush: With an army of up to 110 cubes strong, swarms of its cubes are usually enough to shred reckless players.
Lord of the Lost Lands
- Barrier Warrior: When the Lord of the Lost Lands is first attacked, he will spawn Protection Crystals in a circle around himself. The Lord of the Lost Lands cannot be damaged while there are still Protection Crystals around him.
- Big "NO!": As he dies, he yells a big NOOOOO! in the chat.
- Charged Attack: The Lord of the Lost Lands can occasionally announce "GATHERING POWER!" in the chat. When he does, he will charge up for a few seconds and unleash waves of high-damage bullets.
- Flunky Boss: Summons Guardians of the Lost Lands, which summon their own Knights of the Lost Lands.
- Kaizo Trap: When he dies, he will explode into a large nova of high-damage shots, potentially killing players who get too reckless. In addition, those who rush in for their loot might get slaughtered by the minions that are still alive.
- Power Crystal: The Protection Crystals and the Guardians of the Lost Lands.
- Shielded Core Boss: He can spawn a ring of Protection Crystals that make him immune to attack until they are all destroyed. Made harder by the fact that the Crystals can attack too.
- Red Eyes, Take Warning
- Attack Drone: It summons swarms of flying Pentaract Eyes that shoot lasers.
- Eyes Do Not Belong There: Surrounded by clouds of flying eyes that don't disappear on its death, which can occasionally lead to this.
- Flunky Boss: Besides tossing occasional bombs and firing stun shots at low health, the Pentaract can only attack by spawning swarms of fast-moving Pentaract Eyes that fire lasers.
- Snowlems: During Christmas, the Pentaracts are skinned into the Frostaracts, which are snowmen that can attack and kill you.
- Stationary Boss: None of the towers actually move.
- Time-Limit Boss: If the five towers are not killed fast enough, they all respawn.
- Turns Red: Once a tower hits half health, they gain the ability to fire stun bullets.
- Wolfpack Boss: The towers themselves wouldn't be so much of a threat if there weren't 5 of them that could swarm targets with Pentaract Eyes.
- Zerg Rush: Its primary tactic is to swarm enemies with Pentaract Eyes.
- Full-Frontal Assault: As far as we know, it doesn't wear anything on its upper half.
- Informed Attractiveness: It's hard to tell on an 8x8 pixel-art character, but Oryx seems to think so.
- Invincible Minor Minion: The five Horrid Reapers it spawns can't be damaged. They die off once the boss hits 15% HP.
- Playing with Fire: Most of its attacks are fireballs and the like.
- Randomly Drops: The Tomb of the Ancients is not a guaranteed drop from the Sphinx, much to many people's irritation.
- Shifting Sand Land: When spawning, generates a large desert setpiece to do battle in.
- Time Abyss: Oryx can proclaim that she had lived for thousands of years on her defeat, before declaring that he will have his revenge on her killer.
- Vertebrate with Extra Limbs: Eight limbs: two arms, four legs and two wings.
- Aquatic Mook: This boss resides in a large pool of water.
- Cognizant Limbs: The Hermit God's tentacles are treated as separate enemies.
- Combat Tentacles: Hermit God Tentacles circle in the shallow water around the Hermit God, chasing players who get close.
- Flunky Boss: The Hermit God can summon Hermit Minions, lesser versions of itself.
- King Mook: To its Hermit Minions, which look the same except for smaller size and less fancy colours.
- Odd Job Gods: A god of hermit crabs.
- Red Eyes, Take Warning: Its eyes are normally white, but they glow red when it uses its most powerful attacks.
- Shielded Core Boss: It's not until you destroy all its tentacles does it surface and become vulnerable.
- Action Bomb: Water Mines, which try to approach players to detonate themselves.
- Aquatic Mook: The Ghost Ship's setpiece is an inland sea.
- BFG: Sometimes fires cannonballs larger than itself.
- Flunky Boss: Summons a variety of ghosts, explosives, and thunderclouds to aid it in battle.
- Flying Dutchman: The Ghost Ship is seemingly crewed only by ghosts.
- Ghost Pirate: The Beach Spectres and Vengeful Spirits summoned by the Ghost Ship.
- Hostile Weather: The Ghost Ship can summon Tempest Clouds that circle around it and fire lightning at nearby players.
- More Dakka: Its primary means of attack is to spam cannonballs like a machine gun.
- Red Eyes, Take Warning: Beach Spectres and Vengeful Spirits.
- Sea Mine: It can summon Water Mines to catch unwary players.
- Underwater Boss Battle: The Ghost Ship's setpiece is an inland sea, meaning that most of the fight will take place in the water.
- Units Not to Scale: It's very small for a ship, being only slightly larger than your character.
- Yellow Lightning, Blue Lightning: The Tempest Clouds' is yellow.
- Action Bomb: The Rock Dragon can summon Rock Dragon Bats that charge towards the nearest player and detonate when close to one.
- Bonus Boss: Doesn't need to be killed to close the realm, and drops the Lair of Draconis
- Bilingual Bonus: The stones in the Rock Dragon's arena create the Chinese symbol for "Dragon" (龍).
- Cognizant Limbs: The Rock Dragon's eye, body segments and tail can all be targeted separately from each other.
- Eye Beams: When all of its body parts are destroyed, the Eye of the Dragon discards its fire attacks in favor of radial purple lasers, as well as a single aimed laser that deals huge damage. In its second phase, its body segments grow eyes and start spamming these.
- Eyes Do Not Belong There: In its second phase, each of its body segments grows an eye.
- Flunky Boss: Summons Rock Dragon Bats at a fairly quick rate, which utilise slowing shots and self-destruction to defend the Dragon.
- Go for the Eye: Destroying the Eye of the Dragon is all that is needed to kill the Rock Dragon.
- Lightning Bruiser: Moves extremely quickly and has some very lethal attacks that can instakill less armored players, and it only gets faster as you break it down. Subverted when it loses its body parts, as it gets slower but can unleash even deadlier attacks.
- Our Dragons Are Different: A worm-like creature made of segmented spherical rocks, with a single eye which serves as its weakpoint.
- Playing with Fire: When its body is intact, its method of attack is to spray bursts of fire at a rapid pace.
- Rock Monster: This creature is a serpent-like thing made of rock.
- Segmented Serpent: The actual boss is the Eye of the Dragon, but it's invincible until all the Body Segments are killed.
- Shielded Core Boss: All of its body segments must be destroyed to make the eye vulnerable.
- Taking You with Me: Every segment of the Rock Dragon's body explodes when destroyed, dealing damage to nearby players. In addition, the Rock Dragon Bats it summons can blow themselves up as needed.
- Turns Red: When the Eye is brought to half health, it respawns its body segments, which start firing lasers.
Avatar of the Forgotten King
- Achilles' Heel: If there is a player fighting the Avatar that is lucky enough to have the Shield of Ogmur or Crystallised Fang's Venom, they can Armor Break it to make the fight significantly shorter.
- Action Bomb: The Avatar can summon Blobombs that charge towards the nearest player and detonate when close to one.
- Bonus Boss: Like the Rock Dragon, doesn't need to be killed to reach Oryx and drops a Brutal Bonus Level—in this case, the Shatters.
- Dem Bones: It resembles a giant skull.
- Faceless Eye: Eyes of the Avatar.
- Fighting a Shadow: The Avatar is a spiritual manifestation of the Forgotten King into the realm.
- Flying Face: The Avatar is seemingly just a giant skull with no torso nor limbs.
- Living Statue: The four Killer Pillars that surround the Avatar.
- Marathon Boss: The Avatar has 150,000 base HP, compared to Forgotten King himself who only has 100,000 base. He also has 90 DEF to boot, which is raised to 180 over half the time due to its Armored buff, extremely deadly bullet patterns that make it a huge risk to even get in range, and 4 invincible phases, each with their own deadly minions. To make matters worse, some of the phases have some sort of DPS wall (the Shades in phase 1 heal themselves at a very fast rate, while the Eyes in phase 2 just respawn if not all killed in 10 seconds). Even larger groups are liable to spend a while melting his health bar.
- Murder Water: The pools of Pure Evil that surround the boss setpiece and deal damage to those that stand inside.
- Playing with Fire: All of its attacks are some sort of fire.
- Red Eyes, Take Warning
- Shielded Core Boss: During phase 2, the Avatar summons an army of Eyes of the Avatar and is invulnerable until all of them are dead.
- Stationary Boss: The Avatar does not move.
Jade and Garnet Statues
- Bullfight Boss: Their infamous charge attack and tendency to chase players agressively can make them this.
- Dual Boss: There are the red Garnet Statue and the green Jade Statue, which will attack together and have the same stats.
- Flunky Boss: Both can summon smaller versions of themselves which fire armor-piercing bolts that also nullify pets.
- "Instant Death" Radius: They have an attack where one flashes red before charging forward while unleashing shockwaves. The dash is extremely fast and the sheer number of shots can easily kill 8/8 Knights.
- Lightning Bruiser: They're reasonably bulky, hit like trucks, and can move pretty damn fast when they want to, especially if they use their charge attacks.
- Living Statue: Two of them, made of Jade and Garnet.
- Turns Red: When one Statue dies, the surviving one will turn red, grow in size, heal a lot of health, and begin attacking a lot more aggressively, in addition to gaining a new attack.
Killer Bee Nest (Red/Blue/Yellow Beehemoths)
- Bee Afraid: Beware of these bees.
- Big Creepy-Crawlies: These bees are far larger than insects should be. Especially the Beehemoths, which at their largest are about the size of trucks.
- Combat Medic: The Killer Bee Nest is assisted by numerous Nest Colonies, which fire radial shots, throw bombs, and frequently heal the boss and all nearby Colonies for large amounts of health.
- Degraded Boss: Killer Bee Nests reappear later in The Nest (the dungeon dropped by the Beehemoths) as minions summoned by the Killer Bee Queen, although the Beehemoths they spawn are less powerful on account of being adolescents.
- Dem Bones: The Killer Bee Nest is shaped like a skull crying honey.
- Flunky Boss: Has rather few attacks, and mostly defends itself by calling in Nest Colony Guardians. During the second half, it outright delegates the fighting to the 3 Beehemoths it summons. Taken Up to Eleven with the fact that each Beehemoth can summon armies of Nest Colony Guardians.
- Lightning Bruiser: Each Beehemoth is very powerful, extremely fast, and reasonably bulky.
- Shed Armor, Gain Speed: When in their enraged state, the Beehemoths move significantly faster and hit much harder, but their DEF drops to 0.
- Stationary Boss: Being a beehive, the boss itself can't move.
- Turns Red: The Beehemoths become far more aggressive and dangerous when below a certain HP threshold. It gets even worse later in the fight, as the last Beehemoth alive will absorb the Killer Bee Nest to fully heal itself and trigger an enormous power boost.
- Wolfpack Boss: The second phase of the fight, where the Nest itself is invulnerable, and the targets are the three Beehemoths spawned by it.
Crystal Worm Father
- Flunky Boss: He spawns alongside a Cavecrawler Leech, Maggot or Glowworm, chosen randomly.
- The Pawns Go First: The Worm Father will only spawn once four waves of mushrooms have been defeated,
- Recurring Boss: The Crystal Worm Father, after being defeated in the Realm and retreating to the Fungal Cavern, reappears as a miniboss in the fight against the Crystal Worm Mother (the Fungal Cavern's main boss), with lower HP, simpler attacks and no loot.
- Shielded Core Boss: When reaching 20% health, the Crystal Worm Father will summon two Death Morels and become invulnerable until both are destroyed.
- The Turret Master: The Crystal Worm Father is assisted by Death Morels, stationary enemies that fire rings of yellow bullets, and can summon them in his final phase.
- Bonus Boss: Even more so than the Avatar: the Lost Sentry's indigo dot is visible on the minimap at all times, but it does not have a quest marker and isn't required to close the realm. This is because the Lost Sentry is arguably the most threatening enemy that can spawn in the realm itself.
- Bullet Hell: His attacks are heavily patterned and spew enormous quantities of bullets. Made worse by the fact that each shot does ludicrous damage.
- Invincible Minor Minion: The Spectral Sentry that constantly flies around him. He is far from minor though, being able to crush players with armor-piercing shotguns, and avoiding him is arguably the hardest part of the fight.
- Marathon Boss: The Lost Sentry has a towering 125,000 base HP, although he thankfully doesn't have that much defense. With the constant Bullet Hell he sprays in all directions and the invincible Spectral Sentry patrolling the area, it's already enough of a chore getting close to him, even for longer-ranged classes. And when you do get within firing range, you have to deal with his enormous health bar and devastating attacks up close and personal.
- Red Eyes, Take Warning: When at critical health, half of the Lost Sentry's headgear crumbles, revealing a glowing red eye.
- Shows Damage: Visibly crumbles over time.
- Stationary Boss: The Lost Sentry cannot move.
Crystal TowersImposing towers raised into the Realm as a joint effort between the Crystal Entity and the Keyper, these structures spawn hordes of the Entity's crystalline monstrosities into the Realm. Spawn for specific events alongside the Keyper.
- Mook Maker: The Crystal Towers summon enemies from the Crystal Cavern and will heal constantly them, but have no attacks by themselves.
- Recurring Boss: The Crystal Towers can be fought twice per realm. After being defeated for the first time, they'll become grey and inert, then become active again after all Liches or Ent Ancients have been defeated (whichever happens first). When defeated this time, the towers and their minions will be destroyed for good.
- Stationary Boss: None of the towers can move.
- Anti-Frustration Features: When entering his second phase (which is especially difficult) or dying, he will eliminate all terrain around him and replace it with plain tiles. This prevents the nearby terrain from stopping players from dodging (in the former case) or blocking the dungeon portals he drops (in the latter case).
- Cowardly Boss: At low health, the Keyper will slow all nearby players and begins quickly fleeing, while constantly throwing confusing bombs to deter attackers.
- Deal with the Devil: After being captured by the Crystal Entity, they surprisingly reached a deal. In exchange for an unlimited supply of magic keys leading to anywhere he desired, he would build Crystal Towers to allow the Crystal Entity to send invaders directly into the Realm.
- Improbable Weapon User: In addition to using an oversized key as a sword, he throws dungeon keys to fight.
- Portmanteau: Keyper = Key + Keeper.
- Rare Random Drop: In addition to his own UT item (the Keychain Cutlass), the Keyper can notably drop all the UT items and the entrances to certain dungeons normally dropped by other event bosses as well.
- Recurring Boss: The Keyper can spawn twice per realm, after the Crystal Towers (which can be fought twice per realm) are defeated.
- Shout-Out: He literally wields a Keyblade, which he can even drop as a weapon.
Biff the Buffed Bunny
- Killer Rabbit: This rabbit is not to be laughed at.
- King Mook: To the Mini Biffs, smaller versions of himself that spawn in the Godlands during Easter.
- Lethal Joke Character: In a similar vein to the Giant Oryx Chicken, he's kind of hard to take seriously since he's an Easter bunny. Like the Chicken, taking him seriously is essential in order to not get ripped limb from limb.
- Muscles Are Meaningful: Is possibly the most (visibly) muscular character in the game, and makes that clear with enormous HP and damage.
- Palette Swap: Outside of Easter, he has been seen in Month of the Mad God 2017 and September 2019, where he is recoloured, respectively, to a mossy statue and an alien creature.
- Rare Random Drop: The Vitamine Buster and Helm of the Swift Bunny.
- Sealed Evil in a Can: Must be broken out of a giant Easter egg that appears when all the smaller ones in the Realm are destroyed.
- Super-Persistent Predator: With enough patience, he can chase you all the way to the beach.
- Top-Heavy Guy: His torso is far bigger than his legs.
- Night of the Living Mooks: All enemies in this event are zombified versions of player characters.
- Rare Random Drop: The Infected Assassin Skin.
- Recurring Boss: Their leader is Bonegrind the Undead Butcher, whom you might recognise as the tutorial boss Bonegrind the Butcher, back for revenge.
- Red Eyes, Take Warning: All of these zombies have red eyes.
Oryx HordeA boss rush consisting of fights against various stone enemies, actually an attempt of summoning Oryx to the Realm that was botched by Craig. Only appears for Month of the Mad God and drops the entrance to Mad God Mayhem.
- Crosshair Aware: The Stone Guardian Swords can create red crosshairs to chase players while raining down explosive lightning bolts.
- Death from Above: The Stone Guardians Swords rain explosive lightning from the sky.
- Demoted to Extra: The Oryx Horde was the primary event boss of Month of the Mad God 2017 and 2018, but were relegated to playing second fiddle to MotMG 2019's Alien Invasion event, being available only from 30 July to 8 August instead of the whole event.
- Dual Boss: In addition to the Stone Guardians, in the first phase of the Spirit of Oryx fight, he's invulnerable and you have to endure his attacks while trying to destroy the Possessed Statue of Oryx.
- Flunky Boss: The Megamad Brute of Oryx can spawn Megamad Warriors of Oryx and Alpha Arcane Fighters.
- Grappling-Hook Pistol: The Possessed Oryx Statue can fire a grappling hook to immobilize a player and drag itself to them, which is usually followed by a point-blank Earth Smash.
- King Mook: The Megamad Brute of Oryx is a reskinned version of the Brutes of Oryx encountered in Oryx's Castle.
- Living Statue: The Megamad Oryx Statue, the first and fourth boss of the event.
- Recurring Boss: The Stone Guardians in Oryx's Castle reappear as bosses in this event, with significantly higher damage and HP.
- Sequential Boss: The Oryx Horde is a boss rush event, where 4 bosses must be fought right after each other. After destroying the Megamad Oryx Statue, you must defeat the Megamad Brute of Oryx, the Stone Guardians, and finally the Spirit of Oryx along with the Possessed Oryx Statue.
- Throw Down the Bomblet: The Possessed Oryx Statue can lob Earth Smashes, which explode into rings of fire and blast the ground into harmful poison.
- Trap Master: The Spirit of Oryx can deploy a number of status-inflicting mines.
- Hyperspace Arsenal: The Pot of Gold dropped by the Leprechaun is far bigger than he is, as he can store it within his hyperspace hat.
- Metal Slime: A harmless 'boss' that runs away from you and can outrun all characters (making it unkillable without slows), and either spawns a Pot of Gold or a portal to the Rainbow Road (which contains a Pot of Gold and nothing else). This Pot of Gold is in turn the source of very rare vanity items found nowhere else.
- An Ice Person: In addition to being made of ice himself, he uses ice attacks.
- Flunky Boss: The Permafrost Lord summons Snow Constructs to aid him.
- King Mook: To his Snow Construct minions, of which the Permafrost Lord is a stronger version.
- Rare Random Drop: The Eternal Snowflake Wand, Staff of Iceblast, and Tome of Frigid Protection - reskins of the Wand of the Bulwark, Staff of Extreme Prejudice, and Tome of Holy Protection respectively.
- The Pawns Go First: He won't awaken and attack before all 20 Snow Constructs that spawn in the mountains are killed.
- Turns Red: When the Permafrost Lord is dropped under a certain amount of health, he'll flash red, double his DEF and start rapidly using all the attacks he used in the previous phases until he dies.
- Armor-Piercing Attack: All of the Glitch's attacks deal full damage regardless of how much DEF you have.
- Jump Scare: The sound effect when it dies is the same as when a player dies.
- Mythology Gag: The Realm Eye believes that the Glitch once held access to an elusive lair of goblins, referring to a scrapped dungeon called Goblin Lair.
- Rare Random Drop: The Quintessential Quiver.
- Time-Limit Boss: During its last phase, the Glitch will attempt to run from players while trailing Exposed Code. If not killed quickly enough, it can transform the entire area into a hazardous sea of Exposed Code, making it almost impossible to chase down and finish off.
- Action Bomb: Can throw bombs that explode into rings of shots.
- Alien Invasion: Commander Calbrik is the leader of an extraterrestrial army who seeks to conquer the Realm.
- Ascended Extra: Originally added just for Month of the Mad God 2019, his encounter and the Alien Planets were made permanent after the event ended, albeit with far lower spawn rates.
- Bad Boss: One of his taunts has him threaten to off his minions if they return without killing he heroes.
- Beam Spam: One of his main attacks.
- Evil vs. Evil: While he shares Oryx's goal of killing the Realm's heroes, they're openly hostile to each other.
- Flying Saucer: Calbrik pilots a classic UFO when invading the Realm.
- Galactic Conqueror: Wants to take over the galaxy and has already subjugated many planets.
- The Pawns Go First: He'll only spawn once players have killed a sufficient number of his minions.
- The Unseen: Calbrik fights in his UFO, but the warlord himself has never been seen in person.
- Wave-Motion Gun: His UFO's other primary attack.
- Boss Bonanza: The majority of dungeons have a single proper boss and optionally treasure room(s) home to either an especially powerful Elite Mook or a second boss, with the exception of the following dungeons: Haunted Cemetery (4 bosses), Oryx's Castle and Chambers (3), Lair of Draconis (5), The Shatters (3), Secluded Thicket (3), Battle for the Nexus (4), all four Alien Wormholes (3), Mad God Mayhem (4), and Lost Halls (5).
- Boss-Only Level: The Court of Oryx dungeons (except the Secluded Thicket), the Machine, Beachzone, the Void, heroic dungeons, and Belladonna's Garden have no enemies other than a boss and its summoned minions.
- Level Scaling: All dungeon bosses have 20% HP scaling.
- Rare Random Drop: The majority of dungeon bosses have a small chance to drop a Wine Cellar Incantation or their own unique untiered equipment:
- Dreadstump the Pirate King: First Mate's Hook
- Arachna the Spider Queen: Poison Fang Dagger and Spider's Eye Ring
- Stheno the Snake Queen and Snakepit Guard: Snakeskin Armor, Snakeskin Shield, Snake Eye Ring and Wand of the Bulwark (the latter is especially infamous due to its abnormally low drop rate, even next to other white bags)
- Stheno the Snake Queen: Acidic Armor
- Stheno Pet: Snakeskin Armor
- Snakepit Guard: Pernicious Peridot
- Mixcoatl the Masked God: Staff of the Crystal Serpent, Robe of the Tlatoani, Cracked Crystal Skull and Crystal Bone Ring
- Queen Bee: Orb of Sweet Demise and Honey Scepter
- Limon the Sprite Goddess: Sprite Wand, Staff of Extreme Prejudice and Cloak of the Planewalker
- All Candyland Hunting Grounds bosses: Candy-Coated Armor and Candy Ring
- Swoll Fairy: Fairy Plate
- Desire Troll: Seal of the Enchanted Forest
- MegaRototo: Ring of Pure Wishes
- Gigacorn: Pixie-Enchanted Sword
- Cupcake: Fairy Plate, Seal of the Enchanted Forest, Ring of Pure Wishes, Pixie-Enchanted Sword, Candy-Coated Armor and Candy Ring
- Troll Matriarch: Amulet of Dispersion and Spectral Ring of Horrors
- Ghost Bride: Resurrected Warrior's Armor and Mantle of Skuld
- Pumpkin King: Ghastly Drape and Plague Poison
- Grave Caretaker: Soul's Guidance and Etherite Dagger
- Ghost of Skuld: Etherite Dagger, Ghastly Drape, Mantle of Skuld, Spectral Ring of Horrors, Soul's Guidance, Plague Poison and Resurrected Warrior's Armor
- Septavius the Ghost God and Lair Spectral Skeleton: Doom Bow, Edictum Praetoris, Toga Picta
- Archdemon Malphas and Abyss Idol: Demon Blade
- Archdemon Malphas: Scorchium Stone
- Abyss Idol: Molten Mantle
- Gulpord the Slime God: Void Blade, Murky Toxin, Toxin Tooth and Virulent Venom
- The Puppet Master: Prism of Dancing Swords and Harlequin Armor
- Oryx Puppet: Prism of Dancing Swords
- Fountain Spirit: Spirit Staff, Enchantment Orb, Woodland Robe, Fairy Ring and Lifebringing Lotus
- Avalon the Archivist: Necronomicon, Scholar's Seal, Deathless Crossbow, Wraith's Brigandine
- Corruption Phantom: Necronomicon, Corruption Cutter
- Lord Ruthven: St. Abraham's Wand, Chasuble of Holy Light, Ring of Divine Faith, Bone Dagger and Tome of Purification
- Davy Jones: Spectral Cloth Armor, Captain's Ring, Spirit Dagger, Ghostly Prism, Swashbucklers Sickle, Quiver of Shrieking Specters and Revenant Ring
- Feargus the Demented: Amulet of Drakefyre and Sullen Blade
- Pyyr the Wicked: Fire Dragon Battle Armor and Indomptable
- Nikao the Defiler: Water Dragon Silk Robe and Zaarvox's Heart
- Limoz the Plague Bearer: Leaf Dragon Hide Armor and the Helm of Draconic Dominance
- Ivory Wyvern: Midnight Star and all four Dragon Tamer ST items
- Daichi the Fallen: Orb of Aether, Wand of the Fallen, Kazekiri, Kamishimo
- Dr. Terrible: Experimental Ring, Scepter of Fulmination and Robe of the Mad Scientist
- Horrific Creation: Experimental Ring, Conducting Wand, and Grotesque Scepter
- Null: Butter Bow, Mister Mango, M Mace Murderer, Caduceus of Current Craziness, K.I.D.D. Force, Blade of Ages, Brilliance Bow and Omni-Impotence Ring
- The Servers: Mirror Cloak, Archerang, Spelling Spell, Tome of Moral Support, Challenger Helm, Shield of Pogmur, Seal of Eternal Life, Lightning in a Bottle, Epiphany Skull, Helium Trap, Karma Orb, Fools Prism, Honey Scepter Supreme, Unshuriken and NSF Wakizashi.
- AE, ASE, and AUS only: Cheater Light Armor, Cheater Heavy Armor, Cheater Robe
- AE, AUS: Regal Ring
- ASE, AUS: Luxurious Leather
- Jon Bilgewater the Pirate King: Pirate King's Cutlass and Tricorne of the High Seas
- Murderous Megamoth: Leaf Bow, Wakizashi of Eastern Winds and Hollyhock Hide
- Swarm Tree: Leaf Bow, Wakizashi of Eastern Winds and Bergenia Bow
- Son of Arachna: Doku no Ken, Symbiotic Ripper, Rags of the Host
- Malogian Bosses: Comet of Calamity, Fire Blade, Sun's Judgement, and Alien Core: Power
- Untarian Bosses: Dueling Daggers, Moonbeam Blade, Snowblind Wand, and Alien Core: Dark Matter
- Foraxian bosses: Acidic Slasher, Foramite Staff, Corrosion Cutter, and Alien Core: Corrosion
- Katalonian bosses: Gaseous Glaive, Blazon Bow, Warlord Wand, and Alien Core: Warp
- Killer Bee Queen: Honeytomb Snare, Queen's Stinger Dagger and Hivemaster Helm
- The Beekeeper: Nectar Crossfire and Hivemaster Helm
- Esben the Unwilling: Staff of Esben, Skullish Remains of Esben, Esben's Shaman Attire and Esben's Wedding Ring
- Crystal Worm Mother: Crystal Shield, Sporous Spray Spell, Tome of the Mushroom Tribes, Cave Dweller Trap and Crystalline Kunai
- Crystal Entity: Star of Enlightenment, Refraction Cloak, Crystallised Mist, Fractured Gemstone Wakizashi, Echoes Prism and Quartz Cutter
- Its Crystal Guardians (Crystallised Cyclops, Crystallised Lizard, Crystallised Fish, Crystallised Scorpion and Crystallised Monstrosity) can drop Luminous Armor
- Thessal the Mermaid Goddess: Coral Silk Armor, Coral Ring, Coral Bow and Coral Venom Trap
- The Forgotten Sentinel: Bracer of the Guardian
- Twilight Archmage: Ancient Spell: Pierce, The Robe of Twilight and The Twilight Gemstone
- The Forgotten King: Sentient Staff and The Forgotten Crown
- Bes: Ring of the Pyramid and Tome of Holy Protection
- Nut: Ring of the Sphinx
- Geb: Ring of the Nile and Wand of Geb
- Sarcophagus: Book of Geb
- Worshipping Priest/Priestess: Gebs Ring of Wisdom
- Nightmare Colony: Tome of Pain, Scepter of Devastation, Abomination's Wrath, Garment of the Beast, Parasitic Concoction, Hivemind Circlet, Recurring Terror Spell
- Stone Guardians: Ancient Stone Sword and Anointed Robe
- Janus the Doorwarden: Spiteful Scutum and Theurgy Wand
- Oryx the Mad God (Simulacrum): Ceremonial Merlot
- Giant Oryx Chicken: Chicken Leg of Doom, Anatis Staff, Apocalypse Feather, Ceremonial Merlot
- Oryx the Mad God (the real deal): Oryx's Greatsword, Champion's Bastion, Mercy's Bane and Bloodstone Ring
- Shaitan the Advisor: Skull of Endless Torment, Wakizashi of Crossing Flames and Staff of Eruption
- The Puppet Master (Encore): Thousand Shot and Prism of Dire Instability
- Royal Cnidarian: Bottled Medusozoan and Cnidaria Rod
- Tezcacoatl the Great Basilisk: Tezcacoatl's Tail and Hirejou Tenne
- El Dorado: Sealed Crystal Skull and Daybreak Chakram
- Insect Tribesman, Demon Tribesman, Bird Tribesman: Tlatoani's Shroud and Heavenly Magatama
- Xolotl the Lightning God: Penetrating Blast Spell and Reikoku
- Ice Tomb Bossses (Frimar, Polaris, Glacius): Frimarra, Enchanted Ice Shard, and Ring of the Northern Light
- Marble Defender: Brain of the Golem
- Marble Colossus: Sword of the Colossus, Marble Seal, Breastplate of New Life, and Magical Lodestone
- Agonized Titan: Carved Golem Remains
- Malus: Staff of Unholy Sacrifice, Skull of Corrupted Souls, Ritual Robe and Bloodshed Ring
- Void Entity: Bow of the Void, Quiver of the Shadows, Armor of Nil, Sourcestone and Omnipotence Ring
Evil Chicken God
- Ironic Nickname: The Evil Chicken God is neither evil nor a god. Oryx only labels it as such to intimidate new adventurers.
- Joke Character: It's hard to take an Evil Chicken God seriously, especially when it is completely harmless.
- King Mook: This poor excuse of a boss is one to the Evil Chickens and Hens, which look like smaller versions of it and are equally as harmless.
- Zero-Effort Boss: This 'boss' doesn't even fight back against you.
Bonegrind the Butcher
- The Butcher: In Name Only, though. He's an extremely easy boss.
- Knife Nut: Being a butcher, he fights with a bloody kitchen knife.
- Zero-Effort Boss: Although he does fight back (unlike the Evil Chicken God), it's more difficult to lose to him than it is to defeat him and you'll have to try if you want the ignoble honour of having a character defeated by Bonegrind the Butcher.
Dreadstump the Pirate King
- Flunky Boss: Constantly maintains a large swarm of pirate minions around him.
- King of Thieves: His title is the Pirate King, and he's the boss of a pirate-filled dungeon.
- Pirate: Dreadstump the Pirate King is the leader of the pirates in the Pirate Cave.
- Warm-Up Boss: Appropriately easy enough for the boss of the first dungeon which drops from low-level monsters.
- Big Creepy-Crawlies: This moth is at least four times as big as players.
- Flunky Boss: Is constantly surrounded by a squad of Mini Megamoths.
- King Mook: To Mini Megamoths, which look exactly the same except for size.
- Moth Menace: This moth serves as the boss of the Forest Maze. However, she doesn't pose much threat as her dungeon is one of the lowest-levelled ones in the game.
- Warm-Up Boss: The Mama Megamoth's difficulty is appropriate for the second-easiest dungeon in the game.
Arachna the Spider Queen
- Cobweb Jungle: Arachna's room is filled with a large web that slows anyone stepping over it.
- Giant Spider: Quite obviously; even her babies are big compared to real life spiders.
- King Mook: To Green Spider Hatchlings.
- Mother of a Thousand Young: Arachna is the mother of all the spiders found in her dungeon.
- Was Once a Man: Arachna was once a beautiful maiden before Oryx transformed her into a giant spider in order to hide the fact that he's a terrible weaver.
Mixcoatl the Masked God
- Cephalothorax: Mixcoatl doesn't have a torso; his legs and arms are directly attached to his face.
- Flunky Boss: He has 4 invincible totems around him that fire shots and spawn Totem Spirits.
- Malevolent Masked Man: Well, his entire body is basically a mask.
- Playing with Fire: He can launch streams of fireballs.
Stheno the Snake Queen
- Flunky Boss: Maintains several Stheno Pets that circle her and fire slowing beams. She can also summon armies of smaller snakes.
- King Mook: Stheno is a reskin of the Medusae commonly found in the Godlands, although their attacks don't have much in common.
- Knife Nut: Wields two knives.
- Purple Is Powerful: This boss' colour is purple, instead of the normal Medusa's green. She's also considerably more powerful than the aformentioned Medusa.
- Snake People: Like Medusae, Stheno has the upper body of a woman and the lower body of a snake.
- Wake-Up Call Boss: Chances are she will be one of the first bosses to actually give you trouble.
- Elite Mooks: Can be randomly found in a treasure room within the Snake Pit.
- Schmuck Bait: The room it's found in is initially empty except for a few small weak snakes and a square button at the top of the room. Pressing the button causes the Snakepit Guard to spawn behind you, and causes the walls to fire damaging arrows that inflict bleeding.
- Snakes Are Sinister: A large red cobra.
- Big Creepy-Crawlies: A giant bee.
- Flunky Boss: Constantly spawns Maggot Eggs which hatch into Maggots when damaged, which then grow into Fat Bees.
- Insect Queen: She even has a crown and a scepter.
- Wake-Up Call Boss: Significantly harder than most bosses you would find in Midlands dungeons.
- Genius Loci: If the name 'Fountain Spirit' is anything to go by, this creature seems to be the living embodiment of the fountain(s) at the end of the Magic Woods.
- Kaizo Trap: If killed while she's shooting out boomerang shots, they still come back to her location. Since the whole spread re-converges onto the same spot where her loot drops, it's entirely possible to get killed while grabbing her loot if you aren't paying attention.
- Sealed Evil in a Can: Implied, as she asks you to break the watery barrier surrounding her for a "Reward".
Limon the Sprite Goddess
- Boss Dissonance: The Sprite World features laughably weak enemies, and the only threatening monster (Native Sprite God) is rarely seen. The boss, however, moves very quickly, deals high damage, and has a Puzzle Boss phase that takes some working around.
- Energy Being: Goes with the territory for Sprites.
- Female Monster Surprise: You wouldn't expect an energy being to be female, but Limon is indeed a girl.
- Flunky Boss: Can summon groups of sprites to attack you. Since the sprites barely do any damage, the worst they can do is slow you.
- King Mook: This boss is a stronger Palette Swap of normal Sprite Gods.
- Lightning Bruiser: Moves impossibly fast and boasts some impressive firepower for the boss of an easy dungeon.
- Palette Swap: She's essentially a reddish-orange Sprite God.
- Purple Is Powerful: Inverted: the red Limon is much more powerful than the purple Sprite Gods.
- Power Floats: Like other Sprite Gods, she floats a small distance over the ground.
- Stationary Boss: One of Limon's phases is to stop moving for a while and set up a box of turrets that create a cage of bullets.
- Willfully Weak: According to The Realm Eye: "Even Oryx begrudgingly complies with Limons requests to not excessively harm nature, for he knows that her full power being unleashed would be cataclysmic."
- Armor-Piercing Attack: All of it's shots bypass defence, much to the chagrin of classes like Knights that rely on their heavy armor.
- Bullfight Boss: Gigacorn charges at the closest player while shooting bullets. After a short pause it charges again.
- Horn Attack: One of its attacks is to use its horn to launch a stream of rainbow bullets.
- King Mook: These bosses are bigger Unicorns with more elaborate manes.
- That One Boss: While it lacks the pure damage and status effects of the Desire Troll, the Gigacorn is still notorious due to the fact that all of its attacks pierce armor, meaning melees like the Knight can die just as easily as fragile classes like Wizards. It's also nigh-impossible to approach due to it's constant firing of shotguns.
- Unicorn: The boss version of normal Unicorns.
- King Mook: The boss version of normal Wishing Trolls.
- Rapunzel Hair: As can be seen from their sprite, the hair of Desire Trolls is longer than their height.
- That One Boss: Not in the whole game, but the Desire Troll is notorious for being the hardest of the Candyland Bosses. Its rapid bombardment of various bullets do immense damage and it spams red bombs all over the place, each of which can do high damage and have a wide radius. Worst of all, several of its shots can stun players, making them unable to attack. It's not hard compared to some of the other bosses, but is definitely the hardest in this particular dungeon.
- Confusion Fu: Practically all of its shots inflict Confusion.
- Flunky Boss: Spawns Fairies in battle.
- King Mook: The bigger and even beefier boss version of Beefy Fairies.
- Winged Humanoid: Like regular Fairies and Beefy Fairies, Swoll Fairies have a pair of bird wings on their back.
- Breath Weapon: Can breathe fire for one of its attacks. Of course, it's just a stream of fire bullets, but still.
- Flunky Boss: Spawns smaller Rototos.
- King Mook: To Rototos.
- Stationary Boss: These bosses cannot move.
- Blob Monster: A creature made of creampuff.
- Flunky Boss: Spawns a number of Small and Big Creampuffs.
- Glass Cannon: The Spoiled Creampuff can dish out a good amount of damage, but has very low health, so is usually not a particular threat. However, it has been known to one-shot squishier players.
- King Mook: The bigger and angrier boss version of Big and Small Creampuffs.
- Anthropomorphic Food: Yes, this boss is a cupcake capable of shooting bullets and killing you.
- Anticlimax Boss: It isn't any harder than the other bosses despite only appearing after the rest have been defeated and only being able to be fought once.
- Interface Screw: All of the Cupcake's attacks inflict Hallucinating.
Golden Oryx Effigy
- Anti-Climax Boss: Despite being the boss of a rather rare dungeon, he is fairly weak and doesn't drop anything out of the ordinary.
- Boss Arena Idiocy: The edges of his arena are lined with pots that can be broken for restoratives. To make things worse for him, these areas are outside the reach of his attacks.
- Flunky Boss: Summons Treasure Oryx defenders that fire at attackers while maintaining his invulnerability.
- Grenade Spam: Lobs a hail of grenades in his second form.
- Invincible Minor Minion: The Gold Planets that permanently revolve around him.
- Living Statue: A gold statue of Oryx that can walk around and kill you.
- Shielded Core Boss: Can't be harmed until his defenders are destroyed.
- Flunky Boss: The Troll Matriarch summons Reanimated Remains minions during her second phase.
- Large and in Charge: The Matriarch is more than twice as big as her Forest Troll and Troll Pathfinder minions.
- Shielded Core Boss: In her second phase, she turns invulnerable while still firing shots and summons Reanimated Remains which must all be killed to remove her invulnerability.
- Trap Master: The Troll Matriarch can plant Deadly Mushrooms that will explode if not destroyed quickly.
- Was Once a Man: The Troll Matriarch was the mother of the then-living Ghost Bride, prior to her transformation after her daughter's death.
- Living Statue: Before fighting the Ghost Bride herself, players must defeat Fate and Glory, two statues in her room that she possesses and animates.
- Sequential Boss: Immediately after the fight starts, the Ghost Bride will possess the statue named Fate, which must be destroyed. Afterwards, she possesses the second statue Glory, and only after Glory is destroyed can she be fought in her true form and defeated.
- Berserk Button: Despises being called the Pumpking
- Dem Bones: Seemingly a skeleton with a pumpkin head and a cape.
- Pumpkin Person: The Pumpkin King is seemingly humanoid with the head of a pumpkin.
- Shielded Core Boss: At the start of the battle, the Pumpkin King summons four Jack-o'-lanturns and cannot be harmed until all have been killed.
- Action Bomb: The Grave Caretaker constantly spawns Forgotten Souls that seek to approach players and explode into a circle of bullets.
- Elite Zombie: This zombie serves as the fourth boss of the Haunted Cemetery.
Ghost of Skuld
- Combat Pragmatist: Sort of implied. First, she tries to trick you by tempting you with a great reward if you beat her hordes of monsters. Then, she claims the reward is "a swift death", suddenly attacks and opens the battle with an unavoidable wave of paralyze bullets, and then launches her most powerful attack at you while you're vulnerable.
- Final Boss: Of the Haunted Cemetery.
- Flunky Boss: While she's no slouch in direct combat, she does make a point of summoning waves of zombies to attack you as she fires her own shots.
- The Grim Reaper: Skuld is the master of the afterlife, ultimately deciding what is done with each passed soul.
- Invincible Minor Minion: The Flying Flame Skulls spawned by Skuld cannot be hit.
- Samus Is a Girl: And you wouldn't know just by looking at her.
- Teleport Spam: Does this for one of her phases.
- Turns Red: At low HP, Skuld will absorb all active Flame Skulls and turn into a larger Flying Flame Skull for the last part of her fight. Upon transforming, Skuld will start chasing players, firing green waves and confusing stars to her sides while firing aimed spreads of cross bullets. Every once in a while, she will stop chasing, circle in place, and fire a ring of Paralyzing bullets. At critical health, Skuld will increase the frequency and number of all her attacks, in addition to adding aimed giant crosses to her arsenal.
- Zombie Apocalypse: Implied to be able to raise corpses from the dead. She is responsible for the Zombie Horde event and can also summon zombies in her battle.
The Pumpkin Master
- Bonus Boss: During Halloween events, the Pumpkin Master is guaranteed to appear after defeating Skuld as an optional bonus boss. When Halloween events are not active, before Skuld's betrayal line, there is a slim chance that she might briefly become vulnerable, allowing you to strike first. Doing so will cause the Pumpkin Master to appear after Skuld is defeated.
- Moveset Clone: The Pumpkin Master and his summoned minions have the same HP, defence and attacks of the Puppet Master 2 and his minions, but the Pumpkin Master has less health and throws out his attacks more frequently than the standard Puppet Master 2 does.
- Pumpkin Person: The Pumpkin Master himself is humanoid with the head of a pumpkin. His pumpkin minions are less anthropomorphic.
- Stationary Boss: Doesn't move.
Septavius the Ghost God
- Armor-Piercing Attack: One of his phases has him fire spirals of bullets that bypass armor.
- Flechette Storm: Can fire a storm of tiny brown bullets that move erratically and are near-impossible to dodge. They inflict minimal damage but also Quiet you.
- Flunky Boss: Summons hordes of ghosts to rush you while he sits back and bombards you with shots.
- "Instant Death" Radius: Sometimes lunges forwards and unleashes a circle of highly damaging shots. If the whole attack hits you, only some form of invulnerability will save you.
- King Mook: A boss based on the normal Ghost Gods.
- Palette Swap: Appearance-wise, the only difference between him and other Ghost Gods are his red eyes. Averted with his Heroic version, which wears a royal regalia.
- Red Eyes, Take Warning
- Bonus Boss: Can be randomly found in a treasure room within the Undead Lair.
- Dem Bones: The Spectral Skeleton has an extremely rare form of double undead status, being both a skeleton and a ghost simultaneously.
- Our Ghosts Are Different: The Spectral Skeleton has an extremely rare form of double undead status, being both a skeleton and a ghost simultaneously.
- Riddle for the Ages: The Spectral Skeleton's double undead nature seems to defy all current understanding of undead creatures and the very concept of the afterlife, and has left even the greatest scholars of the Cursed Library scratching their heads.
- Stationary Boss: He does not move.
- Turns Red: When on half health, it will briefly turn invulnerable before continuing its attack pattern with greater frequency.
- Damage Over Time: All of his shots inflict Bleeding, which drains HP quickly.
- Dressed to Plunder: He wears a tricorn hat and longcoat, and carries a cutlass.
- Eyepatch of Power: His left eye is seemingly covered in an eyepatch.
- Ghost Pirate: Or in this case, zombie pirate.
- Level Scaling: Can scale his HP with the number of players.
- Red Eyes, Take Warning
- Shielded Core Boss: He is invulnerable until all the Ghost Lanterns in his chamber are lit.
- Talk Like a Pirate: Some of his taunts are spelt as this:Avast, ye filthy mongrel!
- Turns Red: As he loses health, his shots get more numerous, making him more deadly.
- Bat Out of Hell: Can transform into a swarm of bats and then Zerg Rush you to death.
- Life Drain: For every attack that hits, Ruthven heals himself for the damage he deals.
- Our Vampires Are Different: Aside from looking the part and residing in a Gothic horror-themed dungeon full of vampire monsters, Ruthven can transform into bats and steal life from players.
- Red Eyes, Take Warning
- Shielded Core Boss: Periodically summons Coffin Creatures that need to be destroyed before he can be hurt again.
- Action Bomb: Can summon Malphas Missiles that fly at players before exploding.
- Boss Dissonance: While he isn't very easy, the minions in his dungeon are far more dangerous than he is.
- Flunky Boss: Can summon Malphas Flamers and Malphas Protectors, small demons that assist him. His (huge) room is also home to six White Demons, which players are recommended to kill first before engaging in battle against Malphas.
- Sizeshifter: Can become larger or smaller depending on the phase.
- Bonus Boss: Can be randomly found in a treasure room within the Abyss of Demons.
- Lava Pit: Can toss grenades that turn swaths of the floor into lava.
- Living Statue: A seemingly sentient idol made of gold.
- The Paralyzer: Uses paralyzing shots. A particularly nasty tactic he will do is paralyze you before throwing a lava bomb directly on you.
- Point of No Return: The entrance to his room seals up with lava once he activates.
Gulpord the Slime God
- Armor-Piercing Attack: Utilises armor-breaking attacks quite liberally.
- Asteroids Monster: Splits into halves when damaged enough, and splits into quarters after that. He then reforms for a final attack.
- Flunky Boss: Has several Natural Slime Gods in his room that will open fire on players that enter. He can also spawn swarms of Gulpord Slimes that lob bombs.
- Grenade Spam: The swarm of Gulpord Slimes he creates lob literal hailstorms of grenades (that thankfully don't do much damage).
- King Mook: This boss is a reskin of normal Slime Gods.
- Muck Monster: Gulpord and his minions composed entirely of what appears to be toxic sewer sludge.
- Playing with Fire: Shoots Poison Fireballs!
- Rare Random Drop: The Void Blade and the Murky Toxin.
- Turns Red: When his smaller versions are taken out, he reforms in the center of the room, flashes red, and chases down players while bombarding them with an endless stream of shots.
- Piñata Enemy: If the Master Rat's question is answered correctly, he'll disappear and spawn four turtles in his place. These turtles do nothing but wandering the treasure room, and they have a chance to drop the Void Blade, one of the untiered items normally dropped by Gulpord.
- Puzzle Boss: When he's first encountered, he'll ask a question. If answered correctly, he'll disappear and spawn four harmless turtles which have the same chance to drop the UT Void Blade as Gulpord does. If the answer is wrong, he'll explode and vanish, leaving nothing for you.
- Shout-Out: The Master Rat is a reference to Teenage Mutant Ninja Turtles; being a rat similar to Splinter, living in the sewers, dropping ninja equipment and spawning turtles.
The Puppet Master
- Asteroids Monster: The clones spawned by the Puppet Master in his 3rd phase will explode and spawn a few Rogue Puppets and Assassin Puppets when destroyed.
- Doppelgänger Spin: Creates several clones of himself in his second phase. They explode if killed.
- Evil Puppeteer: This former travelling act is an employee of Oryx the Mad God.
- Flunky Boss: Spawns groups of puppets to heal him and attack players. The Knight Puppet is especially dangerous due to its high health and ability to Armor Break players.
- Kaizo Trap: When he dies, he explodes into bullets that have the potential to paralyze targets, leaving them open for attack by the other puppets who are still alive.
- Marathon Boss: Was this before an update nerfed the HP of all enemies in the Theatre. He had 110000 HP (considerably more than most bosses), was armored for most his fight (resulting in 60 DEF), and had a frustrating Doppelgänger Spin phase which took a very long time to complete, not to mention the fact that he turned invincible every 5 seconds or so. As for his rage phase, the spam of the once-durable puppets (especially the Knight ones) and the armor-piercing bullet hell he fired made it very hard to approach him and kill him. Even now, with a reduced HP of 70000 and squishier minions, he still takes a while due to his confusing clone phase.
- Not so much anymore with the advent of HP scaling, which reduced his base HP to 30,000.
- Marionette Master: The Puppet Master commands the army of puppets in his theatre.
- Self-Duplication: In his third phase, the Puppet Master will send out a multitude of clones. The real Puppet Master can be distinguished by his Armored status, and if the real one takes enough damage, the clones will disappear.
- Barrier Warrior: Can summon scaled-down versions of Oryx's artifacts that give him temporary armor while firing weakening shots.
- Bonus Boss: Can be randomly found in a treasure room within the Puppet Master's Theatre.
- Flunky Boss: Summons a load of Minion Puppets that will keep you suppressed with slowing attacks.
- Grenade Spam: Tosses an astronomical number of bombs during one of his phases.
- Perverse Puppet: An evil puppet modelled after the Oryx who uses powerful magic.
- This Cannot Be!: Says this upon death, humorously imitating a certain Mad God he's based off of.
Avalon the Archivist
- Evil Librarians: The curator of the Cursed Library, Avalon was driven insane watching his life's work be overrun and ruined by Lord Ruthven's curse. He is now a crazed paranoiac trying in vain to protect his collection.
- The Faceless: His face couldn't be seen underneath Avalon's hood.
- Flunky Boss: Avalon summons Soulless Students, Soulless Scholars and Soulless Scribes in his final phase.
- One-Hit Polykill: All of Avalon's attacks can pierce through players.
- Recursive Ammo: The Book Bombs thrown by Avalon lay still for about half a second before exploding into four waves.
- Bonus Boss: The optional boss of the Cursed Library, accessible through the spawn room by defeating Avalon the Archivist and discovering the corrupted pressure plates in each dead end.
- Flunky Boss: Primarily relies on its 4 waves of minions, before engaging players directly once they're dead.
- Boss Arena Idiocy: COMPLETELY inverted. His arena boasts invincible gas emitters that limit your movement, a conveniently placed invincible bubble he can jump into for safety, and cages full of monsters he can sic on you.
- Cowardly Boss: When he is low health, he ducks inside of his invincible bubble and summons a group of monsters to deal with you.
- Flunky Boss: Has no attacks besides deploying turrets and throwing explosive potions.
- Mad Scientist
- Names to Run Away from Really Fast: You wouldn't want to be near someone named Dr Terrible.
- Throw Down the Bomblet: He can throw Green Potions that will explode if not destroyed in time.
- Bonus Boss: An optional boss that can only be fought if all Tesla Coils in the Mad Lab are destroyed.
- Humanoid Abomination: The thing is massive and disfigured beyond belief.
- King Mook: The biggest and strongest of Dr. Terrible's Crusher Abominations and Escaped Experiments.
- Lightning Bruiser: Incredibly fast for something that size. Is also completely invulnerable and hits like a truck.
- Tactical Suicide Boss: The Horrific Creation is most of the time invulnerable. The only way to kill it is to have someone lure it into a pool of green goo, which will temporarily remove its invulnerability, then wail on it.
- Ascended Extra: While originally introduced as part of 2019's April Fools event, the Machine's positive reception caused it to be permanently added in the game on Easter as a rare drop from Steel Constructs.
- Breaking the Fourth Wall: Null's dungeon, called the Machine, is described as a mysterious, otherworldly dimension, which creates and sustains the metaphysical laws that the realm and its inhabitants, even the most powerful ones, abide by. Null's minions are collectively called the Servers, whose individual members are named after the game's actual servers, and its attacks include creating firewalls and literally forcing you to disconnect.
- Cosmetic Award: While a number of his April Fools weapons actually have niche uses, Null's loot table also includes the Golden Archer vanity set, which is worthless even if you use it on a brand new character, let alone one that would actually be able to defeat Null himself. However, equipping it does give your Archer a unique appearance and a significant fame bonus on death.
- Flunky Boss: Various Servers line the edge of the arena, and will be activated by Null as it progresses through phases.
- Lethal Joke Character: Despite being added as an April Fools boss, he's extremely dangerous. Despite his dungeon being a drop from a common Godlands enemy (albeit an extremely rare one), his fight's difficulty is comparable to a Court of Oryx boss.
- One-Hit Polykill: Nearly all of Null's attacks can pierce through players.
- Shielded Core Boss: On even-numbered phases, Null will activate a group of Server minions and turn invulnerable until all activated Servers are destroyed.
Thessal the Mermaid Goddess
- Action Bomb: Summons Coral Bombs, which cluster and explode into Pet Stasising pink shards.
- Blade on a Stick: Her weapon of choice is a golden trident. She is seen using it in some of her attacks.
- Boss Arena Recovery: Downplayed. She has several conveniently placed air vents in her arena that allow players to recover air for their Oxygen Meter. However, she keeps all of them guarded by Deep Sea Beasts with Slowing attacks.
- Cluster Bomb: Her Coral Bombs explode into shrapnel and more Coral Bombs.
- Enemy Mine: She doesn't like Oryx, but teamed up with him to stop boats from sailing the seas and killing her kind.
- Kaizo Trap: Sometimes upon death she will ask you "Is King Alexander still alive?" If you don't answer with the right quote He lives and reigns and conquers the world, she will get back up and launch a final barrage of attacks at lightning speed.
- Nigh Invulnerable: During her dying rage phase, she has a whopping 960000 HP, making her nearly impossible to kill quickly. This however is made redundant by the fact that she self-terminates a few seconds later.
- Piñata Enemy: The three Coral Gifts that are spawned when Thessal dies, asks "Is King Alexander still alive?" and receives a correct answer. They can drop the same items that Thessal can, in addition to the very rare Coral Juices (which are so rare that no one actually drinks it commonly). Pour all your firepower upon them.
- Took a Level in Badass: A series of balance changes in April 2017 gave her a massive number of buffs that turned her from a pushover that would get rolled over in a split second into a terror that can actually kill maxed players. She only got stronger with the advent of HP scaling.
- Turns Red: Her attacks gain speed as she loses HP, and she can pull out some new ones too.
- Underwater Boss Battle: A given seeing how Thessal is the boss of the Ocean Trench, an underwater dungeon.
The Tomb Bosses (Bes, Nut, Geb)
- Combat Medic: While Nut is the designated support, she can inflict massive damage and status effects on unwary players.
- Flunky Boss: All three can summon various types of artifacts to assist them in battle.
- The Old Gods: They are three of the oldest deities in the realm, but were forgotten by most worshippers and are angry about this.
- Physical God: Goes with the territory for beings based off of Egyptian deities.
- Public Domain Character: They are more or less lifted straight from Egyptian Mythology.
- Sealed Evil in a Can: Their former acolytes now perform inhibition ceremonies on sarcophagi, trapping them in the sands of time. Destroying all of these sarcophagi allow you to fight and defeat them.
- Standard Status Effects: The bosses can inflict tons of these. Especially Nut.
- Stone Wall: Bes is the designated tank of the three, having abilities designed to absorb or negate damage.
- Turns Red: The most notable (and dangerous) cases in the entire game. Each of them go into an incredibly powerful rage state when low on health; Oryx help you if two of them enter this state at once.
- Wolfpack Boss: These bosses all reside within the same room. They'll activate as soon as they receive any damage, meaning that most of the time you'll have to fight all three at once, although carefully organised groups might be able to pick them off one by one without activating those they don't want to kill yet.
Ice Tomb Bosses (Frimar, Polaris, Glacius)
- Boss Arena Idiocy: Inverted. The main difference that makes the Ice Tomb harder than the normal one is that the space is smaller and the floor is made of ice that can cause players to slide into one of the bosses' potentially instakill attacks.
- Flunky Boss: All three can summon various types of artifacts to assist them in battle.
- An Ice Person: While their bullets don't change in function, they are reskinned into ice attacks.
- Moveset Clone: The bosses use exactly the same attacks as their counterparts in the normal Tomb of the Ancients and drop the same items (only reskinned). The only difference is that the Ice Tomb bosses have more HP.
- Wolfpack Boss: All three bosses will be activated and engage the players once the crystal imprisoning them is broken.
Feargus the Obsidian Dragon
- Blow You Away: Despite being a darkness sprite, Feargus wields air to attack, and can summon choking miasma.
- Doppelgänger Attack: Can summon clones of himself to attack you.
- Flunky Boss: Summons the aforementioned clones and is backed by Obsidian Soul Shards.
- Hard Mode Perks: In the original version of the Lair of Draconis, fighting Feargus first made him and the other dragons stronger, but is needed to unlock the final Ivory Wyvern battle. This is no longer the case: killing any dragon will make all the surviving ones stronger, and there is no way to miss the Ivory Wyvern.
- Invisibility: Can cloak himself for a few seconds at a time while teleporting around.
Limoz the Veridian Dragon
- Barrier Warrior: Can create a ring of Abundant Shields that circle him. These shields can fire bullets and block shots.
- Benevolent Boss: His dying words to his minions implies that he greatly cares about them.Limoz the Plague Bearer: "Flee my minions, I can no longer protect you as you have protected me..."
- Early-Bird Cameo: Limoz made his debut in the game during the release of the Battle of the Nexus, a time-limited dungeon that predated the Lair of Draconis proper.
- Flunky Boss: Spawns lots of Veridian Hatchlings to help him.
- Green Thumb: Is a Leaf Dragon.
- Plague Master: It's in his name. However, this does not translate into his battle.
Nikao the Azure Dragon
- Bullfight Boss: Does a lot of chasing when he's on his last legs.
- Flunky Boss: Summons loads of Azure Soul Shards to attack you.
- Making a Splash / An Ice Person: Nikao is a Water Dragon and fires water bullets, but he also liberally uses ice.
Pyyr the Crimson Dragon
- Bullfight Boss: Charges at you after you kill all his minions while spraying all manner of fireballs.
- Flunky Boss: Fills the room with lava and then spawns Crimson Soul Shards.
- Playing with Fire: Is a Fire Dragon.
- All Your Powers Combined: As the final boss of the Lair of Draconis, he will always inherit the powers of all four preceding dragons. How he inherits them depends on the order they were fought in.
- Apologetic Attacker: The Ivory Wyvern will express regret that he has to kill you, as he owes you for allowing him to consume the powers of the other four dragons.
- Bullet Hell: Definitely brings up the image with his fancy, multicolored patterns and large number of bullets.
- Doppleganger Spin: Can summon invincible Mirror Wyverns.
- Dragon Hoard: Behind the Wyvern, you can see a large pile of treasure that he apparently stole.
- Invincible Minor Minion: The Mirror Wyverns spawned by him cannot be killed, but will automatically disappear once he transitions phases.
- Soul Power: In addition to calling on the powers of the four dragons, he can summon their spirits to attack you. The dragons don't seem to mind much, though, as it gives them a chance to get revenge on their killers.
- True Final Boss: In the original version of the Lair of Draconis, the Ivory Wyvern can only be fought if Feargus was the first killed amongst the four Lair of Draconis bosses. After the dungeon was reworked, there's no longer a way to miss the Ivory Wyvern.
- Your Soul Is Mine: He consumed the souls of the four elemental dragons and gained their powers.
Jon Bilgewater the Pirate King
- Boss Room: Bilgewater does not reside in the main part of the Deadwater Docks - you will need to find the portal to Bilgewaters Grotto, where the boss awaits you.
- Calling Your Attacks: Sometimes does this.
- Flunky Boss: Summons hordes of parrots that heal him, block shots, and attack players.
- King of Thieves: His title is the Pirate King, and he's the boss of a pirate-filled dungeon.
- Marathon Boss: His parrots give him a truly insane healing rate, and in groups not big enough to steamroll him in 5 seconds expect to take a long time chipping him down to nothing.
- More Dakka: His signature Cannon Barrage, where he fires out rapid waves of fast moving cannonballs in all directions. This attack hits hard and can delete the health bars of even the most armored of charactes.
- Pirate: Jon Bilgewater the Pirate King is the leader of the pirates in the Deadwater Docks.
- Recurring Boss: An upgraded version of Dreadstump the Pirate King.
- The Berserker: Its final form, the Murderous Megamoth, is a lot more aggressive than its previous ones, frequently charging at targets while firing boomerangs everywhere.
- Flunky Boss: Summons lots of minions in its various forms. The Mini Larvae in its final form are especially dangerous due to their infamous shot-stacking.
- Moth Menace: The Murderous Megamoth is aptly named indeed and can easily kill 8/8 characters if you aren't careful.
- Recurring Boss: An upgraded version of the Mama Megamoth.
- Sequential Boss: Has 3 forms: The Megamoth Larva, the Mammoth Megamoth, and finally the Murderous Megamoth.
- Turns Red: As it advances through its forms and therefore loses health, it gets more aggressive and its attacks more deadly.
- Asteroids Monster: The Swarm Tree spawns several Mini Larvae when killed, making it a bad idea to sit upon it.
- Mook Maker: The Swarm Tree summons Micro Megamoth Sentinels and Mecha Squirrels but does not have any attacks.
- Obstructive Foreground: The Swarm Tree's room is at the end of a hallway, long enough to not see the room on the other side with the minimap and concealed by overhead canopies. Players need keen eyes to spot the gap in the wall and walk through to find this bonus room.
Son of Arachna
- Giant Spider: Even bigger than the first Arachna.
- Lightning Bruiser: Until his Blue Egg is broken, he moves with ungodly speed and can easily eat through Knights with his brutal attacks.
- Puzzle Boss: If you're fighting him for the first time, you may not be aware that he is quite literally impossible to beat before you take out the four eggs around him.
- Recurring Boss: An upgraded version of Arachna the Spider Queen.
- Shielded Core Boss: An interesting example. There are four eggs around the boss, only one of which has to be destroyed to make him vulnerable. However, each egg destroyed deprives him of one of his attack types.
- Standard Status Effects: Has various attacks that can inflict a lot of these.
Daichi the Fallen
- Action Bomb: Can summon Soulblasts, ghastly skull apparitions that launch themselves at players to do massive damage.
- Bullet Hell: The amount of projectiles he can fire is staggering. It gets worse as he loses health.
- The Dragon: To his master, the Demon Lord Xil. Too bad his master is such a Bad Boss...
- Elemental Powers: He can harness the Elements to fire elemental shots that have different effects. He can also call upon Elementals to fire shots for him, and at one point in his battle he absorbs several Elementals to bolster his powers.
- Shout-Out: If left alone for a while, he will sometimes say "You are no match for my powers! Execute Order 66! In addition, one of his lines during his rage phase is "Unlimited power!"
- Taken for Granite: One of his attacks is to fire a shockwave that Petrifies all players, essentially putting them into Stasis for a short time.
- Turns Red: His final phase, where he combines all his previous attacks to create a Bullet Hell that could give the Forgotten King a run for his money.
- You Have Failed Me: On the recieving end of this courtesy of his master Xil. When Daichi is defeated and calls upon Xil to destroy his killers, the Demon Lord simply tells him that he's not here to save him before grabbing his soul and dragging him away.Xil: "Daichi, you failed me. I'm not here to save you. I'm here to call in your debt."
- Achilles' Heel: Armor Piercing weapons. These deprive it of its greatest asset - its monumental defense - and make it so that the barrels are only occasionally needed to dispel its invincibility, allowing players to focus more on dodging and exploiting safe spots in its patterns. If you bring one with good range like a Crystal Wand or Tezcacoatl's Tail, the fight goes from reasonably difficult to trivial.
- Attack Its Weak Point: The Colony has permanent invulnerability and 5000 DEF, which more or less makes all your weapons do pitiful damage to it. In order to both drop the invulnerability and bypass its defenses, you must hit one of the explosive barrels in the room into it, which will not only deal enormous damage to it but drop its invulnerability and defense.
- Body Horror: From what it looks like, this boss is a monstrous fleshy abomination with tons of teeth and the ability to turn the floors and walls into gaping mouths. Thank god this thing is an 8-bit sprite, or it would be top-tier Nightmare Fuel.
- Boss Arena Idiocy: If it weren't for the explosive barrels in its boss room, it would be unbeatable.
- Bullet Hell: Has heavily patterned attacks that spew enormous amounts of bullets.
- Convenient Weakness Placement: The two explosive barrels in the boss room not only remove any invulnerability it has and break its armor, but are also one of the most reliable ways to inflict damage to the boss.
- Eldritch Abomination: Throughout the large amount of background lore present, there is no record on what this thing is or where it came from. All the Realm Eye knows is that it and the parasites showed up randomly one day, and that it's the root of the infection.
- Guide Dang It!: When the fight begins, a maw in the center of the room will begin spewing shots that inflict detrimental status effects. What most people don't know is that the maw actually fires slower depending on how many of the smaller Colonies in the dungeon you've killed. If you kill them all, you can go from being perma-weakened and pet stasised for the whole fight to being able to effortlessly avoid the status shots.
- Heavily Armored Mook: Well, boss, but the Nightmare Colony has 5000 DEF, essentially making any weapon without an Armor Pierce ability deal only 15% of its original damage. To alleviate this, players must hit it with the explosive barrels in its room.
- More Teeth than the Osmond Family: The thing is essentially a giant toothy maw. It gets even worse when it opens tooth-filled mouths all along the walls and floor to fire more bullets from.
- Stationary Boss: Can't move.
Killer Bee Queen
- Absurdly Sharp Blade: According to her creator's notes, she can cut through his heavily armored robots in a single sting. Considering the robots he was talking about were Enforcer Bots (which have 3500 HP and 30 DEF), that's a pretty damn sharp stinger. When you get the Killer Bee Queen's stinger as a weapon, this becomes even more true. The Queen's Stinger Dagger not only pierces straight through enemies, but cuts through their armor too.
- Bee Afraid: In a world where super-powerful gods and spirits roam freely, this giant, mutated bee might just be one of the hardest bosses the game has to offer.
- Big Creepy-Crawlies: Is a giant murderous bee.
- Bullet Hell: Has the honor of having the most bullet types of any boss, boasting 22 shot types and at least 4 types of grenades. She will also liberally spray these in various hard-to-dodge patterns.
- Flunky Boss: Can summon smaller Killer Bees in some of her phases, and summons 3 Adolescent Beehemoths to guard her in her last phases.
- Gone Horribly Right: Dr. Terrible designed her to be the ultimate killing machine, and his experiments were such a success that the Queen broke out of his lab, demolished it, and went off to build her own kingdom.
- Insect Queen: Unlike the Queen Bee, she looks far more realistic and menacing instead of looking regal.
- Marathon Boss: With 150,000 base HP, 50 DEF, and a total of 7 Bullet Hell laced phases, chances are you're going to be fighting this insectoid nightmare for a while.
- Point of No Return: She floods the entrance to her chamber with Killer Honey after she is awakened.
- Recurring Boss: The Queen Bee from the Hive, mutated by science into a murderous flying superweapon.
- Apocalyptic Log: The Beekeeper's computer has a number of Research Logs that it will tell you if you give it the right password, which depicts the Beekeeper's initial desire to create the Killer Bees and how his experiments went wrong.
- Bonus Boss: The Beekeeper has no Quest Marker and has to be found by randomly blasting the walls and hoping one breaks open.
- The Faceless: His face is obscured under a beekeeper's veil.
- Fire-Breathing Weapon: His primary means of attack is a devastating flamethrower.
- Flunky Boss: Summons Experimental Soldier Bees.
- Go Mad from the Isolation: Evidently being trapped in the Nest for about 5 months didn't help his mental state.
- Invincible Minor Minion: In his last phase, the Beekeeper summons some invulnerable Experimental Soldier Bees that will self-destruct when he is defeated.
- The Password Is Always "Swordfish": After killing him, his computer will ask you for a password. If you noticed the robots around the room and the familiar tiles, it should be kind of obvious what the password is when the computer tells you "It's me."
- Recurring Boss: He is actually Dr. Terrible, but his attacks have very little in common with those of his original version.
- The Starscream: Originally wanted to reclaim the Killer Bees for Oryx. His second-most recent log has him proclaiming that he will take control of the Killer Bees and overthrow Oryx to take over his realm.
- Unskilled, but Strong: His attacks boil down to "aim at nearest player with flamethrower". Said flamethrower deals enough damage to shred Knights in seconds.
The Forgotten Sentinel
- Achilles' Heel: He boasts more raw firepower than almost every other boss (we're talking a constant stream of 250-damage shots) and is very hard to dodge from... except there's a glaringly obvious blind spot right beside him.
- Action Bomb: Summons hordes of Blobombs, powerful enemies that self-destruct into highly-damaging explosions.
- Flunky Boss: Before battling him, you must clear all the Titanums and Paladin Obelisks, as well as their minions, from his chamber. He also summons armies of Blobombs to blow you up during his fight.
- Hero Antagonist: The Forgotten Sentinel only wants to stop you from unleashing whatever horror lies in the depths of the Shatters.The Forgotten Sentinel: "I tried to protect you... I have failed. You release a great evil upon this Realm..."
- "Instant Death" Radius: Constantly maintains a "field" of bluish energy pulses that radiate around him. Touching this field is instant death for all but the beefiest of melee classes, as the shots are very stacked and inflict huge damage.
- Point of No Return: The Bridge closes off after a bit once you enter his arena.
- Stationary Boss: Can't move.
- All-Encompassing Mantle: No part of his body is visible underneath that black cloak of his.
- The Archmage: The Twilight Archmage is the second boss of one of the hardest dungeons in the game.
- Black Cloak: He's clad in a creepy-looking black cloak.
- Flunky Boss: In his first phase he mostly fights by summoning various portals and the like to unleash tons of bullets onto you. In the second he just summons his two birds and sits on the sidelines. Not to mention he has his Magi-Generators along the side of the room that will fire at you for most the fight.
- An Ice Person: Uses ice attacks sometimes.
- Playing with Fire: Can use fire magic for some of his attacks.
- Invincible Minor Minion: Subverted. The Magi-Generators are invincible and take cheap shots at you for parts of the fight, but later become vulnerable when the Archmage starts absorbing them to boost his attacks.
- Super-Power Meltdown: Implied when he absorbs the Magi-Generators to unleash massive waves of energy. He doesn't die after though.The Twilight Archmage: "THE POWER IT CONSUMES ME!"
- The Corruptor: Was the one who gave the Forgotten King the idea of communing with the Void Entity. It's unknown what his true intentions were, but it's safe to assume he knew very well what this action would cause.
- Turns Red: An optional example. If he is not killed by the time all the Magi-Generators have been absorbed or destroyed, he will move around erratically, tossing Fire and Ice Portals all over the place.
- Yin-Yang Bomb: The Twilight Archmage is capable of using both fire and ice attacks.
The Forgotten King
- Action Bomb: The Helpless Souls he spawns explode on you. While they do minimal damage, they inflict Sick and Bleeding.
- An Ice Person: Can use ice attacks along with his fire ones.
- Cool Crown: He wears the ornate Forgotten Crown, which can be obtained as loot when he dies.
- The Dreaded: You know when it's implied that Oryx of all people is scared of this guy that you're dealing with something serious. Although with the release of the official lore, it's safe to say that he's more afraid of the Void Entity than the king himself.
- Flunky Boss: Before damaging him, you have to beat your way through his various minions.
- Physical God: Seems to be one, as he possesses the power of one.
- Playing with Fire: While he does use ice and energy attacks, most of his attacks are fire-based. He's also able to flood the area with lava.
- Power Crystal:
- Praetorian Guard: The Forgotten King periodically summons groups of Royal Guardians during his second phase. Two stronger guards must be dispatched before he awakens.
- Red Eyes, Take Warning: The Forgotten King's eyes are a bright red.
- Turns Red: His final phase, a Bullet Hell which puts nearly every other boss to shame. However, it can be bypassed by standing far away enough from him until he turns vulnerable. But if you don't...The Forgotten King: "YOU TEST THE PATIENCE OF A GOD!"
- Yin-Yang Bomb: Can use ice and fire attacks simultaneously.
Esben the Unwilling
- Boss Room: Esben does not reside in the main part of the Ice Cave - you will need to kill all major enemies in the Ice Cave in order to open the portal to his Inner Sanctum.
- Bullet Hell: Those who are brave or dumb enough to get close to him will find that he actually unloads many attack patterns with lots of bullets, that are fortunately blocked by the ice walls in his arena.
- Demonic Possession: The actual Esben isn't a bad guy, it's just the spirit controlling his body is.
- Fighting from the Inside: Once the cursed graves are destroyed, Esben temporarily breaks free from his possession and begs for death.
- Flunky Boss: You have to destroy the cursed graves in the room and all of his minions to turn him vulnerable.
- I Cannot Self-Terminate: The real Esben begs for you to kill him as it is the only way to banish the spirit possessing him.
- An Ice Person: The boss of the Ice Cave, and uses various ice-based attacks.
- Kaizo Trap: When Esben first turns vulnerable, players may run in to get damage in...only to have him explode into waves of armor-piercing bullets.
- Kill Enemies to Open: The portal leading to Esben's Inner Sanctum is only opened when all big enemies in the Ice Cave have been killed.
- Mercy Kill: Killing Esben can seem like this.
- Rhymes on a Dime: You better believe it.Esben the Unwilling: "Bad puns I may use to cause offense, but the pain you will feel shall be immense!"
- Rare Random Drop: The Staff of Esben, Skullish Remains of Esben, Esben's Shaman Attire and Esben's Wedding Ring.
- Too Dumb to Live: The ice walls in the arena are there for the good of the players, but some will still break them, only to find out that Esben is unleashing quite the Bullet Hell from the middle of the room. In addition, those who purposely go close to him can fall into this. They will discover not only is he invulnerable, but they put themselves in range of his brutal attacks.
Crystal Worm Mother
- Action Bomb: Its segments explode into Quieting shards upon destruction.
- Attack Its Weak Point: Several of its segments are visually cracked. These segments have less health and will not turn invulnerable/heal when the others are destroyed. In fact, breaking two of them is required to push the Worm Mother out of her first phase.
- Dual Boss: During phase 3 of the fight, the Crystal Worm Mother will turn invulnerable and summon the Crystal Worm Father, which has to be destroyed to make the Mother invulnerable. During phase 4, the Crystal Worm Mother will do the same thing with the Crystal Worm Child.
- Gemstone Assault: All of its attacks have it firing multicolored crystal shards.
- Kill Enemies to Open: The Crystal Worm Mother drops the portal to the Crystal Cavern.
- Segmented Serpent: The Crystal Worm Mother consists of a head, a tail and 15 body segments, all of which have their own HP pools. The body segments must be destroyed first (the boss changes phases once enough have been destroyed), then the tail, and finally the head.
- Silicon-Based Life: As a creation of the Crystal Entity, it's entirely made of rocks and crystal.
- Action Bomb: Both it and its Crystallised Monstrosity can summon Crystal Flowers, which chase players while leaving a trail of slowing shots, before flowering and exploding into crystal shards.
- Boss Bonanza: During the first phase of the fight, the Crystal Entity spawns three Crystal Guardians to fight the players. Only once you've dispatched three does the Entity become vulnerable.
- Bullet Hell: In its final phase, the Entity and its familiars are more than capable of flooding the screen with shots from every direction. The Crystal Entity does not kill instantly - it kills by overwhelming players with sheer bullet density.
- Crosshair Aware: The Crystal Scorpion has an attack where it generates moving crosshairs all over the arena. Touch one, and it'll cause a crystal spike to erupt from underneath, causing huge damage.
- Eldritch Abomination: Almost nothing is known about the Crystal Entity itself or its origins, not even by the Realm Eye - the closest we get to its background is Guill referring to it as an "evil crystal demigod". The only real pieces of information given about it are that it's malicious towards life on the surfacenote and can freely create Silicon-Based Life. The release of the Keyper and the reveal that the Crystal Entity can create dungeon keys at will (effectively keys that can open entrances to any location), and can make an item (the Crystal Key) that can inexplicably open any locks raises further questions about the extent of its abilities.
- Gemstone Assault: It fittingly fires volumes of crystals and prisms to attack.
- Invincible Minor Minion: Summons an array of Pulse Locks in its vulnerable phase, red crystals which form into shards and launch themselves at nearby players before regrowing. As it loses health, the shots from the Pulse Locks will fly faster and farther.
- Me's a Crowd: Its Crystallised Scorpion has the ability to vanish and summon a horde of docile small scorpions. One is bigger than the others, and killing it will reveal the true Scorpion. Killing a fake will cause it to explode into a ring of potentially lethal shards.
- Recursive Ammo: One of the Crystal Entity's most notable attacks is a large white bullet which explodes into a ring of blue bullets, which each explode into rings of red bullets. Some of these red bullets will further split into rings of purple bullets. Getting directly hit by the attack is usually fatal.
- Royal "We": The Crystal Entity refers to itself with the pronoun we.
- Sequential Boss: Immediately after the fight with the Crystal Entity starts, it will turn invulnerable and spawn one of the five crystal guardians, which must be targeted and killed. Once a guardian is killed, the Entity will spawn another one; three in total will be spawned.
- Shielded Core Boss: Won't become vulnerable until three Crystal Guardians are slain.
- Shock and Awe: Its only attack that doesn't involve crystals is firing rings of curving lightning bolts that pierce armor.
- Silicon-Based Life: It has the ability to build crystalline constructs capable of mimicking organic life. All of the enemies in the Crystal Cave, along with the Crystal Worms, the Prismimic and its Crystal Guardians, are its creations.
- Stationary Boss: Does not move.
- Teleport Spam: Its Crystallised Fish will teleport between every attack.
- Thinking Up Portals: Has a mysterious ability to create dungeon keys at will, which are effectively items that can open portals to anywhere. The nature of this ability is never elaborated on.
- Armor-Piercing Attack: All of its attacks pierce armor.
- Blade on a Stick: The Marble Defender fires constant rows of spears from the line of statues lining the wall. He can also fire more from the back corners of the room in his last phase.
- Golem: A living construct made of marble.
- Hero Antagonist: The Marble Defender wishes to protect you from the evil that has possessed the Marble Colossus.Marble Defender: "I wish only to protect you. Forgive me, but I have no other choice."
- Kill Enemies to Open: The wall separating the rooms of the Marble Defender and the Marble Colossus will vanish only when the Marble Defender is killed.
- Power Nullifier: All of its attacks inflict Silence, disabling player abilities.
- Stationary Boss: Can't move.
- Action Bomb: The Marble Colossus Rocks, which explode into rings of shots that do heavy damage.
- Bullet Hell: Especially evident during some of his last phases.
- Flunky Boss: Has 4 invincible Pillars that constantly respawn and fire status shots. He also can summon small satellites that orbit him while spewing shots.
- Golem: Made of marble, obviously.
- Gone Horribly Right: The Marble Colossus was the product of years of research to create the ultimate weapon that could take down Oryx once and for all, which of course caused a lot of problems when it became possessed.
- Gratuitous Latin: He uses Latin phrases in a lot of his dialogue.
- Healing Factor: One that scales off of how many players are in the room.
- Hold the Line: The first boss to introduce Survival Phases where you must outlast the Colossus.
- Invulnerable Attack: During a few of his phases, the Marble Colossus turns completely invulnerable and players must focus on avoiding his attacks until the duration runs out.
- Light Is Not Good: A bright white marble golem which happens to get possessed by the Void Entity.
- Lightning Bruiser: He can move a lot faster than you would think he could. In some instances, he can dash across the entire room.
- Marathon Boss: Boasts 250,000 base HP, 50 DEF and various periods of invulnerability, making him extremely durable and a very tough foe to take down.
- Point of No Return: The entrance to the Marble Colossus' room seals off a short time after he's activated, making it impossible to fight both him and the Cultists (who are located behind a similar Point of No Return) during the same Lost Halls run.
- Physical God: Described as "omnipotent" in the Journal of the Crusade Commander, and developers have referred to it as a god-golem. It certainly seems powerful enough to support this, as it was specifically designed to kill Oryx of all people. Also, killing him counts towards God Kills.
- Soul Power: Originally supposed to be powered by a human soul. It is now controlled by The Void Entity.
- Taking You with Me: His final phase, a brutal, 120-second-long Hold the Line phase where you must dodge his rotating One-Hit Kill lasers and spray of bombs/shots until he burns out all his remaining energy.Marble Colossus: "You...YOU WILL COME WITH ME!"
- Bonus Boss: Is a Treasure Room Boss that drops the Cultist Hideout.
- Breather Boss: Compared to the other bosses in the Lost Halls, he's laughably easy.
- Flawed Prototype: He apparently is the first prototype of the Marble Colossus, discarded for being too weak and fearful.
- Flunky Boss: Once the Agonized Titan reaches about 1/3 of its HP, it will begin spawning large groups of Evil Spirits from itself.
- Golem: The earliest version of the Marble Colossus.
- Kill Enemies to Open: Killing the Agonized Titan opens the portal to the Cultist Hideout where Malus, his colleagues and their followers hide.
- Puzzle Boss: Not the boss himself, but how to activate him: 5 of the pink flames throughout the dungeon must be found.
- Soul Power: He activates by absorbing 5 of the passive Evil Spirits found in the dungeon.
- Stationary Boss: Cannot move.
- Unskilled, but Strong: His attacks consist of basic rings of shots. Said rings of shots are deceptively fast and do huge amounts of damage.
Malus, along with 4 other cultists (Argus, Basaran, Gaius, and Dirge) serve as the bosses of the secret Cultist Hideout. The 5 of them initially fight together (along with several demonic minibosses), but later Malus becomes empowered and becomes the main boss.
- All Your Powers Combined: In the second half of his fight, he absorbs the power of his 4 Cultist followers to gain their powers.
- Big Red Devil: Molek, one of the demons spawned by the cultists during their fight, is a big red-skinned Horned Humanoid.
- Casting a Shadow: Argus' attacks have a dark tint to them.
- Elemental Powers: Normally only uses one element, but after absorbing the powers of his Cultist brethren he gained theirs as well.
- Flunky Boss: Molek, the first demon summoned by the cultists, can summon Fire Demons, Ice Demons and Ligntning Demons. In Malus' second form, he also summons a number of smaller flunkies.
- The Faceless: His face is always hidden by his hood.
- Glowing Eyes of Doom: Malus' eyes glow brightly red after his fellow cultists sacrifice themselves to empower him.
- Go Mad from the Isolation: Apparently being stuck in the Halls for an unknown amount of time caused him to become the leader of a Religion of Evil.
- Hero Antagonist: Despite his methods, his end goal is still to keep the Void Entity restrained within the Halls for the safety of mankind. He actually willingly gave up his life for this cause in his lore.
- An Ice Person: Basaran attacks with ice.
- In the Hood: All five cultists and their followers wear hoods that obscure their face.
- Life Drain: His attacks steal HP.
- Light 'em Up: Dirge uses light attacks.
- Multiple Head Case: The three-headed Balaam, the second demon summoned by the cultists before they sacrifice themselves to empower Malus.
- Nice Job Breaking It, Hero!: Malus was so hell-bent on completing the Marble Colossus that he disagreed with the church's moderation of their ethical standards, eventually violating the restriction against using unwilling souls for his experiments. This act tainted his soul with impurity, which in turn allowed the Void Entity to manifest through him and possess the Marble Colossus when it was about to be activated.
- Playing with Fire: Malus' own power is fire-based, as are the attacks of Molek, one of the demons spawned by him and his followers.
- Point of No Return: Once you enter the cultists' hideout, you can't return to the Lost Halls.
- Posthumous Character: Two of Malus' colleagues were killed by the Void Entity when it first possessed the Marble Colossus. They were named Valus and Phaedra, whose followers still appear as enemies in the Cultist Hideout alongside those of the five surviving cultists.
- Religion of Evil: Is the leader of a cult that follows what is assumed to be a demon god. Hell, his boss room even has a pentagram in it.
- Shock and Awe: Gaius uses lightning attacks.
- Sequential Boss: When the battle begins, all five cultists will engage in battle with players. When enough damage is dealt to a cultist, he will teleport back to his original location. Once all 5 cultists have taken sufficient damage, they will summon the demon Molek and disappear. Once Molek is dead, the cultists will re-engage the players, and this time after having taken enough damage they'll summon the second demon Balaam. When Balaam is defeated, the cultists will fight again, and this time once enough damage is dealt to all of them Basaran, Gaius, Dirge and Argus will sacrifice themselves to superpower Malus, starting the final phase of the fight.
- Shout-Out: His name and all of the cultists' names are identical to a number of Colossi in Shadow of the Colossus.
- Teleport Spam: Him and his fellow cultists love doing this.
- Turns Red: Once all the Cultists are weak enough, they will sacrifice themselves to empower Malus, quintupling his HP, giving him more DEF and immunities, and letting him use all their powers at once.
- Well-Intentioned Extremist: In his lore, he was one of the main creators of the Marble Colossus, and was willing to do anything to perfect the golem, even secretly taking souls from outlaws against their will. This ended up being his downfall, as it left his soul impure and gave the Void Entity the opportunity to ambush them/
- Wolfpack Boss: Malus fights alongside his fellow Cultists during the first half of the fight. Balaam, the second demon summoned by them, will split into 3 versions of himself when his initial HP pool is depleted.
- As Long as There is Evil: He claims that, as the embodiment of human sin, he can never be truly destroyed. Fittingly enough, he can seemingly manifest in places where any "impure" intent is present, as he did with Malus.
- Boss Room: He is fought in the Void, whose only resident is himself.
- Bullet Hell: Has a wide variety of projectiles to throw at you, and he fires them in large quantities.
- The Chessmaster: For all his immense power and army of corrupted souls, his physical form can only be manifested in the Void. So, he's orchestrated a number of schemes to take control of a physical vessel and obliterate the Realm, his latest one being possessing the Marble Colossus.
- Damage-Sponge Boss: His base health alone is higher than any other boss in the game at 400,000, and his scaling only sends his HP skyrocketing to obscene levels.
- Demonic Possession: Can corrupt others and turn them into his vessels.
- Final Boss, New Dimension: You venture into the Void, a dimension manifested by Pure Evil, to face off against the Lost Halls' True Final Boss.
- Flunky Boss: Constantly summons Void Fragments, Void Shades and Greater Void Shades.
- Genius Bruiser: Has had a hand in a number of events within the Realm such as the possession of Esben and the corrupting of the Forgotten King. When encountered in person, he quickly proves that he is more than powerful enough to back up his plans.
- Hold the Line: His survival phase, about a minute of survival hell where he spams all manner of shots, the weakest of which inflict 300 damage, all while spawning Greater Void Shades.Void Entity: "ALL NOW ENDS!"
- Increasingly Lethal Enemy: The mostly harmless Void Fragments, if left alive long enough, will evolve into the not-as-harmless Void Shades, which then evolve into the definitely-not-harmless Greater Void Shades.
- Lightning Bruiser: He's pretty damn fast for his bulk.
- Me's a Crowd: Clones himself in his final phase.
- Made of Evil: Is the spiritual embodiment of evil and sin.
- The Man Behind the Man: The Void Entity boasts that he has touched the Crystal Prisoner, the Golden Oryx Effigy, the Puppet Master 2, the Forgotten King, Esben the Unwilling, the Killer Bee Queen and Malus.
- No-Sell: Is the only boss with complete immunity to almost every single negative status effect. Yes, that includes Armor Broken and Curse, which no other boss has immunities to. The only things he can't nullify are Bleeding (which does next to nothing to him) and Exposed.
- Omnicidal Maniac: Unlike most of the Realm's villains, he doesn't seek things like riches, fame, conquest, or authority. He is only motivated by the desire to completely and utterly annihilate the Realm.
- Power of the Void: Of course. All of his attacks are purple energy blasts and the like.
- Shapeshifter Swan Song: Rapidly shapeshifts into the forms of a number of bosses he either possessed or influenced during his death sequence.
- Shout-Out: His initial quote upon activation brings Shadoo to mind.
- Time-Limit Boss: His arena is slowly consumed by Pure Evil over the course of the fight, giving you a few minutes to push him into his last phases.
- True Final Boss: Of the Lost Halls. While the Marble Colossus is the main boss of the dungeon, after you defeat him you can use the Vial of Pure Darkness dropped by Malus to reach the Void where the Void Entity resides, meaning that he can only be encountered after having defeated all three previous bosses and is the ultimate challenge of the dungeon. And oh boy does he waste no time proving that to you when you fight him.
- Your Soul Is Mine: Claims particularly powerful souls from Skuld, transforming them into his mindless puppets.
- Combination Attack: Several of their attacks synergize with each other.
- Dual Boss: The two are fought together.
- Flunky Boss: They have several respawning Haunted Armors in their arena. While the Guardians do not actively summon them, the Haunted Armors can suddenly activate and join the fight.
- Kill Enemies to Open: You aren't allowed to enter Oryx's Chamber until both Guardians have been defeated.
- Level Scaling: They were the first bosses to use the HP scaling that now applies to almost every boss.
- Living Statue: The Stone Guardians are a pair of statues that can move around and attack you.
- Stone Wall: Before a patch that buffed them, they had rather low attack power, rather slow speed, and couldn't One-Hit Kill players like most other bosses, but they compensate with decent HP and solid DEF scores of 80. This makes them extremely durable and exceptionally hard to kill quickly.
- Mighty Glacier: After they were given piercing attacks and had their attack power buffed, they became this instead. While they still can't inflict instakills most of the time, they're capable of outputting significant damage if they land their attacks while still being damage sponges, although they're still somewhat cumbersome.
- Took a Level in Badass: They used to have rather low stats overall and could be killed extremely quickly by even a small group. Then they gained various buffs such as status immunity, a Healing Factor and increased health, but still died extremely fast. Then, when they were given HP Scaling, they suddenly became incredibly tanky: not even a large group could kill them quickly. And finally, another update significantly boosted their damage and gave their attacks piercing properties, making them more of a genuine threat.
- Turns Red: When one dies, the other gains access to an attack where it throws its sword, which lands and starts spewing paralyze bullets.
Janus the Doorwarden
- Armor-Piercing Attack: All his attacks cut right through armor. His keys' energy blasts also ignore defense.
- Bonus Boss: An optional boss in Oryx's Castle that can only be fought if all of the statues in the castle are destroyed, who also drops the entrance to the Court of Oryx.
- Flunky Boss: Summons many Keys of Light and Darkness to shield, heal, and help him.
- Kill Enemies to Open: If you want access to the Court of Oryx, be prepared to face and kill Janus.
- Point of No Return: Once you kill Janus and enter the Court of Oryx, you can't return to the Castle itself to fight Oryx or run the Wine Cellar.
- Shadow of Impending Doom: For one of his attacks, he marks a part of the arena in red, then unleashes an brutal attack on the highlighted tiles.
- Turns Red: His final phase, where he chases players while spamming shots and Keys.Janus the Doorwarden: "I AM THE DOORWARDEN! YOU SHALL NOT ENTER!"
Shaitan the Advisor
- Action Bomb: His hands can sometimes explode when they get close to you.
- Authority Equals Asskicking: According to his lore, he is the King of the Djinn, and he certainly has the power to back up his position.
- Cognizant Limbs: Shaitan's hands are treated as separate creatures from his head.
- Flunky Boss: Is assisted by many Creepy Small Hands and Creepy Small Heads.
- Frickin' Laser Beams: Shoots big lasers in his final phase.
- Monster Lord: Shaitan is the king of the Djinn.
- The Paralyzer: Shaitan's hands will try to 'grip' players by sitting on them and keeping them paralysed.
- Playing with Fire: Is a fire spirit. Most of his attacks are fire-based.
- Turns Red: For his final phase his outer body melts away, revealing a ghastly skull-like form underneath. He then starts shooting large laser beams that will most likely kill anything hit by them.
- Wreathed in Flames: Shaitan's body seems to be either made of or covered entirely in fire.
The Puppet Master 2
- Action Bomb: Sort of. He summons Cursed Blasts, which charge up for a bit and then fire themselves at players.
- Back from the Dead: This is the Puppet Master, returned from the dead after making a deal with the Void Entity.
- Bullet Hell: Stands out among the other bosses for firing tons of shots that also move rather fast.
- Deal with the Devil: Made one with the Void Entity in the afterlife, giving him the souls of his puppet army in exchange for resurrection and greatly boosted abilities. Strangely, the Void Entity actually kept his promise, although he didn't have a lot to gain from not upholding his end of the bargain.
- Doppelgänger Spin: Unlike the first Puppet Master, he doesn't do this. However, his Trickster Puppet can.
- Flunky Boss: Has four incredibly powerful puppets that activate one at a time each time he hits a damage threshold. Destroying them is required to advance the boss to it's next state.
- Lightning Bruiser: Not him, but the puppets, most notably the Puppets of Pain and Chaos.
- Rain of Arrows: The Huntress Puppet can cause this.
- Recurring Boss: An upgraded version of the Puppet Master.
- Stationary Boss: Doesn't move.
- Turns Red: The Puppets enter a rage phase and become more aggressive and gain new attacks when they drop to about 40% HP. The boss himself also becomes more aggressive as he loses health.
- Electric Jellyfish: One of the Royal Cnidarian's attacks is an electric bolt that paralyses players.
- Flunky Boss: The Royal Cnidarian summons various small jellyfish of varying colours.
- Shielded Core Boss: It can summon Gold Cnidarians which turn the Royal Cnidarian invulnerable as long as a Gold Cnidarian is still alive.
- Underwater Boss Battle: The Cnidarian Reef is an underwater dungeon where players have to watch their oxygen.
Tezcacoatl the Great Basilisk
- Beware My Stinger Tail: If the flavour text of Tezcacoatl's Tail, the UT staff that he drops, is anything to go by, his piercing attacks are launched from his tail.
- Invincible Minor Minion: Early in the fight, Tezcacoatl summons a few Adult Basilisks, which are invulnerable and cannot be killed until the penultimate phase.
- King Mook: A boss version of the Basilisks in the Forbidden Jungle.
- One-Hit Polykill: Nearly all of Tezcacoatl's bullets can pierce through players.
- King Mook: El Dorado itself is the boss version of the Jungle Totems in the Forbidden Jungle, while the three Tribesmen minibosses are based on the Mask Hunter (Demon Tribesman), Mask Warrior (Insect Tribesman) and Mask Shaman (Bird Tribesman).
- Heavily Armored Mook: El Dorado has unusually high defense, which is only accentuated by the fact that it's almost permanently Armored (giving it an effective 130 defense for most of the fight).
- Make My Monster Grow: El Dorado's Tribesman minions grow in size upon reaching 25% health.
- Mask of Power: When one of El Dorado's Tribesman minions (one of which is spawned at the end of each phase except the final one) is killed, invincible mask(s) will spawn, aid El Dorado in the next phase and last until the next tribesman is spawned.
- Malevolent Masked Men: The Insect, Demon and Bird Tribesmen minions of El Dorado wear a mask and carry another in their left hand as indicated by their name.
- Mayincatec: The mythical El Dorado was a City of Gold supposed to be in South America. The El Dorado in the game is the second boss of the Secluded Thicket, a supposedly Central America-themed dungeon.
- One-Hit Kill: What it inflicted on the first tribesmen to touch it. The curse within it is so severe that it has never been moved from its resting place. Fortunately, this doesn't apply to gameplay - although sit on El Dorado at your own risk.
- Stationary Boss: This boss cannot move.
- Turns Red: El Dorado's Tribesman minions will start to chase players and fire more bullets when they reach 25% health.
Xolotl the Lightning God
- Bounty Hunter: Xolotl was appointed to Oryx's court as his official bounty hunter, taking out high profile targets at Oryx's command.
- Crosshair Aware: His lightning strikes are telegraphed by a red crosshair. If one starts flashing on top of you, you'd be best advised to get the hell out of there.
- Invincible Minor Minion: The Lightning Totems in Xolotl's arena are invulnerable and cannot be killed until the penultimate phase.
- It's Personal: Shortly after being approached, Xolotl will taunt you about how you killed Mixcoatl (his father and the boss of the Forbidden Jungle, of which the Secluded Thicket is the epic version):Xolotl the Lightning God: You have made a grave mistake killing Mixcoatl. Now you shall be my next sacrifice!
- Murder Water: His arena is surrounded by evil rainwater which deals damage to all players standing in it.
- Public Domain Character: He is named after Xolotl, the Nahua god of lightning and death.
- Shock and Awe: As indicated by his name, Xolotl wields the power of lightning. He can even call down lightning bolts from the sky.
- Tactical Suicide Boss: In his final phase, he'll alternate between shooting storms of bullets and striking players with lightning bolts which can be telegraphed by a tracking crosshair on the target. In order to kill Xolotl, a player must drag a crosshair at Xolotl's position so he'll strike himself with the lightning (conventional attacking no longer does anything to him in this phase).
Oryx the Mad God
That Oryx is just a simulacrum. When that is killed, it drops a locked portal to the Wine Cellar. Using a Wine Cellar Incantation will unlock the Wine Cellar, where he can be rematched. The true Mad God, however, lies in his Sanctuary, which can be unlocked in the Wine Cellar with 3 special Runes.
In actuality, Oryx was formerly a mortal champion of the Shatters, acclaimed for his incredible prowess. However, as he grew more arrogant and fearful of losing his status, he turned to the very forces he was famous for defeating and created a nefarious curse to ensure his eternal rule over the Realm - violating the natural laws that led to the resurrection of valiant fighters, and granting resurrection to anyone who tries to kill his enemies while consequently cursing anyone that opposes him with permanent death. Oryx quickly become the tyrannical ruler of the Realm and has henceforth bore the title of Mad God.
- Absurd Phobia: Despite his otherwise brazen confidence, Oryx is terrified of chickens for some unknown reason. Oddly enough, he believes that everyone else shares this fear.
- Actually a Doombot: Oryx fought in his chamber is actually a simalcrum of the true Oryx in the Wine Cellar.
- A God Am I: Clearly sees himself as one, but he doesn't actually refer to himself as a god until he ascends to his Exalted form in his third battle.
- Badass Boast: Has far too many to count, but a particularly magnificent one is when he transforms into his Exalted form during his Sanctuary battle (tying into the above)."Behold, the glory of a god above all others! I am absolute! I am...EXALTED!"
- Benevolent Boss / Bad Boss: Depending on his mood, some of his quotes when you kill his Event Gods can either have him showing disbelief and rage or contempt and dismissiveness over their failures. Justified, since he knows that his curse has effectively made them immortal - he can afford to lose a few minions, since they'll always come back.(on the Lord of the Lost Lands) "What trickery is this? My Lord of the Lost Lands was invincible!"(also on the Lord of the Lost Lands) "(Player Name), you have done me a service! That Lord of the Lost Lands was not worthy of serving me."(on the Cube God) "(Player Name), you wretched dog! You killed my Cube God!"(also on the Cube God) "I have many more Cube Gods, (Player Name)!"
- Big Bad: Responsible for teleporting humans into his Realm as food for his minions, and is the reason why the Realm is in its current state.
- Black Knight: An extremely powerful god decked in pitch-black plate armor.
- Boss Banter: Oryx is fond of this.
- Boss Room: Oryx's Chamber itself, where the only enemies present are Oryx's simulacrum and his summoned minions.
- Bullet Hell: His first form boasts some impressive, hard-to-dodge bullet patterns fitting of a Final Boss. His second form retains the fancy patterns while packing more offensive ability.
- Drunken Master: He's apparently drunk nearly all the time, and still manages to fight like a beast when angered. His taste in wine is supposedly shockingly exquisite.
- Evil Overlord: The tyrannical ruler of the Realm.
- Fallen Hero: Oryx was once the champion of a grand kingdom and became famous for defeating dark forces. It is clear that he's now far from the hero he used to be.
- Final Boss: Before facing Oryx's simulacrum in his chamber, you must close the Realm by hunting down and killing all event bosses, causing him to teleport everyone in the closing realm to his castle, then defeating the Stone Guardians in the castle to open the way to his chamber. This usually ends up with players returning to the Nexus, as the Wine Cellar Incantations needed to proceed further are rare to come across.
- Flunky Boss: Can summon Warriors and Assassins of Oryx in some of his phases. In his Wine Cellar, he can spawn up to 4 Henchmen of Oryx, which can each spawn up to 3 more enemies.
- A Glass of Chianti: In his third battle, he will be found with his back to the player while holding a glass of wine. He will throw the glass aside when he turns around to battle - and yes, if it hits you, it makes you Drunk.
- Large Ham: Oh yes. Just look at some of his in-game battle taunts.Oryx the Mad God "You cosmic peasants! My [HP] hitpoints make me mightier than you!"Oryx the Mad God "Insignificant peons! I have [HP] hitpoints!"Oryx the Mad God "Yes, run for your worthless lives!"Oryx the Mad God "The universe bends to my will alone!"
- Level Scaling: All of his incarnations can increase their HP to scale with the number of players facing him. In fact, his second and third incarnation scale more drastically than any other boss.
- Light Is Not Good: Despite his Black Knight aesthetic, most of his attacks are light-colored in appearance, and his second form can use suns to attack. Further exemplified by his Exalt form, which causes his armor to turn gold and silver while his sword and attacks ignite with golden fire.
- Mad God: It's in the name, although he didn't give the title to himself. He was given this title by the heroes as a final act of spite against the former hero that enslaved the Realm to his will.
- The Pawns Go First: It's not until all his important minions in the Realm are killed that Oryx faces you himself.
- Person of Mass Destruction: Apparently, although he no longer displays it as much, the full extent of his fury can raze even the strongest of cities in mere moments.
- Physical God: It's unknown whether he actually is a god or not (since he was explicitly born mortal), but he definitely fights with the strength of one. Come the Mad God Messenger set and Oryx's Sanctuary, and you find out that there's actually a religion that worships the guy.
- Point of No Return: Once you enter Oryx's Chamber, you cannot come back to the Castle, forcing you to fight Janus the Doorwarden first if you intend to take both him and Oryx during the same run, while also preventing you from doing both Oryx and a Court dungeon consecutively.
- Recursive Ammo: His second incarnation can fire suns that explode into rings of fireballs.
- Red Eyes, Take Warning: His most distinguishing feature.
- Shielded Core Boss: His third incarnation is protected by 3 Messengers. Depending on how many of them are active at once, his defenses range from invulnerable (with 3 active) to nonexistent (with none). These defensive abilities are strengthened later.
- This Cannot Be!: Said word for word when he dies.
- Turns Red: In his first form, when he gets low on HP, he will heal himself, turn huge, and summon lots of minions while chasing you down with barrages of high-damage shots, including 2 aimed ones that shave off nearly 300 HP each.Oryx the Mad God: "I HAVE HAD ENOUGH OF YOU!"
- Took a Level in Badass: After he gained HP scaling, both of Oryx's boss fights went from pushover to deadly. This was greatly appreciated by the community, who saw Oryx as extremely easy for a final boss. Oryx 2 got an even bigger one later down the line, which further boosted his HP and gave him a number of phases, each loaded with absolutely lethal attacks.
- True Final Boss: In order to reach the Oryx's Sanctuary at the first place, players need to defeat Oryx in his Castle, use a Wine Cellar Incantation to unlock the portal to the Wine Cellar, then defeat Oryx again at the Wine Cellar and use the three Oryx Runes to open the way to the Oryx's Sanctuary. While the Wine Cellar Incantation (a rare drop from most dungeon bosses) is already a fairly uncommon item by itself, the three Oryx Runes are only dropped by highest-level bosses, meaning that one needs to run through the game's hardest dungeons at least a few times in order to get to the Sanctuary at the first place. The Sanctuary itself is meant to be the ultimate challenge in the game, and is the only source of tier 14 weapons, tier 7 abilities and tier 15 armour.
- Why Did It Have to Be Snakes?: He's deathly afraid of chickens for some reason.
- Dark Is Evil: In his later phases, he switches to darkness as his theme, which fits him better.
- Light Is Not Good: He uses light to attack and looks like a holy figure, but he's a malevolent madman fanatically devoted to Oryx.
- Theme Naming: Named after a species of Oryx (the antelope), fitting for a servant of Oryx the Mad God.
- Religion of Evil: He's the leader of a religion that worships the Mad God.
- Sinister Minister: Even before turning to Oryx, he was a thoroughly malevolent person.
- Yin-Yang Bomb: He commands both light and darkness to attack.
- Dem Bones: Noticeably more skeletal than his 3 colleagues.
- Evil Chancellor: It's in his name.
- Flechette Storm: Has an attack where he opens up a row of portals before firing criss-crossing waves of knives.
- Talking Is a Free Action: Subverted - you can actually attack him during his intro speech. However, doing so will just make him mad and get him to start with a far more lethal attack than usual.
- Theme Naming: Named after a species of Oryx (the antelope), fitting for a servant of Oryx the Mad God.
- Thinking Up Portals: Wields red and green portals to attack, which seem to use use fire and plague respectively.
- Fiction 500: Being the one charged with collapsing the economy, he is incredibly rich and not afraid to both hoard and flaunt his goods. His entire segment of the Sanctuary is ornately decorated, and covered with piles of gold and jewelry.
- Gemstone Assault: Throws various explosive gems to inflict area damage and multiple status effects.
- Purple Is Powerful: He's mostly dressed in purple, and all of his non-gemstone attacks are a dark purple. He's also quick to prove that underestimating him just because he's a treasurer can quickly prove to be fatal.
- Shell Game: Partway through the battle, he'll summon three coins, one of which is flashing, and rapidly shuffles them around. Hit the right one, and his attack will backfire and stun him for a lengthy duration. Hit the wrong one, and he'll counterattack with a global Quiet that lasts for ages.
- Standard Status Effects: The amount of attacks he uses that don't inflict a debuff can be counted on one hand.
- Teleport Spam: Warps around constantly, making him highly evasive and hard to hit.
- Theme Naming: Named after a species of Oryx (the antelope), fitting for a servant of Oryx the Mad God.
- An Axe to Grind: His main weapon is a double-sided battle axe, which he wields with one hand.
- Flunky Boss: His troops will assist him during battle, with more being deployed as the fight drags on. Attacking them only temporarily disables them.
- Status Buff: Can deploy green banners bearing his insignia as hazards. While players near them will be Silenced, the banners will rally himself and his troops if they're near, granting them doubled DEF and souped-up attacks. If he manages to counter an attack, he'll deploy a huge banner that affects the entire arena.
- Token Good Teammate: While he's still malevolent, his reveal lore explicitly refers to him as the sanest among the 4 Sanctuary minibosses, and it quickly becomes obvious when you meet the guy. Given what the other three are like, that admittedly isn't the highest bar to reach. In addition, he's rather close to Oryx personally compared to the others - he was a friend of Oryx in his gladiator days. Also notable is that despite his growing insanity, Oryx actually came and personally asked him for help, unlike the others who joined him to satisfy their own needs.
Giant Oryx Chicken
- Baleful Polymorph: The Giant Oryx Chicken is the result of a polymorph spell cast on Oryx by the Nexus' wizards and sorcerers that can only be maintained during April Fool's. While the Giant Oryx Chicken is still a boss on par with the normal Oryx, the ordeal is deeply traumatising for him due to his fear of chickens.
- Flunky Boss: Spawns Chickens to assist him, and will respawn them instantly should they be killed. Uniquely, the chickens change attack patterns along with the boss.
- Lethal Joke Character: Despite being a giant chicken, an April Fools joke boss and using what the game refers to as "Rainbow Magic", he actually hits very hard and may or may not be on par with, if not more difficult, than the actual Oryx the Mad God.
- Sealed Evil in a Can: Well, an egg anyways.
- Star Power: A lot of his attacks are stars.
- Turns Red: Gradually gets more aggressive as he loses HP, eventually resorting to a full-blown chase.
Masked Party God
- Cephalothorax: The Masked Party God doesn't have a torso; his legs and arms are directly attached to his face.
- Cool Uncle: His nephew Xolotl is quite fond of the Masked Party God's way of life.
- Damage-Sponge Boss: The simplest boss in the game, all that is needed to defeat him is enough damage.
- Odd Job Gods: A god of parties.
- Piñata Enemy: The Masked Party God doesn't deal any damage and is the source of very rare drinks that can be found nowhere else. That being said, he is not a Zero-Effort Boss and requires enough DPS to burst him down before he can fully heal himself.
- Time-Limit Boss: To defeat him, players must deal 30000 damage in a set amount of time.
- Applied Phlebotinum: She was a normal flower accidentally turned sentient by Dr. Terrible.
- Bragging Rights Reward: She's a fairly difficult boss, and only drops rare reskins of T9 weapons which should be obsolete on any characters that are strong enough to tackle her at the first place.
- Flunky Boss: Summons tons of flowers to spew bullets, not to mention the Bella Buds that guard her.
- Gaia's Vengeance: She wants to kill adventurers because they harm flowers by picking them for Valentine's Day.
- Green Thumb: She is a plant monster, so she attacks mostly with plant-based projectiles.
- Took a Level in Badass: Valentines Day 2020 gave Bella a complete overhaul, turning her into a far more fleshed out boss while significantly ramping up her difficulty level. At the same time, her loot drops became better as well, and she even has two UT items to her name.
- Breaking the Fourth Wall: The Decaract was massively overpowered on release and had to be nerfed almost immediately. In story, Oryx accidentally made it so good at killing that he had to weaken it in order to understand how it worked - and has never managed to replicate its original success.
- Bragging Rights Reward: Downplayed. The Decaract's loot tables consist of both legitimately useful UT items and vanity ones that would be useless on a character that can defeat it.
- Eyes Do Not Belong There: The Decaract summons swarms of flying Oryx Eyes that shoot lasers.
- Flunky Boss: The Decaract spawns swarms of fast-moving Oryx Eyes that fire lasers.
- Recurring Boss: An upgraded version of the Pentaract.
- Sequential Boss: Before fighting the Decaract proper, players have to fight and destroy 10 Pentaract Towers, at which point the main tower will spawn.
- Stationary Boss: None of the towers actually move.
- Turns Red: Once a tower hits half health, they gain the ability to fire stun bullets.
- Zerg Rush: Its primary tactic is to swarm enemies with Oryx Eyes.
- Humanoid Aliens: Unlike almost all other alien enemies, the Suesogian has a decidedly humanoid body plan.
- Stationary Boss: The Suesogian never moves.
TarulThe final boss of Untaris.
- Cognizant Limbs: Tarul's tentacles are treated as separate enemies from Tarul itself.
- Tentacled Terror: Has 8 tentacles.
- Cephalothorax: Acidus' body consists of nothing other than a head.
- Dash Attack: After it reaches 2/3 health, the Golden Sphinx will start to periodically lunge at the nearest player, releasing a ring of bullets right afterwards.
- Clipped-Wing Angel: When you destroy the Attacker, the Defender loses most of its power. The only transformation it can manage after that is Dreadstump the Pirate King.
- Ditto Fighter: The Prismimic copies the appearance and attacks of various other bosses.
- Dual Boss: The Prismimic will divide into an Attacker and Defender at the start of the fight. Each has different stats and a different array of bosses they can change into.
- Eyeless Face: The Prismimic's head is just a featureless prism.
- Master of Illusion: Uses light magic to produce realistic illusions and copy the forms of other bosses.
- Off with His Head!: The Prismimic prism states that it's the Prismimic's head, cut off and repurposed.
- Rare Random Drop: In addition to UT drops of the bosses it mimics, the Prismimic Attacker can drop the Mimicry Trap, while the defender can drop a prism named after itself.
- Silicon-Based Life: Again, as a creation of the Crystal Entity.