Everything you need to know about Divine X bosses and their drops
View Development RoadmapA venomous lizard-like creature that lurks in the first Easy Zone crypt. Uses Toxic Breath (expanding poison clouds) and Tail Whip attacks. Stay in front of it to avoid the tail sweep, and move away from green poison clouds immediately.
An ancient automaton awakened by the collective votes of the server. This world boss has 3 phases with escalating difficulty. Phase 1: Celestial Beam, Solar Flare (AoE dodge), Divine Strike. Phase 2: Spawns Celestial Orbs that make the boss IMMUNE until destroyed. Phase 3 (Enraged): Divine Judgment (unavoidable AoE - use Protect from Magic to halve damage), Celestial Fury (rapid multi-hit combo), faster attacks. HP scales with player count (+1,000 per player).
Starter Zone Global Boss. Spawns from killing Starter Goblins (1/3000). Stats scale with player count. Type ::gobling to join. Requires 5 goblin kills. 2 min join window. 5 loot rolls.
Starter Zone Global Boss. Spawns from killing Starter Imps (1/3000). Uses powerful magic attacks. Type ::impg to join. Requires 5 imp kills. 2 min join window. 6 loot rolls.
Starter Zone Global Boss (Strongest). Spawns from killing Starter Skeletons (1/3000). Best drop rates + exclusive drops. Type ::skeletong to join. Requires 5 skeleton kills. 10 loot rolls!
Starter Zone Global Boss. Spawns from killing Starter Spiders (1/3000). Giant arachnid with web attacks. Type ::spiderg to join. Requires 5 spider kills. 2 min join window. 7 loot rolls.
Starter Zone Global Boss. Spawns from killing Starter Zombies (1/3000). Devastating melee attacks. Type ::zombieg to join. Requires 5 zombie kills. 2 min join window. 8 loot rolls.
A fearsome two-headed beast with massive HP but low defence. Uses Twin Bite (both heads bite in quick succession - prayer reduces by 60%) and Fear Howl (below 75% HP - reverses your movement controls for 8 seconds!). Keep Protect from Melee active at all times.
Ranged goblins that patrol the goblin room. They drop crafting materials and coins. Multi-combat area.
Hellhounds summoned by the Starter Skeleton. They are aggressive and attack immediately upon spawning.
Mischievous imps that attack with magic. Stronger than goblins with better drops. Multi-combat area.
The final challenge of the Starter Zone. This powerful skeleton summons hellhounds to aid in combat. Requires Tier 2 gear.
Large venomous spiders that attack from range. Require Tier 1 gear to fight effectively. Multi-combat area.
Aggressive undead that will attack on sight. Strong melee attacks require good armour to survive.
A massive mammoth-like creature with the highest max hit (55) and highest defence (1,200) in the Easy Zone. Uses Stampede Charge (dodgeable charge attack for 40-60 damage) and Trunk Slam (3x3 AoE shockwave below 80% HP for 30-50 damage). Bring your best gear and Protect from Melee.
An aquatic beast that controls the battlefield with sonic attacks. Uses Sonic Screech (stuns if you are facing it - turn away!) and Water Jet (8-tile long beam - sidestep to dodge). Count its attacks to anticipate specials.
A powerful melee creature that manipulates space. Uses Rift Pull (teleports you into melee range for 15 damage) and Ceiling Pound (falling rocks on your tile + adjacent tiles). Use Protect from Melee and dodge rock warnings.