World Bosses

Revision as of 01:14, 2 November 2025 by imported>LoekTheBawz (Oooooohhhh I'm Wiking It! After DLogs Bosses will all be updated proper.)

World Boss Data

Within the open world of Telos, various considerably stronger entities have asserted themselves in their own Biomes and Arenas.
Their allegiances wildly vary, so do not leave anything to chance.

Although I can't put a Tier Point lock on them due to their nature of residing out in the Realm, it is not recommended to engage these entities alone with less than 40 Tier Points.

Realm Bosses

There is 10 Realm Bosses that can be found spread across the Realm, when defeated they are placed on a respawn timer of 250s (200s on Realm Day).
Each Realm Boss will drop their own respective Dungeon and unique UT's. After killing a total of 10 Realm Bosses, Raphael, the Sanguine Lord himself, will challenge you to enter his castle.

  Chungus

Chungus
Voided Rabbit
General Info
HP
3850
Fame Given
250
Biome
Swamp
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Fragments

Arriving in a voided meteorite, Chungus has claimed the blast site as their home and will not hesitate to use voided magic on approaching adventurers out of panic. Chungus fears that what remaining life they have left will be spent on this foreign planet.

Boss Behaviour

(Attack 1) | Chungus leaps into the air before crashing down, releasing a bouncing, arcing projectiles in all directions that deal damage upon impact.

(Attack 2) | Chungus levitates into the air, summoning a storm of void projectiles that rain across the arena. Each projectile explodes on impact, dealing AoE damage.

(Attack 3) | Chungus fires three waves of projectiles toward the player, the third wave firing projectiles in all directions and dealing damage on contact.

(Attack 4) | Chungus targets a nearby player, launching them upwards before slamming them down into the ground, dealing damage upon contact with every strike.

(Attack 5) | Chungus summons voided particles around them before launching them at the player.

100% to 33% (Phase 1) | Chungus cycles through their main attacks listed above in order to damage the player while occasionally teleporting to random positions across the arena.

33% to 0% (Phase 2) | Chungus summons multiple shadow clones that must be killed before they can be damaged. During this phase, Chungus continues cycling through their main attacks listed above while randomly teleporting and occasionally summoning more clones.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Chungus LOG: So this is where the plague spread from. Despite this creature's claims of extraterrestrial origins, the samples show that this is simply another animal twisted and evolved by the Void. Strike it down, that'll hold him alright.] BYPASS STATE: {{{3}}}


  Illarius

Illarius
Minotaur King
General Info
HP
3300
Fame Given
250
Biome
Jungle
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Fragments

The Sanguine Lord's reign led to the culling of Illarius’ kind. Now, Illarius stands as the final protector of the jungle and has sworn to keep his hideout safe which harbors other creatures of the jungle who suffered a similar fate. It is said that an ancient being also resides within this sanctum...

Boss Behaviour

(Attack 1) | Illarius tears a massive piece of ground from below him and throws it forward. Upon impact, it shatters into eight boulders that scatter in all directions, each one exploding into fragments that spread in all directions on impact.

(Attack 2) | Illarius leaps into the air and crashes down, sending out eight boulders in all directions. Each boulder explodes on impact, scattering fragments in every direction.

(Attack 3) | Illarius slams the ground, releasing boulders in four directions that explode into fragments on impact.

(Attack 4) | Illarius throws a single boulder toward the player which explodes into a burst of fragments when it hits the ground or a target.

(Attack 5) | Illarius charges forward in a furious rush, dealing contact damage to any player caught in his path.

(Attack 6) | Illarius rushes the player, grabbing them before throwing them high into the air, then striking mid-air — dealing heavy damage and massive knockback.

100% to 33% (Phase 1) | Illarius cycles through his main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Illarius draws his battleaxe and hurls it toward the player. The axe rebounds across the arena’s walls, continuing its path and dealing damage to any player it touches. During this phase, Illarius cycles through his main attacks listed above in order to damage the player as the axe continues in its path.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Illarius LOG: Poor creature...the last one of its species. Wait... Is that... Silverling. Turn back. Now.] BYPASS STATE: {{{3}}}


  Astaroth

Astaroth
Lord's Lieutenant
General Info
HP
4400
Fame Given
250
Biome
Crimson Forest
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Fragments

The Voided King's most loyal subject; sworn in as his lieutenant. He has been ordered to eternally guard the gates of the forgotten kingdom to prevent any unwanted guests.

Boss Behaviour

(Attack 1) | Astaroth fires three projectiles that home in on the player, slowing momentarily before speeding up.

(Attack 2) | Astaroth fires two large shots toward the targeted player, then runs forward to unleash a larger third shot, dealing more damage on impact.

(Attack 3) | Astaroth fires two large shots in sync with his first attack.

(Attack 4) | Astaroth slams his scythe into the ground, creating a long fissure in the ground. A few seconds later, the cracked ground explodes into a barrage of projectiles.

100% to 33% (Phase 1) | Astaroth cycles through his main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Astaroth tears open the ground beneath him, releasing arcing projectiles from the resulting fissure. He continues cycling through his main attacks listed above in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Astaroth LOG: How bizarre. A conscious subject of the Voided King. It seems that this loyal lieutenant is sworn to eternally stand guard over the kingdom. I do have to admit, his choice of fashion really shines in his disguise. Unfortunately he's unaware that he's already failed his duties. Although...there might be something I can take inspiration from here.] BYPASS STATE: {{{3}}}


  Glumi

Glumi
InfectedPanda
General Info
HP
3740
Fame Given
250
Biome
Swamp
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Royal Loot
Fragments

Curiosity took the better of this jungle panda, leading to its possession at the hands of the Void. Upon its shattering, the Void used this event as a catalyst to spread mayhem among the local wildlife. The Void plague altered Glumi's DNA, causing irreversible and rapid evolution.

Boss Behaviour

(Attack 1) | Glumi leaps backward, releasing four sets of projectiles that are shout out in the four cardinal directions, dealing damage on impact.

(Attack 2) | Glumi fires a barrage of arcing projectiles into the air while launching a wave of projectiles toward the aggroed player at the same time.

(Attack 3) | Glumi dashes toward the player, releasing a burst of projectiles in all directions when he reaches the end of his dash.

(Attack 4) | Glumi jumps high into the air, summoning two waves of projectiles that are shout out in all directions and deal damage on contact.

100% to 33% (Phase 1) | Glumi cycles through its main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Glumi summons three corrupted ponds that continuously fire projectiles randomly in the arena. These projectiles explode on impact with the ground or a player, dealing AoE damage. During this phase, Glumi also deals periodic damage to nearby players.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Glumi LOG: I see the Void has developed new means of annihilation. Its intelligence seems to grow with every world it takes. I've already begun to find a cure but I fear that the panda will never be the same again.] BYPASS STATE: {{{3}}}


  Lotil

Lotil
Omnipotent's Servant
General Info
HP
3630
Fame Given
250
Biome
Permafrost
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Fragments

This beast and his never ending appetite for human flesh has claimed the permafrost as its territory. Lotil single-handedly destroyed the once commanding stronghold led by Raphael, of which he now occupies.

Boss Behaviour

(Attack 1) | Lotil rolls a massive snowball toward the player. The snowball moves towards the targeted player, shooting out projectiles in all directions and pushing back any players who get to close.

(Attack 2) | Lotil scoops up snow and throws four shotgun bursts of condensed snow at the player.

(Attack 3) | Lotil burrows underground and jumps upward from beneath the targeted player, dealing damage and great knockback.

(Attack 4) | Lotil stomps the ground, releasing a shockwave that expands outward, dealing damage on contact.

100% to 33% (Phase 1) | Lotil cycles through his main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Lotil enrages, slamming the ground to release a wave of ice projectiles in all directions. He then fires two volleys of three ice projectiles at the targeted player before slamming the ground again. Afterward, he continues cycling through his main attacks listed above in order to damage the player..

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Lotil LOG: I wonder how this creature became a peon for Omnipotent. How interesting.] BYPASS STATE: {{{3}}}


  Tidol

Tidol
Merloc Chieftain
General Info
HP
3630
Fame Given
250
Biome
Beach
Available Tiered Drops
7-8
Dungeon Dropped

Once a revered leader the sea, Tidol seeks the ruins of his underwater kingdom on the beaches of Telos. His cries of anguish are often heard echoing throughout the realm, followed by bellows of rage directed at the Sanguine Lord.

Boss Behaviour

(Attack 1) | Tidol summons five spectral tridents that hover around him before launching toward the player. These tridents home in with a wide turning radius and deal damage on impact.

(Attack 2) | Tidol propels himself backward, releasing a volley of light blue projectiles. Upon impacting with a surface or reaching their maximum distance, the projectiles change colour to dark blue and begin homing in on the player.

(Attack 3) | Tidol fires a barrage of golden trident heads. Upon impacting with a surface or reaching their maximum distance, change colour to red and home in on the player, dealing contact damage.

(Attack 4) | Tidol throws his trident, generating three shockwaves from where it lands. As he recalls his trident, he slams it into the ground, releasing a shockwave and linear projectiles in all directions on the arena floor.

(Attack 5) | Tidol summons mines across the arena three times. These mines detonate a few seconds later, dealing damage to any player caught in their radius.

100% to 33% (Phase 1) | Tidol cycles through his main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Tidol becomes enraged, releasing a shockwave that causes massive knockback to nearby players. He then continues cycling through his main attacks listed above in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Tidol LOG: Tests show that the waters surrounding Telos are noticeably higher in pH than usual. There also seems to be a toxic concentration of iron within the currents. The seas might conceal more bloodshed than the lands have witnessed.] BYPASS STATE: {{{3}}}


  Valus

Valus
Forgotten Sentry
General Info
HP
3740
Fame Given
250
Biome
Necropolis
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Fragments

Valus resides in a forgotten graveyard, watches over the barren landscape of the Necropolis. He reminisces on a more pleasant era of Telos, where the ground he walked on bloomed with lush grass and beautiful flowers. Alas, that time is long gone. And all must pick a side if they are to survive.

Boss Behaviour

(Attack 1) | Valus teleports four times around the player, each time striking the ground and sending a line of damage across the floor in the player’s direction.

(Attack 2) | Valus releases a barrage of projectiles in all directions, inflicting Slowness and Blindness on impact. Players struck are launched into the air and take an additional hit of damage upon landing. At the end of the attack, Valus releases a shockwave which deals damage on contact.

(Attack 3) | Valus summons spectral swords from the sky, which slam down onto the targeted players.

(Attack 4) | Valus summons spectral swords from the sky that fall randomly across the arena.

100% to 33% (Phase 1) | Valus cycles through his main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Valus throws his ancient book randomly into the arena, summoning Djinns where it lands. Valus continues to cycle through his main attacks listed above.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Valus LOG: Ah...the sentry. Forgotten, left to guard an empty land devoid of invaders. But still he stands determined, holding his faceless visage high. Reminds me a bit of you, Silvering. Don't take that the wrong way though.] BYPASS STATE: {{{3}}}


Boss Enemies

Djinn
General Info
HP
66
Fame Given
0
Attack Pattern
Performs a two-hit slashing combo on the player.


  Oozul

Oozul
Slime God
General Info
HP
2970
Fame Given
250
Biome
Jungle
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Royal Loot
Fragments

Oozul is a naturally occurring magical creature that assumed its esteemed position among the slimes through living for thousands of years. Oozul has achieved its large size from ingesting millions of living organism and possibly numerous fragments of dark energy.

Boss Behaviour

100% to 60% (Phase 1) | Oozul begins the battle in an invincible state, summoning four Primitive Slimes that must be defeated before it can be damaged. While invincible, Oozul continuously fires blue projectiles in all directions, dealing contact damage. Once all slimes are killed, Oozul releases a shockwave that knocks back nearby players, then continues firing waves of blue projectiles in all directions.

60% to 30% (Phase 2) | Oozul enters an invincible state again, summoning one Warrior Slime, two Lava Slimes, and two Frost Slimes, which must again be killed in order for it to be damaged. Throughout this phase, Oozul continues launching blue projectiles in all directions. When the slimes are killed, Oozul emits another shockwave explosion, knocking players away, before firing both blue particles and purple projectiles that rebound off the floor and walls.

30% (Phase 3) | Oozul enters the final invincible state, summoning one Healer Slime, one Warrior Slime, one Frost Slime, one Lava Slime, and three Primitive Slimes. The Healer Slime must be killed first to make the other slimes vulnerable. Then, once all the others are killed, Oozul releases another shockwave that knocks back nearby players.

30% to 0% (Phase 4) | Oozul defines a circular area on the ground, leaps into the air, and slams into the ground causing an explosion, dealing AoE damage. It then begins rapidly dashing toward the targeted player three times, dealing contact damage to any players in its way.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Oozul LOG: I didn't know they could grow that big. My readings detect a high level of rampant time energy emanating from this abomination.] BYPASS STATE: {{{3}}}


Boss Enemies

Warrior Slime
General Info
HP
220
Fame Given
35
Attack Pattern
Slashes at the player, causing AoE damage in a small radius upon impact.
Lava Slime
General Info
HP
192
Fame Given
35
Attack Pattern
Fires three projectiles that deal contact damage and inflict Burning.
Frost Slime
General Info
HP
192
Fame Given
35
Attack Pattern
Fires three projectiles that deal contact damage and inflict Slowness.
Primitive Slime
General Info
HP
165
Fame Given
35
Attack Pattern
Fires a single projectile that rebounds off walls and the floor.
Healer Slime
General Info
HP
110
Fame Given
35
Attack Pattern
Circles the arena, shielding other slimes with invincibility.


  Freddy

Freddy
Animatronic Bear
General Info
HP
3300
Fame Given
250
Biome
Desert
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Fragments

Afton’s legacy reimagined into Telos through a misguided shipment. Intended to be sent to the Mariana Trench for disposal but instead made its way to the mysterious island of Telos. The boat arrived with the crew missing…

Boss Behaviour

(Attack 1) | Freddy teleports to the targeted player four times, each time firing a burst of flames from his behind, dealing damage in a cone shape.

(Attack 2) | Freddy summons circles of flame across the arena's floor four times. Each circle burns for several seconds before popping, dealing damage to any player who stood in one.

(Attack 3) | Freddy teleports to the centre of the arena and summons eight circles around him. Each circle fires a eight projectiles outward in all directions from its centre.

(Attack 4) | Freddy inflicts the player with Blindness, then begins walking on all fours while chasing the player, dealing contact damage while jumpscaring the player occasionally.

(Attack 5) | Freddy summons two identical clones with less health. These clones must be killed before Freddy can be damaged. During this phase, players must also crouch repeatedly to stop the “dance” effect, which slows them down.

100% to 0% (Phase 1) | Freddy cycles through his main attacks listed above in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Freddy LOG: Uhhhhhhh...what the fuck?] BYPASS STATE: {{{3}}}


  Anubis

Anubis
Guardian of Ancient Tech
General Info
HP
3850
Fame Given
250
Biome
Desert
Available Tiered Drops
7-8
Dungeon Dropped
Loot
Royal Loot
Fragments

This ancient Egyptian god was forcefully summoned and subdued by the Sanguine Lord to watch over the desert. This was no easy feat and the biome was cursed as a result.

Boss Behaviour

(Attack 1) | Anubis sends out a wave of spectral mines in all directions. These mines vanish after a few seconds, dealing damage to anyone standing within them.

(Attack 2) | Anubis throws his staff, which circles around him while firing projectiles in all directions. During this attack, Anubis also damages any players that are close to him.

(Attack 3) | Anubis stomps the ground and summons four Anubical Towers. These towers continuously fire lasers at the targeted player until destroyed.

(Attack 4) | Anubis slams his staff into the ground, releasing several waves of projectiles in all directions.

100% to 33% (Phase 1) | Anubis cycles through his main attacks listed above in order to damage the player.

33% to 0% (Phase 2) | Anubis exalts himself, summoning a sigil above him that continuously fires lasers at the player. He continues cycling through his main attacks in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s Anubis LOG: Anubis I don't understand the purpose of summoning this old god. Perhaps it was a feat of strength and power to strike fear within the citizens?] BYPASS STATE: {{{3}}}

Mini Bosses

aaa

Shadowlands Bosses

  Reaper

Reaper
Fallen Hero
General Info
HP
5550
Fame Given
500
Biome
Shadowlands
Loot
Bloodshot Loot
Royal Loot

Commander of the Cutthroat Cohort, the Reaper was a silent killing machine. Their resolve was a value they lived by after training with Raphael. Despite this, their focus was broken as they gazed into the hauntingly hollow eyes of the Sanguine Lord, leaving only fear as they were cut down.

Boss Behaviour

(Arena Hazard) | The Reaper's mere presence allows devastating maelstroms to form around the arena, starting cyan and harmless before turning purple and dealing continuous damage while within it.

(Attack 1) | The Reaper walks towards the player, sending out two slow slash projectiles before spinning and sending out a ring of slashes in all directions.

(Attack 2) | The Reaper sends forwards a narrow shockwave that inflicts burning on players caught within.

(Attack 3) | The Reaper leaps into the air before slamming their scythe into the ground, launching players into the air and dealing massive damage.

(Attack 4) | The Reaper channels their energy before dashing forwards and sending out bursts of energy in all directions.

(Attack 5) | The Reaper slams their scythe into the ground, sending out four tombstones in a cross pattern that radiate smaller slash projectiles.

100% to 0% (Phase 1) | The Reaper cycles through their main attacks listed above in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s LOG: Reaper] BYPASS STATE:  ???


  Warden

Warden
Fallen Hero
General Info
HP
4400
Fame Given
500
Biome
Shadowlands
Loot
Bloodshot Loot

Commander of the Vanguard Cohort, the Warden was known as a steadfast and kind individual. They found the most joy in teaching and raising newer soldiers to eventually join the legion; a trait passed on by their master Raphael. Alas, in their haste to guide others, they never saw the Sanguine Lord approaching.

Boss Behaviour

(Attack 1) | The Warden moves toward the player, sending out slow moving slashes that deal damage on contact.

(Attack 2) | The Warden channels their energy, then performs a spinning slash across a wide area, releasing three spiked disks in a shotgun pattern that bounce on the arena's walls.

(Attack 3) | The Warden thrusts their halberd forward in a piercing jab, dealing heavy knockback and damage to any player caught by it. This attack also releases three spiked disks in a shotgun pattern that bounce around the arena.

(Attack 4) | The Warden slams their halberd into the ground, launching nearby players into the air and firing four spiked disks in a cross shaped pattern that rebound off of the arena's walls.

(Attack 5) | The Warden leaps high into the air before crashing down, creating a shockwave that launches players upward and sending four spiked disks in a cross pattern.

100% to 0% (Phase 1) | The Warden cycles through their main attacks listed above in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s LOG: Warden] BYPASS STATE:  ???


  Herald

Herald
Fallen Hero
General Info
HP
4675
Fame Given
500
Biome
Shadowlands
Loot
Bloodshot Loot

Commander of the Scout Cohort, the Herald gained their title for their willingness to venture into dangerous territory. They were thus celebrated for their brave and unyielding nature, traits passed on by their teacher Raphael. Ironically, the Herald fell to the Sanguine Lord before they were able to warn the legion of their impending doom.

Boss Behaviour

(Arena Hazard) | The Herald periodically calls upon a rain of fire. Each impact deals damage in a small area, which is indicated by yellow lights on the arena floor.

(Attack 1) | The Herald fires a projectile that fissures the ground, dealing damage to any player caught in its path.

(Attack 2) | The Herald unleashes a carpet of fire that moves forward, burning and damaging players.

(Attack 3) | The Herald moves toward the player while releasing slow moving slashes, dealing contact damage.

(Attack 4) | The Herald spins, firing red projectiles outward in all directions, each dealing damage on contact.

(Attack 5) | The Herald spins, releasing yellow projectiles that travel outward before returning back as slashes when reaching their maximum range.

100% to 0% (Phase 1) | The Herald cycles through their main attacks listed above in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s LOG: Herald] BYPASS STATE:  ???


  Defender

Defender
Guardian of the Province
General Info
HP
8250
Fame Given
1000
Biome
Shadowlands
Loot
Bloodshot Loot

The legendary praetor of the legion and successor to Raphael upon his departure. Despite this, he was never a match for the Sanguine Lord and perished as the last bastion of the valley. Although this entity is that of the same as other possessed armors, the Celestials recognized that the previous owner and grade of this armor was superior, selecting it as the dark knight of the Celestial Province.

Boss Behaviour

(Arena Hazard) | The Defender periodically marks a quadrant of the arena as safe. After a short delay, any players outside the marked zone are inflicted with heavy damage and Blindness.

(Set 1, Attack 1) | The Defender targets a player and runs toward them, leaving a trail of fire behind them.

(Set 1, Attack 2) | The Defender leaps into the air, spinning before crashing down into the ground and releasing a powerful shockwave that deals massive damage to any player nearby.

(Set 1, Attack 3) | The Defender jumps upward and slashes their blade upon landing, sending out a projectile that burns the summons fire behind it as it moves. When the projectile reaches its maximum range or impacts with a wall or player, it summons a cross of fire.

(Set 1, Attack 4) | The Defender slams their sword into the ground, creating a cross pattern of fire and a shockwave that damages players nearby.

(Set 1, Attack 5) | The Defender leaps onto a player, dealing heavy damage, launching them into the air, and inflicting Slowness.

(Set 1, Attack 6) | The Defender fires two magic projectiles followed by a final shot that summons fire as it moves. Upon impact with a wall or player, or when it reaches its limit, it spawns a cross of fire.

(Set 2, Attack 1) | The Defender conjures and releases a fast-moving vertical slash toward their target, dealing precision damage.

(Set 2, Attack 2) | The Defender unleashes three consecutive slashes toward the targeted player, each hit dealing burning damage in addition to its direct strike.

100% to 50% (Phase 1) | The Defender cycles through their first set of attacks in order to damage the player.

50% to 0% (Phase 2) | The Defender exalts themselves. They now cycle between both sets of attacks in order to damage the player.

[D̷̛͖̲̜̤̭̤̬̏͑́̌̇̽͛̊́̕̚͜'s LOG: Defender] BYPASS STATE:  ???