There are a total of five bosses in AoD currently. Not to be confused with minibosses.
Bosses reset every 2 hours at dungeon generation; many players will group up and rush the bosses right when the server resets.
The bosses can be found on their corresponding floor. To find them, you will need a compass, which can be found in dungeon shops. Follow the North needle to find the boss on that floor.
Bosses can also be upgraded through the usage of a Challenge Stone, which increases their DMG, HP, and may add different actions.
Boss' HP and rewards are based off a hidden formula that relates to how many players are online and what level those players are.
The Troll boss seems to randomly target a player within range and has two forms of attack, directly hitting you, or throwing boulders. Both have a slight area of effect. It will usually resort to hitting a player directly unless that player is too far away, or out of the main boss fight area in the square. The boulders have a strong knockback and violently shake your screen.
Challenge mode variant: Swarms of Goblins with stats comparable to those found on F5 will spawn periodically in the arena.
The Spider boss has 2 stages, on the ground and on the roof.
During its initial stage, it will be on the ground. It will run out and grab a player then run back to the center of the room and hold them in its mouth as it heals slightly from eating. After a short time, the player will be spit out and numerous tiny spiders will spawn to attack the players whilst the boss shoots poison balls that apply 11 poison each. Shortly after the boss is finished spitting out poison, the boss will grab another player and repeat until under half HP.
During its second phase, the spider boss will hang from the ceiling. It will still jump down and grab a player and go back to the center of the room, but this time it will be on the roof and can only be hit with magic or arrows, unless players with swords jump off of each other to reach it.
Challenge mode variant: Regeneration from eating a player is increased. Poison stacks applied from ranged attacks are increased to 22.
The Cursed Knight is a paladin on floor 3. Due to the influences of the dungeon, they've mutated to a size rivaling the Troll boss whilst enchanting their weapon to drop pools of curse.
Before the fight begins, the CK will give any trespassers 10 seconds to leave the room. Once that time is up, the paths into the room will be destroyed about 2 seconds after the CK starts combat. The CK's attack pattern comprises of two modes: projectile reflection and a devastating overhead swing that can instantly kill most players if directly hit. The CK occasionally pulls players in before performing an attack. As the CK's health decreases, particularly around the 50% mark, its swings will come down faster.
Each swing will leave behind a "puddle" of curse that remains active for 15 seconds, but visible for about 30 seconds. If you step into this puddle, you will accumulate "curse", up to 100 points, after which you obtain a curse. The catchment area for these curse puddles is not perfectly centered and leaks into areas not touched by the emitter, while also leaving part of the opposite side of the puddle as curse-free.
Challenge mode variant: Curse is applied more rapidly when standing in a curse pool. The heated water surrounding the arena deals more DMG than usual.
The Excavator is a short but stout miner found in floor 4.
Their attack pattern alternates between slinging a large rock at players when at a distance or by performing a whirlwind attack or hitting the ground infront of them. Any boulders or pickaxe strikes that hit the ground will damage the floor. Their attacks are largely centered around dealing AoE.
Upon reaching half HP, it'll destroy any floors that it previously damaged and cause the room's ceiling to partially collapse dealing room-wide damage as rocks fall from the ceiling. It'll also overheat its pickaxe, with it now performing burning damage alongside flinging small pebbles that can damage players with every attack.
Challenge mode variant: Will now switch to phase two at 70% HP rather than at 50%.
The FrostFire Mage is an eons old mage that resides in floor five. Gone mad whilst dabbling in dark arts, they view any trespassers as mere sacrifices to their endless pursuit for immortality and power.
FFM has two modes: frost mode and fire mode.
Their main attacks revolves around disrupting one's position throughout the fight. While being fired up, they'll chuck fireballs with medium sized AoE towards targets. If a player is within melee range, they'll slowly start spinning around whilst spewing flames. They will occasionally teleport away in a flash of flames after a brief pause. All of FFM's attacks whilst in fire mode will apply a long lasting burning debuff that will constantly damage the player until they douse themselves in the pools of blood in the room.
When FFM is frozen up, they'll walk towards the center of the room before conjuring a blizzard at their location. While generating the blizzard, large ice crystals will form above players before dropping down, dealing damage and a slowing effect. It takes roughly two seconds for the crystals to form and fall. Being affected by too many ice debuffs can trap you in an icy prison.
Upon dropping to 1/4 of their HP, the entire server will go dark as the FFM summons various souls that each have 1/12 of FFM's HP. FFM will drain 250 HP per half second from the souls as healing. Players can attempt to reduce the HP of non-targeted souls to negate healing to the FFM.
Challenge mode variant: Fire damage heavily increased. Switches to dual fire and frost mode after healing, which will cast both ice crystals and fireballs at players.
- There is a rare chance that the Troll Boss will spawn with hair, oddly enough.
- There is a chance you can teleport directly into a boss lair.
- The blood puddles in FFM's room will cleanse any fire debuff when stepped in, which can affect the boss itself. This could cause thermite users to generate large amounts of salt.