PotD 191-200

Almost there! Time to stop playing conservatively and use everything you’ve got! Go in with a plan based on what pomanders you have.

Be aware of the wall traps on these floors.

Enemy Details

Deep Palace Iron Corse

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
AbilityPotencyEffect
Butterfly Float Physical damage 150 instant gap closer; used on aggro and every 30 seconds afterward. Will destroy non-tanks if it crits

Deep Palace Mummy

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
AbilityPotencyEffect
Rotting Bandages Physical damage 130? telegraphed conal AoE; probably inflicts stun (6s)

Deep Palace Trap (Flytrap)

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Sleetvolley Physical damage 100 instant ranged attack
Swift Sough ? telegraphed conal AoE

Notes

  • Will not come into melee range if you stay away from it, doing very little damage
  • For ranged jobs, these are great to pull and fight in a corner while patrols are passing, or to kite around while exploring

Deep Palace Hippogryph

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Beak Snap 130 instant
Shriek Magic damage 200 telegraphed pointblank AoE; probably inflicts stun (6s)

Deep Palace Wraith

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
AbilityPotencyEffect
Scream Large or untelegraphed pointblank AoE Magic damage 200 huge telegraphed pointblank AoE; inflicts terror (10s); can be interrupted
Accursed Pox Out of combat ability Magic damage 400 telegraphed circle AoE; inflicts disease (30s); can be interrupted. Also used outside of combat

Notes

  • Do not fight a Knight with one of these nearby, as Accursed Pox can fill in the safe spot of the Knight's donut AoE

Onyx Dragon

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Weak to resolution
AbilityPotencyEffect
Evil Eye Gaze ability n/a conal gaze AoE - look away, get behind, or get away
Miasma Breath 300 telegraphed conal AoE; inflicts disease (15s)

Deep Palace Fachan (Ahriman)

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Level 5 Death Large or untelegraphed directional AoE n/a untelegraphed conal AoE on random player inflicting instant death - get behind or get away. This instant death is a debuff, not damage, so it can't be blocked by tank invulnerability

Notes

  • Caster - kiting doesn't help to mitigate damage
  • Interrupts spell casts very often
  • Stay close when in parties to avoid being caught out by random targeting
  • Can only be slowed with Arm's Length if transfigured via Pomander of Witching since it doesn't normally do melee auto-attacks

Deep Palace Bicephalus (Corse)

Vulnerabilities:
Immune to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Immune to stun Weak to resolution
AbilityPotencyEffect
Glass Punch Physical damage 150 instant conal AoE
Catapult ? telegraphed circle AoE

Deep Palace Knight

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Immune to stun Weak to resolution
AbilityPotencyEffect
Skullsplinter Physical damage 130 instant
Death Spiral Large or untelegraphed donut AoE Magic damage 300 scary-looking telegraphed donut AoE
Ossify n/a grants physical damage up (100%, 8s) to self; used 41 seconds after pull
Lifeless Wail n/a grants physical vulnerability down (20s) to self; used immediately after Ossify

Notes

  • Do not fight one of these with a Wraith nearby, as the Wraith can cast Accursed Pox outside of combat and fill in the safe spot normally left by Death Spiral

Deep Palace Gourmand

Vulnerabilities:
Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
AbilityPotencyEffect
Beatdown Physical damage 130 instant
Inhale n/a instant conal AoE draw-in; inflicts stun (2s). Only used against lower-enmity party members (not used against solo adventurers)
Dirty Sneeze Magic damage 70 instant conal AoE; used immediately after Inhale on the same target

Deep Palace Keeper

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Immune to stun Weak to resolution
AbilityPotencyEffect
Nail in the Coffin Physical damage 150 instant
Vengeful Soul 130? instant circle AoE; only used against lower-enmity party members (not used against solo adventurers)

Notes

  • Highest DPS enemy in PotD
  • If in a party, spread out to minimize damage from Vengeful Soul

Mimic

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Not weak to resolution
AbilityPotencyEffect
Infatuation n/a inflicts pox (magic DoT potency 5, 10m); can be interrupted
Deathtrap Physical damage 300 telegraphed pointblank AoE

Notes

  • Sometimes found in gold chests
  • Pomander of Alteration transforms all enemies in a random room on the next floor into either mimics or mandragoras

Job-Specific Notes:

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Difficulty: Medium

Difficulty: Hard

  • Avoid if possible
  • Steel recommended and Tactician before pull

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Difficulty: Hard

  • Steel required

Difficulty: Hard

  • Steel required
  • Use Arcane Crest before pull

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel or timely shields required

Difficulty: Hard

  • Steel required
  • Strength recommended
  • Shield before pulling to negate Butterfly Float damage
  • Doable without steel if you have strength, full burst, and Sprint, but still dangerous and not recommended

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Difficulty: Hard

  • May require Bloodbath and/or potion

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Difficulty: Easy

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Difficulty: Easy

  • Easiest thing to fight here. Just keep your distance

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Easy

Difficulty: Easy

  • Stay mostly out of melee range and spam Harpe
  • Use Arcane Crest when going in to melee

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Easy

  • Easiest thing to fight here. Just keep your distance

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Difficulty: Easy

Difficulty: Medium

  • Can be painful. Sprint and Leg Graze recommended

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel required

Difficulty: Hard

  • Requires steel or Bloodbath and Potion

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Can be dangerous without steel. Kite to reduce damage

Difficulty: Hard

  • Steel required
  • Strength recommended
  • Make sure you have room to kite
  • Not too bad if you burst down

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Difficulty: Easy

Difficulty: Easy

  • Interrupt Scream only if you can't get out. The long cast gives you lots of breathing room

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Save Displacement for Scream if possible to move out faster

Difficulty: Easy

  • Stun Scream for uptime or use Hell's Egress to get out of range

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Easy

  • Steel required under Gloom or HP Penalty enchantments

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Difficulty: Easy

  • Steel required under Gloom or HP Penalty enchantments

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Difficulty: Medium

  • Steel required

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Difficulty: Medium

  • Steel or Bloodbath required

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Difficulty: Medium

Difficulty: Medium

  • Steel recommended any time, but required under Gloom or HP Penalty enchantments
  • Stand in melee range to bait Level 5 Death for a break in damage
  • Make sure shield and potions are off cooldown as Stone crits are scary without steel

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Difficulty: Easy

Difficulty: Medium

  • Steel recommended. Tank buster hurts

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Hard

  • Steel required

Difficulty: Hard

  • Requires steel or Bloodbath and Potion

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel or timely shields required

Difficulty: Hard

  • Steel required
  • Make sure shield, full burst, and potions are ready if pulling, as Glass Punch crits are spooky

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Difficulty: Medium

Difficulty: Medium

  • Steel required

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Difficulty: Hard

  • Steel required
  • Strength recommended

Difficulty: Medium

  • Requires steel or Bloodbath and Potion

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended
  • Have Sprint ready to get away during the damage up phase

Difficulty: Hard

  • Steel required
  • Strength recommended
  • Doable with full burst
  • Not recommended to pull under Gloom or HP Penalty enchantments

Difficulty: Unrated

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Difficulty: Medium

Difficulty: Medium

  • Steel required
  • Can be painful. Sprint and Leg Graze recommended

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel required

Difficulty: Hard

  • Requires steel or Bloodbath and Potion

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel or timely shields required

Difficulty: Medium

  • Steel required
  • Not too bad if kited with shield and full burst

Difficulty: Unrated

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Difficulty: Medium

Difficulty: Extreme

Difficulty: Unrated

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Difficulty: Hard

  • Steel required

Difficulty: Extreme

  • Avoid if possible
  • Strength and steel required

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel or timely shields required

Difficulty: Extreme

  • Avoid if possible
  • Steel required
  • Strength recommended
  • Make sure you have rrom to kite if pulled

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Hard

  • Steel recommended

Difficulty: Hard

  • Steel required

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Hard

  • Steel required

Difficulty: Extreme

  • Strength and Steel required
  • Kite after the Pox and Deathtrap combo to manage incoming damage
  • Use witching or avoid on gloom floors

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended

Difficulty: Hard

  • Steel required
  • Strength recommended
  • Doable without steel if you're desperate on poms but very spooky and not recommended
  • Make sure you have room to kite
  • Take advantage of pox cast to gain distance and Sustaining Potion ticks before the next autoattack

Difficulty: Unrated

Difficulty: Unrated

Enemies

1 2 3 4 5 6 7 8 9 ! Name Warnings AST BLM BRD DNC DRG DRK GNB MCH MNK NIN PLD RDM RPR SAM SCH SGE SMN WAR WHM HP AA Vulnerabilities
Patrol Patrol Patrol Proximity agro Deep Palace Iron Corse ? ? ? ? ? ? Medium Hard ? ? ? Hard Hard ? ? Hard Hard ? ? 29K 2949 Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
Proximity agro Deep Palace Mummy ? ? ? ? ? ? Easy Easy ? ? ? Easy Hard ? ? Easy Easy ? ? 28K 2898 Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
Sound agro Deep Palace Trap (Flytrap) ? ? ? ? ? ? Easy Easy ? ? ? Easy Easy ? ? Easy Easy ? ? 28K 2716 Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Sight agro Deep Palace Hippogryph ? ? ? ? ? ? Easy Medium ? ? ? Hard Hard ? ? Medium Hard ? ? 28K 2898 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Proximity agro Deep Palace Wraith Out of combat ability Large or untelegraphed pointblank AoE ? ? ? ? ? ? Easy Easy ? ? ? Easy Easy ? ? Easy Easy ? ? 32K 3206 Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
Proximity agro Onyx Dragon Gaze ability ? ? ? ? ? ? Easy Easy ? ? ? Easy Easy ? ? Easy Easy ? ? 29K 2996 Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Weak to resolution
Patrol Patrol Patrol Patrol Sight agro Deep Palace Fachan (Ahriman) Large or untelegraphed directional AoE ? ? ? ? ? ? Easy Medium ? ? ? Medium Medium ? ? Medium Medium ? ? 31K 2859 Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Proximity agro Deep Palace Bicephalus (Corse) ? ? ? ? ? ? Easy Medium ? ? ? Hard Hard ? ? Hard Hard ? ? 30K 3048 Immune to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Immune to stun Weak to resolution
Proximity agro Deep Palace Knight Large or untelegraphed donut AoE ? ? ? ? ? ? Medium Medium ? ? ? Hard Medium ? ? Hard Hard ? ? 31K 3144 Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Immune to stun Weak to resolution
Proximity agro Deep Palace Gourmand ? ? ? ? ? ? Medium Medium ? ? ? Hard Hard ? ? Hard Medium ? ? 32K 3140 Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Weak to resolution
Patrol Patrol Patrol Sound agro Deep Palace Keeper ? ? ? ? ? ? Medium Extreme ? ? ? Hard Extreme ? ? Hard Extreme ? ? 32K 3140 Vulnerable to bind Vulnerable to heavy Immune to sleep Vulnerable to slow Immune to stun Weak to resolution
Proximity agro Mimic ? ? ? ? ? ? Hard Hard ? ? ? Hard Extreme ? ? Hard Hard ? ? 41K 4202 Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Not weak to resolution

Boss: None!

Notes:

  • You must touch the Firecrest or Glass Pumpkin at the far end of floor 200 to secure your victory. It takes about 35 seconds to run across the floor without Sprint
  • You gain the title for soloing once you touch the ending. To set it for your screenshots while still inside, use this text command: /title set "The Necromancer"

Job-Specific Notes:

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Warning Icons

Icon Description
Large or untelegraphed pointblank AoE Large or untelegraphed pointblank AoE
Large or untelegraphed donut AoE Large or untelegraphed donut AoE
Large or untelegraphed directional AoE Large or untelegraphed directional AoE
High damage enrage or self-destruct High damage enrage or self-destruct
Gaze ability Gaze ability
Out of combat ability Out of combat ability
Gaze ability used out of combat Gaze ability used out of combat
Draw-in, knockback, heavy, or other movement-affecting status Draw-in, knockback, heavy, or other movement-affecting status
Unclassified dangerous ability Unclassified dangerous ability