Mountain Temple
The Mountain Temple: an order of monks hid among the realm's sheer cliffs from Oryx, and prayed to the demon lord Xil for protection. In exchange they slaughter every living thing on the mountain as his sacrifice. Their high monk, Daichi the Fallen, waits in the sanctum at the top. Endgame. Courtyards and small indoor rooms climb north; every courtyard has a lantern to light (shoot it), and when all are lit the shrine in the treasure room beside the sanctum opens its Old Chest, once Daichi is dead. Crew drops T9-T11, Daichi T10-T12, stat potions and seven uniques.
Getting in
- Portal:
Mountain Temple Portal - Key:
Mountain Temple Key — type /key mountain templein chat to get one, use it, walk in. - The portal drops from
Jade Statue (100%),
Garnet Statue (100%)
Difficulty
Grade 8 of 10 on this server's dungeon scale: the bosses have 90,000 HP counting defense, the heaviest hit is 250, the busiest phase fires up to 15 shots a second.
Boss: Daichi the Fallen
| HP | 45,000 (+30% per other player within 24 tiles, up to 6 players) |
|---|---|
| Defense | 40 |
| Level | 20 |
| Hits up to | 250 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Phases
waitingtauntsealfightphase1keeps trying tiles a player stood oncalldanceturnback
elementspick(unnamed)summonguardedexposed
(unnamed)summonguardedexposed
(unnamed)summonguardedexposed
(unnamed)summonguardedexposed
rageriseunlimitedturnback
Lines
Ha ha, you are too late! Lord Xil will soon arrive in this realm.
You think you can defeat me? Then let me show you the true power of Xil!
Fear the Elements!
Fear my wrath!
You are no match for my Powers!
You don't lack skills! But you have underestimated the power lying within this temple. Let me demonstrate...
ENOUGH! You fought well but now it's time for you to die.
Unlimited power!
Drops
| Loot | Chance | Bag |
|---|---|---|
| 1.5% | own bag, each player with 2% of the damage | |
| 1.5% | own bag, each player with 2% of the damage | |
| 1.5% | own bag, each player with 2% of the damage | |
| 1.5% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| T12 weapon | 5% | own bag, each player with 2% of the damage |
| T12 armor | 5% | own bag, each player with 2% of the damage |
| T11 weapon | 15% | own bag, each player with 2% of the damage |
| T11 armor | 15% | own bag, each player with 2% of the damage |
| T10 weapon | 30% | own bag, each player with 2% of the damage |
| T10 armor | 30% | own bag, each player with 2% of the damage |
| T6 ability | 8% | own bag for the cyan-and-better ones, else shared |
| T6 ring | 6% | shared bag |
| T5 ability | 30% | own bag for the cyan-and-better ones, else shared |
| T5 ring | 25% | own bag, each player with 2% of the damage |
| 100% | own bag, each player with 2% of the damage | |
| 100% | shared bag | |
| 100% | shared bag | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 10% | own bag, each player with 2% of the damage | |
| 6% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Boss: Old Chest
| HP | 6,000 |
|---|---|
| Defense | 0 |
| XP multiplier | 0.2 |
| Immune to | stasis |
The Old Chest, in the shrine of the treasure room. Untouchable until every lantern burns.
Phases
sealedopen
Drops
| Loot | Chance | Bag |
|---|---|---|
| 2% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| T11 weapon | 20% | own bag, each player with 2% of the damage |
| T11 armor | 20% | own bag, each player with 2% of the damage |
| T6 ability | 10% | own bag for the cyan-and-better ones, else shared |
| T6 ring | 10% | shared bag |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 31% | own bag, each player with 2% of the damage · one of 6, always | |
| 1% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Unique drops
160–190 · 6.6 tiles · 85% rate · +3 ATT, +3 WIS
From Daichi the Fallen 1.5%, Old Chest 1%
145 MP · Resonance on enemies within 1.5 tiles of the cursor: each stores 10% of the damage it takes (it scales with your wisdom and MP like every ability) and takes it all at once after 3s, ignoring DEF; casting again keeps what it stored and refreshes the time; if it dies first, the mark and what it stored spread to every enemy within 4 tiles, and spread again when those die; an enemy already marked adds the amount to its own · AetherTrap (duration 5, radius 4.5, range 2.5, id Aether Trap) · +4 WIS, +2 DEF
From Daichi the Fallen 1.5%, Old Chest 1%
330–560 · 6 tiles · 110 MP · +2 ATT, +4 DEF
From Daichi the Fallen 1.5%, Old Chest 1%
90 MP · Sheathe, then draw: dash 4.5 tiles, 700-850 damage along the path, pierces armor; parries the first hit after 0.3s · +4 DEX, +4 ATT
From Daichi the Fallen 1.5%, Old Chest 1%
10 MP · Meditate while standing still: +16 HP for 6 MP every 0.5s · +8 DEX
From Old Chest 2%
Enemies
| Enemy | HP | DEF | Hits up to | On map | Notes |
|---|---|---|---|---|---|
| 45,000 | 40 | 250 | 1 | ||
| 6,000 | 0 | – | 1 | The Old Chest, in the shrine of the treasure room. Untouchable until every lantern burns. | |
| 10,000 | 25 | 150 | summoned | Water: walks to the middle, then alternates a sporadic barrage of Slowing water bolts with rings of returning vortexes. | |
| 10,000 | 0 | 150 | summoned | Air: floats to the middle and alternates a four-armed spiral of lightning with two-way shotguns of Weakening bolts. Four Air Spirits circle the room, firing Paralyzing lightning both ways and now and then striking their own spot. | |
| 9,000 | 30 | 150 | summoned | Earth: chases you with spreads and rings of Bleeding shards, throws Earth Spirits (the crosshair first, then a burst of spikes) and lunges. | |
| 9,000 | 20 | 120 | summoned | Fire: chases you with shotguns of flaming waves and four-way Armor Breaking bolts; three Fire Spirits circle it and leave spinners behind. Now and then it stops, turns Armored and throws returning shots all round. | |
| 6,000 | 20 | 100 | 2 | An empty suit of temple armour, rooted to its courtyard. Three arms of slow silencing blasts turn round it (they pass walls; the real game's Silence is Quiet here), an aimed blast now and then, short armor-piercing waves for anyone in its face, and it keeps calling up Mini Corrupted Armors. | |
| 2,250 | 20 | 120 | 5 | A sorcerer of Xil. Runs at you fast, throws a ring of ten returning waves that break armor (the real game's Curse) and aimed bolts that hit hard. | |
| 1,500 | 20 | 90 | 8 | A monk with a spear. Chases, stabs fans of three spears, and stamps out a ring of short waves that Slow whoever stands too close. | |
| 1,200 | 25 | 60 | 7 | A thing grown from the temple's dead trees. Chases, throws armor-piercing branches, and now and then a wide spread of them. | |
| 1,200 | 20 | 100 | 8 | Keeps its distance and throws fans of long purple flames that curve; they pass walls and Paralyze for a moment (the real game's Petrify). | |
| 1,050 | 20 | 165 | 8 | An archer. Follows you at range: a pair of small arrows, then one big arrow that hits hard and Slows. | |
| 1,000 | 0 | 90 | summoned | Soulblasts gather in the middle of the sanctum, circle, flash, then launch at the nearest player and burst. | |
| 1,000 | 0 | 100 | summoned | Thrown by the Earth Elemental: lands, then bursts into rocky spikes. | |
| 1,000 | 0 | – | summoned | Circle the Fire Elemental and leave fire spinners where they pass. | |
| 1,000 | 0 | 125 | summoned | Circle the Air Elemental round the room, firing Paralyzing lightning both ways; now and then the cloud flashes and strikes its own spot. | |
| 1,000 | 0 | 80 | summoned | A spinning flame: two short arms of fire bolts, gone in four seconds. | |
| 750 | 12 | 75 | summoned | Walks slowly after you: fans of three armor-piercing slashes. | |
| 500 | 0 | – | 4 | A stone lantern in every courtyard. Shoot it and it lights with a purple flame (it stays lit). When the last one is lit, the shrine behind Daichi's sanctum opens. |