In Arcane Lineage, the variety of bosses ranges from those that even a novice player can tackle solo to formidable foes that require coordinated efforts from multiple teams. Each boss presents unique challenges and mechanics, demanding strategic planning and patience to conquer. Overcoming these bosses rewards players with some of the game's most coveted loot and items. Dive into our comprehensive Arcane Lineage Boss guide to gear up for these epic encounters.
King Slime is more of a mini-boss, less threatening than other bosses in Arcane Lineage. However, it remains a challenge for low-level players. Note that defeating this boss does not yield soul points.
King Slime spawns after 100 Slimes are defeated on the server. It appears around the city nearest to where the last slime was killed, with a notification on the Quest Board signaling the start of the King Slime quest. The quest involves two steps:
This quest has a 30-minute global cooldown on the server.
With 400 HP (600 HP if Corrupted), King Slime has the lowest health among bosses. Its primary tactic is to summon additional Slimes that can overwhelm your party. It also employs AOE poison attacks, so come equipped with potions and cleansing abilities. After dealing with the summoned Slimes, you can defeat King Slime in a few turns. Its AOE attacks only apply the Poisoned status without direct damage, giving you room to attack.
Attacks | Energy Cost | Effect |
---|---|---|
Slime Creation | 1 | Summons a Slime to fight for King Slime. |
Crush | 0 | King Slime lunges forward, attacking a party member. |
Poison Eruption | 2 | King Slime throws out a burst of Acid, poisoning your party. This attack cannot be dodged or blocked. |
Scalding Spray | 3 | King Slime erupts with boiling hot liquid, poisoning your party. This attack cannot be dodged. |
Upon defeating King Slime, you may receive:
Completing the King Slime event from the Quest Board can reward you with:
Yar’thul is a fire-type boss that uses Fire and Inferno-based attacks, inflicting Inferno and Burning stacks on the party. It's resistant to fire and physical damage but weak to Hex damage.
To encounter Yar’thul, venture deep into the Desert to Mount Thul, an active volcano formed by Yar’thul’s heat. Navigate through the dark corridors to confront the Blazing Dragon at the end.
With 1200 HP (1800 HP if Corrupted), Yar’thul compensates for its lower health with high damage output. Most of its attacks apply Inferno and Burning effects, making the fight challenging without proper preparation. Below 50% health, it enters a second phase, summoning meteors that stun and reduce healing. The Dragon Ring and Pristine-level accessories can ease this battle. The Corrupted version gains lifesteal.
Attacks | Energy Cost | Effect |
---|---|---|
Inferno | 0 | Automatically inflicts the Inferno status effect at the start of the battle. This attack cannot be dodged or blocked. |
Fire Claw | 0 | Yar’thul slashes with fire-imbued claws, dealing light damage. |
Magma Pillar | 2 | Yar’thul slams the ground, creating a magma pillar that damages and inflicts 2 stacks of Inferno and 5 stacks of Burn for 3 turns. |
Blaze Core | 3 | Yar’thul consumes the party's Inferno stacks, healing based on the amount consumed. |
Blaze Eruption | 2 | Yar’thul slams its arms, damaging burning targets and applying scaling Inferno and Burning stacks. |
Magma Beam | 4 | Yar’thul charges a devastating fire beam for 1 turn, then fires it for massive damage, also affecting adjacent units. This attack cannot be dodged or blocked. |
Hellfire | 1 | Yar’thul sends out a wave of fire, damaging the whole party and applying 9 stacks of Burning. This attack cannot be dodged or blocked. |
Armageddon | 6 | Below 50% health, Yar’thul may summon a meteor, dealing massive damage, applying healing reduction, and potentially stunning the party. This attack cannot be dodged or blocked. |
Defeating Yar’thul guarantees:
Possible drops include:
Thorian, once an animal in the Deeproot Canopy, has become a corrupted abomination with many red eyes and tentacles. It curses anything it touches and is resistant to most elements but weak to Holy damage.
Find Thorian in the Cess Grounds within the Deeproot Canopy. Head right upon entering and continue in that direction; you won't miss this towering enemy.
With 2600 HP (3900 HP if Corrupted), Thorian presents a complex fight with unique mechanics. Its passive negates healing if you use the same attack type consecutively, requiring varied attacks. It's resistant to most damage types except Holy, which deals 135% damage. Below 50% health, it unleashes a devastating attack, applying Plague, Curse, and Hexed with a 15-turn cooldown.
Attacks | Energy Cost | Effect |
---|---|---|
Cursed Wave | 2 | Thorian attacks 3 party members, dealing damage with a chance to inflict Curse. |
Overflowing Curse | 0 | Starts a minigame; failure inflicts Plague. This attack cannot be dodged or blocked. |
Cess Breath | 1 | Thorian sends a wave of rotten air, dealing AOE damage and debuffing the party. |
Warped Crush | 1 | Thorian charges the party, dealing damage to 3 party members. |
Blasphemous Obliteration | 5 | Below 50% health, Thorian devastates the party, applying 1 stack of Plague, 3 stacks of Curse, and 1 stack of Hexed. This attack cannot be dodged or blocked. |
Hexed Burst | 1 | Thorian sends out a small AOE wave, damaging the party with a chance to apply random debuffs (1 Hexed or 3 Curse). |
Plague Rupture | 2 | Thorian gives a party member a random debuff, then ruptures them, dealing massive damage scaling with the number of debuffs. |
Defeating Thorian guarantees:
Possible drops include:
Once a hero, Metrom’s Vessel now serves as a vessel for Metrom, sealed in a Temporal Jail. This significantly weakens him, but he remains a formidable Raid Boss.
Metrom’s Vessel spawns on a global timer and requires a Void Key, obtained by defeating corrupted versions of other bosses. Wait for the server-wide notification to learn its location.
With 10,000 HP (15,000 HP if Corrupted), Metrom’s Vessel is a statpile with high damage negation, requiring 30 to 60 minutes to defeat. It has two phases with different moves and mechanics. In the first phase, its black wings grant damage negation; destroying them increases its damage output. It also summons Shadeblades with 200 HP each. The longer the first phase lasts, the higher the chance it will use Oblivion, dealing 50% max HP to everyone.
In the second phase, after the Temporal Jail shatters, its wings switch between Offensive and Defensive modes. Offensive mode increases damage and minion damage, while Defensive mode provides high damage resistance and Thorns Aura. A Mini Shadebringer attacks when a player fails to dodge. Coordination and constant debuff application are key to victory.
Attacks | Energy Cost | Effect |
---|---|---|
Rendering Slash | 0 | Metrom’s Vessel lunges, damaging the player and applying 3 Weakness stacks. |
Deathbound | 1 | Metrom’s Vessel applies 3 stacks of Sundered to 2 random players. |
Eclipse | 1 | Metrom’s Vessel buffs itself. |
Invoke Shadeblades | 3 | Metrom’s Vessel summons two Shadeblades with 200 HP each. This attack cannot be dodged or blocked. |
Hexed Rend | 3 | An undodgeable AOE slash that debuffs all players. This attack cannot be dodged or blocked. |
Oblivion | 5 | Metrom’s Vessel uses ancient magic, dealing 50% of everyone’s HP and inflicting Curse. This attack cannot be dodged or blocked. |
Attacks | Energy Cost | Effect |
---|---|---|
Oblivion + Eclipse | 1 | Metrom’s Vessel uses Rendering Slash followed by Hexed Rend. |
Unyielding Fury | 2 | An AOE debuff that gives all players 3 stacks of Blind and 2 stacks of Hexed. This attack cannot be dodged or blocked. |
Minishade Bringer | 3 | Metrom’s Vessel shoots 3 Shadebringers. This attack cannot be dodged or blocked. |
Shadebringer | 1 | Metrom’s Vessel slashes 3 Shadebringers, hitting the whole party and applying 4 stacks of Cursed. This attack cannot be dodged or blocked. |
Blackout | 2 | Metrom’s Vessel debuffs the whole party. This attack cannot be dodged or blocked. |
Defeating Metrom’s Vessel guarantees:
Possible drops include:
Arkhaia and Seraphon are rare and challenging bosses with complex mechanics, not recommended for beginners. They are the final bosses in the current development stage.
To unlock Arkhaia, reach rank 20 in the Cult of Thanasius. Arkhaia has 7000 HP and uses a damage-over-time gimmick. Defeating it allows you to start a new character with the Inferion race, a powerful and rare starting race in Arcane Lineage.
To unlock Seraphon, reach rank 20 in the Church of Raphion. Seraphon has 4500 HP. Defeating it allows you to start a new character with the Sheea race, another powerful and rare starting race in Arcane Lineage.
And that concludes our Arcane Lineage Boss guide. For more insights on enhancing your gameplay, explore our Complete Arcane Lineage Class tier list and guide.
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