# PotD 151-160

Some good news:

- No more surprise patrols! There are very few walls, so visibility is great the rest of the way.
- Gold sacks drop now. Use your Intuition poms ASAP, but do be careful walking
into rooms to collect - luring traps are getting scarier and scarier!
- Some people prefer not to risk collecting hoards, but it is safer if you’ve used safety or sight or already hit a trap in the room

Imps and Soulflayers are the enemies to watch out for here.

Be aware of the wall traps on these floors.

## Enemies

### Deep Palace Shabti (Anubys)

#### Abilities

**Death's Door**: quick, long, narrow line AoE. It will spam this every few seconds

### Deep Palace Pudding (Flan)

#### Abilities

**Amorphic Flail**: tankbuster (melee)

#### Notes

- Caster, but also does melee attacks if you're close. Keeping distance will mitigate some damage

### Deep Palace Deepeye

#### Abilities

**Optical Intrusion**: fairly weak attack (cleave?)**Hypnotize**: roomwide gaze sleep - look away

### Deep Palace Gremlin

#### Abilities

**Bad Mouth**: applies vulnerability up**Fire II**: telegraphed circle AoE. Can be interrupted

### Deep Palace Pot

#### Abilities

**Mysterious Light**: roomwide gaze attack that blinds**Double Ray**: tankbuster

### Deep Palace Marolith

#### Abilities

**Carpomission**: tankbuster**Isle Drop**: telegraphed circle AoE

### Deep Palace Abaia (Vodoriga)

#### Abilities

**Terror Eye**: telegraphed circle AoE. Also used out of combat'

### Deep Palace Devilet (Imp)

#### Abilities

**Ice Spikes**: Causes you to take significant damage whenever you hit the enemy. Interrupt or disengage immediately. The damage can kill you very quickly**Void Blizzard**: Does damage and applies slow. It only has medium range, so you can also run away to avoid it

#### Notes

- Disengaging during Ice Spikes and running away to avoid Void Blizzard is probably the safest option as you avoid all damage
- Some people prefer to disengage during Ice Spikes and stun/interrupt Void Blizzard. Make sure to disengage again quickly, but you will probably still get one autoattack in and take Ice Spikes damage.
- Can be slowed if transfigured via Pomander of Witching

### Deep Palace Soulflayer

#### Abilities

**Mind Blast**: telegraphed pointblank AoE**Drain Touch**: drains HP

#### Notes

- Caster - kiting doesn't help to mitigate damage
- Can be slowed if transfigured via Pomander of Witching

### Deep Palace Taurus

#### Abilities

**Frightful Roar**: telegraphed pointblank AoE

### Deep Palace Arch Demon

#### Abilities

**Abyssal Swing**: telegraphed conal AoE. Try to stay very near or far when paralyzed, so you don't get caught in the middle of this**Abyssal Transfixion**: applies paralyze

#### Notes

- If there are several, you may want to pull them in quick succession to take advantage of diminishing returns on paralyze

### Mimic

#### Abilities

**Infatuation**: inflicts pox; can be interrupted**Deathtrap**: 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

### Sunken Captain (Fallen NPC)

#### Notes

- Rare spawn
- Uses only auto-attacks
- Immune to transfiguration (Pomander of Witching)
- Dying words: Dyin' a third time... Forgive me, Diamanda...

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- Keep your distance to avoid some damage
- They still do a fair amount of damage, so it's ideal to burst them down quickly

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- Can do some burst damage, so you do have to be a bit careful

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- Annoying to fight, so avoid if possible. Not too bad if you're smart about it though
- Heat Blast recast is not affected by slow, so another option is to interrupt Ice Spikes and Hypercharge/Heat Blast away while slowed by Void Blizzard
- Make sure to keep sustaining pots up as kiting won't help to mitigate damage

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- The worst thing to fight in this set - avoid if possible
- Can move in close to bait the AoE for a little breathing room

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- Delay getting paralyzed by maintaining distance with Sprint and Leg Graze

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## Enemies by Agro Type

Proximity: | Pudding • Pot • Marolith (patrol) • Arch Demon (patrol) |

Sight: | Shabti (patrol) • Deepeye • Gremlin • Abaia • Devilet • Soulflayer • Taurus |

Sound: | (None) |

## Enemies by Floor

151: | Shabti (patrol) • Pudding • Deepeye • Gremlin |

152: | Shabti (patrol) • Pudding • Deepeye • Gremlin |

153: | Shabti (patrol) • Pudding • Deepeye • Gremlin • Pot |

154: | Pudding • Deepeye • Gremlin • Pot • Marolith (patrol) • Abaia |

155: | Deepeye • Gremlin • Pot • Marolith (patrol) • Abaia • Devilet |

156: | Pot • Marolith (patrol) • Abaia • Devilet • Soulflayer • Taurus |

157: | Marolith (patrol) • Abaia • Devilet • Soulflayer • Taurus • Arch Demon (patrol) |

158: | Abaia • Devilet • Soulflayer • Taurus • Arch Demon (patrol) |

159: | Devilet • Soulflayer • Taurus • Arch Demon (patrol) |

## Boss: Todesritter

#### Notes:

- Hail of Sorrow: creates a large bleed puddle. Stay out of these
- Flames appear around the edges of the arena before he does a knockback charge. Make sure to get knocked into a safe spot or use knockback immunity. The flames explode a couple seconds after the knockback, so there is a bit of time to adjust

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- Steel required
- Keep sustaining pots up 100%
- Kite around the edge of the arena

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- 7m15s with no offensive pomanders (6.0)
- 5m30s with strength (6.0)

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