So I saw a few of these posts today, one of which was started by myself, so I'm going to add a list of the particularly dangerous enemies or noteworthy enemies you may come across in the dungeons when soloing or in a group. This is based off of my memory of a few runs starting at +1/+1 and ending at +17/+9. I don't remember the specific level ranges of some of these, this is going off my own memory, but the overall message is the same. I do however remember all the bosses, I am also trying to keep this spoiler free.All enemies in the dungeon appear to let you use positionals from every angle, they do not have the requisite arrow pointing in the direction they are facing.
Floor 1-10:
Palace Fire elementa- Uses fire but low damage
Rats- who cast haste, easy to kill, usually dead shortly after.
Zu- Nothing special about them, easy to kill.
Antelope- Also an easy kill.
See AlsoDeep Dungeon - The Palace of the Dead | FINAL FANTASY XIV, The LodestoneIntroduction to Palace of the DeadFFXIV FF14 1-200 POTD 1-200 Guide Solo/Party - GamerstipsFinal Fantasy 14: 7 Things To Know Before Soloing Palace Of The DeadHippogryphs- Moderate damage.
Yarzon- Hits somewhat hard and inflicts poison.
Bees- Fight these near a corner, when they cast Final Sting make sure you run behind a corner and break line of sight on them or you'll probably get one shot.
Beetles- They have a charge move called "Rhino Attack." Survivable in heavier armor but if in cloth, you may want to fight them near a corner as well to break their line of sight.
Bats- I know it may seem odd but when first getting in I noted these enemies hit way harder than the others.
Lost Goblin- These enemies wander throughout the hallways of the lower floors and aren't confined to a single room, beware of ambushes. If they cast bomb toss with no telegraph it means they dropped it on their feet, run away to avoid damage.
Floor 11-20
See AlsoFFXIV Palace of the Dead full 100 floor walkthrough: Best classes strategies, and how to unlockPalace Slime- They have low HP but have an attack called Rupture, it's instant cast, no warning, no telegraph, just instant explosion that will kill you almost always. You either need to blow them up quickly or use a Pomander of Witchcraft to transform so they can't use this deadly ability.
Palace Jelly- These are the patrolling enemies in this range, they cast a few lightning spells, nothing too dangerous.
Palace Toad- Much like the bats on the lower floors, you'll notice these hit much harder than the rest of the enemies there. They also have a drawn in ability followed by an AoE.
Floor 21-50- (I don't quite remember the specific enemy breakdown, I will edit this in later).
Palace Monk- Kraken type enemies, they have a draw in followed by an AoE move also.
Palace Manticore- These are the patrolling enemies in this wing. Their swipe can be avoided by moving behind them.
Palace Skatene- Casts an AoE sleep called "Chirp." It can be stunned/interrupted.
Nightmare Dahak- Has a gigantic telegraph from it's tale, try not to stand behind it.
Nightmare Chaos Dragon- Will turn and use a cone telegraph on a random party member.
Nightmare or Palace bhoot- Casts Paralyze II which has an AoE effect, can be stunned. There is a second enemy in here that uses Paralyze III, it can also be stunned but I forget the name.
Bosses-Floor 10 boss- Has a high damage single target attack and an AoE that inflicts a DoT on the group.
Floor 20 boss- Summons two bee adds that fixate on a target. Has an AoE that hits everyone regardless of range and a large line telegraph.
Floor 30 boss- Creates fire or ice zones under players that despawn after some time passes. Stand under the boss when it casts "Fear Itself" to avoid the attack.
Floor 40 boss- Creates shadow zones under players and summons adds. Watch for it's large telegraphs.
Floor 50 final dungeon boss- Stay close under the boss' feet, it casts a very large telegraph that hits everyone not underneath it. Turn your back when it casts "cold feet" which is a gaze attack, the gaze attack and the ability where you have to stand underneath it is usually followed by a large telegraph you have to run out of directly beneath the boss. Later on the boss summons adds that do a line telegraph and despawn and it also appears the boss will do a weapon skill to random party members.
Palace of the Dead Enemy guide compilation. (2024)
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