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Demonic Spiders / Realm of the Mad God

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Like other MMORPGs, Realm of the Mad God has its own wide cast of Demonic Spiders.

The Realm

  • The Godlands has plenty, but there are a few that stand out among them.
    • Medusas boast the highest HP of all the gods (2,000) and staggering attack power with their large shotguns of 100-damage bullets. Furthermore, they can throw red AoEs that affect a wide area and deal 150 damage, which is a lot more than any non-boss enemy usually does in the Realm. Downplayed a bit, since they can be exploited by circling them, but that may not always be an option because of other gods. Medusas can instantly kill unwary newbies (who may not be able to see their grenade coming until it's too late) and are still a primary killer of careless players because of their sheer damage output.
    • Ghost Gods have slow bullets, but they make up for it with sheer numbers. A Ghost God's bullet storm makes it extremely difficult for melees to get within striking distance, and to make matters worse, each one deals 120 damage. Ranged classes have a considerably easier time taking care of them, but melees are tough out of luck.
    • Leviathans share the 2000 HP of Medusas and Sprite Gods, possessing the highest HP of any standard monster in the Godlands. They utilize 2 types of rapid-fire shotguns, firing 70 and 90 damage bullets capable of tearing apart unmaxed players. Their erratic movement and shot pattern makes them very hard to predict, and an inconsistent method of aiming means that players have to be on their toes when facing this beast.
  • Not all of the Demonic Spiders belong in the Godlands. The Grey Blob can be this for low-level players, because of its ability to quickly rush onto you and self-destruct. Because they come in massive packs, a swarm of them can end the game very quickly for less armored players. Fortunately, the 2020 reconstruction update nerfed them by giving them a slight delay before their explosion, as well as a visual tell.
  • Lizard Gods, Ogre Kings, and Undead Dwarf Gods are nightmares for low-level players because of their moderately high HP, high attack power and the ability to spam moderately tanky minions at you, which low-level players will have a hard time overcoming. The Undead Dwarf God deserves a mention for being able to slap you with a three-second Confuse, which can easily screw over newer players if they don't know what they're doing.
  • Of particular mention is the Urgle, a Highlands-dwelling monster that can create a debuff-inducing cage of lasers. It deals pitiful damage, but the debuffs it inflicts can severely hamper a player, with Weak making all your attacks do Scratch Damage while Blind makes you unable to see. But the worst of the debuffs is Armor Broken, which makes every enemy in the vicinity suddenly a potentially lethal threat, including the Urgle itself. Worst of all, they tend to camp near Event Bosses, and a lot of players are killed by once-benign bosses after getting Armor Broken by these things.

Dungeons

The Hive

  • Fat Bees can deal fairly decent damage and are a step up from enemies that players should have fought by this point in the game. It gets even worse when they turn into Angry Fat Bees, as they can now inflict Bleeding as well.

Undead Lair

  • Lair Slimes. They deal hefty damage, and can split into many more slimes upon death which have a tendency to stack shots. A swarm of slimes can bring a successful rush to a grinding halt, and it usually requires some serious Splash Damage Abuse to bring them down.
  • Lair Vampires move fast and can hit very hard, as well as inflict various status effects. Since they jump around corners when you get too close, if you get ambushed by them and aren't prepared, you're better off nexusing.
  • The Living Skeleton has a lot of HP and deals a lot of damage compared to the other enemies in the dungeon, and they can come out of absolutely nowhere since they're initially disguised as a background prop.

Haunted Cemetery

  • Possessed Children are fast, tanky, and hit hard with omnidirectional bursts of shots. Getting hit by the full attack is often instant death, and players must be very wary not to stand on one by accident.
  • Out of the Risen Enemies in the Haunted Cemetery Graves, the Risen Archers and Brawlers take the cake. The Brawler is a Lightning Bruiser with very fast speed and a devastating 330-damage shotgun that it will not hesitate to unload directly into you. On the other hand, the Archers will keep their distance from you while peppering you with highly damaging spreads of arrows, usually from behind cover.
  • Zombie Hulks in the Final Battle. They have fairly high health and use rapid, punishing spreads of bullets. In addition, they can rush at players and armor-break them, which in turn makes the rest of the enemies in the dungeon much more dangerous and usually results in a quick death from the mobs of monsters.

Abyss of Demons

  • Brutes of the Abyss are downright infamous for being these. They move at the speed of a Sprite and hit harder than most Realm Gods with rapid shotguns of 80-damage bullets. To make matters worse, they travel in huge packs and will happily ambush players from unexplored terrain.
  • Demons of the Abyss fire slower shots than the Brutes, but each bullet deals stupidly high damage: 120 each, and it fires 3 of them. Combined with the tight corridors of the Abyss, these guys can incinerate squishier classes alarmingly quick and heavily injure heavier ones.

Davy Jones' Locker

  • The Ghost of Roger has high health, powerful attacks, and the ability to predict player movement. Fortunately, they cannot move. Unfortunately, they spawn swarms of Lost Souls that block shots and self-destruct on top of players for massive damage.

Manor of the Immortals

  • Hellhounds are essentially the Brutes of the Manor. They are very fast and use devastating spreads of shots that inflict bleeding. Even worse, they tend to charge where you are going instead of where you are so you run into them and eat a full spray of bullets. Fortunately, they only travel in small groups and have to stop after charging.

The Puppet Master's Theatre

  • Warrior Puppets, because of their ability to temporarily double their fire rate and defense. While this is offset by its short range, it essentially becomes a super-tanky machine gun for a few seconds. If you get caught out by one and are trapped, just nexus. The amount of damage they can do is staggering.
  • Knight Puppets have loads of health and a nasty trick in the form of an Armor-Breaking shield bash. It is not uncommon for rushes to go awry when a Knight Puppet armor-breaks the rusher and then they die or nexus from the rest of the minions.
  • While Archer Puppets are rare, they are incredibly dangerous, with rapid spreads of arrows that slow. That isn't even talking about its larger, aimed arrow that paralyzes you, making you easy prey for the other enemies.

Mountain Temple

  • Corrupted Bowmen, purely because they can fire a nasty 165 damage arrow that slows their targets. Since enemies tend to come in mobs here, you can easily be shredded by any other enemies that will jump on you when you're down.
  • Corrupted Armors aren't that bad by themselves, although they can used aimed blasts to damage and Silence players. It's the constant stream of Mini Corrupted Armors that they spawn that really become a problem. They come in swarms and use 75 damage armor-piercing attacks, allowing them to shred players quickly. And the aforementioned Silencing attacks making it harder to beat through the hordes to kill the actual Armor.

Woodland Labyrinth

  • While not an "enemy", per se, the Woodland Turrets do count. They are completely invulnerable, blend in well with the background, and fire off radial blasts that deal grievous damage and inflict a nasty assortment of status effects (either Quiet, Paralyze, or Weak, depending on the turret). Since they can't be killed, they must be avoided at all costs, as their shots can really mess up your day. They were nerfed with the Labyrinth's Reconstruction, making them have a visual cue before firing and making them easier to avoid, but they're still a threat.
  • The Mecha Squirrel, a giant, robotic, acorn-launching killer squirrel with an enormous amount of HP, a devastating spread of flaming acorns that hit for a whopping 175 damage each, and deadly bombs to throw at you below half health. Fortunately, they have a small sight range and will easily give up on chasing you. Unfortunately, when push comes to shove, they are scarily effective enemies who are extremely hard to take down due to their sheer damage and health.

The Crawling Depths

  • Most of the large spider found in the dungeon can qualify as this. They have more health than their smaller kin, more aggressive attack patterns that aren't just "shoot directly at player", and inflict devastating damage as well as numerous debuffs. Fortunately, they don't come in groups, but they will come with lots of smaller spiders.

Mad Lab

  • The Crusher Abominations easily take the cake. With extremely high health and devastating attacks, this enemy is a brutal attacker. Worse, it gets stronger as it takes damage. That would be fine...if there weren't always Escaped Experiments constantly healing them.
  • A close second is the Enforcer Bot 3000. It has lots of health and attacks from long range with electric blasts, and is nigh-impossible to approach due to it constantly letting off electrical discharges, and they often appear in hallways where they're impossible to avoid. And to top it all of, it releases several Mini Bots (see below) upon death.
  • Mini Bots can and should be focused down whenever you see them, since they Confuse you for a short duration when their shots hit you. Coupled with the green liquid, this can result in a stun you have to shake off with a trip to a blue pool, or it can lead you into close range of an Enforcer Bot or Crusher Abomination. They also spawn during the fight with Dr. Terrible, and can confuse you into a Green Potion or Red Gas Spawner, which will result in a quick death.

Tomb of the Ancients

  • Scarabs. They can rush you and then sit on you keeping you permanently paralyzed until you kill them. Considering they come in swarms, that's pretty hard to do, considering they do heavy damage as well. Plus, the paralysis makes you a sitting duck for any other enemies in the room.
  • Swarms, mostly because they come in...well, swarms. They deal incredible damage individually, and together they can shred even maxed players. Not to mention the Yellow and Blue ones inflict Status Effects, and the Red ones use an Armor-Piercing Attack.

Ocean Trench

  • The Sea Mares are pretty much the only threat to a maxed player in this dungeon. With extremely high defensive stats and rapid-fire paralyze bullets, they can keep you permanently locked down in a dungeon with a Oxygen Meter. Not to mention they always have a pack of Sea Horses with them that will gleefully swamp you once you're paralyzed.
  • The Giant Squids are also annoying. They have good health, high defense, and can deal quite a bit of damage with their shotguns. They also leave a trail of deadly bubbles behind them, greatly limiting your movements. And to make things worse, they spawn blinding Ink Bubbles everywhere to reduce your vision.
  • Fishmen Warriors have incredibly high HP, above-average defenses, and a variety of attacks that inflict high damage. In addition, they can inflict Confusion to a player, easily sending them careening into a swarm of enemies.

Parasite Chambers

  • The Furious Lasher has high health and can deal extreme damage very fast with his rapid-fire shotgun of bullets. To make matters worse, they pierce targets, meaning they can shred through entire groups of players with ease.
  • Walking Horrors are tanky, deceptively fast, and despite only firing one shot at a time, can still do huge damage considering that each shot hits for 150 base damage. And if that's not enough, it's nigh-impossible to approach due to it constantly detonating extremely dangerous AoE bombs on top of itself.
  • Horror Maws have the highest HP of the standard non-colony enemies in the dungeon and use a bizzare converging shot pattern that will not only catch most players off guard, but shave off huge amounts of health if it connects. Fortunately, its primary attack has a blind spot right in front of it. Unfortunately, it will be waiting with a 480-damage shotgun to punish anyone trying to exploit that.

Oryx's Castle

  • The Brutes of Oryx definitely qualify. Besides spawning Warriors of Oryx, which are also Demonic Spiders, they have massive defense and health, as well as armor-breaking attacks to make sure that even the tankiest classes won't survive a direct onslaught for long. You would expect such a bulky fighter to be a Mighty Glacier, but it actually moves very fast, turning it into a Lightning Bruiser.
  • Warriors of Oryx, Lightning Bruiser type monsters that unload multidirectional blasts of bullets capable of instantly popping squishier players. To make matters worse, they are spawned in squads by the Brute, meaning they can gang up on you easily, particularly when you're Armor Broken.
  • Commanders of Oryx. Not very threatening by themselves, but they are constantly surrounded by a mini SWAT team of 20+ deadly Insect Minions that can easily Zerg Rush you to death. Since it usually spawns them just as fast as you kill them, they have a nigh-impenetrable shield of insects that only piercing weapons or Splash Damage Abuse can get through.

Wine Cellar

  • The Henchmen of Oryx are not only the creators of the other minions of the Cellar, but are no slouch themselves, especially since they're one of an elite few standard enemies with health scaling, making them extraordinarily tanky in larger groups. Their attacks do good damage, and their infamous Confuserang can easily send players careening into more monsters or the Mad God himself.
  • Abominations of Oryx quickly charge at players before unleashing a massive shotgun that deals immense damage. These guys are the bane of unmaxed players in the Wine Cellar just because of their sheer damage output; fortunately, their damage falls off quickly as players get more defense, but they're still dangerous to squishies.
  • The Bile of Oryx secretes a trail of Purple Goo that Sickens and Slows players. Since many rushers rely on healing and speed to plow through the minions, you can get why this thing is a nightmare for them. Worse still, it's a lot tankier than the other enemies in the dungeon (which tend to be Glass Cannons), meaning you can't just plow it out of the way (especially since the goo they spawn is intangible).
  • Monstrosities of Oryx essentially spawn Grey Blobs on steroids. The Monstrosity Scarabs deal enough damage to OHKO squishier players should they get the chance to explode on them. Like the Abomination, the Scarabs' damage goes down by a lot when you have more defense, but squishier classes will still be in a world of hurt if one scores a direct hit.

The Shatters

  • Stone Mages use rapid-fire bombardments of high-damage wavy shots and can sometimes unload radial blasts of bullets. In addition, they can riddle the area with spikes which deal massive damage if you aren't watching where they land, on top of their constant healing of nearby Stone enemies forcing you to target them first.
  • The Stone Gargoyles have more health than most of the Stone enemies alongside their signature massive DEF, run you down at alarmingly fast speeds, and use rapid-fire attacks that deal massive damage and are liable to permanently Paralyze a player in place, letting the Gargoyle shred them or let other enemies rain fire on them. They're very easy to kite, but woe betide you if one takes you off guard.
  • The Hollow Brigand and stronger Hollow Outlaw are notable for being nearly completely invisible when they spawn, only revealing themselves when players get near. After revealing themselves, players have but a second to get away before they unload a massive storm of knives that will one-shot even the tankiest player from the sheer volume of shots. However, their true strength lies in their stealth abilities and relatively small sprite which makes them difficult to notice if they happen to appear in the middle of a group, after which usually follows a massacre.
  • Ice Adepts, full stop. These enemies have achieved community-wide notoriety for the amount of 8/8 players they have killed. In addition to chasing players down with a stream of extremely damaging Slow and Darkness-inflicting bullets, it fires multidirectional confuse stars that come out very fast, which are likely to send you flying into the Ice Adept's stream of shots. To make matters worse, they have a good amount of base HP and should they survive long enough, they can summon Ice Portals to fire waves of slowing bullets. It's telling that when the Shatters rework came out, the Ice Adept was one of the few pre-existing enemies that was left virtually unchanged.
  • The Ice Mage, or more specifically, the Ice Spheres it spawns. They fire a literal maelstrom of bullets that do high DEF-piercing damage individually, so standing next to or on one is a guaranteed death unless you're under Invulnerability. They can also suddenly lunge at players to try and sit on them, and they can self-destruct into a massive nova of 300 damage piercing bullets. The self-destruct alone is the main reasons Ice Spheres are so infamous amongst the community, as it has taken countless players by surprise.
  • The Pyro Warlock moves by teleporting around, making it easy for it to catch players off guard, and can attack out of seemingly nowhere with massive barrages of flames, firebombs, and Petrifying lightning which can be extremely dangerous if it happens to teleport right next to you. It's also one of the bulkiest regular enemies that can show up, making it hard to asssasinate them before they launch their attacks.
  • The entire Royal Guard is relatively bulky, extremely agile, and consists of what are among the hardest-hitting enemies in the entire game, making fighting each one a precarious task as is if you don't want to be blown up in a heartbeat - and the worst part is that they never come alone. Special mention goes to the King's Gladiator, Cavalry, and Thaumaturge - the Gladiator is a Lightning Bruiser that deals massive damage very quickly and can launch lingering chains of axe blades to limit movement, the Cavalry will flank you at high speeds while launching devastating shotguns and potentially dispatching its Rider to threaten you further, while the Thaumaturge can summon swarms of Action Bomb minions that will rush you down and deal devastating damage on impact.
  • Every Accursed variant. To elaborate, every standard enemy in the dungeon has a chance to spawn as a purple Accursed variant which deals increased damage, has increased DEF and, most damningly, spawns a gravestone upon death which revives the enemy after enough time has passed. They can do this indefinitely, meaning that even if you kill them, there's a fair chance that they'll come back to life and just bite you in the behind when you stumble across their death location, especially in the Castle where backtracking is practically required and a respawning enemy can immediately break a conductor and reset your progress on the payload you need to finish the segment. And remember, this applies to every enemy, meaning that all of the Demonic Spiders already found in the dungeon can turn into stat-boosted, infinitely respawning menaces.
  • The Accursed Eye of the King. It's a rare variant of an already rare enemy, and as such only shows up once in a blue moon. If it does show up, not only does it have very high HP and DEF alongside immunity to most serious debuffs, its attacks deal about 200 DEF-piercing damage apiece and inflict a lengthy Darkness effect, along with it gaining a periodic ring of Silence shots to cripple abilities. However, its true threat is that all players that are merely near it will be Sickened permanently, disabling all healing in its presence. The Sick aura alone is enough to turn even the more benign enemies into deadly threats now that you can't recover from damage, much less the actual Eye gunning you down. Even when you kill it, it's an Accursed, so it will just respawn if you leave it alone for long enough.

The Nest

  • Soldier Bees. They have high HP, aggressive behavior, and the potential to inflict a One-Hit Kill by jumping on squishier classes and bursting them down. The red and blue ones in particular are infamous for instakills, because they can inflict Armor Break and outright ignore defense with their bursts, respectively.

Lost Halls

  • Commanders of the Crusade in particular are the primary non-boss killers of this dungeon. They have high health and a massive shotgun of 210-damage shots capable of instantly dropping any character, which only increases in potency as they lose health. They also summon Lost Crusaders, which are Demonic Spiders on their own.
  • Golems of Anger use streams and blasts of armor piercing shots. They're notorious for dealing a lot of damage in a short time, and if you don't notice one and walk into it you're usually boned.
  • The Golem of Sorrow deals a titanic amount of damage per shot, and fires very frequently in wide-range bursts that make it hard to approach. Unlike its cohorts, it will actively stay away from players, forcing you to chase them.
  • Oryx Admirals dash behind players before unloading high-damage knives and Confuse shots into them. They are very hard to spot once they infiltrate your group, and while they aren't very that deadly by themselves, the status effects they can inflict are.
  • Greater Void Shades in The Void. They deal ludicrous armor-piercing damage with each attack on top of Cursing you to make you take more damage, and have a ton of health to boot. The only relieving factor is that you can stop them from appearing by killing the Void Fragments before they grow, but considering that players have to deal with the Void Entity at the same time, this is easier said than done. However, the Void Entity can manually summon them in his later phases, so you're going to have to deal with these beasts one way or another.

Abandoned Mineshaft

  • Mushroom Brutes are deceptively tough, will gleefully run down players the second they enter their aggro range, and attack with shotgun bursts that can instantly drop a squishier player. The problem arises with the fact that they spawn in packs, and will more often than not attack as a group.
  • Mushroom Mages fire unending waves of armor-piercing shots that make it virtually impossible to approach them, and they'll often spawn in groups to make a nigh-impenetrable Bullet Hell. Worse still, they'll back off whenever approached (making killing them difficult), and tend to stick around other foes - both protecting their cohorts and making it even harder to attack them.
  • Cavecrawler Webslingers are a nightmare due to packing an extremely lethal radial barrage that they will fire right after lunging at the nearest player with incredible speed, potentially resulting in an instant kill if their target isn't ready for it. They also have a second attack where they spit web threads to Slow players, leaving them open for further attack. Not helping is the fact that the Webslinger is visually one of the smallest enemies in the dungeon, making it hard to see them until it's too late.
  • The Cavecrawler worms are massive, fire dangerous shots from all their segments, and have a tendency to show up out of nowhere during inconvenient moments. Fortunately, they go down easily to piercing weapons, but they'll enrage once they've only got their heads, often being able to drop a player from full to nothing in seconds in this state.
  • Just about all of the large mushrooms are this, considering that they all have huge amounts of HP, do huge amounts of damage on top of Status Effects, use complicated bullet patterns, and have a Turns Red phase at half HP which makes them even more dangerous and often completely switches their attack pattern. It doesn't help that they're almost always accompanied by smaller mushrooms from their group, usually requiring that you clear them out before taking on the big one.
  • Crystal Worm Children can spawn in the Crystal Cavern, and while they have half the HP of their boss version, they don't hit any less hard or fire any less shots. While they have the disadvantage of being stuck in tight caves that often block their shots, this also makes them easier to corner you.
  • All of the Crystal Bats are fast as hell, annoyingly bulky given their agility, come in huge hordes, and will relentlessly pelt you with powerful attacks that sometimes follow unorthodox firing patterns. However, their real danger is that they'll explode on death, dealing severe damage to or even killing players who aren't prepared to deal with the resulting nova of shots. Special mention goes to the Topaz Bat, whose death explosion is so densely packed that taking even half of it will instantly kill just about anyone.
  • Crystallized Watchers and Chargers, unlike their relatively sedentary brethren, will run you down at lightning speed and try to unload as many bullets as they can into you - and in a dungeon like this, that means death. While they don't come in particularly massive swarms like the Crystal Bats, unlike the Bats they also have a significant amount of HP to make sure they don't go down as easily.

Oryx's Sanctuary

  • All of the minions associated with Gemsbok or Beisa are usually considered the worst out of them all. The former will abuse their teleportation to get up close to you and fire a barrage of lethal shots directly in your face, and many of them can inflict Status Effects on top of that. The latter will relentlessly lunge at you at astonishing speeds and pack extreme damage in individual bullets (especially the dreaded Oryx Sergeants), in addition to having a Turns Red phase that amps up their power even more. And given they're all from the Brutal Bonus Level to end all dungeons, they often have too much health to get assassinated quickly (particularly in large groups where their HP is heavily scaled), meaning you'll have to weather their attacks and kill them the hard way.

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