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Daemonium Bestiary
Know your enemy. Then harvest it.
The corridors of the Endless Dungeon are patrolled by a roster of ten custom demons, collectively the Daemonium. They appear from trial spawners scaled by player count and drop unique trophy materials.
Every Daemonium shares a handful of mechanical tells.
- Spawn invulnerability. For the first 50 ticks (2.5 seconds) after spawning, a Daemonium plays a spawn animation and cannot be damaged. Trial spawners drop their occupants directly on top of you; do not waste your first sigil charge.
- Attack self-stun. Heavy attacks freeze the demon's movement for the duration of the animation. This is your tell and your window.
- Layered sound design. Spawn, attack, hurt, and death events stack several vanilla sounds at once. The audio is the cleanest indicator of which attack is incoming.
| Tier | Demons |
|---|---|
| Fodder | Cruoris, Pestis, Animaris, Rancoris |
| Standard | Voraxis |
| Elite | Corrodis, Fervidis, Doloris |
| Apex | Ignis, Glaciaris |
| Drop | Source | Use |
|---|---|---|
| Tainted Flesh | All Daemonium | Risk food / crafting base |
| Unique trophy | Per species (see entries below) | Locked recipes in the Hellfire Forge |
See Dungeon Mechanics for what Tainted Flesh does and how to refine it into something less hostile to your liver.
30 HP, 5 damage. Three attacks: left claw, right claw, and a leap attack that closes a 3 to 10 block gap at 1.5× damage. The leap fires roughly 40% of the time at edge-of-melee range; bait it, sidestep it, and the demon eats 75 ticks of self-stun. Its walk/run stance shifts visibly when committing to a charge.
Drops: Gore-Clotted Fang, Tainted Flesh, Rotten Flesh.
30 HP, 6 damage, negligible armor. Two attacks: a fang bite and a shadow lunge that dashes through the gap and bites again at the far end. Both inflict Poison II for 5 seconds. Individually fragile, but they swarm; the poison stack will kill you faster than the bites do. Bring milk or a flask.
Drops: Venomgland Sac, Tainted Flesh, Spider Eye, String.
The dungeon's common ranged threat. Most archery-flavoured trial spawns produce Rancoris; roughly one in ten produces a Slime of Vitae instead.
Spectral ranged attacker, 45 HP, 6 damage. Two attacks: a spectral bolt (single tracking projectile, Slowness I for 3s) and an ectoplasmic burst (AoE at the target's feet, 1.5× damage, Slowness II for 5s). Will kite across the room; close the gap or you take the burst point-blank.
Drops: Ectoplasmic Residue, Tainted Flesh, Arrows, Bone.
Flying, partly-phasing, 30 HP, 7 damage. Drifts through walls and through your guard alike, charging straight through targets and reorienting on the other side. Awkward to hit cleanly. Its low health is the main mercy.
Drops: Animus Mote, Phantom Membrane (rare).
Sometimes summoned in place of Rancoris from the same trial spawners.
A blood-red slime of coagulated Essentia Vitae. Touch slows; death detonation deals raw magic damage in an AoE. Magic-immune; bring physical attacks. If four small slimes gather, they merge into a larger variant. Kill them faster than they clump.
60 HP, 8 damage, 6 armor, 0.28 movement. The first demon that genuinely tanks. Two attacks: left slash and right slash, both apply Hunger II for 5 seconds. Extended Voraxis fights force you to eat mid-combat, which is exactly when their friends close in.
Drops: Hollow Gut, Tainted Flesh, Leather, Raw Demonite (rare).
100 HP, 8 damage, 15 armor, 0.28 movement. Three attacks: a sweep, a double sweep, and a two-phase slam with wider arc. Every hit applies Wither, and the slam adds Weakness for 5 seconds. Armor-piercing weapons or anointments are the cleanest counter.
Drops: Blight Marrow, Raw Demonite, Tainted Flesh, Bone, Wither Skeleton Skull (rare).
150 HP, 12 damage, 10 armor. Three modes: decay swing (basic melee), revenant smash (leap slam at 1.5× damage), and the bear stance, a defensive posture granting Resistance II for 2.5s and near-invulnerability. Wait the stance out; do not waste cooldowns into it.
Drops: Revenant Plate, Gore-Clotted Fang (rare), Raw Demonite, Tainted Flesh, Gold Ingot.
Also the species of the dungeon boss; see "The Foreman" below.
200 HP, 10 damage, 8 armor, 0.24 movement, two-phase. Phase 1 cycles Combo 1, Combo 2, and a leap slam at 1.5× damage. Below 50% HP, Phase 2 opens Combo 3 (upward slash + spin, applies Wither II) and the ghost howl, briefly phasing Doloris out of reality before counter-attacking. The phase transition has a distinct sound layer; back off when you hear it.
Drops: Frozen Marrow Shard, Ectoplasmic Residue (rare), Raw Demonite, Tainted Flesh, Ice.
The Foreman is a unique Daemonium Doloris variant that spawns once per dungeon, inside the sealed Foreman's chamber. Vital statistics:
- 600 HP, 25 damage, 16 armor, 8 armor toughness.
- Hosts a vanilla boss bar while alive.
- On death, drops a clutch of Mine Dungeon Keys, which open the deeper sealed doors inside the Mines. The trial spawners inside the Mines can drop them too.
Treat it as a boss fight, not an elite encounter. Bring sigils and sentient weaponry; attempt it under-equipped at your peril.
60 HP, 6 damage, 7 armor, fire-immune, permanent Slow Falling. Three attacks chosen by range and arc:
- Fireball at long range: Large Fireball at 1.5× velocity.
- Ground Slam when in front and within 4.2 blocks: AoE at your feet, ignites for 5s.
- Sword Slash at other ranges below 25 blocks: Slowness IV for 3s, then four hits over 16 ticks, each resetting your i-frames and refreshing fire. The slowness locks you in the multi-hit.
Stay off-arc when close. Stay behind cover when far. Anywhere in between is the kill zone.
Drops: Cinder Heart Fragment, Tainted Flesh, Blaze Rod (rare).
The single most dangerous creature in the dungeon.
250 HP, 10 base damage, 8 armor, 0.2 movement. Six attacks:
- Basic ice projectile: 10 damage, Slowness II for 2s.
- Ice Beam: channelled ~5s, 0.25 damage/tick + Slowness III refresh. Locks disengagement.
- Rose Toss: thrown ice rose, 10 damage, Slowness III for 3s.
- Shards Burst: close-range AoE, 15 damage, Slowness IV for 3s.
- Wall Summon: temporary ice wall and ice golem as area denial.
- Mist Phase: 20 seconds of full invulnerability while repositioning.
Drops the rare Permafrost Core required for the most powerful Hellfire Forge recipes, including the Sigil of the Damned. Plan the fight around the mist phase.
Drops: Permafrost Core, Frozen Marrow Shard (rare), Raw Demonite, Blue Ice.
Start Here
Core Systems
- Ara Vitae and Runes
- Blood Orbs and Anima
- Sigils
- Tabula Vitae, Flasks and Anointments
- Hellfire Forge and Sentient Equipment
- Sentient Armor
- Rituals
- Spiritus, Aspects and Crystals
- Alchemy Arrays
- Athanor and Materials
The Endless Dungeon
Automation
- Routing Network
- Automating the Ara Vitae
- Automating the Athanor and Tabula Vitae
- Sanguine Crafter
- Automating Spiritus
- Teleposer
- CC: Tweaked
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