King Zelos

King Zelos

Walks through
EnergyFirePoison
Can't pass
480,000 Health
75,000 Experience
3000 (1000 Physical Damage, 2000 Death Damage)
Damage taken
Neutral
100%100%100%100%100%100%100%100%
Abilities
Melee900-2700
Great Hex
Expanding Death Ring1200-2000; starts as a small ring near the boss after being channeled and grows bigger every second
Blood Ring around self?
Max damage3000
Death2000 · 67%
Physical1000 · 33%
LocationRoute

General Properties

ClassificationUndead Humanoids
Spawn TypeTriggered
RankBoss
Illusionable
Pushable
Pushes
Cooldown20 hours

Bosstiary Properties

CategoryArchfoe (5/20/60 kills to unlock) Archfoe

Immunity Properties

Paralysable
Sense Invis

Other Properties

Version12.20.8834
July 29, 2019
Summer Update 2019
StatusActive

Notes

He is the final boss of the Grave Danger Quest and a former Thaian king. He is mentioned in some books: The History of King Zelos part one and part two, as well as About Nargol the Impaler.

Behaviour

King Zelos never retreats.

Strategy

Its elemental weakness depend on the team performance during the boss fight. The longer it takes for the team to reach Zelos, the stronger it will be. Nevertheless, Fire is always the best element to be used against it.

If the team has defeated the 4 minibosses before Zelos quickly enough, the strategy is easy. The blocker should always stay diagonal, preferably at the right side of the room near the wall so the boss doesn't face the team. The shooters should stay diagonal to avoid the Hex beam and shoot Fireball Runes for maximum single-target damage. The second blocker can either attack from distance while blocking the 3 Risen Soldiers or stay near the boss, which is more dangerous but will increase the damage output.

How to get to it?

  1. 1
    Ground
    • AStart here
    • BGo here

    Out of the temple, west through the city, then follow the shore north-west for about 150 tiles. It is all dry land — there is no ferry for this part and no shortcut worth knowing. Dalbrect is the fisherman standing on the jetty at the end of it.

  2. 2
    Ground
    • ADalbrect, on the jetty

    He only sails for friends, and the brooch is what makes you one. Once he has it he will take you across for the rest of your life for ten gold.

    Say to Dalbrect: hipassageyes10 gp

    The White Raven Monastery Quest Part one only — the Family Brooch. Dig the brooch out of the crypt under the abandoned house in the Ghostlands, hand it to Dalbrect, and stop there. Everything after that (Costello's missing brother, the Monk's Diary, the Blessed Ankh) is a separate reward you don't need for this.

    If you have ever walked onto the monks' restricted third floor and not paid for it, Dalbrect flatly refuses to carry you — either way. Settle it with Costello first: say crime, or absolution, and pay what he asks. It runs to 10,000 gp above level 60.

  3. 3
    Ground
    • AStart here
    • BGo down

    The boat leaves you on the dock on the isle's south-east shore. The mansion is straight up the slope to the north-west; go in and cross to its far west corner. That staircase is the only way down out of the building, so there is nothing to pick between.

    Costello's permission, once Costello opens the catacombs, not the quest. He is the monk in the eastern room of the mansion's ground floor; say Fugio to him and the doors below open for good. Do this even with all twelve graves already done — it is where people who have finished the whole of Grave Danger get stuck, standing at doors they cannot open.

  4. 4
    -1
    • AStart here
    • BGo here

    You land in a long room running east. Take the two-tile passage north out of it and keep going north — past the burial chambers, straight on — and the corridor narrows to two tiles again with the sealed door across it. Skeletons and ghouls the whole way, nothing that will trouble anyone here for the boss.

    Grave Danger Quest All of it. Twelve graves sanctified and then reported back to Jack Springer in Thais — the report is what unseals the door, not the twelfth grave.

  5. 5
    -1
    • AThe sealed door
    • BThe teleport — the route ends here

    The door opens into the crypt itself. Six tiles north, past the pillar, is the teleport. Stand on it and you are in the lever room, and from there it is the four Lich Knights and then Zelos — up to ten players, 24 minutes on the clock, and a 20-hour cooldown once you start.

Map tiles from TibiaMaps.io.