Poseidon, the Sea King
Boss · Native to the Wet Server
This article is about the creature. For the region, see the Wet Server.
Poseidon, the Sea King is a boss creature found in the Wet Server. It has 7,200 hitpoints and hits for up to 110, placing it in the top fifty by hitpoints (#38 of 511).
It drops Trident of Atlantis and 5 other items, and yields 3,000 experience and 3,800 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 7,200
- DAMAGE
- 110
- DPS
- ~157
- SPEED
- 11 / 24.2
- EXPERIENCE
- 3,000
- COINS
- 3,800
At 0.7 seconds a swing for 110, sustained contact costs roughly 157 health per second. The charge multiplier takes it from 11 to 24.2 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
- Aquatic
- Bound to water. Fights at full speed submerged and is slowed badly on land.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Trident of Atlantis | 1 | Always | Weapon |
| Atlantean Crown | 1 | Always | Armour |
| Atlantean Scale Mail | 1 | Always | Armour |
| Atlantean Scale Greaves | 1 | Always | Armour |
| Atlantean Pearl | 12 | Always | Material |
| Gold Bar | 10 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
Poseidon, the Sea King spawns inside the Wet Server, a region of radius 20 centred on -340, 120. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Atlantean Guard 240 HP
- Reef Serpent 320 HP
- Coral Sentinel 260 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 110 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.