The Tyrant King
Boss · Native to the Speedrun Keep
This article is about the creature. For the region, see the Speedrun Keep.
The Tyrant King is a boss creature found in the Speedrun Keep. It has 6,600 hitpoints and hits for up to 96, placing it in the middle of the bestiary by hitpoints (#57 of 511).
It drops Royal Crown and 5 other items, and yields 3,000 experience and 4,000 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
- 6,600
- DAMAGE
- 96
- DPS
- ~137
- SPEED
- 9 / 19.8
- EXPERIENCE
- 3,000
- COINS
- 4,000
At 0.7 seconds a swing for 96, sustained contact costs roughly 137 health per second. The charge multiplier takes it from 9 to 19.8 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.
- Heavy
- Slow to turn and slow to reposition, but absorbs far more punishment than its tier suggests. Kiting works; trading blows does not.
- 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.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Royal Crown | 1 | Always | Armour |
| Royal Cloak | 1 | Always | Armour |
| Royal Leggings | 1 | Always | Armour |
| Kings Gold | 12 | Always | Material |
| Castle Stone | 14 | Always | Material |
| Gold Bar | 12 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Tyrant King spawns inside the Speedrun Keep, a region of radius 18 centred on -200, -180. 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
- Castle Knight 280 HP
- Court Mage 200 HP
- Gargoyle Sentinel 270 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Kite it. Trading blows with 6,600 hitpoints on the other side is a losing race.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 96 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.