Fire Lich
/guides/fire-lich
Fire Lich
This guide covers the Fire Lich, a level 120 fire mage boss found in a cemetery west of Grave Town. You cannot fight him in melee, so you need a bow. You do not need a shield either: you can beat him without taking any damage if you avoid all his attacks. It covers the arena, the four phases, the gear and his drops.
The stats, armour, gear tables and drops come from the game data. The arena and the four phases come from a player who fought him. The data only lists 2 phases (100% and 75% health), so the health points of phases 3 and 4 are approximate. Lines marked Unverified are guesses read from the data.
The boss at a glance
Level 120 with 3,500 health. Each extra player fighting him adds 80% more health, up to 30 extra players (Unverified: copied from how the other boss scales in the data). His attacks are Mystical (150) and his damage is all Fire (150). His attack range value is 2,000, which looks like a long ranged attack (Unverified). His skill levels are 35 in Magic, Defence, Evasion and Warding. His armour is Slash 150, Ice 150, Fire 75, Lightning 40, Pierce 20 and Impact 0. Pierce is his weakest armour of the types the weapons in the game data use, and Slash and Ice are his strongest. He gives the normal amount of combat XP (1 times).
The arena and the four phases
Think of the battlefield as a circle, like a whole pie. You keep moving and shooting him from range in every phase. Melee does not work, because from phase 2 he stands in a ring of fire. Phase 1 (starts at 100% health): he drops 3 fireballs on you. Avoid them and keep firing between dodges. Phase 2 (about 75% health): he surrounds himself with fire, which is why melee stops working. He keeps dropping 3 fireballs on you. Keep avoiding them and firing. Phase 3 (about 50% health, approximate): he puts lines of fire in the ground that cut the battlefield into 4 quarters. You cannot cross a line without burning. He still drops 3 fireballs. Phase 4 (about 25% health, approximate): he cuts the battlefield into 8 smaller pieces. He keeps firing the 3 fireballs and also adds a 4th, much bigger bomb. With a short-range bow this phase is harder, but it can still be done. If you avoid every attack you take no damage, so no shield is needed.
Recommended gear
Armour
All of his damage is Fire, so armour is ranked by Fire armour in case you do get hit. The top three for each slot are shown, best first. Items that need a gathering or crafting skill, such as the Ore Crate, are left out. Needs is the skill level you need to wear it.
| Slot | Item | Fire armour | Needs | |
|---|---|---|---|---|
| Head | Bone Mask | 12 | Evasion 30 | |
| Pirate Hat | 6 | Evasion 10 | ||
| Leather Hood | 3 | Evasion 1 | ||
| Body | DuskKnight Platebody | 30 | Defence 60 | |
| Pirate Armour | 7 | Evasion 10 | ||
| Steel Platebody | 7 | Defence 20 | ||
| Legs | DuskKnight Platelegs | 25 | Defence 60 | |
| Pirate Legs | 6 | Evasion 10 | ||
| Steel Platelegs | 6 | Defence 20 | ||
| Gloves | Reclaimer Gloves | 4 | Warding 20 | |
| Boots | DuskKnight Boots | 20 | Defence 60 | |
| Reclaimer Boots | 4 | Warding 20 | ||
| Leather Boots | 2 | Evasion 1 |
Bows
You need a bow, because from phase 2 melee does not work. Range matters here: the bows with a range of 1,200 let you keep your distance in the last phase, while the 750 range bows make phase 4 harder. Bows have no accuracy stat in the game data, so they are sorted by their damage number. Arrows add their own damage on top, which is not counted. This ranking has not been tested against him.
| Bow | Range | Attack speed | Damage | Needs | Members | |
|---|---|---|---|---|---|---|
| Charred Bow | 1200 | 2.5 | 110 | Archery 50 | Yes | |
| Voraemor's Bow | 900 | 1.5 | 105 | Archery 65 | Yes | |
| Bone bow | 750 | 1.5 | 70 | Archery 35 | Yes | |
| Carved Bow | 1200 | 2.5 | 70 | Archery 30 | Yes | |
| Bandit Bow | 750 | 1.5 | 45 | Archery 25 | Yes | |
| Willow Bow | 1200 | 2.5 | 45 | Archery 20 | ||
| Birch Bow | 1200 | 2.5 | 30 | Archery 10 | ||
| Exotic Bow | 750 | 1.5 | 30 | Archery 15 | ||
| Goblin Bow | 750 | 1.5 | 20 | Archery 5 | ||
| Wood Bow | 1200 | 2.5 | 15 | Archery 1 | ||
| Crude Bow | 750 | 1.5 | 5 | Archery 1 |
Trinkets
Agility is always worth having, because it makes you faster and helps you dodge. With a bow the Magical Antler is the best pick: it gives Agility and also saves some of your arrows. Needs is the skill level you need to use it.
| Trinket | Bonus | Needs | Members | |
|---|---|---|---|---|
| Magical Antler | Saves 20% of arrows, Agility +5 | Archery 30 | ||
| Volcanic Shard | Agility +10, Fire armour +20 | Warding 50, Evasion 50 | Yes | |
| Slightly Magical Feather | Agility +5 |
Drops
His loot config has 3 rolls. How the rolls split between the tables below is Unverified. Common drops: 400 to 800 Coins (about 44%), 1,000 Coins (about 11%), 50 to 150 Small Worm Bait (about 11%), 250 Essence (about 11%), 10 to 50 Medium Worm Bait (about 11%), 5 to 15 Glowing Mushroom (about 11%) and Bone (about 1%). Rare drops: the Ornate Fire Staff (about 1% on the rare roll, tradeable) and the Fire Totem (about 5% on its roll, untradeable). Both have a dry-streak bonus that makes them more likely after many kills without one (Unverified how it works).
Tips
Do not try melee. Keep moving, and stay out of the fire lines in phases 3 and 4. Watch for the bigger 4th bomb in phase 4 and move early, because it covers more ground than the fireballs. The Bosses guide lists his rare drops and compares him with the other bosses.