BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

The Arch-Demon

Boss · Native to the Comment Section

This article is about the creature. For the region, see the Comment Section.

The Arch-Demon is a boss creature found in the Comment Section. It has 9,000 hitpoints and hits for up to 130, placing it in the top fifty by hitpoints (#17 of 511).

It drops Hellfire Staff and 6 other items, and yields 3,600 experience and 4,400 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
9,000
DAMAGE
130
DPS
~186
SPEED
10 / 22
EXPERIENCE
3,600
COINS
4,400

At 0.7 seconds a swing for 130, sustained contact costs roughly 186 health per second. The charge multiplier takes it from 10 to 22 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.

Drops

Drop table — 7 items
ItemQuantityRarityType
Hellfire Staff1Common · 80%Weapon
Demon Cleaver1Common · 70%Weapon
Demon Horns1AlwaysArmour
Infernal Plate1Common · 80%Armour
Infernal Greaves1Common · 80%Armour
Brimstone12AlwaysMaterial
Gold Bar10AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

The Arch-Demon spawns inside the Comment Section, a region of radius 22 centred on -64, 100. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.4% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.

Others on this spawn table

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 130 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.