The Pharaoh-King
Boss · Native to the Big Sandy
This article is about the creature. For the region, see the Big Sandy.
The Pharaoh-King is a boss creature found in the Big Sandy. It has 8,500 hitpoints and hits for up to 110, placing it in the top fifty by hitpoints (#22 of 511).
It drops Pharaoh Khopesh and 5 other items, and yields 3,400 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
- 8,500
- DAMAGE
- 110
- DPS
- ~157
- SPEED
- 9 / 19.8
- EXPERIENCE
- 3,400
- COINS
- 4,400
At 0.7 seconds a swing for 110, sustained contact costs roughly 157 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.
- 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 |
|---|---|---|---|
| Pharaoh Khopesh | 1 | Always | Weapon |
| Pharaoh Death-Mask | 1 | Always | Armour |
| Pharaoh Wraps | 1 | Common · 80% | Armour |
| Pharaoh Skirt | 1 | Common · 80% | Armour |
| Sun Opal | 6 | Always | Material |
| Gold Bar | 10 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Pharaoh-King spawns inside the Big Sandy, a region of radius 13 centred on 40, 42. It occupies slot 5 of 5 on that spawn table, and being a unique boss it clears only 0.1% of rolls — and only when no other instance is alive. It shares the table with 5 other creatures.
Others on this spawn table
- Cactus Brute 260 HP
- Mummy 200 HP
- Giant Scorpion 1,100 HP
- Sand Wurm 400 HP
- Sandy Golem 250 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.