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Wikia Guardian “This nest is my property!” This Tale of Diep fanon article (a fictional idea for the game) is authored by Zathsu. Please do not make any notable changes to it without their permission. LE TANKBULB V2
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They tell tales of one lost in his mind. He has lived far longer than any of us, locked in his tower. They don't know the troubles he has caused, with his prophecies and melting shenanigans. But we know that one fateful day he will release the one true terror of all upon our world. And he will be powerless to stop it after being its savior. It once ruled our world, mistreated our kind, worked as a tyrannical god to the Realm. And the Archprophet will be all to blame when the realm returns to that state. Now... he is our key. He is what we need to seek and destroy. For he is the one who brought upon us the evil in the world. Will it be just another joke... or will he bring the malicious being forth that is Panzer?

Overview Edit

The Archprophet is arguably the final boss of The Tale of Diep. He can only be battled and fought in the Tower of Gladii after a series of events have been performed. After these steps have been successfully completed, the Tower of Gladii gamemode will appear for 1 week, of which has certain rules and conditions of when it can be accessed. He is classified as a Legendary Boss. The Archprophet is one of few bosses subject to Health Scaling.

BGM: https://www.youtube.com/watch?v=hGEjiA7iqyE (Stand-in to show epicness. He will get his own ever better one soon enough >:3)

Panzer Rules

Whose ready to Panzer Rock!?

ZathusBoss Archprophet Profile2

Old infobox image.

Reaching Edit

Reaching the battle with the Archprophet is actually a much more difficult task than just about anything else in the game. It is a much more complicated and involved process that you need to really work for. There are seven steps to making the Tower of Gladii gamemode spawn. These are the Seven Steps of the Sanctum. From the Realm Map, you can see what step people are on in reaching him, marked by coins in a bar with different symbols. When the step has been completed, the coin will replace the gray circle meant to hold it in the bar.

After the Tower of Gladii event vanishes, the seven steps cannot be completed for another two weeks, making him very much a worldwide event that is very rare and hard to complete without godly cooperation both in the lead-up and during the fight. The bar with the slots showing the Steps progression re-appears once the first coin is achieved, not once the Steps are available for completion again.

Design Edit

The Archprophet is a large red tank a bit larger than the size of a Dominator body. He has two 'arms' extending from his sides that end in fiery red 'hands' (which are just smaller tank bodies). He wears a large golden crown with a glowing blue gem and four black spikes extending from around it. Covering most of his face is a black skull mask, with two red eyes piercing from behind the eyeholes. He wears a long flowing golden yellow cape, which can also be interpreted as a scarf at times.

He is commonly shown in casual situations as holding an 'I <3 Panzer' coffee mug, Panzer being the name of the great god of the realm he is trying to free from a sub-dimension the tank race locked him away in. His skull mask can adjust its eyes to show his expressions or emotions, as shown in the image of him wearing headphones.

Zathsu Boss ArchprophetNew

The Archprophet ready for battle.

The Archprophet occasionally will wield a ceremonial blade, but very rarely uses it in combat. It is a long black metal blade with golden symbols engraved on it. The guard is black and bound in a leather-like texture, and the handle is brown with a golden cap on the end.

In the final battle at the Tower of Gladii or any other point in the game where he expects to be fighting, his design will be slightly altered. He will have two large brown rectangular shoulder pads where his arms meet his body, with a spike on each. His cape will be longer and less tattered, and sheathed behind his back will be his ceremonial blade.

The Fight Edit

Arena Edit

Note that arena state changes and phases are two different things.

Beginning State Edit

The Archprophet is fought in the Sanctum, the (usually) final room people can enter in the Tower of Gladii gamemode. It is a large spacious area, a square shape with a half circle-like raised platform at the back of the room extending from where the square ends. Two pillars reside evenly spaced apart at the center left and right sides of the square area of the Sanctum. The back hall (this game has depth) has a giant orange arch window with a pattern on it, flooding light into the Sanctum from the back in a spreading orange beam. Small tall half circle windows like those on a church line the side walls, bringing in smaller beams of orange light. The floor is made of dark gray hexagonal stone tiles, with the elevated half circle extension platform being a solid light gray color.

Second State Edit

Once the Archprophet dips below 66% health, an audio cue in the form of a quote listed under that section will sound, and the Archprophet will quickly move to the elevated platform in front of the window. From there, he will raise his arms and squint his eyes angrily, as red lightning strikes from above, and cracks will begin forming between the tiles with a shake of the arena. (Occurs in Phase 3)

Third State Edit

Once the Archprophet dips below 25% health, an audio cue in the form of a quote listed under that section will sound. The arena will darken, and with a flash of white light, all the windows will break with a glass shattering sound effect, making the light, not as orange. The cracks in the tiles grow larger. Mechanically they do not change, only graphically. Rain will begin pouring in, and lightning will sometimes cause a white flash for the rest of the battle, implying the roof has caved in. (Occurs in Phase 6)

Final State Edit

When the Archprophet begins his 'Last Hurrah' phase at 5% health. Relatively the same as the above Arena State except that the pillars have been demolished to make room for the bullet hell. The walls have massive cracks in them, even collapsed revealing the open purple stormy sky in some places, wind whips around flinging mystical particles in swirls, blocking the screen. (Occurs at start of Phase 8)

Phase 0: Opening Dialogue Edit

In the middle of the screen, in red letters, these words will appear once all of your team members have entered the Sanctum before the fight begins. They will appear according to the bullet points one at a time.

  • "Foolish mortals. You have no idea who you stand before, or even more-so... who you are dealing with!" (The screen will go dark as the Archprophet begins appearing against the shadow. First, all that can be seen is the gem of his crown).
  • "The trouble you have caused me is inconceivable. And you consider yourselves the heroes?" (His eyes will appear red piercing against the darkness. His skull mask is slightly illuminated by this).
  • "You raided my tower, killed my missionaries, sacked my treasury, and now plan to kill the speaker for Panzer?" (The screen will flash once with a thunder sound, revealing the room clearly for about half a second)
  • "And yet you still wish to fight? Knowing that in the end, your pesky and pathetic lives hang in the balance? Your foolishness guides your fate..." (The darkness of the room slowly begins to fade, and golden-orange light fills the halls of the Sanctum)
  • "Well then, let us dance a dance of death, mortals!" (The room becomes regularly illuminated, and he pulls out his coffee mug and takes a sip)

The Archprophet will then release a final 'Oh ho ho...', pulling out his ceremonial blade and sweeping it to point toward the players, before putting it away again. And then, the battle will begin...


Phase 1: Attack Select I Edit

"Well then! Let us dance a dance of death, mortals!"

  • Fireball Storm: Will throw both his arms outward to the left and right of him, as his eyes go 'happy' (like in the image of him with headphones). Both of his hands will then gather eight fireballs around them, one at a time. The rings of eight fireballs will all then fire out together keeping formation, at the closest player, and then when they reach the end of their range, boomerang back to his hands before vanishing. Fireballs inflict Burning for 3 seconds. His signature attack.
  • Chain Lightning: Will cross his left arm over to his lower right side, as it will begin crackling with red electricity. He will then cross it back to his left side and raise it upward. The Archprophet will then fire a blast that chains six players, dealing damage to them, and inflicting Slowed on them for 2 seconds.
  • Mirage: Will raise his right hand as it glows cyan and his yellow cape will flap in the wind. Following this, he will vanish and appear with four clones, two on each side. All five of them will all move in a line, firing Destroyer bullets repeatedly at the tank closest to each of them. This will end when all four clones have been hit at least once, or after a few seconds. When a clone is hit, it flickers and vanishes, releasing a ring of eight Destroyer bullets.
  • Mirror Wall: Will stop moving, go Invincible, and release eight barriers, like a Protector would. They shoot out in groups of four like a Quad Tank and begin rotating. One of the groups is closer than the other, so you need to precisely time when to shoot, or your bullets will be reflected. Lasts roughly ten seconds, but he cannot move during this time. Will select attacks while hidden behind the barriers.
  • Judgment Day: Will begin pointing his left hand quickly in random directions, as a bunch of areas will quickly be marked by targets on the floor in that direction. Five seconds later, all of them will explode in a ring of 16 bullets each as he throws both his arms out and laughs with fire particles spinning around him.
  • Line Blast: Will hold both of his arms in front of him and they will begin glowing a brilliant bright blue. Streams of bullets will begin shooting out and rotate rapidly around the Archprophet for about 10 seconds, or until they connect with a player. The Archprophet himself will remain relatively immobile during this time.
  • Force Field: Will cross his arms and squint his eyes, as he surrounds himself in a green force field with a flickering golden dragon symbol on the front of it that phases in and out of visibility. This field destroys all bullets that touch it. While in there, he summons 10-14 random Dungeon Crawlers (no Disciples) and recovers health. Kill all the enemies, and he will come out of his shield.
  • Smoke Burst: Will hold up a hand to his skull mask, and the sound of exhaling and blowing will sound, as from his flaming hand is released a homing cloud of smoke that slowly gets bigger, but vanishes after 6 seconds. Players that touch the cloud get Poisoned and Blinded.
  • Sword Dance: Will sweep his left arm from right to left, summoning a line of five golden holographic copies of his ceremonial blade in front of him one at a time, about five tiles away from each other, placed in an arc around his front. A second later, he will thrust his left hand forward, and send them flying outward. They will release bullets behind them like a Skimmer, but only a singular trail instead of two diagonal ones.
  • Armageddon: The Archprophet will raise both arms, and red lightning will crackle between them. Following this, he will connect them together in front of his crown, releasing four red laser beams evenly spaced apart in the cardinal directions. A second will pass, and then they will fire out again in the diagonal directions. He will then look slightly upward and shake back and forth laughing, as red glowing bullets are fired out from his still glowing hands in random directions, his body crackling with lightning arcs as he does so.
  • Shadow Fists: Will stop moving and ball up both of his hands and hold both of his arms up in front of them almost like he was going to box. They will glow purple, and he will squint his eyes as giant black hands with purple outlines appear at his top-left and top-right. He will then proceed to punch his left and right arms forward in a random order. The giant shadow hands will then do exactly the same thing slowly, dealing massive damage if touched and pushing those hit back far.
  • Black Storm: Will throw out both of his arms out as small black particles begin swirling around them and then collapsing inward on them, followed by a screen consuming white flash that starts as a light from the Archprophet. Then from behind him, two giant waves of tiny black bullets that inflict Stunned and push players around will sweep through from both sides of him, curving around his body in tides, one on each side. The wave will then spread out as it travels in front.
  • Appraise: Will look downward, close his eyes, and nod his head side to side in disappointment as his hand comes up to his mask. Following this he will start zapping lasers at random players around this from his eyes.
  • Helleport: A whole bunch of fire particles will spiral around his body as he puts his right hand up to his face like the cliche ninja shhhhh. He will then fade into invisibility, and reappear elsewhere in a spiral of fire particles. Can be used to escape being surrounded or cornered.
  • Sword Slash: Will pull out his ceremonial blade and sweep it side to side in a back and forth motion once. This does massive damage and inflicts Broken for 4 seconds.
  • Undertake: Will look at his left hand, then his right hand, and bend down as they vanish into tiny black portals. Following this, a bunch of small black puddly holes will dot the floor as the Archprophet pushes his hands through two random ones at a time, Paralyzing players within 3 tiles of them for 2 seconds and releasing a ring of eight small fireballs. Will have his hands appear in new places anywhere from 5-12 times. He is Armored until the attack ends due to his otherwise motionless vulnerability. After it ends, he will stop to laugh, inflicting Blinded to players near him for 2 seconds as his hands clear of black goo.
  • Magical Rush: Will spin around as he splits into five versions of himself. The original will continue to stand there, raising his arms and pulling all players within 50 tiles of him and putting up a red magical barrier around this zone. He will then vanish in a puff of smoke. Five laughs almost in sync (but just not enough in sync to tell their not the same laugh) will sound, as five white lines ten tiles thick each will flash one at a time across the bordered area with all the players. The Archprophet and his four copies will then dash through and slice across those areas one at a time in the order they flashed in, each taking about 3 seconds to go across before the next one comes. Following this, all the areas will flash at once a second time, as all five Archprophets swing in at once, leaving a very small amount of ground available to stand on. To guarantee there is always space to stand on, two clones will always swing in from the sides and two from the top, with the fifth being random. Once the 'all at once' part ends, the Archprophets will collide at the top outside the red barrier as it falls.
  • Ace of Clubs: Will put an arm behind his back and pull it back out with a spread of ten playing cards, face up. Each one has a suit on it (diamonds, clubs, hearts, spades) and will be held up for 2 seconds. He will then flip them over and re-fan them out in the same order. He will then throw them out in a shotgun spread at the largest group of players. The catch? Cards of the Clubs suit don't deal damage. Its up to the player to memorize if they cant dodge.
  • Snaggle Step: Will begin twirling one of his hands above the other in front of him as black particles begin forming around them and then between them. Black portals will begin opening up around him, firing two to four Griever hooks at the closest players, attempting to reel them in to the portals and deal damage. Players sucked into portals will be Blinded from all sight until the attack ends, where they will spawn in front of the Archprophet. Once the players sucked in are warped in front of him, he will pull out his sword and swing it like a baseball bat, dealing light damage and knocking them all back far, inflicting Stunned for 8 seconds.
  • Panzer Rock: Will throw up his arms with rocker finger poses (just little finger exaggerations on his circle hands) as red lightning appears crackling around him. A metal riff will then sound as he throws his arms out to the sides, red lasers firing from them. He will then sweep and cross these lasers in front of him at twice, dealing minor damage and inflicting Panic for 4 seconds.
  • Destiny Strike: Will pull out his sword and raise it above him with both hands as its runes glow an even brighter golden yellow. They will then all flash white one by one approaching the tip of the blade, before he finally releases the slash downward in a gigantic white strike 20 tiles across in front of him. Deals unfathomable damage and Stuns and Paralyzes him for 4 seconds following its use. Players not killed will be Broken and Slowed for 5 seconds.
  • Hand of the Inquisitor: Will pull out a vial similar to the one the Apostle of Panzer used, and shakes its fluids around by shaking the bottle in his hand. The Archprophet will then throw it out, as black fizzing particles appear in a large cloud around the impact site. Many Tears of Panzer will not long after begin flooding from the smoke cloud. After 10 seconds, the hand of the Apostle reaches from a purple crack that forms, and throws out four more random vials from his third phase vial set. Then the hand will sink, the crack will close, and the cloud clears, and the Archprophet bounces back a bit, laughing.
  • Testament to the Guardian: Will pull out the helmet of Belisarius, look at it Hamlet-style, and then hold it forward, as the eyes glow red and release twin laser beams in the direction he holds it out. Can be repeated 1-4 more times after, randomly. The laser inflicts Broken for 3 seconds and ricochet off the pillars in the room if in a phase where they still exist. After the attack ends, he tucks the helmet away behind him again.
  • The Mug: Pulls out his famous "I <3 Panzer" coffee mug, and splashes its contents forward in a spray of random sized bullets moving at different speeds. Players hit will be effected with certain Debuffs depending on the drink.
    • Coffee: Tanks will be given the Unfocused and Speedy effects.
    • Tea: Tanks will be given Poisoned and Confused.
    • Hot Chocolate: Tanks will be given Burned and Slowed.
    • Lemonade: Non-existent, and a myth, because no one drinks lemonade out of a mug.

Phase 2: Monoliths I Edit

ZathusBoss Archprophet Mini

A small Archprophet on a transparent background. Also done by Graviatar.

"How humorous. I shall make you feel a new kind of eternal pain!"

Entered at 75% health, the Archprophet will move back to the center of the Sanctum and summon seven monoliths, each with different color runes. He will go Invincible while there is at least one pillar remaining. The pillars are spaced evenly apart in a heptagon shape throughout the arena. The pillars are always placed in the same formation. All Monoliths have 8000 health and phase between Armored and not Armored every 3 seconds.

All seven pillars release eight bullets of their color evenly spaced apart, slowly rotating, and also a single stronger shot focused on the closest player if in range. The seven pillars are: Red, Orange, Yellow, Green, Blue, Purple, and Black. All pillars do the same damage but inflict a different debuff, all lasting 2 seconds. Black is at the top, and then they go purple to red in a clockwise pattern.

  • Red Monolith: Inflicts Bleeding.
  • Orange Monolith: Inflicts Cursed.
  • Yellow Monolith: Inflicts Broken.
  • Green Monolith: Inflicts Slowed.
  • Blue Monolith: Inflicts Stunned.
  • Purple Monolith: Inflicts Dazed.
  • Black Monolith: Inflicts Blinded.

Meanwhile, the Archprophet is firing off attacks based on the pillars remaining, not moving in the center of the room. His arsenal size starts small but as pillars get destroyed their magic gets added to his attack in this phase. Initially, the Archprophet only has a five large fireball attack that he launches at the closest player every 2 seconds, which in its own right does a lot of damage and has a large spread. With each pillar destroyed, a new attack is added to his arsenal.

  • Red Monolith: When destroyed, the Archprophet gets a second five red bullet spray right behind the fireballs that go between the fireballs and move slightly faster to align with them by the time they reach the players. These shots inflict Stunned for 2 seconds.
  • Orange Monolith: When destroyed, he begins firing six evenly space orange lances that rotate counter-clockwise slowly, which travel fast, but fire every 1.8 seconds and moving a small increment of rotation each time. These shots do moderate damage and inflict Unfocused for 2 seconds.
  • Yellow Monolith: When destroyed, he will begin firing dual yellow sweeping laser beams from his eyes that travel a 45-degree arc from left to right. This occurs every 8 seconds.
  • Green Monolith: When destroyed, the Archprophet will raise his arms a single time with a green flash that causes all remaining Monoliths to recover 100 HP every 3 seconds. This lasts until the end of the phase when all Monoliths die.
  • Blue Monolith: When destroyed, every 10 seconds, the Archprophet will stutter what he's already firing for about a second before releasing it again accompanied by a solid blue undodgeable ring that inflicts Panic and Cursed for 5 seconds.
  • Purple Monolith: When destroyed, he will begin on and off releasing eight spirals of purple Destroyer bullets that must be moved with in order to not die, as they do incredible damage. They last for five seconds and then go for five seconds on and off until the end of the phase.
  • Black Monolith: When destroyed, the Archprophet will start releasing black glowing lances in an odd flower-like pattern. These do very little damage, but inflict Paralyzed for a second and pass through multiple players. Regardless, they move rather slow. Becomes exceptionally dangerous combined with the Purple Monolith's destruction, as being Paralyzed could mean being caught by one of the spiral streams.

When all seven Monoliths are destroyed, the Archprophet will then do a final barrage with all seven attacks (his starting one and from the six Monoliths not counting Green) at once, before beginning Phase 3. The order of the Monoliths destroyed must be considered, as some combinations of them such as black and purple can be very hard to account for and can be lethal. The order in which Monoliths are destroyed does not matter, but it is significantly easier to do it in a certain manner. It is recommended to destroy Green last, as destroying it will cause the other Monoliths to start healing.

Phase 3: Attack Select II Edit

"You have audacity to desecrate the sacred pillars! BLASPHEMY! You shall perish!"

Entered right after the pillars are destroyed, this Phase is very similar to the first, but the Archprophet is a lot more active and spontaneous. It also has a slightly different attack set.

  • Fireball Storm: Will throw both his arms outward to the left and right of him, as his eyes go 'happy.' Both of his hands will then gather eight fireballs around them, one at a time. The rings of eight fireballs will all then fire out together keeping formation, at the closest player, and then when they reach the end of their range, boomerang back to his hands before vanishing. Fireballs inflict Burning for 3 seconds. His signature attack.
  • Chain Lightning: Will cross his left arm over to his lower right side, as it will begin crackling with red electricity. He will then cross it back to his left side and raise it upward. The Archprophet will then fire a blast that chains six players, dealing damage to them, and inflicting Slowed on them for 2 seconds.
  • Mirror Wall: Will stop moving, go Invincible, and release eight barriers, like a Protector would. They shoot out in groups of four like a Quad Tank and begin rotating. One of the groups is closer than the other, so you need to precisely time when to shoot, or your bullets will be reflected. Lasts roughly ten seconds, but he cannot move during this time. Will select attacks while hidden behind the barriers.
  • Realmbreak: His eyes will sparkle red and glow white for about a second, as three Portals get summoned somewhere nearby him. These Portals will then begin summoning in Dungeon Crawlers and act as normal Portals do. When the summoned Portals collapse, hordes of 8-12 Tears of Panzer are fired out, making the battle hectic until they are destroyed.
  • Shadow Ball: Will put both of his hands together in front of his body and looks down at them angrily as a giant flashing purple and black energy ball grows between his hands. Following this, he will throw both arms downward, releasing a flashing black and purple bullet that homes in slowly on players. It has the damage of a max Body Damage Spike, and can only be destroyed by shooting at it enough. It has a general health of 1000 and will bounce around and sustain heavy knockback when struck.
  • Cachinnate Apace: Will face a direction, raise whatever arm would be in that direction up diagonally, and then spews forth sound waves of bullets from his mouth in the form of a weaponized laugh, of course with a laughing animation.
  • Armageddon: The Archprophet will raise both arms, and red lightning will crackle between them. Following this, he will connect them together in front of his crown, releasing four red laser beams evenly spaced apart in the cardinal directions. A second will pass, and then they will fire out again in the diagonal directions. He will then look slightly upward and shake back and forth laughing, as red glowing bullets are fired out from his still glowing hands in random directions, his body crackling with lightning arcs as he does so.
  • Shadow Fists: Will stop moving and ball up both of his hands and hold both of his arms up in front of them almost like he was gonna box. They will glow purple, and he will squint his eyes as giant black hands with purple outlines appear at his top-left and top-right. He will then proceed to punch his left and right arms forward in a random order. The giant shadow hands will then do exactly the same thing slowly, dealing massive damage if touched and pushing those hit back far.
  • Crown Beam: The Archprophet takes off his crown, holds it in front of him, and the gem shines an intense ray of light that momentarily fills up the screen with a white flash before releasing seven thin laser beams that sweep back and forth randomly, in 175-degree arcs centered on the crown. Lasts 6 seconds and the beams when touched inflict Blinded and Paralyzed for 7 seconds.
  • Crown Beam Deux: A much rarer form of Crown Beam that has a 1/20 chance to replace its use. The Archprophet takes off his crown, holds it in front of him, and the gem shines an intense ray of light that momentarily fills up the screen with a white flash before releasing 7 thin laser beams each a different color of the rainbow, that will begin by sweeping back and forth within a 150 degree angle, before slowly merging into a giant thick rainbow-colored beam over the course of six seconds. This single powerful beam will sweep back and forth itself for about two more seconds very quickly. The concentrated beam does up to 8x as much as damage as each individual beam, so the 7-second Blindness and Paralyzing should be the least of concerns.
  • Egregiousness: One of his hands will glow bright red as an energy ball grows in it. Following this, he will frisbee it out in the direction of whatever hand started the attack, and it will explode into laser beams that go in seven random directions after traveling about 30 tiles.
  • Focus Ray: Will put his hands together in front of his body as a purple and blue field of energy moves around him. A few seconds later, he will shout and grunt loudly as a black and purple ball, kind of like a Portal in design, is placed down where he charged, as he dodges to the left or right following its creation. A second later, a shockwave with no effect on gameplay will sound, as the energy vortex begins firing a high power concentrated black and purple laser beam that tracks the closest player at an almost one to one speed. This portal lasts for about 8 seconds, and the Archprophet will continue on using more abilities as the vortex remains.
  • Helleport: A whole bunch of fire particles will spiral around his body as he puts his right hand up to his face like the cliche ninja shhhhh. He will then fade into invisibility, and reappear elsewhere in a spiral of fire particles. Can be used to escape being surrounded or cornered.
  • Crack the Sky: Will raise both of his arms as storm clouds of dark bullets begin circling around them, picking up speed. A large white crack will form in the floor in front of him, as streams of white and yellow particles will fire out one at a time, dealing large damage to targeted areas of players at a time, exploding and dealing massive damage in a 12x12 tile zone from the impact site. The crack will release four to six bolts of this, before closing again with a roar and a ring of white Destroyer bullets that inflict Paralyzed for 2 seconds.
  • Undertake: Will look at his left hand, then his right hand, and bend down as they vanish into tiny black portals. Following this, a bunch of small black puddly holes will dot the floor as the Archprophet pushes his hands through two random ones at a time, Paralyzing players within 3 tiles of them for 2 seconds and releasing a ring of eight small fireballs. Will have his hands appear in new places anywhere from 5-12 times. He is Armored until the attack ends due to his otherwise motionless vulnerability. After it ends, he will stop to laugh, inflicting Blinded to players near him for 2 seconds as his hands clear of black goo.
  • Magical Rush: Will spin around as he splits into five versions of himself. The original will continue to stand there, raising his arms and pulling all players within 50 tiles of him and putting up a red magical barrier around this zone. He will then vanish in a puff of smoke. Five laughs almost in sync (but just not enough in sync to tell their not the same laugh) will sound, as five white lines ten tiles thick each will flash one at a time across the bordered area with all the players. The Archprophet and his four copies will then dash through and slice across those areas one at a time in the order they flashed in, each taking about 3 seconds to go across before the next one comes. Following this, all the areas will flash at once a second time, as all five Archprophets swing in at once, leaving a very small amount of ground available to stand on. To guarantee there is always space to stand on, two clones will always swing in from the sides and two from the top, with the fifth being random. Once the 'all at once' part ends, the Archprophets will collide at the top outside the red barrier as it falls.
  • Snaggle Step: Will begin twirling one of his hands above the other in front of him as black particles begin forming around them and then between them. Black portals will begin opening up around him, firing two to four Griever hooks at the closest players, attempting to reel them in to the portals and deal damage. Players sucked into portals will be Blinded from all sight until the attack ends, where they will spawn in front of the Archprophet. Once the players sucked in are warped in front of him, he will pull out his sword and swing it like a baseball bat, dealing light damage and knocking them all back far, inflicting Stunned for 8 seconds.
  • Panzer Rock: Will throw up his arms with rocker finger poses (just little finger exaggerations on his circle hands) as red lightning appears crackling around him. A metal riff will then sound as he throws his arms out to the sides, red lasers firing from them. He will then sweep and cross these lasers in front of him at twice, dealing minor damage and inflicting Burning for 4 seconds.
  • Destiny Strike: Will pull out his sword and raise it above him with both hands as its runes glow an even brighter golden yellow. They will then all flash white one by one approaching the tip of the blade, before he finally releases the slash downward in a gigantic white strike 20 tiles across in front of him. Deals unfathomable damage and Stuns and Paralyzes him for 4 seconds following its use. Players not killed will be Broken and Slowed for 5 seconds.
  • Coup de Grace: Will crazily and rapidly put his arms out diagonally downward with a crazed expression as he whips out his sword and begins rushing player to player, dealing moderate damage and dashing to the next within a 20 tile radius. Once all players have been marked, or no more players can be changed, he will warp back to his original position with a smoke puff, and sheath his blade as all players marked take additional heavy damage and become Slowed for 3 seconds as the Panzer dragon symbol appears flaming on the screen.

Phase 4: Chase I Edit

"Enough of you! You will not escape this Sanctum alive!"

The Archprophet will pull out his ceremonial blade and begin chasing players, summoning in Tears of Panzer by forming a black portal on his other hand. As the Tears hunt the arena, the Archprophet will avidly follow and try to strike at players with his various sword based attacks. Entered at 55% health remaining.

  • Sword Slash: Will pull out his ceremonial blade and sweep it side to side in a back and forth motion once. This does massive damage and inflicts Broken for 4 seconds.
  • Bounding Whiplash: Will pull out his blade, toss it and catch it as it flips back to the handle, and then throw it out. The ceremonial blade will rapidly spin, traveling in a massive arc around him, before returning as he catches it in his other hand, and sheathes it once more. Players hit are damaged and Confused for 2.6 seconds.
  • Breaker Strike: Will turn his body, and hold out his ceremonial blade in that direction as it grows to five times its size glowing solid white. He will then lift up in that direction, and swipe it downward slowly, pushing back players far, dealing incredible damage, and inflicting Slowed onto those hit for 4 seconds as the sword is consumed in white flame going down. Once the attack ends, it will shrink again in a solid white glow and he will sheath it.
  • Sword Dance: Will sweep his left arm from right to left, summoning a line of five golden holographic copies of his ceremonial blade in front of him one at a time, about five tiles away from each other, placed in an arc around his front. A second later, he will thrust his left hand forward, and send them flying outward. They will release bullets behind them like a Skimmer, but only a singular trail instead of two diagonal ones.
  • Murderous Merriment: Will raise his sword above his head with a golden glow, as eight golden holographic copies of it begin rotating around him with their blades pointed out. They will rotate around him at a speed of one revolution every 2.5 seconds, dealing damage to players that make contact with them. Once 12 seconds pass of him trying to rush into groups of players, the swords will stop and one by one chase players as separate enemies. The Archprophet is invincible and humming with a music note to a tune like that of a merry-go-round. Not until all eight sword clones have been killed will he be damageable again. The sword clones continue to revolve around him, one new one only joining the fight once the last has died. They move by spinning and then lunging, dealing heavy damage if struck by one. Swords have 1500 HP.
  • Destiny Strike: Will raise it above him with both hands as its runes glow an even brighter golden yellow. They will then all flash white one by one approaching the tip of the blade before he finally releases the slash downward in a gigantic white strike 20 tiles across in front of him. Deals unfathomable damage and Stuns and Paralyzes him for 4 seconds following its use. Players not killed will be Broken and Slowed for 5 seconds.

Phase 5: Monoliths II Edit

"Trivial as it may be, you press onward! I call upon ancient forces of the land itself to vanquish these intruders!"

Entered at 40% health.

The Archprophet will return to the center of the room and summon four more monoliths, evenly spaced in a square shape near the corners of the Sanctum. He will once again go Invincible as the Monoliths rise in colored flashes from the ground. These have a combination of two colors and release two sets of four, evenly spaced apart. One color fires in the cardinals, rotating slowly, and the other in the diagonals rotating slowly in the OTHER direction. These Monoliths do not fire single targeted shots like the ones from Phase 2 do. They behave identically otherwise and have 15000 health. All debuffs inflicted last 1.5 seconds.

  • Orange-Cyan Monolith: Shots are blue flaming bullets that inflict Waterflame.
  • Yellow-Purple Monolith: Shots are purple bullets with yellow sparks that inflict Paralyzed.
  • Black-Red Monolith: Shots are black with red wisps of smoke that inflict Panic.
  • Green-Brown Monolith: Shots are brown and rocky with green vines that inflict Confused.

Once again, the Archprophet starts with a single attack and gains more as the Monoliths are destroyed. This time, however, he sits not completely immobile as the phase begins. He will instead move about the center of the room, making some harder to dodge based on position, as it is expected for players to ring around the edges of the room to clear the Monoliths. Initially, the Archprophet starts with his five flaming Destroyer spread.

  • Orange-Cyan Monolith: When destroyed, he will throw up his arms a single time and release a ring of sixteen bullets that have a 30% chance of inflicting Waterflame. Only occurs once. Waterflame is exceptionally deadly here due to the expected close range of players when clearing the Monoliths.
  • Yellow-Purple Monolith: When destroyed, every four seconds, he will stop attacking, and release a random slew of Traps in the direction of the closest player, before proceeding onward.
  • Black-Red Monolith: When destroyed, he will begin summoning Portals that last for three seconds, but fire a single continuous two-second laser at the closest target. Portals will appear shortly one after the other near the player group. The laser can be dodged by moving away, but in the end, its damage is still mostly negligible.
  • Green-Brown Monolith: When destroyed, the Archprophet will point to every remaining Monolith in quick succession, giving Armored to them permanently.

This phase is not nearly as hectic as the first Monolith one, and the order of Monolith destruction matters a lot less, but it is still highly recommended to destroy Green-Brown or Orange-Cyan last. All in all, less to kill but more danger in each one.

Phase 6: Attack Select III Edit

"I look into your future heroes and do you know what I see? Gravestones lonely in the earth, with their deaths attributed to ME!"

Entered following the end of Monoliths II. Once again, he will randomly pick from the attacks below.

  • Fireball Storm: Will throw both his arms outward to the left and right of him, as his eyes go 'happy.' Both of his hands will then gather eight fireballs around them, one at a time. The rings of eight fireballs will all then fire out together keeping formation, at the closest player, and then when they reach the end of their range, boomerang back to his hands before vanishing. Fireballs inflict Burning for 3 seconds. His signature attack.
  • Cachinnate Apace: Will face a direction, raise whatever arm would be in that direction up diagonally, and then spews forth sound waves of bullets from his mouth in the form of a weaponized laugh, of course with a laughing animation.
  • Armageddon: The Archprophet will raise both arms, and red lightning will crackle between them. Following this, he will connect them together in front of his crown, releasing four red laser beams evenly spaced apart in the cardinal directions. A second will pass, and then they will fire out again in the diagonal directions. He will then look slightly upward and shake back and forth laughing, as red glowing bullets are fired out from his still glowing hands in random directions, his body crackling with lightning arcs as he does so.
  • Breaker Strike: Will turn his body, and hold out his ceremonial blade in that direction as it grows to five times its size glowing solid white. He will then lift up in that direction, and swipe it downward slowly, pushing back players far, dealing incredible damage, and inflicting Slowed onto those hit for 4 seconds as the sword is consumed in white flame going down. Once the attack ends, it will shrink again in a solid white glow and he will sheath it.
  • Sword Dance: Will sweep his left arm from right to left, summoning a line of five golden holographic copies of his ceremonial blade in front of him one at a time, about five tiles away from each other, placed in an arc around his front. A second later, he will thrust his left hand forward, and send them flying outward. They will release bullets behind them like a Skimmer, but only a singular trail instead of two diagonal ones.
  • Murderous Merriment: Will raise his sword above his head with a golden glow, as eight golden holographic copies of it begin rotating around him with their blades pointed out. They will rotate around him at a speed of one revolution every 2.5 seconds, dealing damage to players that make contact with them. Once 12 seconds pass of him trying to rush into groups of players, the swords will stop and one by one chase players as separate enemies. The Archprophet is invincible and humming with a music note to a tune like that of a merry-go-round. Not until all eight sword clones have been killed will he be damageable again. The sword clones continue to revolve around him, one new one only joining the fight once the last has died. They move by spinning and then lunging, dealing heavy damage if struck by one. Swords have 1500 HP.
  • Crown Beam: The Archprophet takes off his crown, holds it in front of him, and the gem shines an intense ray of light that momentarily fills up the screen with a white flash before releasing seven thin laser beams that sweep back and forth randomly, in 175-degree arcs centered on the crown. Lasts 6 seconds and the beams when touched inflict Blinded and Paralyzed for 7 seconds.
  • Crown Beam Deux: A much rarer form of Crown Beam that has a 1/20 chance to replace its use. The Archprophet takes off his crown, holds it in front of him, and the gem shines an intense ray of light that momentarily fills up the screen with a white flash before releasing 7 thin laser beams each a different color of the rainbow, that will begin by sweeping back and forth within a 150 degree angle, before slowly merging into a giant thick rainbow-colored beam over the course of six seconds. This single powerful beam will sweep back and forth itself for about two more seconds very quickly. The concentrated beam does up to 8x as much as damage as each individual beam, so the 7-second Blindness and Paralyzing should be the least of concerns.
  • Egregiousness: One of his hands will glow bright red as an energy ball grows in it. Following this, he will frisbee it out in the direction of whatever hand started the attack, and it will explode into laser beams that go in seven random directions after traveling about 30 tiles.
  • Focus Ray: Will put his hands together in front of his body as a purple and blue field of energy moves around him. A few seconds later, he will shout and grunt loudly as a black and purple ball, kind of like a Portal in design, is placed down where he charged, as he dodges to the left or right following its creation. A second later, a shockwave with no effect on gameplay will sound, as the energy vortex begins firing a high power concentrated black and purple laser beam that tracks the closest player at an almost one to one speed. This portal lasts for about 8 seconds, and the Archprophet will continue using more abilities as the vortex remains.
  • Helleport: A whole bunch of fire particles will spiral around his body as he puts his right hand up to his face like the cliche ninja shhhhh. He will then fade into invisibility, and reappear elsewhere in a spiral of fire particles. Can be used to escape being surrounded or cornered.
  • Magical Rush: Will spin around as he splits into five versions of himself. The original will continue to stand there, raising his arms and pulling all players within 50 tiles of him and putting up a red magical barrier around this zone. He will then vanish in a puff of smoke. Five laughs almost in sync (but just not enough in sync to tell their not the same laugh) will sound, as five white lines ten tiles thick each will flash one at a time across the bordered area with all the players. The Archprophet and his four copies will then dash through and slice across those areas one at a time in the order they flashed in, each taking about 3 seconds to go across before the next one comes. Following this, all the areas will flash at once a second time, as all five Archprophets swing in at once, leaving a very small amount of ground available to stand on. To guarantee there is always space to stand on, two clones will always swing in from the sides and two from the top, with the fifth being random. Once the 'all at once' part ends, the Archprophets will collide at the top outside the red barrier as it falls.
  • Snaggle Step: Will begin twirling one of his hands above the other in front of him as black particles begin forming around them and then between them. Black portals will begin opening up around him, firing two to four Griever hooks at the closest players, attempting to reel them in to the portals and deal damage. Players sucked into portals will be Blinded from all sight until the attack ends, where they will spawn in front of the Archprophet. Once the players sucked in are warped in front of him, he will pull out his sword and swing it like a baseball bat, dealing light damage and knocking them all back far, inflicting Stunned for 8 seconds.
  • Destiny Strike: Will pull out his sword and raise it above him with both hands as its runes glow an even brighter golden yellow. They will then all flash white one by one approaching the tip of the blade, before he finally releases the slash downward in a gigantic white strike 20 tiles across in front of him. Deals unfathomable damage and Stuns and Paralyzes him for 4 seconds following its use. Players not killed will be Broken and Slowed for 5 seconds.
  • Coup de Grace: Will crazily and rapidly put his arms out diagonally downward with a crazed expression as he whips out his sword and begins rushing player to player, dealing moderate damage and dashing to the next within a 20 tile radius. Once all players have been marked, or no more players can be changed, he will warp back to his original position with a smoke puff, and sheath his blade as all players marked take additional heavy damage and become Slowed for 3 seconds as the Panzer dragon symbol appears flaming on the screen.
  • Hand of the Inquisitor: Will pull out a vial similar to the one the Apostle of Panzer used, and shakes its fluids around by shaking the bottle in his hand. The Archprophet will then throw it out, as black fizzing particles appear in a large cloud around the impact site. Many Tears of Panzer will not long after begin flooding from the smoke cloud. After 10 seconds, the hand of the Apostle reaches from a purple crack that forms, and throws out four more random vials from his third phase vial set. Then the hand will sink, the crack will close, and the cloud clears, and the Archprophet bounces back a bit, laughing.
  • Testament to the Guardian: Will pull out the helmet of Belisarius, look at it Hamlet-style, and then hold it forward, as the eyes glow red and release twin laser beams in the direction he holds it out. Can be repeated 1-4 more times after, randomly. The laser inflicts Broken for 3 seconds and ricochet off the pillars in the room if in a phase where they still exist. After the attack ends, he tucks the helmet away behind him again.
  • The Mug: Pulls out his famous "I <3 Panzer" coffee mug, and splashes its contents forward in a spray of random sized bullets moving at different speeds. Players hit will be effected with certain Debuffs depending on the drink.
    • Coffee: Tanks will be given the Unfocused and Speedy effects.
    • Tea: Tanks will be given Poisoned and Confused.
    • Hot Chocolate: Tanks will be given Burned and Slowed.

Phase 7: Chase II Edit

"You mortals don't know when to quit! You shall feel your souls fade from this world, and you shall suffer endlessly cast from the forgiveness of Panzer! I can't help but laugh at such a deserved fate!"

Like in the last Chase phase, he will begin relentlessly hunting players while selecting from the attacks below. In contrast, though, he will no longer summon Tears of Panzer. This time, he has a bit more to show for it. Entered at 15% health.

  • Sword Slash: Will pull out his ceremonial blade and sweep it side to side in a back and forth motion once. This does massive damage and inflicts Broken for 4 seconds.
  • Bounding Whiplash: Will pull out his blade, toss it and catch it as it flips back to the handle, and then throw it out. The ceremonial blade will rapidly spin, traveling in a massive arc around him, before returning as he catches it in his other hand, and sheathes it once more. Players hit are damaged and Confused for 2.6 seconds.
  • Breaker Strike: Will turn his body, and hold out his ceremonial blade in that direction as it grows to five times its size glowing solid white. He will then lift up in that direction, and swipe it downward slowly, pushing back players far, dealing incredible damage, and inflicting Slowed onto those hit for 4 seconds as the sword is consumed in white flame going down. Once the attack ends, it will shrink again in a solid white glow and he will sheath it.
  • Sword Dance: Will sweep his left arm from right to left, summoning a line of five golden holographic copies of his ceremonial blade in front of him one at a time, about five tiles away from each other, placed in an arc around his front. A second later, he will thrust his left hand forward, and send them flying outward. They will release bullets behind them like a Skimmer, but only a singular trail instead of two diagonal ones.
  • Murderous Merriment: Will raise his sword above his head with a golden glow, as eight golden holographic copies of it begin rotating around him with their blades pointed out. They will rotate around him at a speed of one revolution every 2.5 seconds, dealing damage to players that make contact with them. Once 12 seconds pass of him trying to rush into groups of players, the swords will stop and one by one chase players as separate enemies. The Archprophet is invincible and humming with a music note to a tune like that of a merry-go-round. Not until all eight sword clones have been killed will he be damageable again. The sword clones continue to revolve around him, one new one only joining the fight once the last has died. They move by spinning and then lunging, dealing heavy damage if struck by one. Swords have 1500 HP.
  • Destiny Strike: Will raise it above him with both hands as its runes glow an even brighter golden yellow. They will then all flash white one by one approaching the tip of the blade before he finally releases the slash downward in a gigantic white strike 20 tiles across in front of him. Deals unfathomable damage and Stuns and Paralyzes him for 4 seconds following its use. Players not killed will be Broken and Slowed for 5 seconds.
  • Coup de Grace: Will crazily and rapidly put his arms out diagonally downward with a crazed expression as he whips out his sword and begins rushing player to player, dealing moderate damage and dashing to the next within a 20 tile radius. Once all players have been marked, or no more players can be changed, he will warp back to his original position with a smoke puff, and sheath his blade as all players marked take additional heavy damage and become Slowed for 3 seconds as the Panzer dragon symbol appears flaming on the screen.
  • Blade Blasts: Will hold his sword upward in front of him as its runes turn red. He will then swing to the side, releasing a wave of seven flaming bullets that move relatively quickly and pass through multiple players.
  • Frenzy Pass: His eyes will widen, and he will grunt, swiping his sword anywhere from five to seven times in extremely rapid succession, almost moving like a blur, passing through the Sanctum. Those struck suffer high damage and are pushed to the sides as to stay out of the rest of his pass. If he is about to hit a wall, he will stop before the attack ends though.
  • Pestis: Will sink his blade into the ground as dark cracks spread from the location. Will work like Snaggle Step, where Griever hooks will begin yanking on players from the crack, inflicting Paralyzed once near him. Once enough players are close to the Archprophet, he will pull his sword from the ground as the cracks close, and all players will be blasted away in a light damage shockwave and inflicted with Stunned for 4 seconds.

Phase 8: Last Hurrah Edit

"YOUR LIVES HAVE PLAGUED ME TOO LONG! OH HO HO! AND NOW I NEED TO SHOUT ABOVE YOUR SORROWS AS I UNVEIL MY ULTIMATE POWERS! LET IT BE KNOWN THAT I'VE BEEN JUST WARMING UP!"

Initiated at 5% health, the Archprophet will move to the center of the room and shatter the two standing pillars so that nothing impedes his final stand. He will go invincible, hiding in a blinding bright blue force field of pure magical power. Winds will whip about, and rain will fall as the roof of the Tower caves in. The seven Monoliths from Phase 2 will rise from the ground in their respective color flashes, as the Archprophet begins the chaos. The Monoliths can be destroyed, but they do not affect the Archprophet this time. Last Hurrah is a pure survival phase where the Archprophet cannot be harmed at all. Players must survive a total onslaught of hell and fury for nearly four minutes.

The Monoliths will do their respective patterns and inflict their respective debuffs, but here they only have 5000 health. Monoliths can be destroyed, but 20 seconds after destruction, destroyed Monoliths will rise again from the ground in a flash of its color. This is consistent throughout the whole four minutes.

For the first thirty seconds, the Archprophet will be releasing the high damage eight purple clockwise rotating streams that players must move with or DIE. Alongside this, he will be releasing a second slowly rotating stream of yellow bolts that inflict Confused for 1 second but move rather slowly. These spiral counter-clockwise, making players have to account for both, or risk running into a stream of death.

Starting thirty seconds in, he will begin changing the direction of the damage streams between clockwise and counter-clockwise on ten-second intervals. The bolts will not change and are still being fired. About forty-five seconds in, the Archprophet's shield sphere will start crackling, releasing a chain lightning strike every five to eight seconds that chain the fifteen closest players and inflict Slowed for 2 seconds.

Starting about a minute and ten seconds in, the sphere will start pulsing white, and release a thick white ring of bullets that inflicts Stunned for 2 seconds every seven seconds. This can make it a bit more difficult to kill the Monoliths to ease up the bullet hell for a bit. These bullets do no damage and pierce players so that everyone WILL get hit, with very few exceptions. The streams will begin switching between clockwise and counter-clockwise every eight seconds now.

A minute and fifty seconds in, the chain lightning will stop, and instead the Portals that fire lasers from the Black-Red Monolith in Phase 5 will begin spawning in, three at a time. Once those three portals vanish, three more will appear and fire a short while after, continually. No chain lightning means there isn't Slowing anymore, so it trades in that regards.

"This dance of death is reaching its turning point. The crescendo followed by the collapse! We dance our endless lives away in the perpetuity of a song that doesn't end! THAT SONG? THE MIDDLE ERA!" will get taunted by the Archprophet two minutes in.

Two minutes and twenty seconds in, the streams will begin changing rotation at six-second intervals. The Confusing bullets will stop being fired, and instead Paralyzing bolts will begin being launched out in a flower pattern, similar to how they were in Phase 2 following the Black Monolith's destruction. Combined with this are the damage streams, portals, stun rings, and monoliths.

Three minutes in now, the Stunning rings of shots will now start doing moderate damage, requiring better dodging of the other shots to not take too much damage too quickly. The chain lightning makes a return, and now all hell has broken loose. The rotating streams will now RANDOMLY decide to switch direction anywhere between every five seconds and ten seconds, keeping players on their toes, the stun rings will fire once every five seconds, the chain lightning will continue to Slow, the portals will keep firing lasers, the Monoliths will keep going at it, and the Paralyzing bullets will cause much danger.

For the last portion of Last Hurrah, absolute chaos, dodging, and teamwork is required. The Archprophet will lose Invincible and become Broken. The music will stop, only the sound of wind violently whipping overpowering every other sound. The monoliths will go Invincible and get Frenzy now, and the heavy damage bullet streams will just keep rotating one direction endlessly. The chain lightning stops now once more, as well as the Stunning rings of bullets. The portals will still be firing lasers, the Paralyze AND Confuse bolts will keep following their pattern, and all in all the last moments battling the Archprophet are hectic. This final spur of bullet hell ends when the Archprophet hits zero health. The Monoliths will all explode into rings of their respective bullets, accompanied by flashes of their color, as the Archprophet proceeds to enter his death animation...

Death Animation Edit

Normal Edit

ZathusBoss ArchprophetDead

End result of the 'Normal' death animation.

"No! NO!" Defeat at the hands of powerless mortals! It cannot end like this! AGGGGGGGGGGHHHH!"

The Archprophet will look down and to the right grabbing his body just below the skull mask with his arms in pain, and his eyes will go large and wide in fear, as white light begins glowing in them. Beams of white light will shoot out from all around his body, followed by him exploding in a white flash that consumes the screen, his black silhouette crumbling to dust while the white screen consumes for about another second. When the flash goes away, all that's left is the crown and crumbled cape sitting on a pile of ash.

After about three more seconds, a faint but echoing 'Oh ho ho' will sound as the crown's gem goes a blood red, and vanishes in a red flash. The screen will then fade to black.

If The Void Is Accessible Edit

(The Archprophet will collapse, and his eyes will fill with fear.)

  • "No! NO! Defeat at the hands of powerless mortals!" (Will raise his arm outward and fake cough)
  • "You have bested me... It cannot end like this" (Falls closer to the players)

(All the players will then automatically move closer)

  • "Oh ho ho! And it will not! SUCKEEEEERS! AH HA HA HA HA HA HA HAAAAAA!"

(The Archprophet will then retreat very quickly to the back of the room as the camera pans to a previously hidden hallway at the top right of the Sanctum, going to the right. The camera stays there as the Archprophet runs off down it, with the sound of rapid footsteps playing. It is implied he enters the portal to The Void a few seconds later, as a warping sound effect plays a few seconds later.

(The camera will then pan back down to the players as they are given control again, able to go up and walk down the End Corridor themselves, and enter The Void...)

Quotes Edit

Note that unlike most bosses you see in games nowadays, the Archprophet doesn't 'Not shut up,' and his banter pool is large enough almost never to have lines said more than once in a given battle, and it usually takes a LOT of Archprophet fights to hear them all. This is what makes the 'Battle of Wits' achievement so special, and keeps him from becoming one of those villains that just say stupid things over the entire course of the fight. He maybe says one of these every minute or so, and the battle is quite long regardless, and most of the time he'll just stop talking if the fight doesn't seem to be progressing in any sort of way...

Randomly Said Edit

  • "If only you knew the full story! Oh ho ho!"
  • "Continue to hold onto your close-minded views dearly. They will lead you to your demise!"
  • "Turn back now. Join the Cult! You get a cool cape!"
  • "Abandon all hope, ye who wander here..."
  • "Your puny Tank Empire is no more than a cockroach to squash under the foot of the Cult!"
  • "Silly assailants, your little weapons do not harm me. Go back to cowering in your city..."
  • "Let's play a little game. I summon forth lethal spells. And you DIE!"
  • "My followers have long awaited the day I could finally restore Panzer to the realm. It's best if you don't impede!"
  • "I would crack my knuckles in anticipation of your destruction, but alas I do not have fingers."
  • "You should probably know I am also a part-time cult DJ and music expert."
  • "Am I the big bad to you?"
  • "You're only here swinging swords and bleeding blood because you couldn't spare a second chance to our creator?!"
  • "It takes a special kind of arrogance to match someone as stubborn as myself. For that I applaud you".
  • "Oh ho ho, yes! Cower in fear! Hide in my shadow from the gaze of my master!"
  • "And its just the beginning too. Wait until you get to the V-... I've said too much!"
  • "THOU HATH STARTED A HOLY WAR!"
  • "PANZER TIME, PAGANS!"
  • "Ah ha ha ha! I put the hot in psychotic!"
  • "It's not like things would change! Oh ho ho, do you not know that he keeps me safe from death!?"
  • "I could be doing so many better things right now than ending the lives of already doomed mortals..."
  • "Ah yes, nothing like the smell of burning heretics in the morning!"
  • "I can shatter you as easily as a pane of glass!"
  • "You meddle with power incomprehensible to those like yourselves!"
  • "Getting warmer! But you're just not HOT ENOUGH!"
  • "Little did they know Panzer was going to kill them too..."
  • "This must have been the battle you've been looking forward too for ages! Too bad you meddlesome annoyances are no less than target practice!"
  • "I seldom understand how miserable minions like you got this far!"
  • "You kill me over and over. How about I play the same game? Ah ha ha ha ha ha!"
  • "Don't make me play my trap card!"
  • "Skull masks are in. And you? YOU SHOULD BE GETTING OUT!"
  • "Your tears are all the pay I'll ever need!"
  • "Why so serious?"

Special Quotes Edit

  • "Ah ha ha ha! Destroy you!? Easier done than said!" (Said somewhere near the start of the battle, while his health is above 500k)
  • "Typical of you to be so primitive! I should have expected no less than tiny guns and little spikes. You test the patience of a god, fools!" (Said somewhere near the start of the battle, while his health is above 500k)
  • "Oh how the turns have tabled!" (Said if half of the players who entered the battle have died or fled)
  • "Lemme hit you with a bit of shock therapy!" (Occasionally said when using Chain Lightning)
  • "Get ready for the mega-hurts! Get it? Hertz? As in the unit of electrical frequency?!" (Very very rarely said before using Chain Lightning)
  • "Remove the heretics from our sanctuary..." (Occasionally said when using Realmbreak)
  • "You may be able to fight me... but can you fight yourselves?" (Occasionally said when using Mirror Wall)
  • "Do you fear your own shadow?" (Occasionally said when using Shadow Ball)
  • "Ah ha ha ha ha ha! You made me do this!" (Occasionally said before using Crown Beam)
  • "Not even hell could prepare you for that which you are about to face..." (Always said before using Crown Beam Deux)
  • "You fools disappoint me!" (One of the quotes that can be said before Appraisal)
  • "What failures you all manage to be..." (One of the quotes that can be said before Appraisal)
  • "Oh ho ho! You don't even deserve to be called Assailants!" (One of the quotes that can be said before Appraisal)
  • "What an unimaginable defeat you face!" (One of the quotes that can be said before Appraisal)
  • "There's always a bigger blade!" (Occasionally said before using Breaker Strike)
  • "Round and round we go!" (Occasionally said before using Murderous Merriment)
  • "Come ride the carousel of death!" (Occasionally said before using Murderous Merriment)
  • "Let's liven up the party boys!" -Original, "They won't know what hit them!" -Clone 1, "Let's make this show a good one!" -Clone 2. (Said before every Magical Rush attack)
  • "BRING THEM TO THEIR KNEES!" (Said before the second part of Magical Rush)
  • "PULL THEM INTO THE DARKNESS!" (Occasionally said before using Snaggle Step)
  • "You can thank the Polygons for this..." (Very very rarely said before using Coup de Grace)
  • "Et Tandem..." (Occasionally said before using Coup de Grace)
  • "You won't get away with the death of my finest judge!" (Sometimes said before using Hand of the Inquisitor)
  • "He was a great protector. But we can rebuild him..." (Sometimes said before using Testament to the Guardian)
  • "BOOOOORRRRRIIIIISSS! Bring me another drink! This is taking longer than expected..." (Only said if Boris the Ghost Butler was seen this run)
  • "AGH! DO SOMETHING BORIS!" (Rarely said when below 300k health)
  • "Where is that sorry excuse for a..." (Mumbled a few seconds following the above quote)
  • "You didn't even stand a ghost of a chance!" (One of the five quotes that can be said if all players die in the battle)
  • "This is why you do not raid the tower. AH HA HA HA HA HEE HA HAAAA!" (One of the five quotes that can be said if all players die in the battle)
  • "It's too bad. Perfectly good lives that could have been good use to the Cult..." (One of the five quotes that can be said if all players die in the battle)
  • "Oh ho ho! And now, certainly, you shall endure ETERNAL SUFFERING!" (One of the five quotes that can be said if all players die in the battle)
  • "At long last! Another undecided victory and another cockroach squashed! AH HA HA HA HA HEE HA HAAAA!" (One of the five quotes that can be said if all players die in the battle)

Very Special Quotes Edit

Quotes that usually trigger an Arena State change or huge fight mechanic. Also accompanied by their own animations

  • "It's not like the weaklings to get this far. Oh ho ho! And yet it's all just beginning! I can tap into HIGHER POOOOOWWWEEERRR! AH HA HA HA HA HA HAAAAA!" (When Arena State 2 is entered. While the line is being said, the Archprophet will quickly move to the elevated platform, in front of the window. From there, he will raise his arms and squint his eyes angrily, as red lightning strikes from above, and lava cracks will begin forming between the tiles with a shake of the arena. Following the quote, he will grunt loudly with anger with a screen shake and flash of white light, and use a much more powerful version of the Focus Ray attack, which has a faster traveling a higher damage beam.)
  • "Pushing me to my limits like the indisputable and resilient scum you are, eh?! Well, this is still a warm up! I will shatter you like GLASS!" (When Arena State 3 is entered. The arena will darken, and with a flash of white light, all the windows will break with a glass shattering sound effect, making the light a lot less orange. The cracks in the tiles grow larger. Mechanically they do not change, only graphically. Rain will begin pouring in, and lightning will sometimes cause a white flash for the rest of the battle, implying the roof has caved in. He will sometimes wince before and after using an attack from here-on, showing that continuing to fight is in reality hurting him)
  • "BOOOOOORRRRIIIS! Initiate tower evacuation plan! These mortals are to be DISINTEGRATED FROM EXISTENCE, and I want no unwarranted casualties! Oh ho ho, ah ha hee ha ha haaaa!" (Sometimes said a few seconds after Arena State 3 is entered if Boris the Ghost Butler was seen this run. While doing this, he will lose focus and become Broken, turning in the direction to his right and shouting with a hand near his mask as to amplify the sound. If this happens, Realmbreak will no longer be used, as the Archprophet has had the Tower of Gladii evacuated in fear he would destroy it in his anger, not wanting to kill his followers)
  • "YOUR LIVES HAVE PLAGUED ME TOO LONG! OH HO HO! AND NOW I NEED TO SHOUT ABOVE YOUR SORROWS AS I UNVEIL MY ULTIMATE POWERS! LET IT BE KNOWN THAT I'VE BEEN JUST WARMING UP!"
  • "This dance of death is reaching its turning point. The crescendo followed by the collapse! We dance our endless lives away in the perpetuity of a song that doesn't end! THAT SONG? THE MIDDLE ERA!" (Said when Last Hurrah is halfway over)

Rewards Edit

Regardless of which of the Death Animations play above, all players will receive the same rewards at his defeat, save for one, who gets an extra bonus if The Void spawns and they dealt the final blow to the Archprophet.

  • All players will receive anywhere from 20-50 Panzer Tokens dependent on the damage a player did to him, making him the most reliable source of the coins. They can be collected from smaller minor bosses like Sons of Panzer, but rarely, and even then, Tears of Panzer at a 0.5% rate.
  • The defeat of the Archprophet can give multiple Achievements over various fights with him, the one for just witnessing his death being 'The Last Laugh.' Others such as 'Battle of Wits' can be earned just by hearing everything he has to say.
  • The Archprophet can also drop numerous endgame items and accessories for players to put on their Characters.
  • If The Void is to be entered at the end of a run of Tower of Gladii, the player who did the final blow will get access to the special 'Cape of the Prophet' power-up, which allows the player to use a Fireball Storm-like bonus attack while in The Void.

Trivia Edit

Zathsu Boss Archprophet Blade

The Archprophet's ceremonial blade. It glows with an ancient power...

  • He also has the nickname "He Who Laughs In The Tower," given to him.
  • A lot of people apparently don't know the proper pronunciation of 'Archprophet.' 'Arch' is not said as in 'Archway,' but as in 'Ark' or 'Arc.'
  • The reason he never dies forever, is because despite being sealed away, Panzer can still impose his force upon the realm, minimally. He revives those he sees necessary, essentially making them immortal. The Archprophet is one of these people. This is why The Veil never came back from death like any of the other Sons of Panzer. Panzer just considered him a burden...
  • As a running joke by fans of The Tale of Diep series, the Archprophet is commonly portrayed in casual situations as holding a coffee mug that reads "I <3 Panzer" on it. This is why his 'special attack' involves this asset. The original was created by Mr.BigWallOfText3
  • The Archprophet is actually now a user on this wikia!
    • The 'character' of the Archprophet is actually a mix of Fawful and a bit of Dr. Nefarious.
      • That second one was the ultimate reason he got a butler he shouts at a lot.
  • Every time you see him laugh 'Oh ho ho!', it's actually just him saying that with a mocking tone out loud, not actually a laugh. His actual laugh usually manifests in the form of Heh heh heh! or Hee hee ha ha hee ha ha ha HA!
  • Graviatar's interpretation is generally considered his official design.
  • The Archprophet has had his health altered multiple times.
    • His health was increased to 400,000 from 250,000 with this change, because any number of players can join, and there is only one server in this gamemode, so every player who joins Tower of Gladii are all in the same server, allowing pretty much an endless number of players from fighting him.
      • His health was once again lowered to 250,000 on March 28 to show a clear gap in power between him and the Avatar of Panzer.
      • With the Health Overhaul of April 17, the Archprophet's health more than doubled to 600,000.
      • On November 10th 2017, his health was moved down to the lowest its ever been at 200,000 due to the introduction of Health Scaling, which increases boss health by player number.
  • The attack "cachinnate apace" is inspired by a conversation in chat where we made the name "He Who Laughs in the Tower" overtly complex and "cachinnate apace" was apparently a fancy way of saying "Laughs In."
  • Contrary to popular belief, he has eyes. Those glowing lights in the eyeholes are not part of the skull mask.
  • The crown and scarf cape the Archprophet wears are some of the most symbolic design pieces throughout the game, being used in The Void and by the Avatar of Panzer in many of its phases, as well as appearing numerous other times.
    • Yes, his cape is both a cape and a scarf. Its always debated and has been since the dawn of time among cultists.
  • His spawn message actually plays when the door to his arena open, not when he spawns. That's why he has a whole big intro animation sequence with dialogue.
  • While the current stand-in BGM (despite him actually having his own battle theme in the final game) being from something called Elsword, he will receive his own amazing BGM that will be an even greater spectacle in good time.
  • The Crown Beam attack was created by Diepmon.
    • Crown Beam Deux was created by Zathsu and is inspired by the Last Prism item from Terraria.
  • Panzer and the Archprophet share a strange relationship. Without Panzer, the Archprophet would never be able to survive death after death, and without the Archprophet, Panzer would forever be stuck in The Void.
  • The ceremonial blade was an addition to the Archprophet that happened more than a year after his creation. It paved the way for many new attacks, epic animations, and generally cool stuff for the Archprophet. It glows with an ancient power related to the runes etched into it. The Archprophet found it outside of the Tower one day not long after the Cult of Panzer arrived there following the Dormancy Period. He believes it to be a gift from Panzer.
  • The line "You can thank the Polygons for this one..." very rarely being said before Coup de Grace is a reference to the fact that it's nearly identical to the attack for Trites, Burekopointo.
  • The Archprophet likes flowers and keeps a small personal garden on a balcony high on the Tower of Gladii for him to grow the beautiful things. They keep him calm and remind him that there is more to the Realm than just the endless darkness of the Desolate Plains.
    • These flowers, if found, can be destroyed to earn the "Vestige of Hope" achievement. He won't like that.
  • The Archprophet used to be a one phase fight with nearly 40 attacks to keep it interesting. Now it is actually multi-phased, fun, and requires a lot of skill.
  • Winner of the First Conception Tournament in Complex Bosses category.
    • When he won this award, the fight was not as complex as it is today, so it shows how far we really have come. Back then it was the above described "one phase, many attacks" setup.
  • He has a grudge against the passage of Time, noting that the war will even outlast the poor thing. He has his other reasons...
First.Conception.ComplexBosses.Award
Bosses (Tale of Diep)
Polygon Bosses Polypatrons: GuardianSummonerDefenderLeviathanDemolishorVanguardTrapperzoidHeptazoidColliderSlider • Tri-Seeker • ConstructionistBattle CarrierArmorboatMessenger • Gunship • SeptashotDreadnoughtSpreaderWarshipTrape FighterNonation • Phage Lord • Industrian • Barricador • Terminator • Conquistador • PulsarDeltrabladeCascade Army • Vis Ultima • Excubitor • Quintet • Umbra • Savior • Constellation • Spartan • Vortex • Implosionist • Lurk • Earthquake • Asteriscus • Sassafras

Mechagons: Guardian LSummoner Mk. IIDefender PrimePenta-Powergon

Realm Bosses Emperor ScorpioX-BowClaxim the Crooked • Illumina Goliath • Cavern Fiend • Mother Moonhand • Usurper of the SunOvercharm • Sanctus the Blind • Mistress Cadavera • The MonstrosityHollow GougerWallflower • Hand of the Dunes • Minion Horde • Runic Husk • The Forgotten King • Tharea the Shattered • Banished Three • Captain Chromehook • Guardian XStormbringer • Avarice • War Machine • Giga-Droid • Allgazer • Herald of the Altar • Skullcrusher • Honorable of the High Order • The Begotten • Writhe • Cinder Ancient • Scourge of the Crimson Sky
Sons of Panzer Primordial Sons: The PentagunThe ChimæraThe WolfThe DecimatorThe Trio of DoomThe SupplementThe HelixThe EstuaryThe TitanThe FurnaceThe TorrentThe ShadowThe OctagonThe KeeperThe ArrowThe MasonThe ArtisanThe LichThe PuppetmasterThe SoldierThe TacticianThe Tres GeminosThe OvermasterThe BureaucratThe PrinceThe JudicatorThe Veil

Mechanical Sons: The AutomatonThe StrategistThe FrigateThe SawThe Cyborg


Final Sons: The HarbingerThe WarhandThe PestilentThe Siphon

Gladiator Bosses Jack of HeartsBane of DronesFirestarterSumo KabloomOverdriveLeaping WarmindAdversaryWicked PrinceRoyale
Paramarchs Patapars • Hypoten • Noma • Xharen • Cinnabar • Proxima & Cidetris • Harriet • Declan • Diacaster • Khan Scorpnida • Andax • Yulron • Ralfus • Seventry • Combostrum • Righ O'Larr • Wernad • Decolosis • Lyptna • Helazor
High Prophets GaiusVictit • Timidis • AllegorLocke
Polygon Disciples PerpendiculusTritesPentavianHexenSeptaurOctraxEnnealisDecratite
Event Bosses The Storm of Fragments • Soul of Azerot • Draconis RexThe PrismGlimpse of PanzerAcolyte of Doom
Legendary Bosses ArchprophetNostradamusWar Machine IIDr. LacusBelisariusApostle of Panzer
Era Bosses Avatar of Panzer