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Dungeon Bosses

Every dungeon has a boss waiting at the bottom — a named monster far tougher than anything else down there. It will not come out on its own: you call it up by farming gold in its dungeon, then face it alone in its own room. Win and you walk away with the best loot a dungeon has. Lose and you lose the gear you went in with.

To summon Fill the dungeon's gold bar
Who fights You, alone — no party
How often One win per boss per week
If you die Unblessed gear is destroyed
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There is no corpse run here. Die anywhere else and your things drop in a pile you can walk back to. Die to a Dungeon Boss and everything you are carrying and wearing is destroyed — not dropped, gone. Blessed items survive, and so does whatever is inside a blessed container. Your mount dies with you, as it always does. Bank anything you would miss before you go in.

This is only true of Dungeon Bosses. The Time Keeper and Pyrrhimar, the Hoarfire are World Bosses, and dying to them costs nothing — see World Bosses.

Summoning a boss

Gold bar

Every dungeon has a gold bar for its boss. Every coin you pick up in that dungeon goes towards it — bonus gold from a Dungeon Boon, a Potion of Power, a Paragon kill or a gold-finding pet all counts, and so does gold earned while you are offline, from kills your party makes, and from dungeon bounty contracts. Each boss has its own price, listed in the roster below.

  1. Farm the dungeon until its bar is full. The game tells you the moment it is.
  2. Leave your party and turn Auto Battle off — you cannot summon with either.
  3. Press the summon button on the dungeon's own screen.

Each dungeon's bar is separate: gold farmed in one never counts towards another.

The weekly reset

Friday, 12:00 GMT

Beat a boss and it is locked to you until the next weekly reset, every Friday at noon GMT. Other bosses are not affected, so you can beat each of them once a week.

Your gold bars reset then too. Gold you farmed towards a boss is lost at the Friday reset if you have not used it, so you cannot save up a bar over several weeks.

ItemWhat it doesWhere from
Boss Time Extension Right-click it and the coming Friday reset is skipped for you: your gold bars carry over, and you have another week to fill them. Bosses you have already beaten stay beaten. It covers one reset only. The Wanderer's Exchange, Dungeons shelf — 5 Dungeoneer Tokens
Boss Slayer Token Right-click it, pick any Dungeon Boss, and you are taken straight into the fight. It does not need a full bar and does not use up your weekly win, so your bar and your one normal kill that week are still waiting for you. The token is spent when the fight starts, win or lose. World Bosses — see World Bosses

Inside the boss room

Fights itself

Summoning takes you into the boss's own room under the dungeon, and the fight plays itself out. Your character walks up and fights; the boss fights back. You cannot do anything by hand in there — no Flee, no casting, no using bandages or potions yourself, no Recall, no travel. What you set up beforehand still works: Auto Magery, auto-eat, auto-drink and a continuous song all carry on as normal. So the fight is won or lost by how you prepare.

Still works

  • Auto Magery
  • Auto-eat and auto-drink
  • A continuous song
  • Your gear, skills and Virtue bonuses

Does not work

  • Flee, Recall or any travel
  • Casting a spell by hand
  • Using a bandage or potion by hand
  • Playing a song by hand

There is no leaving early. Closing the game does not end the fight: it pauses, and picks up where it left off — at the same health, for both of you — when you come back. The only ways out are the boss dying, or you.

How bosses fight

Combat

A boss hits like the monsters of its own dungeon, only much harder, and has far more health. Each one also has a signature move it uses about every 10 seconds — you can see it wind up just before it lands. Each boss's move is listed in the roster below (a couple have none, and rely on the enrage alone).

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Every boss enrages. Once it drops below 30% health it deals 50% more damage for the rest of the fight. The end of the fight is the dangerous part — make sure your healing lasts to the finish, not just the start.

Winning and losing

Your gearThe gold barThis week's win
You win Kept, plus the loot Emptied Used — that boss is locked until Friday
You lose Unblessed items destroyed Emptied Not used — refill the bar and try again this week

A fight started with a Boss Slayer Token leaves your bar and your weekly win alone either way.

What bosses drop

Rewards

A boss drops no gold — you already farmed that to summon it. Here is what it gives you instead.

Every kill

DropDetails
A magic weapon Always magical to some degree, and now and then the dungeon's own Slayer weapon. It arrives unidentified unless you can identify it on the spot.
Leather A big haul skinned from the body, sometimes a better grade than the dungeon normally gives. Trains Camping.
Cap Stones Each one raises your total skill cap. From 1 (the first boss) up to 9 (the deepest) — see the roster.
A Facet shard One for your weapon, and sometimes a fragment as well.
Skill scrolls One, sometimes two, for a random skill.
Virtue Binding XP A large fixed amount. Deeper bosses generally give more.
Special Loot rolls Chances at rings, cloaks and the carried crafting charms. A boss rolls several times, and deeper bosses roll more often — the roster shows how many.

Sometimes

DropDetails
Its trophy A house decoration unique to that boss, which also does something useful once placed (listed in the roster). It is a rare drop, not a certain one — expect to beat a boss a few times before you see it.
Crafting Lace An occasional find, wanted by scribes.
Wall Artwork The rarest of all: about a 5% chance from any boss, from a collection of 63 pieces. Paintings hang on your house wall. A tapestry is one picture woven across two or three cloths that each drop separately — hang the whole set side by side, in order, to complete it. Artwork can be traded, so you can buy the piece you are missing.

The bosses

13 bosses

Listed from cheapest to summon to most expensive, which is roughly easiest to hardest.

Grendel, the Filth Lord

Britain Sewers · Trivial

Summon
6,000 gold
Cap Stones
1
Loot rolls
1

Plague Burst. A lingering affliction that keeps damaging you every 2 seconds for 6 seconds after it lands. It ticks on its own, so walking it off is not an option — bring the healing.

Grendel's Rendering Vat Place at your house for a faster Ore Smelter

The Gravekeeper

Britain Graveyard · Moderate

Summon
10,000 gold
Cap Stones
3
Loot rolls
2

Wrath of the Grave. No timed move to watch for — its signature is the enrage every boss has. It hits hard all fight and harder still below 30% health.

The Gravekeeper's Cauldron Place at your house for a faster Iron Stove

The Hollow Countess

Vesper Graveyard · Challenging

Summon
20,000 gold
Cap Stones
4
Loot rolls
2

Withering Wail. Weakens you for 6 seconds. It weakens your your damage.

The Countess's Loom Place at your house for +4% Tailoring success while crafting at home

Grug, the Warlord

Wrong · Tough

Summon
64,000 gold
Cap Stones
5
Loot rolls
3

Warcry Slam. Staggers you outright — you cannot attack, cast or bandage for 3 seconds while it holds.

Grug's Timber Axe Place at your house for a faster Saw Pit

The Living Storm

Shame · Tough

Summon
64,000 gold
Cap Stones
5
Loot rolls
3

Static Shock. Weakens you for 6 seconds. It weakens your your chance to hit.

The Storm-Forged Gearbox Place at your house for +5% Tinkering success while crafting at home

Ugrakh, the Bloodfist

Orc Fort · Dangerous

Summon
88,000 gold
Cap Stones
6
Loot rolls
3

Sunder Plate. Weakens you for 6 seconds. It weakens your your armour.

The Bloodfist Standard Place at your house for a Carpentry success bonus

The Wyrmguard

Covetous · Tough

Summon
120,000 gold
Cap Stones
5
Loot rolls
3

Venomous Breath. A lingering affliction that keeps damaging you every 2 seconds for 6 seconds after it lands. It ticks on its own, so walking it off is not an option — bring the healing.

The Wyrmguard's Furnace Core Place at your house for a faster Ore Smelter

Kroth, Ogre Warchief

Despise · Dangerous

Summon
148,000 gold
Cap Stones
6
Loot rolls
3

Warchief's Bellow. Staggers you outright — you cannot attack, cast or bandage for 3 seconds while it holds.

Kroth's Warforge Anvil Place at your house for +5% Blacksmithing success while crafting at home

The Lich Sovereign

Deceit · Deadly

Summon
204,000 gold
Cap Stones
7
Loot rolls
4

Curse of Deceit. Weakens you for 6 seconds. It weakens your your armour.

The Sovereign's Reliquary Place at your house for +6% Alchemy success while crafting at home

The Frostwyrm Matriarch

Ice Dungeon · Deadly

Summon
264,000 gold
Cap Stones
7
Loot rolls
4

Frostbite. A lingering affliction that keeps damaging you every 2 seconds for 6 seconds after it lands. It ticks on its own, so walking it off is not an option — bring the healing.

The Frostwyrm's Hearthstone Place at your house for a faster Iron Stove

The Infernal Duke

Fire Dungeon · Deadly

Summon
296,000 gold
Cap Stones
7
Loot rolls
4

Hellfire Wrath. No timed move to watch for — its signature is the enrage every boss has. It hits hard all fight and harder still below 30% health.

The Infernal Forgeheart Place at your house for a faster Ore Smelter

Malgorath, the Balron King

Hythloth · Legendary

Summon
752,000 gold
Cap Stones
9
Loot rolls
5

Void Slam. Staggers you outright — you cannot attack, cast or bandage for 3 seconds while it holds.

Malgorath's Voidforge Place at your house for a faster Saw Pit

The Serpentine Sovereign

Destard · Legendary

Summon
900,000 gold
Cap Stones
9
Loot rolls
5

Dragonfear. Weakens you for 6 seconds. It weakens your your damage and your chance to hit.

The Sovereign's Dragonscale Plate Place at your house for +8% Blacksmithing success while crafting at home