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 summonFill the dungeon's gold bar
Who fightsYou, alone — no party
How oftenOne win per boss per week
If you dieUnblessed gear is destroyed
☠️
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.
Farm the dungeon until its bar is full. The game tells you the moment it is.
Leave your party and turn Auto Battle off —
you cannot summon with either.
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.
Item
What it does
Where 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.
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).
🔥
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 gear
The gold bar
This 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
Drop
Details
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
Drop
Details
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 VatPlace 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 CauldronPlace 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 LoomPlace 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 AxePlace 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 GearboxPlace 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 StandardPlace 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 CorePlace 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 AnvilPlace 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 ReliquaryPlace 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 HearthstonePlace 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 ForgeheartPlace 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 VoidforgePlace 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 PlatePlace at your house for +8% Blacksmithing success while crafting at home