The Bosses of Eldermyr
Every named foe, its stats and its loot table. There are three kinds of boss, and this is where two of them live. Health is the solo, first-kill baseline: more heroes online raises it, and so does killing the same foe again, so read these as the floor. Loot rolls for every hero separately, by the damage each did.
Every boss move is telegraphed: a windup and a shape drawn on the ground before anything lands. Learn the shapes and the fights are fair.
World Bosses
11 named foes you can walk up to. 6 of them stand at a lair and wait, 4 roam their own country, and the last one can be tamed instead of killed. Each respawns after it falls, and each can be taken alone.
The Hierophant
Its one telegraphed move gives you a windup and a shape on the ground before it lands.
- Radiant Smitea pillar of light drops on a marked spot and hits everyone standing in the circle
| Signature drop | Odds |
|---|---|
| Hierophant’s Sunrod Legendary/20 damage / magic / fire | 4% |
per hero, divided by your damage share
The Broodmother
Its one telegraphed move gives you a windup and a shape on the ground before it lands.
- Web Volleya short fan of web bolts thrown at whoever it is facing
| Signature drop | Odds |
|---|---|
| Broodsilk Recurve Legendary/22 damage / ranged / poison | 4% |
per hero, divided by your damage share
The Emberkeg
Its one telegraphed move gives you a windup and a shape on the ground before it lands.
- Keg Bursttwo rings of burning shrapnel, a fast one and a slow one behind it, and they shove you as they land
| Signature drop | Odds |
|---|---|
| Kegheart Cinderplate Legendary/20 Defense / armor | 4% |
per hero, divided by your damage share
The Hexbinder
Its one telegraphed move gives you a windup and a shape on the ground before it lands.
- Silencing Hexa pulse that pins everyone inside it where they stand and chips away at them
| Signature drop | Odds |
|---|---|
| Hexbinder’s Icon Rod Legendary/28 damage / magic / frost | 4% |
per hero, divided by your damage share
The Colossus
Its one telegraphed move gives you a windup and a shape on the ground before it lands.
- Quaking Slama ground pound in a wide circle that stuns whoever it lands on
| Signature drop | Odds |
|---|---|
| Warcamp Cleaver Legendary/30 damage / melee | 4% |
per hero, divided by your damage share
The Coilfather
Its one telegraphed move gives you a windup and a shape on the ground before it lands.
- Leaping Strikeit jumps to a marked spot and lands in a burst of frost
| Signature drop | Odds |
|---|---|
| Coilscale Hauberk Legendary/21 Defense / armor | 4% |
per hero, divided by your damage share
The Frost Titan
Both of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Undertowa ring of freezing water bursts out, and anyone caught near the middle is left chilled and slow
- Ground Slamtwo rings of shockwave burst outward, and they break on walls, so put a pillar between you and it
| Signature drop | Odds |
|---|---|
| Titan’s Frostblade Legendary/30 damage / melee / frost | 4% |
per hero, divided by your damage share
The Storm Roc
Both of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Bolt Volleya fanned wall of frost bolts aimed down the line to you
- Chargeit commits to a straight line at where you were standing, so step aside as it launches
| Signature drop | Odds |
|---|---|
| Stormcaller Bow Legendary/26 damage / ranged / shock | 4% |
per hero, divided by your damage share
Emberhorn the Scorched
Both of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Chargeit commits to a straight line at where you were standing, so step aside as it launches
- Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
| Signature drop | Odds |
|---|---|
| Scaled Cinderplate Legendary/24 Defense / armor | 4% |
per hero, divided by your damage share
The Tide Leviathan
Both of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Undertowa ring of freezing water bursts out, and anyone caught near the middle is left chilled and slow
- Bolt Volleya fanned wall of frost bolts aimed down the line to you
| Signature drop | Odds |
|---|---|
| Leviathan’s Trident Rod Legendary/32 damage / magic / frost | 4% |
per hero, divided by your damage share
The Emberwyrm
Pinnacle Bosses
The hardest fights there are, and the only ones that pay relics: 3 of the 4 do. The 2 opt-in terrors fight in an arena that shrinks as it goes on and guard 2 relics each, and either one opens the Sunken Citadel. Their health climbs with how far out the realm put their lair. Behind them stand the realm's finale and the boss at the bottom of the Citadel.
The Drowned King
All 4 of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Undertowa ring of freezing water bursts out, and anyone caught near the middle is left chilled and slow
- Raise Deada court of three rises to guard it, and no more will rise while any of them stands
- Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
- Chargeit commits to a straight line at where you were standing, so step aside as it launches
| Relics | Odds |
|---|---|
| Leviathan Spinebow Every 3rd hit on a Marked target looses a free frost lance. | 1 in 25kills |
| Tidecaller's Armor A perfect dodge releases a frost nova. | 1 in 25kills |
per hero, divided by your damage share
The Pale Shepherd
Both of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Raise Deada court of three rises to guard it, and no more will rise while any of them stands
- Bolt Volleya fanned wall of frost bolts aimed down the line to you
| Relics | Odds |
|---|---|
| Shepherd's Bellstaff +1 thrall cap; your thralls detonate when they expire. | 1 in 25kills |
| Gravewool Armor Stand still ~1.1s to cloak until you act. | 1 in 25kills |
per hero, divided by your damage share
The Mountain Kraken
All 4 of its moves are telegraphed: a windup and a shape on the ground before anything lands.
- Ground Slamtwo rings of shockwave burst outward, and they break on walls, so put a pillar between you and it
- Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
- Summonthree more foes appear around it
- Chargeit commits to a straight line at where you were standing, so step aside as it launches
It is the only kill in the realm whose gate opens without a roll.
The Drowned Archivist
| What it drops | Odds |
|---|---|
| Sunderking's Sword At 5 Momentum your riposte never closes and every hit is a guaranteed crit. Bleed a pip and it shuts./close fighters see it a little more often | 1 in 278kills |
| The Hundredfold Bow A Marked target's death hurls ALL its Marks to the nearest foe and refunds your shot./archers see it a little more often | 1 in 278kills |
| Chainbreaker Coilstaff Your Heat never falls below the aura threshold, and aura strikes chain to 2 more foes./casters see it a little more often | 1 in 278kills |
| The Nameless Armor A blow that would kill you leaves you at 1 Health instead. Once per Citadel floor./whatever style you fight | 1 in 1,250kills |
| Emberheart Armor Each kill grants +8% damage for ~2s, stacking to 3 (+24%)./whatever style you fight | 1 in 1,250kills |
| Grudgeglass Armor Holds 3 answers: a blow that lands on you returns in full to whatever swung it. A dodge roll re-arms all 3./whatever style you fight | 1 in 1,250kills |
| Any one Legendary weapon one of 10 it can roll at its own depth | 1 in 84kills |
| Any one Legendary armor one of 6 it can roll at its own depth | 1 in 75kills |
per hero, divided by your damage share
Lair Bosses
The rank every dungeon is built out of.
The boss at the end of a dungeon floor, the Warden that takes over every few floors down, and the terror at the bottom of each boss trial. Each one is on the Dungeons & Lairs page with the floor it stands on.