Lair Bosses

GUIDEBOSSES

Each of the five lands has its own lair boss, a huge creature that waits in the deepest hall of every lair in that land. Beating a land's boss for the first time wins you that land's Jewel. Every win gives its trophies, a chest, and a chance to make your gear Forged.

CONTENTS
  1. The five bosses
  2. Reaching a boss
  3. Rage
  4. Rewards
  5. Tips

The five bosses

BossLandBase healthTrophyForged kind
SilvetusWoods620HeartrootMoss Forged
GiggosRocky Highlands500Oathfire TuskTroll Forged
NivoraTundra575Rime ScaleRime Forged
FulgoriaDesert500Fulgurite GlassLightning Forged
The Hollow StagHaunted Wood550Hollow CrownStag Forged

Base health is a boss's health in a Normal lair when you hold no Jewels. It goes up with the lair's tier and, much more, with the Jewels you hold: see Lairs for the multipliers, and each boss's page for its full health table.

Reaching a boss

Each boss waits behind its lair's boss gate. Press E at the gate and every Wanderer in the lair walks in together; the gate shuts behind you, and opens again only when the boss is down. While you walk in, you cannot be hurt and the boss holds still. See Lairs for more.

Rage

Every lair boss enrages at 35% of its health. As soon as it is between moves, it roars; nothing can interrupt the roar. While it roars, night creatures of its land climb out of the ground around it: 5 if you are alone, plus 2 for each other Wanderer nearby, up to 11. From then on it fights harder:

BossIts blowsDamage it takesPicks movesMoves
Silvetus20% moreabout 17% less30% sooner30% faster
Giggos30% moreabout 17% less35% sooner30% faster
Nivora20% moreabout 17% less30% sooner30% faster
Fulgoria20% moreabout 17% less30% sooner30% faster
The Hollow Stag20% more20% less25% sooner35% faster

Healing while enraged

An enraged boss slowly heals, but never above the 35% where it enraged. Each time you hit it, its healing stops for 2 seconds and then eases back in over 1 second, so keeping up your attacks holds it down. How fast it heals depends on how many Jewels you hold (shown as the share of its full health healed each second):

Jewels heldGiggosFulgoriaSilvetus, NivoraHollow Stag
00.08%0.096%0.104%0.112%
10.102%0.122%0.133%0.143%
20.134%0.161%0.174%0.188%
30.177%0.212%0.230%0.248%
40.159%0.191%0.207%0.223%
50.237%0.284%0.308%0.332%
Clear the creatures its roar calls up quickly, but don't leave the boss alone for long: every 2 seconds you're not hitting it, it heals.

Rewards

  • Its land's Jewel, the first time you clear a lair in that land (see Jewels).
  • 2 of its trophy and 1 Endurium, every time. Trophies hang on a Boss Trophy plaque, grind into spirits at The Grinder, or pay for Bind the Echo.
  • The lair's chest, a Rare chest that rises from the hall's floor (see Lairs).
  • Its echo, every time: one of your fully spirited weapons or coats may become Forged with the boss's power.
  • Experience for your stats, more in harder lairs and with more Jewels held.

Tips

  • Learn a boss's moves on its page before you go in. Each boss winds up before its attacks, and its page says how to avoid each one.
  • Fill a weapon or coat with spirits before a boss fight, so its echo has something to go into.
  • Every Jewel you win makes every boss much tougher. Upgrade to the metal the Jewel opens before taking on the next one.
  • Harder lairs (Fatal and Abyssal) can give some bosses extra moves. Check the boss's page.
In online play, a boss is run by one player's game and everyone sees the same fight; each player's blows count the same. Its health grows with every Wanderer who came in through its gate: each extra player adds 60% of its health in a Normal lair, 72% in a Fatal lair and 80% in an Abyssal lair, up to 5 players. More creatures answer its roar (2 more for each other player nearby). Everyone gets their own drops and chest, and everyone who struck it (or was nearby and on their feet when it fell) can get its echo.

See also