Bosses
The 14 bosses across three weeks of escalating difficulty. Each boss has unique weakness tags, traits, and stat profiles.


Week 1 Bosses
Week 1 bosses appear at the end of Acts 1 and 2. All five are drawn from the Biome A pool. They test early-game builds and punish players who neglect specific stat investments.

The Broodmother
Swarm Queen: Attacks 2x per turn
Webbed Strikes: Every other turn, first strike applies 1 Chill

Obsidian Golem
Hardened Core: Turn Start: +2 Armor
Cracked Shell: Non-weapon damage removes 2 Armor

Gas Anomaly
Toxic Seep: Turn Start: deal 1 damage ignoring Armor
Fume Panic: Wounded: +1 SPD

Mad Miner
Undermine: If your DIG < boss DIG, you are Exposed on Turn 1
Claim Jump: First Turn: if you are Exposed, boss gains +1 strike

Shard Colossus
Prismatic Spines: Battle Start: gain 4 Shrapnel
Refracting Hide: Every other turn: +2 Shrapnel
Week 2 Bosses
Week 2 bosses appear at the end of Acts 3 and 4. They feature higher HP pools, more complex trait interactions, and demand more refined item builds to defeat.

Drill Sergeant
Rev Up: Turn Start: +1 ATK and +1 SPD (max +2 each)
Formation: Every other turn: +1 Armor

Crystal Mimic
Prismatic Reflection: Starts with 2 stacks; reflects status effects back at you
Glass Heart: After all reflection stacks consumed, takes +2 non-weapon damage

Rust Regent
Corroding Edict: On Hit: apply 1 Rust
Execution Tax: If you are Exposed, deal 1 damage ignoring Armor

Powder Keg Baron
Volatile Countdown(3): After 3 turns, deal 8 damage to both combatants
Short Fuse: Wounded: reduce Countdown by 1

Greedkeeper
Toll Collector: Battle Start: steal 16 Gold from you (or all, if you carry less)
Gilded Barrier: Gains Armor equal to stolen Gold ÷ 4 (cap 4)
Week 3 — Final Bosses
The four final bosses are the ultimate challenges of a run. Each biome has two possible finals, and the player faces one of them. Finals have dramatically higher stats and multi-phase mechanics.

The Eldritch Mole
(Biome A)Three Phases: At 75% HP: +6 ARM. At 50% HP: attacks 2x per turn. At 25% HP: Turn Start: apply 2 Bleed

The Gilded Devourer
(Biome A)Tax Feast: Battle Start: convert your Gold into Armor (+1 per 3 Gold, cap 12)
Hunger: Wounded: apply 2 Bleed

The Frostbound Leviathan
(Biome B)Whiteout: Battle Start: apply 2 Chill
Glacial Bulk: Every other turn: +3 Armor
Crack Ice: First Exposed removes Chill and grants +2 SPD

The Rusted Chronomancer
(Biome B)Time Shear: Attacks 2x on Turn 1
Oxidized Future: Apply 1 Rust per turn
Blood Price: Wounded: apply 3 Bleed
Weakness Tags & Loot Weighting
Every boss has two weakness tags. After defeating a boss, the loot pool is weighted so that items matching the boss's weakness tags appear with a 1.4x multiplier on their base drop weight. This encourages building around the tags you expect to face in the upcoming week.
Biome Structure
The campaign alternates between two biomes across its four acts. Each act has all 3 weeks (W1, W2, W3 bosses) — the biome determines which variants of those bosses you face.
| Act | Biome | W1/W2 Boss Modifier | W3 Finals |
|---|---|---|---|
| Act 1 | Biome A | Base stats | The Eldritch Mole / The Gilded Devourer |
| Act 2 | Biome B | +1 SPD on W1/W2 bosses | The Frostbound Leviathan / The Rusted Chronomancer |
| Act 3 | Biome A | Base stats + Act+ traits | The Eldritch Mole / The Gilded Devourer |
| Act 4 | Biome B | +1 SPD + Act+ traits | The Frostbound Leviathan / The Rusted Chronomancer |
Biome B W1/W2 bosses share the same archetypes and weakness tags as their Biome A counterparts but gain +1 SPD baseline. W3 finals are unique to each biome.
Act+ Modifiers (Acts 3 & 4)
When revisiting boss pools in Acts 3 and 4, bosses receive Act+ modifiers that increase their threat beyond their base stat lines. These modifiers reflect the expectation that the player has had two additional acts to improve their build.
Level Scaling
Boss HP also grows continuously across all 40 campaign levels rather than resetting each act. Week 1 bosses barely grow with level, Week 2 bosses grow moderately, and Week 3 finals grow the most, so the same boss variant hits harder the later you meet it. The first 5 levels are softened for new players, and each boss carries its own hand-tuned HP multiplier on top of the shared curve. This stacks with the Act+ modifiers above — a Week 2 or Week 3 boss encountered late in Act 4 is meaningfully tougher than the same boss early in Act 1, even before the Act+ ATK/SPD bump is applied.