Bosses

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

Note: Stat order is HP / ATK / ARM / SPD / DIG for all boss stat lines.

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

The Broodmother

STONEFROST
HP 24ATK 2ARM 1SPD 2DIG 1

Swarm Queen: Attacks 2x per turn

Webbed Strikes: Every other turn, first strike applies 1 Chill

Obsidian Golem

Obsidian Golem

RUSTBLAST
HP 28ATK 2ARM 8SPD 0DIG 3

Hardened Core: Turn Start: +2 Armor

Cracked Shell: Non-weapon damage removes 2 Armor

Gas Anomaly

Gas Anomaly

BLOODTEMPO
HP 26ATK 2ARM 0SPD 1DIG 2

Toxic Seep: Turn Start: deal 1 damage ignoring Armor

Fume Panic: Wounded: +1 SPD

Mad Miner

Mad Miner

SCOUTGREED
HP 26ATK 2ARM 3SPD 2DIG 3

Undermine: If your DIG < boss DIG, you are Exposed on Turn 1

Claim Jump: If Exposed, boss gains +1 strike per turn

Shard Colossus

Shard Colossus

STONEBLOOD
HP 26ATK 2ARM 3SPD 1DIG 2

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

Drill Sergeant

FROSTTEMPO
HP 34ATK 2ARM 6SPD 2DIG 3

Rev Up: Turn Start: +1 ATK and +1 SPD (max +4 each)

Formation: Every other turn: +1 Armor

Crystal Mimic

Crystal Mimic

BLASTSCOUT
HP 36ATK 3ARM 5SPD 2DIG 2

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

Rust Regent

BLOODTEMPO
HP 36ATK 2ARM 5SPD 2DIG 3

Corroding Edict: On Hit: apply 1 Rust

Execution Tax: If you are Exposed, deal 1 damage ignoring Armor

Powder Keg Baron

Powder Keg Baron

STONEFROST
HP 32ATK 2ARM 4SPD 2DIG 2

Volatile Countdown(3): After 3 turns, deal 8 damage to both combatants

Short Fuse: Wounded: reduce Countdown timer

Greedkeeper

Greedkeeper

GREEDRUST
HP 38ATK 2ARM 6SPD 1DIG 2

Toll Collector: Battle Start: steal 16 Gold from you

Gilded Barrier: Gains Armor from stolen Gold

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

The Eldritch Mole

(Biome A)
RUSTTEMPO
HP 50ATK 4ARM 8SPD 3DIG 4

Three Phases: At 75% HP: +6 ARM. At 50% HP: attacks 2x per turn. At 25% HP: apply 2 Bleed per hit

The Gilded Devourer

The Gilded Devourer

(Biome A)
GREEDBLOOD
HP 46ATK 3ARM 6SPD 2DIG 3

Tax Feast: Converts stolen Gold into Armor

Hunger: Wounded: apply 2 Bleed per hit

The Frostbound Leviathan

The Frostbound Leviathan

(Biome B)
RUSTSTONE
HP 52ATK 3ARM 10SPD 2DIG 3

Whiteout: Battle Start: apply 2 Chill

Glacial Bulk: +3 ARM

Crack Ice: First Exposed removes Chill and grants +2 SPD

The Rusted Chronomancer

The Rusted Chronomancer

(Biome B)
RUSTBLOOD
HP 48ATK 4ARM 6SPD 3DIG 2

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.

ActBiomeW1/W2 Boss ModifierW3 Finals
Act 1Biome ABase statsThe Eldritch Mole / The Gilded Devourer
Act 2Biome B+1 SPD on W1/W2 bossesThe Frostbound Leviathan / The Rusted Chronomancer
Act 3Biome ABase stats + Act+ traitsThe Eldritch Mole / The Gilded Devourer
Act 4Biome B+1 SPD + Act+ traitsThe 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.

Warning: Act+ modifiers stack with Biome B's +1 SPD bonus, meaning Act 4 bosses in Biome B are significantly faster than their Act 2 counterparts with the same base stats.