Realms of EldermyrField Guide
Field GuideBosses
Named terrors

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.

Out in the realm

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

Four acolytes ring it and pour health back into it faster than you can cut it down, so break the ring before you touch the boss. It rebuilds the ring once, and once only. Between smites it picks a hero out with an aimed bolt of light.

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

The Broodmother

She keeps a herd of broodlings skittering around her and tops it back up as fast as you thin it, and every one of them throws web that slows you. Kill the herd for room to move, then work on her. The survivors stay on their feet after she falls.

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

The Emberkeg

Watch the wind-up and walk one of the gaps in the ring of shrapnel, because a second slower ring lands behind the first. Standing close when it goes off shoves you away and hurts. Then it stuns itself, and that lull is free damage for anyone who stayed alive.

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

The Hexbinder

A ring of hex-casters orbits her and fires on you the whole fight, and her pulse locks every ability and spell of anyone caught inside it. Walking is never locked, so step out of the circle. Clear the ring and you get a real breather before she can raise it again.

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

The Colossus

War-camp archers pin you down with arrows while he winds up, so running from the slam forever is not on offer. A slam that lands stuns you and the next hit comes free, but a dodge through it beats the damage and the stun together. Thin the archers while he recovers. They keep shooting after he goes down.

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

The Coilfather

It dives into the sand and comes up somewhere else, and the ground bursts where it surfaces. Watch for the circle opening in front of you and be somewhere else when it does. It keeps a brood of young buried around you the whole fight, so standing still is what kills you here. Kill the brood if it boxes you in, but it comes back, so the boss is the answer.

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

The Frost Titan

All 2 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

The Storm Roc

All 2 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

Emberhorn the Scorched

All 2 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

The Tide Leviathan

All 2 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

The Emberwyrm

The one foe in the realm you do not have to kill. Wear it down and stop, and it is tamed: a mount that carries you over mountains and water. Kill it instead and it never pays below Epic. Its whole table is on the drop table.

The top of the realm

Pinnacle Bosses

The hardest fights there are, and the only ones that pay relics. 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. Behind them stand the realm's finale and its highest-level foe.

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

The Pale Shepherd

All 2 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

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

It fights in 3 stances, blade, storm and grave, each with its own rotation.

Guarding one place

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. They are not listed here because they belong to the places they guard: they are on the Dungeons & Lairs page, each with the floor it stands on.