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Bosses

The Cove's dungeons and wilds are anchored by custom, fully-modeled bosses: purpose-built monsters with their own attacks, phases, and tricks. They don't behave like vanilla mobs, and they don't fight fair. This page is the full roster of what's waiting for you in the dark.

Bosses don't pull punches

Every boss here has its own attack patterns and phases. Bring your best gear, a completed set if you have one, brewed tonics, leveled combat Skills, and ideally a party. Walking into a boss room solo and underleveled is how you donate your loot to the respawn screen.

Dungeon Bosses

The boss at the bottom of each dungeon. Clear it for the run's best loot.

The Miner's Wrath: Abandoned Mine

The dread that haunts the Abandoned Mine and the guardian of the first Tablet fragment. The finale of Chapter I sends you down to face it.

The Miner's Wrath
The Miner's Wrath attacking

700 HP. No phases. The Miner's Wrath fights at close range and punishes players who try to kite it from a distance.

AttackDamageNotes
Swing11Standard melee swipe
Kick19Heavy knockback, repositions you
Pickaxe Smash20High single-hit damage
Rock Throw10 + 13Triggered at ranges over 7 blocks, applies Blindness

Don't backpedal

The Rock Throw punishes ranged kiting with Blindness and a two-hit chunk. Stay in melee range and the boss can't trigger it. Note that its damage output is also reduced beyond 25 blocks, so it's designed to keep you close.


The Pharaoh: Ancient Ruins

Enthroned deep in the desert halls, the Pharaoh rules the Ancient Ruins from its pyramid tomb.

The Pharaoh boss
The Pharaoh attacking

3,500 HP. No phases. The hardest-hitting boss in a single strike, with AoE attacks that punish grouped parties.

AttackDamageNotes
Slam38Throws players on hit
Throw46AoE burst, large radius
Ground Slam80 / 60 / 45Tiered by distance from impact: 80 at the center, tapering out

Spread out

Ground Slam hits 80 at close range. A full party stacked together takes the worst tier. Spread your positions so the AoE doesn't wipe the run in one cast.


Dracula: Dracula's Manor

The brooding master of the shadowed manor, waiting in his boss room past the graveyard and the minibosses.

The Dracula boss
Dracula's boss room

1,375 HP. No phases. Dracula is a mobile, evasive fight built around repositioning and burst combos.

AttackDamageNotes
Kick26High melee hit
DashVariesGap-closes onto any player, hard to avoid
Knife Throw20 x6Six projectiles in one burst, adds up fast
Elevate + Knife RainHighLifts into the air, then rains knives down
Bat SwarmNoneGoes invisible, gains Speed V, repositions before re-engaging

Track the bats

When Bat Swarm activates, stop chasing. He'll come to you. Staying mobile burns stamina and lets him reset his positioning. Hold your ground and react when he reappears.


The Spider Queen: World Threat

Lurking in her web-choked lair, the Spider Queen is a world boss waiting for the unwary outside of dungeons.

1,000 HP. Four phases triggered at 75%, 50%, and 25% HP. She gets progressively more dangerous as health drops.

PhaseHP ThresholdNew Mechanic
Phase 1100%Standard attacks, spider summons
Phase 275%Escalating spider summons
Phase 350%Applies Poison III
Phase 425%Gains Leap attack
AttackDamageNotes
Standard AoE20Hits all players in range
Cobweb Shot20 + Slow + WitherRanged projectile, applies two debuffs
Spider SummonsNoneSpawns additional spiders throughout the fight

She scales up

The Spider Queen at 25% HP has Poison III running on you, a Leap she can use to close gaps, and a room full of her children. Clear the adds before she phases down or the fight falls apart fast.


The Jungle Boss: The Jungle

The overgrown gauntlet's final guardian, fought in a flame-statue arena at the heart of the jungle. This is not one fight. It is three, back to back.

The Jungle boss
The Jungle boss attacking
The Jungle boss attack

Three sequential champions. Defeat one and the next emerges. There is no break between them.

ChampionHPNotes
Earth Champion4,500First of the three
Water Champion3,500Second, engages immediately after Earth falls
Flame Champion5,000Final and hardest, big AoE hits in the 70-120 range

Total pool across all three: 13,000 HP. Come in with full health items and resources, because you'll need them for the Flame Champion.

Save your consumables

Do not burn your tonics on the Earth Champion. The Flame Champion at 5,000 HP with 70-120 AoE swings is where runs end. Manage your resources across all three phases.


Jungle Minibosses

The Jungle dungeon throws a gauntlet of minibosses at you before the final fight. Clear each to push deeper.

A jungle miniboss
The Rooted Sentinel
A jungle miniboss
A jungle miniboss
MinibossHPNotes
Rooted Sentinel330A heavily armored jungle guardian
Dunehorn (Ravager)255Hard-charging, high knockback
Soul Floater130Mobile and elusive

These fights are part of the attrition leading into the three-champion finale. Don't waste health items on them.


Key Bosses (Sewer Beasts)

Down in the sewers, Astrid the Beast Handler runs a series of solo beast trials. Each beast guards a key to one of the Cove's locked dungeons. These are tightly balanced one-on-one fights designed as the gate to harder content.

The Skeleton Key boss
The Dracula Key boss
The Ancient Ruins Key boss
The Jungle Key boss

The Sewer Beasts sit in the 64-120 HP range and are solo-only trials: no party, no backup. Full details on the beast fight rules are on the Dungeon Keys page.

Beast KeyHP RangeOpens
Skeleton Key Beast64-120Skeleton dungeon
Dracula Key Beast64-120Dracula's Manor
Ancient Ruins Key Beast64-120Ancient Ruins
Jungle Key Beast64-120The Jungle

World Threats

Not every boss waits behind a door.

  • The Spider Queen: lurking in her web-choked lair, waiting for the unwary.
  • The giant Bees: the Cove's signature threat, besieging Paradise Cove and driving the whole story. Read more in The Story.