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Reference

Bosses

Every dungeon has one named unique living at the bottom of it, and it will not come out on its own. You summon it by farming that dungeon until its gold bar fills, you fight it alone, and you get one kill a week. It is the only fight in the game you can lose permanently — read the warning below before you ring the bell.

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There is no corpse run. If you die here, your gear is gone. Lose any other fight and your things scatter into a lootable pile you can walk back to. A boss does not leave a pile. Everything you were carrying and wearing is destroyed outright — not dropped, not recoverable, not sitting somewhere waiting to decay. Blessed items survive, and your mount dies with you as it always does. Bank anything you would grieve over, and go in wearing gear you can afford to never see again.

This does not apply to The Time Keeper, the shard-wide World Boss — dying there costs nothing at all. See the bottom of this page.

Summoning one

Weekly

Every coin you loot inside a dungeon feeds that dungeon's own boss bar — including gold from a Dungeon Boon, a Potion of Power, a Paragon kill or a gold-finding pet, and including everything your character farmed while you were offline. Fill the bar and the game tells you the moment it is ready; the summon button lives on the dungeon's own screen.

Each dungeon's bar is separate, and the cost is the boss's own — see the roster below.

RuleWhat it means
Alone You cannot summon while in a party. This one is yours to face.
No Auto Battle Turn it off first. A boss fights you through the normal combat window.
One kill a week Beat it and that boss is locked to you until the weekly reset — Friday, noon GMT. Other dungeons' bosses are unaffected.
The bar resets weekly too Gold farmed toward a boss expires at that same Friday boundary, so a bar cannot be banked across weeks and cashed in the instant one lands.

If you lose

Permanent

Your unblessed items are destroyed, as above. Beyond that, losing costs you the bar but not the week:

Your itemsThe gold barThis week's kill
You win Kept, plus the drops Emptied Spent — locked out until Friday noon GMT
You lose Destroyed Emptied Still yours — refill the bar and try again the same week

So a defeat is not the end of your week. The boss does not walk away locked; it walks away having taken your gear and your progress, and you are free to farm the bar back up and go again as many times as you can stomach.

How they fight

Combat

A boss swings and lands like its own dungeon's monsters — it is simply far tankier and hits far harder. On top of that it has a signature ability that fires roughly every 10 seconds, independent of its swing rhythm, and every boss shares one nasty habit:

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They all enrage. Drop any boss below 30% health and its damage jumps by 50% for the rest of the fight. The last third is always the dangerous third — plan your healing around finishing, not around starting.

What they drop

Rewards

A boss pays no gold — you already farmed that to summon it. What it leaves instead, every boss, every kill:

DropDetails
A weapon Guaranteed, always magical to some degree, and occasionally the dungeon's own Slayer variant. It arrives unidentified unless you have the skill or the Virtue talent to read it on sight.
Leather A large guaranteed haul skinned from the corpse, often upgraded to a better grade than the dungeon would normally give. Trains Camping.
Skill scrolls One or two, of any skill.
Virtue Binding XP A large flat grant — the deeper the boss, the bigger.
Special Loot The rare stuff — rings, cloaks, the carried craft charms. A boss rolls for it several times over, and deeper bosses roll more often.
Its trophy The one drop nobody else has. A house placeable unique to that boss, listed on its card below. You want exactly one; a second is worth nothing.

Grendel, the Filth Lord

Trivial
Grendel, the Filth Lord

Britain Sewers — summoned for 7,500 gold farmed in that dungeon.

Plague Burst. A lingering affliction that keeps damaging you every 2 seconds for 6 seconds after it lands. It ticks on its own, so walking it off is not an option — bring the healing.

TrophyNameWhat it does at your house
Grendel's Rendering Vat Grendel's Rendering Vat Place at your house for a faster Ore Smelter

The Gravekeeper

Moderate
The Gravekeeper

Britain Graveyard — summoned for 12,500 gold farmed in that dungeon.

Wrath of the Grave. This one's signature is the enrage itself — no separate trick to dodge, it simply becomes far deadlier as it dies. Below 30% health it hits 50% harder for the rest of the fight.

TrophyNameWhat it does at your house
The Gravekeeper's Cauldron The Gravekeeper's Cauldron Place at your house for a faster Iron Stove

The Hollow Countess

Challenging
The Hollow Countess

Vesper Graveyard — summoned for 25,000 gold farmed in that dungeon.

Withering Wail. Weakens you for 6 seconds. It saps your damage.

TrophyNameWhat it does at your house
The Countess's Loom The Countess's Loom Place at your house for +4% Tailoring success while crafting at home

Grug, the Warlord

Tough
Grug, the Warlord

Wrong — summoned for 80,000 gold farmed in that dungeon.

Warcry Slam. Staggers you outright — you cannot attack, cast or bandage for 3 seconds while it holds.

TrophyNameWhat it does at your house
Grug's Timber Axe Grug's Timber Axe Place at your house for a faster Saw Pit

The Living Storm

Tough
The Living Storm

Shame — summoned for 80,000 gold farmed in that dungeon.

Static Shock. Weakens you for 6 seconds. It saps your chance to hit.

TrophyNameWhat it does at your house
The Storm-Forged Gearbox The Storm-Forged Gearbox Place at your house for +5% Tinkering success while crafting at home

Ugrakh, the Bloodfist

Dangerous
Ugrakh, the Bloodfist

Orc Fort — summoned for 110,000 gold farmed in that dungeon.

Sunder Plate. Weakens you for 6 seconds. It saps your armour.

TrophyNameWhat it does at your house
The Bloodfist Standard The Bloodfist Standard Place at your house for a Carpentry success bonus

The Wyrmguard

Tough
The Wyrmguard

Covetous — summoned for 150,000 gold farmed in that dungeon.

Venomous Breath. A lingering affliction that keeps damaging you every 2 seconds for 6 seconds after it lands. It ticks on its own, so walking it off is not an option — bring the healing.

TrophyNameWhat it does at your house
The Wyrmguard's Furnace Core The Wyrmguard's Furnace Core Place at your house for a faster Ore Smelter

Kroth, Ogre Warchief

Dangerous
Kroth, Ogre Warchief

Despise — summoned for 185,000 gold farmed in that dungeon.

Warchief's Bellow. Staggers you outright — you cannot attack, cast or bandage for 3 seconds while it holds.

TrophyNameWhat it does at your house
Kroth's Warforge Anvil Kroth's Warforge Anvil Place at your house for +5% Blacksmithing success while crafting at home

The Lich Sovereign

Deadly
The Lich Sovereign

Deceit — summoned for 255,000 gold farmed in that dungeon.

Curse of Deceit. Weakens you for 6 seconds. It saps your armour.

TrophyNameWhat it does at your house
The Sovereign's Reliquary The Sovereign's Reliquary Place at your house for +6% Alchemy success while crafting at home

The Frostwyrm Matriarch

Deadly
The Frostwyrm Matriarch

Ice Dungeon — summoned for 330,000 gold farmed in that dungeon.

Frostbite. A lingering affliction that keeps damaging you every 2 seconds for 6 seconds after it lands. It ticks on its own, so walking it off is not an option — bring the healing.

TrophyNameWhat it does at your house
The Frostwyrm's Hearthstone The Frostwyrm's Hearthstone Place at your house for a faster Iron Stove

The Infernal Duke

Deadly
The Infernal Duke

Fire Dungeon — summoned for 370,000 gold farmed in that dungeon.

Hellfire Wrath. This one's signature is the enrage itself — no separate trick to dodge, it simply becomes far deadlier as it dies. Below 30% health it hits 50% harder for the rest of the fight.

TrophyNameWhat it does at your house
The Infernal Forgeheart The Infernal Forgeheart Place at your house for a faster Ore Smelter

Malgorath, the Balron King

Legendary
Malgorath, the Balron King

Hythloth — summoned for 940,000 gold farmed in that dungeon.

Void Slam. Staggers you outright — you cannot attack, cast or bandage for 3 seconds while it holds.

TrophyNameWhat it does at your house
Malgorath's Voidforge Malgorath's Voidforge Place at your house for a faster Saw Pit

The Serpentine Sovereign

Legendary
The Serpentine Sovereign

Destard — summoned for 1,125,000 gold farmed in that dungeon.

Dragonfear. Weakens you for 6 seconds. It saps your damage and your chance to hit.

TrophyNameWhat it does at your house
The Sovereign's Dragonscale Plate The Sovereign's Dragonscale Plate Place at your house for +8% Blacksmithing success while crafting at home

The other kind: The Time Keeper

World Boss

Everything above is about the fourteen dungeon uniques. There is one more boss, and almost nothing on this page applies to it. It lives in no dungeon, no gold bar summons it, there is no weekly lock, and you do not fight it alone — when it is called, a red moongate opens in every town at once and the whole shard piles in together. Its health scales with how many people walk through.

The warning at the top of this page does not apply to it. Die in the Hourglass and nothing is destroyed, nothing drops and nobody can loot you — you go down as a spectator, an ally can resurrect you where you fell, and if nobody does you come back to Britain on your feet with everything you went in wearing. It is the one boss you can throw yourself at for free.

Rewards are ranked by total damage dealt, not by who lands the last hit: a board goes up the moment it falls, the top three always take a Boss Slayer Token, and one shared hoard of weapons, gold, scrolls and Cap Stones is split weighted by what each person actually did.

What only it drops

On top of the shared hoard, The Time Keeper carries a table of its own that exists nowhere else in the world. Every fighter gets one roll at it per kill — one roll, not one per piece of loot you take home — and damage decides the odds: an average share gets you the standard chance, twice the average gets you twice it, and a late arrival still gets a small one. There is a ceiling, so nobody is ever guaranteed one, and nobody takes home two from one kill.

The rarity column is relative to the others on this table, not an absolute chance. Every one of them is rare: the roll only pays out at all a small fraction of the time, and the column tells you which piece you are most likely to see when it does.

ItemWhat it doesRarity
Powdered Glass Sand ground finer than sand, and still warm. A reagent no other kill pays out. Uncommon
The Unwound Spring Wind it down and for ten minutes nothing waits to be born — monsters step straight out of the dark. Once a day, and only while you are actually playing. Uncommon
Vortex Basin A shallow bowl with a sand vortex that never finishes draining. Uncommon
Orrery of Dead Hours Brass rings turning around nothing at all. Slowly. Uncommon
The Stopped Pendulum Clock Tall, silent, and always reading the minute the boss died. Your kill, not anybody else’s. Uncommon
The Great Hourglass Floor to ceiling, and it really runs — the sand shows how long the shard has stood since its last restart. Uncommon
The Time Keeper's Head Mounted. The eyes are still lit, which visitors find upsetting. Uncommon
The Loop Band Now and then a swing happens twice, and only one of them was yours. Uncommon
Band of Borrowed Time Every buff you drink lasts noticeably longer. The hours come from somewhere. Uncommon
Signet of the Second Chance A failed craft sometimes simply did not happen — your materials are still in your hands. Uncommon
The Chronal Seal Spells find the seam. Casts can crit. Rare

Full details — the three phases, the timers, the arena and the damage board — are on the The Time Keeper page.