Dungeon bosses

Every dungeon floor hides a key room, and something in it holds the key. Until that thing is dead the transporter in the access room stays sealed and there is no way down.

Which thing it is changes. Each dungeon style keeps a pool of key-holders in dungeons.yml, and a floor draws one from whichever entries its depth - and the size of the room the layout happened to hand it - allow. Two runs down the same dungeon rarely meet the same warden twice, and none of them are called the same thing: every entry carries a pool of names and rolls one on the spot.

The roster

Dungeon: Ruins ships with eight.

FloorsBaseScaleWhat it does
Rotted Marksman1-3Zombie2.5xFast arrows that hurt, and not much health behind them
Rotted Bulwark1-3Zombie2.5xThe same silhouette in green leather, twice the health, half the sting
Warden of the Ruins1+Wither skeleton1.4xThe original: telegraphed lunges and a spellcasterโ€™s brain
The Hollow Choir2+Vex2.5xBarely hits. Never alone
Aetherium Revenant2+Husk2.0xAetherium plate and a wound that keeps closing
Hexrot Matron3+Witch2.0xPotions, and cave spiders to carry them
Rustward Sentinel3+Iron golem2.0xImmovable, and it hits like the building falling on you
Echo of the Deep4+Warden1.0xExactly what you think. Halls only

The shallow pair

Rotted Marksman and Rotted Bulwark are the same creature read two ways: a zombie the height of the doorway, holding a bow it should not be able to use. The Marksman looses an arrow every two and a half seconds for real damage and falls over if you reach it. The Bulwark wears dyed leather, shoots half as hard and half as often, and simply does not go down - and it calls up three lesser zombies at a time to keep you honest while it takes its time.

Both are floors one to three, which is where the design starts: a floor-one party should meet something it can plainly kill.

The Hollow Choir

A vex two and a half times the size it has any right to be. It hits for almost nothing. What it does is summon two ordinary vex and let them do the work - and when both of them fall, it breaks off the fight entirely, drifts back to the spot it was standing when the room opened, waits about four seconds, and calls up two more. Killing its escort is not progress. You have to go through it.

Aetherium Revenant

The Aetherium line turns up down here too, in full plate at twice height. It does not do anything clever. It regenerates a little over a point of health a second, forever, which means a party that cannot commit real damage will never finish it.

Hexrot Matron

A witch at double scale, with the vanilla witch brain left completely intact - so it drinks, throws, and retreats the way witches do, and cave spiders arrive every eighteen seconds to keep you from chasing.

The heavy two

Rustward Sentinel and Echo of the Deep only appear in rooms with the floor space to hold them - 900 blocks of floor for the Sentinel, 1,400 for the Echo. If a floorโ€™s key room is a corridor, they are not in the draw at all.

The Sentinel is an iron golem, made hostile and made enormous, with full knockback immunity. The Echo is a warden, which needs no further description except to say it does not appear before floor four and it pays out half again what anything else does.

How they scale

Whatever the draw, the numbers in dungeons.yml are only a starting point. Every boss is scaled again at spawn:

  • +10% health and damage per floor below the first.
  • Link class: calm 1.0x, chaotic 1.4x, erratic 1.8x.
  • +5% health per party member past the first - so five people make the fight longer, not deadlier.

A Rotted Bulwark on calm floor one is 260 health. The same creature on erratic floor five with a full party is a little over 1,000.