Bosses: Difference between revisions

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Bosses are dangerous creatures found at the end of quests. There are currently 19 (technically 14 + 2 variation (beyond and super ego) + 3 seasonal) bosses in DemonCrawl.
Bosses are dangerous creatures found at the end of quests. There are currently 27 (17 normal + 4 seasonal + 6 other) bosses in DemonCrawl.


==Mechanics==
==Mechanics==
Bosses roam the board in the same way as familiars but will only walk into opened cells and will not solve cells.  If any cell they enter contains loot or a familiar, the boss will destroy it.
Bosses roam the board in the same way as familiars but will only walk into opened cells and will not solve cells.  If any cell they enter contains loot or a familiar, the boss will destroy it.


Bosses are random for each quest with three exceptions.  In [[Beyond]], the {{IconLink|Computer Simulation}} emblem guarantees Beyond Ego, in normal mode, the player's first completion of Shadowman will always be Bruises and in hard mode, the first completion of Shadowman will be Ego.
Bosses are random for each quest with the following exceptions:
* [[Difficulty|Normal]] [[Stages#Quest_5_-_Shadowman|Shadowman]]'s boss will always be Bruises.
* [[Difficulty|Hard]] [[Stages#Quest_5_-_Shadowman|Shadowman]]'s boss will always be Ego.
* [[Endless Multiverse]]'s boss in Dimension 3 will always be Superego.
* [[Emblem#mythic|Mythic emblems]] will always have the same boss, and that boss depends on the emblem.


When on a boss stage, special loot called {{IconLink|link=Objects#Loot|Dark Heart}}s spawn. These empower the boss in unique ways.  Making a mistake in a boss level will spawn additional dark hearts as well as, for most bosses, triggering an additional undesirable effect.
When on a boss stage, special loot called {{IconLink|link=Objects#Loot|Dark Heart}}s spawn. These empower the boss in unique ways.  Making a mistake in a boss level will spawn additional dark hearts as well as, for most bosses, triggering an additional undesirable effect.


== Strategy==
== Strategy==
You are able to kill bosses by burning or exploding them and can trap them in [[Orb|Bubbles]] or freeze them though this does not kill them.  Ego is an exception and can not be frozen.  All bosses resist burning but if they occupy a burning square for 3 consecutive turns, they will die.
You are able to kill bosses by burning or exploding them and can trap them in [[Orb|Bubbles]] or freeze them though this does not kill them.  Ego is an exception and can not be frozen.  All bosses resist burning but if they occupy a burning square for 3 consecutive turns, they will have a high chance of dying.


Having full health along with {{IconLink|Midas Glove}} turns all {{IconLink|link=Objects#Loot|Dark Heart}}s into {{IconLink|link=Objects#Loot|Diamond}}s, making bosses much more predictable.  Similarly, [[Iron Sceptre]] can clean up unwanted dark hearts without the need to collect them.  Uncovering a corner cell as the first cell but then starting to solve elsewhere on the board (using something like [[Spy]] gleaning, a [[Longbow]] or [[Wand Of Light]] to safely make a start elsewhere) will leave a boss confined to a small area of the board, leaving the player to solve the level in relative safety.  Bubbling them is unreliable but if successful, the player can either leave them in the bubble or can pop them in an area further away from dark hearts and unsolved cells.
Having full health along with {{IconLink|Midas Glove}} turns all {{IconLink|link=Objects#Loot|Dark Heart}}s into {{IconLink|link=Objects#Loot|Diamond}}s, making bosses much more predictable.  Similarly, [[Iron Sceptre]] can clean up unwanted dark hearts without the need to collect them.  Uncovering a corner cell as the first cell but then starting to solve elsewhere on the board (using something like [[Spy]] gleaning, a [[Longbow]] or [[Wand Of Light]] to safely make a start elsewhere) will leave a boss confined to a small area of the board, leaving the player to solve the level in relative safety.  Bubbling them is unreliable but if successful, the player can either leave them in the bubble or can pop them in an area further away from dark hearts and unsolved cells.
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|}
|}


==Bosses==
==Normal Bosses==
{| class="wikitable"style="color:white; background-color:#000000;"  
These are the bosses that can appear when a random boss is generated.
 
{| class="wikitable sortable"style="color:white; background-color:#000000;"  
|+Bosses
|+Bosses
|- style="color: black;"
|- style="color: black;"
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|[[File:HELLSPAWN.png|center|100px|HELLSPAWN]]
|[[File:HELLSPAWN.png|center|100px|HELLSPAWN]]
|
|
*Gain a random omen whenever a Dark Heart is collected.
*Gain a random omen whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, increase the stage power by number of omens.
*Whenever you make a mistake, increase the stage power by number of omens.
*You cannot be immune to omens.
*You cannot be immune to omens.
|-
|-
|EGO
|HELLWETHER
|[[File:EGO.png|center|100px|EGO]]
|[[File:HELLWETHER.png|center|100px|HELLWETHER]]
|
|
Switches between the following effects randomly every turn whenever you make a mistake or a Dark Heart is collected:<br>
*Add a hidden monster in the same quadrant as this boss whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Lose 1 HP for every burning tile<br>
*Whenever you make a mistake, this boss relocates next to a random {{IconLink|link=Objects#Loot|Dark Heart}}.
*Lose 1 Defense for every frozen tile<br>
*Monsters in the same quadrant as the boss are twice as powerful.
*Lose 10 coins for every electric tile<br>
Creates a burning/frozen/electric trail every turn<br>
Cannot be killed<br>
|-
|BEYOND EGO
|[[File:BEYOND EGO.png|center|100px|BEYOND EGO]]
|
Switches between the following effects randomly every turn triggered when you make a mistake or a dark heart is collected:<br>
*Lose 3 HP for every visible burning cell<br>
*Lose 3 Defense for every visible frozen cell<br>
*Lose 30 coins for every visible electric cell<br>
*Lose 3 max life for every visible sanctified cell<br>
*Gain a random omen for every visible cursed cell<br>
Creates a burning/frozen/electric/sanctified/cursed trail every turn<br>
Is a unique boss fought when using the Computer Simulation emblem in Beyond mode<br>
Cannot be killed<br>
|-
|-
|JAILKEEPER
|JAILKEEPER
|[[File:JAILKEEPER.png|center|100px|JAILKEEPER]]
|[[File:JAILKEEPER.png|center|100px|JAILKEEPER]]
|
|
*Seal your first available inventory slot when a Dark Heart is collected.
*Seal your first available inventory slot when a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*You cannot open your inventory if you've opened fewer than 10 cells since your last mistake.
*You cannot open your inventory if you've opened fewer than 10 cells since your last mistake.
*Whenever you click on an inventory slot, seal it.
*Whenever you click on an inventory slot, seal it.
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|[[File:CULTIST.png|center|100px|CULTIST]]
|[[File:CULTIST.png|center|100px|CULTIST]]
|
|
*Spawn 2 Dark Hearts whenever a Dark Heart is collected.
*Spawn 2 {{IconLink|link=Objects#Loot|Dark Heart}}s whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*You cannot manually collect Dark Hearts.
*You cannot manually collect {{IconLink|link=Objects#Loot|Dark Heart}}s.
*Whenever you make a mistake, spawn another boss.
*Whenever you make a mistake, spawn another boss.
|-
|-
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|[[File:BURGLEZ.png|center|100px|BURGLEZ]]
|[[File:BURGLEZ.png|center|100px|BURGLEZ]]
|
|
*Lose a random item whenever a Dark Heart is collected<br>
*Lose a random item whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected<br>
*Whenever you make a mistake, lose items equal to the amount of visible Dark Hearts.
*Whenever you make a mistake, lose items equal to the amount of visible {{IconLink|link=Objects#Loot|Dark Heart}}s.
*If you would lose an item but your inventory is empty, lose a life instead.
*If you would lose an item but your inventory is empty, lose a life instead.
|-
|-
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|[[File:DOOMSTEED.png|center|100px|DOOMSTEED]]
|[[File:DOOMSTEED.png|center|100px|DOOMSTEED]]
|
|
*Spawn a Harbinger whenever a Dark Heart is collected.
*Spawn a Harbinger whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, activate all Harbingers.
*Whenever you make a mistake, activate all Harbingers.
*It costs more to bribe Harbingers.
*It costs more to bribe Harbingers.
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|[[File:LOST_SHAMAN.png|center|100px|LOST SHAMAN]]
|[[File:LOST_SHAMAN.png|center|100px|LOST SHAMAN]]
|
|
*Take 2 damage whenever a Dark Heart is collected.
*Take 2 damage whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, manalock your magic items for 30 turns.
*Whenever you make a mistake, manalock your magic items for 30 turns.
*Whenever you use a magic item, destroy a random Dark Heart.
*Whenever you use a magic item, destroy a random {{IconLink|link=Objects#Loot|Dark Heart}}.
|-
|-
|BRUISES
|BRUISES
|[[File:BRUISES.png|center|100px|BRUISES]]
|[[File:BRUISES.png|center|100px|BRUISES]]
|
|
*Whenever a Dark Heart is collected, you take 1 damage.
*Whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected, you take 1 damage.
*Whenever you make a mistake, spawn Dark Hearts around the boss.
*Whenever you make a mistake, spawn {{IconLink|link=Objects#Loot|Dark Heart}}s around the boss.
*You cannot reduce the stage power.
*You cannot reduce the stage power.
|-
|-
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|
|
*Every minute, take 3 damage.
*Every minute, take 3 damage.
*Add 20 seconds to the timer whenever a Dark Heart is collected.
*Add 20 seconds to the timer whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Reset the timer whenever you collect other loot
*Reset the timer whenever you collect other loot
|-
|-
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|[[File:SHADE.png|center|100px|SHADE]]
|[[File:SHADE.png|center|100px|SHADE]]
|
|
*Conceal a random cell every time a Dark Heart is collected.
*Conceal a random cell every time a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, spawn dark hearts in all concealed cells.
*Whenever you make a mistake, spawn {{IconLink|link=Objects#Loot|Dark Heart}}s in all concealed cells.
*Nearby cell values are concealed.
*Nearby cell values are concealed.
|-
|-
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|[[File:HUSKBANE.png|center|100px|HUSKBANE]]
|[[File:HUSKBANE.png|center|100px|HUSKBANE]]
|
|
*Spawn 3 cankers whenever a dark heart is collected.
*Spawn 3 cankers whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, increase the size of all cankers.
*Whenever you make a mistake, increase the size of all cankers.
*Big cankers shrink to their regular size when clicked instead of getting destroyed.
*Big cankers shrink to their regular size when clicked instead of getting destroyed.
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|
|
*Uncomplete the first stage.
*Uncomplete the first stage.
*Add a random stage mod to the first stage whenever a dark heart is collected.
*Add a random stage mod to the first stage whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, double the power of the first stage.
*Whenever you make a mistake, double the power of the first stage.
|-
|-
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|[[File:BAGLORD.png|center|100px|BAGLORD]]
|[[File:BAGLORD.png|center|100px|BAGLORD]]
|
|
*Spawn a Bagman whenever a Dark Heart is collected.
*Spawn a Bagman whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever a Bagman is killed, take damage equal to its empowerment value.
*Whenever a Bagman is killed, take damage equal to its empowerment value.
*Bagmen cannot weaken monsters.
*Bagmen cannot weaken monsters.
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|[[File:HECKASLUG.png|center|100px|HECKASLUG]]
|[[File:HECKASLUG.png|center|100px|HECKASLUG]]
|
|
*Gain [[Poison]] whenever a Dark Heart is collected.
*Gain {{IconLink|Poison}} whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, lose lives equal to your number of [[Poison|Posions]].
*Whenever you make a mistake, lose lives equal to your number of {{IconLink|Poison}}s.
*Creates a trail of [[Aura|Toxic]] cells.
*Creates a trail of [[Aura|Toxic]] cells.
|-
|-
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|[[File:Unit8055.png|center|100px|UNIT-8055]]
|[[File:Unit8055.png|center|100px|UNIT-8055]]
|
|
*Activate the effect of a different boss whenever a Dark Heart is collected.
*Activate the effect of a different boss whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, apply Electric to the current cell then spawn Dark Hearts in empty Electric cells.
*Whenever you make a mistake, apply Electric to the current cell then spawn {{IconLink|link=Objects#Loot|Dark Heart}}s in empty Electric cells.
*Dark Hearts activate additional times equal to the number of visible Electric cells.
*{{IconLink|link=Objects#Loot|Dark Heart}}s activate additional times equal to the number of visible Electric cells.
|-
|-
|MANIAC<br>
|SCRAPPER
(Halloween only)
|[[File:SCRAPPER.png|center|100px|UNIT-8055]]
|
*Gain {{IconLink|Junk}} whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, reduce your {{IconLink|Junk}} counter by 50.
*While your inventory is full, you take 1 damage each turn.
|}
 
==Special Bosses==
These bosses only spawn under special conditions, such as holiday events and [[Emblem#Mythic|mythic emblems]].
 
{| class="wikitable sortable"style="color:white; background-color:#000000;"
|+Bosses
|- style="color: black;"
! scope="col"| Name
! scope="col"| Image
! scope="col"| Abilities
|-
|EGO
|[[File:EGO.png|center|100px|EGO]]
|
Switches between the following effects randomly every turn whenever you make a mistake or a {{IconLink|link=Objects#Loot|Dark Heart}} is collected:<br>
*Lose 1 HP for every burning tile<br>
*Lose 1 Defense for every frozen tile<br>
*Lose 10 coins for every electric tile<br>
Creates a burning/frozen/electric trail every turn<br>
Immune to auras<br>
 
Appears in [[Difficulty|Hard]] [[Stages#Quest_5_-_Shadowman|Shadowman]].
|-
|SUPEREGO
|[[File:SUPEREGO.png|center|100px|SUPEREGO]]
|
Switches between the following effects randomly every turn whenever you make a mistake or a {{IconLink|link=Objects#Loot|Dark Heart}} is collected:<br>
*Lose 2 HP for every burning tile<br>
*Lose 2 Defense for every frozen tile<br>
*Lose 20 coins for every electric tile<br>
*Lose 2 max life for every visible sanctified cell<br>
Creates a burning/frozen/electric/sanctified trail every turn<br>
Immune to auras<br>
Dies and drops {{IconLink|Computer Simulation}} when the stage is completed
 
Appears in [[Endless Multiverse]] in Dimension 3.
|-
|BEYOND EGO
|[[File:BEYOND EGO.png|center|100px|BEYOND EGO]]
|
Switches between the following effects randomly every turn triggered when you make a mistake or a {{IconLink|link=Objects#Loot|Dark Heart}} is collected:<br>
*Lose 3 HP for every visible burning cell<br>
*Lose 3 Defense for every visible frozen cell<br>
*Lose 30 coins for every visible electric cell<br>
*Lose 3 max life for every visible sanctified cell<br>
*Gain a random omen for every visible cursed cell<br>
Creates a burning/frozen/electric/sanctified/cursed trail every turn<br>
Immune to auras<br>
 
Appears in {{IconLink|Computer Simulation}}.
|-
|MANIAC
|[[File:MANIAC.png|center|100px|MANIAC]]
|[[File:MANIAC.png|center|100px|MANIAC]]
|
|
*Bosses move 3 times whenever a Dark Heart is collected.
*Bosses move 3 times whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, the boss relocates to a random stranger and kills it.
*Whenever you make a mistake, the boss relocates to a random stranger and kills it.
*Whenever the last visible stranger is killed, you lose.
*Whenever the last visible stranger is killed, you lose.


Has a small chance of spawning at the start of non-boss stages.
Has a small chance of spawning at the start of non-boss stages.
Has a 25% chance to appear instead of random bosses during the Halloween event.
|-
|MANIAC, HUMANITY'S LAST HOPE
|[[File:MANIAC.png|center|100px|MANIAC, HUMANITY'S LAST HOPE]]
|
*Bosses move 3 times whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, the boss relocates to a random stranger and kills it.
*Whenever the last visible stranger is killed, you win the stage.
*If you complete the stage normally, you lose.
MANIAC has a small chance of spawning at the start of non-boss stages.
Appears in {{IconLink|Area 51}}
|-
|-
|SANTA<br>
|SANTA
(Christmas only)
|[[File:SANTA.png|center|100px|SANTA]]
|[[File:SANTA.png|center|100px|SANTA]]
|
|
*Cut your morality in half whenever a Dark Heart is collected, then lose 1 morality.
*Cut your morality in half whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected, then lose 1 morality.
*Whenever you make a mistake, lose 3 morality.
*Whenever you make a mistake, lose 3 morality.
*Double the amount of all other morality loss effects.
*Double the amount of all other morality loss effects.
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*negative morality: Bad Santa spawns instead.
*negative morality: Bad Santa spawns instead.


Appears as a boss during the Christmas event.
Has a 25% chance to appear instead of random bosses during the Christmas event.
|-
|-
|BAD SANTA<br>
|BAD SANTA
(Christmas only)
|[[File:BAD_SANTA.png|center|100px|BAD SANTA]]
|[[File:BAD_SANTA.png|center|100px|BAD SANTA]]
|
|
*Lose 3 morality whenever a Dark Heart is collected.
*Lose 3 morality whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, take damage equal to your negative morality.
*Whenever you make a mistake, take damage equal to your negative morality.
*All item transform effects result in coal.
*All item transform effects result in coal.


When Bad Santa spawns or emerges, the player gains {{IconLink|Coal}}.
When Bad Santa spawns or emerges, the player gains {{IconLink|Coal}}.
|-
|EGGHEAD
|[[File:Spr_egghead_0.png|center|100px|EGGHEAD]]
|
*Something bad will happen if this boss destroys an Easter egg...
** {{IconLink|Gray Egg}}: You lose 1 defense.
** {{IconLink|Green Egg}}: [[Seal]] your first available inventory slot.
** {{IconLink|Blue Egg}}: A random cell becomes [[frozen]].
** {{IconLink|Yellow Egg}}: A hidden cell with a monster becomes [[electric]].
** {{IconLink|Red Egg}}: You get burnt.
** {{IconLink|Rainbow Egg}}: Nothing.
*Spawn a nearby Easter egg whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, you lose an Easter egg.
*If you activate an Easter egg, Egghead will teleport to a random cell.
*When Egghead appears (including when you pop a bubble containing him), several Easter eggs spawn.
*You cannot manually collect Easter eggs.
Has a 25% chance to appear instead of random bosses during the Easter event.
|-
|HARDBOILED EGGHEAD
|[[File:Spr_egghead_0.png|center|100px|EGGHEAD]]
|
*Something bad will happen if this boss destroys an Easter egg...
** {{IconLink|Gray Egg}}: You lose 1 defense.
** {{IconLink|Green Egg}}: [[Seal]] your first available inventory slot.
** {{IconLink|Blue Egg}}: A random cell becomes [[frozen]].
** {{IconLink|Yellow Egg}}: A hidden cell with a monster becomes [[electric]].
** {{IconLink|Red Egg}}: You get burnt.
** {{IconLink|Rainbow Egg}}: Nothing.
*Spawn a nearby Easter egg whenever a {{IconLink|link=Objects#Loot|Dark Heart}} is collected.
*Whenever you make a mistake, you lose an Easter egg.
*Strike before Egghead takes his revenge! ...You do have the password, right?
*If you activate an Easter egg, Egghead will teleport to a random cell.
*When Egghead appears (including when you pop a bubble containing him), several Easter eggs spawn.
*You cannot manually collect Easter eggs.
Appears in {{IconLink|Shell Shocked}}
|-
|TRIXIE
|[[File:TRIXIE.png|center|100px|TRIXIE]]
|
*Loses some of her Beach Ball skills with each visible {{IconLink|link=Objects#Loot|Dark Heart}}.
*Whenever you make a mistake or complete the stage, play a game of Beach Ball against this boss.
*Whenever you lose a game of Beach Ball, take monster damage.
Has a 25% chance to appear instead of random bosses during the Summer event.
|}
|}


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|-
|-
|Darkfoot
|Darkfoot
|Creates a trail of Dark Hearts.
|50% to creates a trail of Dark Hearts.
|-
|-
|Devilish
|Devilish
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|Invisible
|Invisible
|Whenever a Dark Heart is collected, toggle the boss visibility.
|Whenever a Dark Heart is collected, toggle the boss visibility.
|-
|Judge
|Activate mistake effects whenever you incorrectly chord a cell.
|-
|-
|Killer
|Killer
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|Landlord
|Landlord
|Lose a random stat whenever you make a turn in the same quadrant as the boss.
|Lose a random stat whenever you make a turn in the same quadrant as the boss.
|-
|Necromantic
|50% chance to spawn a monster whenever a monster is killed.
|-
|Ornate
|Collect 3 Dark Hearts whenever you use your mastery, sigil, or heirloom.
|-
|Overprotective
|You cannot interact with objects that are in the same quadrant as the boss.
|-
|-
|Pillaging
|Pillaging
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|Rowdy
|Rowdy
|When the stage timer hits 2 minutes, activate mistake effects.
|When the stage timer hits 2 minutes, activate mistake effects.
|-
|Shattered
|Whenever a Dark Heart is collected, lose 1 defense.
|-
|-
|Spreading
|Spreading
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|Subversive
|Subversive
|Mistake effects activate an additional time.
|Mistake effects activate an additional time.
|-
|Surprise
|After opening half of all empty cells, gain 2 boss mods.
|-
|-
|Swelling
|Swelling
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|Timelord
|Timelord
|Increase the stage power each minute.
|Increase the stage power each minute.
|-
|Tough
|Had additional resistance against effects that can kill it.
|-
|-
|Wandering
|Wandering

Latest revision as of 08:32, 14 April 2023

Bosses are dangerous creatures found at the end of quests. There are currently 27 (17 normal + 4 seasonal + 6 other) bosses in DemonCrawl.

Mechanics

Bosses roam the board in the same way as familiars but will only walk into opened cells and will not solve cells. If any cell they enter contains loot or a familiar, the boss will destroy it.

Bosses are random for each quest with the following exceptions:

When on a boss stage, special loot called Dark Heart.png Dark Hearts spawn. These empower the boss in unique ways. Making a mistake in a boss level will spawn additional dark hearts as well as, for most bosses, triggering an additional undesirable effect.

Strategy

You are able to kill bosses by burning or exploding them and can trap them in Bubbles or freeze them though this does not kill them. Ego is an exception and can not be frozen. All bosses resist burning but if they occupy a burning square for 3 consecutive turns, they will have a high chance of dying.

Having full health along with Midas Glove.png Midas Glove turns all Dark Heart.png Dark Hearts into Diamond.png Diamonds, making bosses much more predictable. Similarly, Iron Sceptre can clean up unwanted dark hearts without the need to collect them. Uncovering a corner cell as the first cell but then starting to solve elsewhere on the board (using something like Spy gleaning, a Longbow or Wand Of Light to safely make a start elsewhere) will leave a boss confined to a small area of the board, leaving the player to solve the level in relative safety. Bubbling them is unreliable but if successful, the player can either leave them in the bubble or can pop them in an area further away from dark hearts and unsolved cells.

As of Sweeping Heights, bosses can resist attempts to remove them:

Boss Resistance
Resists Effect Chance
Explosion Dodges and takes no damage 50% +5% per boss mod at time of explosion
Frozen Escapes 5% +5% per boss mod chance per turn
Bubble Pops out in a random cell, regardless of bubble location 5% +5% per boss mod chance per turn

Normal Bosses

These are the bosses that can appear when a random boss is generated.

Bosses
Name Image Abilities
HELLSPAWN
HELLSPAWN
  • Gain a random omen whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, increase the stage power by number of omens.
  • You cannot be immune to omens.
HELLWETHER
HELLWETHER
  • Add a hidden monster in the same quadrant as this boss whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, this boss relocates next to a random Dark Heart.png Dark Heart.
  • Monsters in the same quadrant as the boss are twice as powerful.
JAILKEEPER
JAILKEEPER
  • Seal your first available inventory slot when a Dark Heart.png Dark Heart is collected.
  • You cannot open your inventory if you've opened fewer than 10 cells since your last mistake.
  • Whenever you click on an inventory slot, seal it.
CULTIST
CULTIST
BURGLEZ
BURGLEZ
  • Lose a random item whenever a Dark Heart.png Dark Heart is collected
  • Whenever you make a mistake, lose items equal to the amount of visible Dark Heart.png Dark Hearts.
  • If you would lose an item but your inventory is empty, lose a life instead.
DOOMSTEED
DOOMSTEED
  • Spawn a Harbinger whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, activate all Harbingers.
  • It costs more to bribe Harbingers.
SPELLBINDER
LOST SHAMAN
  • Take 2 damage whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, manalock your magic items for 30 turns.
  • Whenever you use a magic item, destroy a random Dark Heart.png Dark Heart.
BRUISES
BRUISES
  • Whenever a Dark Heart.png Dark Heart is collected, you take 1 damage.
  • Whenever you make a mistake, spawn Dark Heart.png Dark Hearts around the boss.
  • You cannot reduce the stage power.
CHRONOS
TIMELORD CHRONOS
  • Every minute, take 3 damage.
  • Add 20 seconds to the timer whenever a Dark Heart.png Dark Heart is collected.
  • Reset the timer whenever you collect other loot
SHADE
SHADE
  • Conceal a random cell every time a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, spawn Dark Heart.png Dark Hearts in all concealed cells.
  • Nearby cell values are concealed.
HUSKBANE
HUSKBANE
  • Spawn 3 cankers whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, increase the size of all cankers.
  • Big cankers shrink to their regular size when clicked instead of getting destroyed.
YESTERKING
YESTERKING
  • Uncomplete the first stage.
  • Add a random stage mod to the first stage whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, double the power of the first stage.
BAGLORD
BAGLORD
  • Spawn a Bagman whenever a Dark Heart.png Dark Heart is collected.
  • Whenever a Bagman is killed, take damage equal to its empowerment value.
  • Bagmen cannot weaken monsters.
HECKASLUG
HECKASLUG
  • Gain Poison.png Poison whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, lose lives equal to your number of Poison.png Poisons.
  • Creates a trail of Toxic cells.
AUTOMATON
AUTOMATON
  • This boss gains 3 boss mods when it spawns.
  • Gain a boss mod whenever you make a mistake.
UNIT-8055
UNIT-8055
  • Activate the effect of a different boss whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, apply Electric to the current cell then spawn Dark Heart.png Dark Hearts in empty Electric cells.
  • Dark Heart.png Dark Hearts activate additional times equal to the number of visible Electric cells.
SCRAPPER
UNIT-8055
  • Gain Junk.png Junk whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, reduce your Junk.png Junk counter by 50.
  • While your inventory is full, you take 1 damage each turn.

Special Bosses

These bosses only spawn under special conditions, such as holiday events and mythic emblems.

Bosses
Name Image Abilities
EGO
EGO

Switches between the following effects randomly every turn whenever you make a mistake or a Dark Heart.png Dark Heart is collected:

  • Lose 1 HP for every burning tile
  • Lose 1 Defense for every frozen tile
  • Lose 10 coins for every electric tile

Creates a burning/frozen/electric trail every turn
Immune to auras

Appears in Hard Shadowman.

SUPEREGO
SUPEREGO

Switches between the following effects randomly every turn whenever you make a mistake or a Dark Heart.png Dark Heart is collected:

  • Lose 2 HP for every burning tile
  • Lose 2 Defense for every frozen tile
  • Lose 20 coins for every electric tile
  • Lose 2 max life for every visible sanctified cell

Creates a burning/frozen/electric/sanctified trail every turn
Immune to auras
Dies and drops Computer Simulation.png Computer Simulation when the stage is completed

Appears in Endless Multiverse in Dimension 3.

BEYOND EGO
BEYOND EGO

Switches between the following effects randomly every turn triggered when you make a mistake or a Dark Heart.png Dark Heart is collected:

  • Lose 3 HP for every visible burning cell
  • Lose 3 Defense for every visible frozen cell
  • Lose 30 coins for every visible electric cell
  • Lose 3 max life for every visible sanctified cell
  • Gain a random omen for every visible cursed cell

Creates a burning/frozen/electric/sanctified/cursed trail every turn
Immune to auras

Appears in Computer Simulation.png Computer Simulation.

MANIAC
MANIAC
  • Bosses move 3 times whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, the boss relocates to a random stranger and kills it.
  • Whenever the last visible stranger is killed, you lose.

Has a small chance of spawning at the start of non-boss stages.

Has a 25% chance to appear instead of random bosses during the Halloween event.

MANIAC, HUMANITY'S LAST HOPE
MANIAC, HUMANITY'S LAST HOPE
  • Bosses move 3 times whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, the boss relocates to a random stranger and kills it.
  • Whenever the last visible stranger is killed, you win the stage.
  • If you complete the stage normally, you lose.

MANIAC has a small chance of spawning at the start of non-boss stages.

Appears in Area 51.png Area 51

SANTA
SANTA
  • Cut your morality in half whenever a Dark Heart.png Dark Heart is collected, then lose 1 morality.
  • Whenever you make a mistake, lose 3 morality.
  • Double the amount of all other morality loss effects.

Transforms to Bad Santa if your morality is negative.

There is an effect as Santa spawns:

  • 0-10 morality: gain a Present.png Present
  • 10-29 morality: gain 2x Present.png Present
  • 30+ morality: gain 3x Present.png Present
  • negative morality: Bad Santa spawns instead.

Has a 25% chance to appear instead of random bosses during the Christmas event.

BAD SANTA
BAD SANTA
  • Lose 3 morality whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, take damage equal to your negative morality.
  • All item transform effects result in coal.

When Bad Santa spawns or emerges, the player gains Coal.png Coal.

EGGHEAD
EGGHEAD
  • Something bad will happen if this boss destroys an Easter egg...
  • Spawn a nearby Easter egg whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, you lose an Easter egg.
  • If you activate an Easter egg, Egghead will teleport to a random cell.
  • When Egghead appears (including when you pop a bubble containing him), several Easter eggs spawn.
  • You cannot manually collect Easter eggs.

Has a 25% chance to appear instead of random bosses during the Easter event.

HARDBOILED EGGHEAD
EGGHEAD
  • Something bad will happen if this boss destroys an Easter egg...
  • Spawn a nearby Easter egg whenever a Dark Heart.png Dark Heart is collected.
  • Whenever you make a mistake, you lose an Easter egg.
  • Strike before Egghead takes his revenge! ...You do have the password, right?
  • If you activate an Easter egg, Egghead will teleport to a random cell.
  • When Egghead appears (including when you pop a bubble containing him), several Easter eggs spawn.
  • You cannot manually collect Easter eggs.

Appears in Shell Shocked.png Shell Shocked

TRIXIE
TRIXIE
  • Loses some of her Beach Ball skills with each visible Dark Heart.png Dark Heart.
  • Whenever you make a mistake or complete the stage, play a game of Beach Ball against this boss.
  • Whenever you lose a game of Beach Ball, take monster damage.

Has a 25% chance to appear instead of random bosses during the Summer event.

Boss Mods

As of Sweeping Heights, bosses can now be affected by certain mods which influence their abilities.

Boss Mods
Name Effect
Blooming When you open half of all empty cells, collect 3 Dark Hearts.
Captain Take 1 damage whenever a monster is revealed.
Corrupt Spawn 2 Dark Hearts each turn.
Culling Activate mistake effects whenever you use an item.
Darker Dark Hearts activate an additional time.
Darkfoot 50% to creates a trail of Dark Hearts.
Devilish 10% chance to activate mistake effects after collecting a Dark Heart.
Emergent Collect a Dark heart whenever you discover a 6 or greater.
Fatal If the boss is killed, you take 50 damage.
Forever If the boss is killed, it respawns on another cell.
Greasy If the boss can't move, it relocates to a random empty cell.
Harvesting The boss interacts with all nearby cells on movement, not just the cell it moved to.
Hearty Collecting a heart of any kind counts as collecting a Dark Heart.
Intelligent The boss always moves towards Dark Hearts.
Invisible Whenever a Dark Heart is collected, toggle the boss visibility.
Judge Activate mistake effects whenever you incorrectly chord a cell.
Killer Take 5 damage at the end of the stage.
Landlord Lose a random stat whenever you make a turn in the same quadrant as the boss.
Necromantic 50% chance to spawn a monster whenever a monster is killed.
Ornate Collect 3 Dark Hearts whenever you use your mastery, sigil, or heirloom.
Overprotective You cannot interact with objects that are in the same quadrant as the boss.
Pillaging Collect a Dark Heart whenever the boss destroys an object.
Profane Whenever a Dark Heart is collected, randomly distribute 50 turns of manalock across your magic items.
Pure Removes auras as it travels.
Rapid The boss moves an additional space per turn.
Roundabout Lose 1% pathfinding whenever you discover a 4 or greater.
Rowdy When the stage timer hits 2 minutes, activate mistake effects.
Shattered Whenever a Dark Heart is collected, lose 1 defense.
Spreading On movement, the boss has a small chance to duplicate itself to a nearby cell.
Subversive Mistake effects activate an additional time.
Surprise After opening half of all empty cells, gain 2 boss mods.
Swelling Whenever a Dark Heart is collected, increase the stage power.
Timelord Increase the stage power each minute.
Tough Had additional resistance against effects that can kill it.
Wandering The boss has a chance to travel into hidden cells. This chance increases with visible Dark Hearts. If the boss reveals a monster, you take monster damage.
Weary Lose 10 mana each turn for each visible Dark Heart.

Changelog

  • v1.50 Spellbinder rework
  • v1.49 Ego boss can no longer die
Mechanics
Lives.png LivesDefense.png DefenseCoin Currency.png Coins
Revive.png ReviveStatus Effect.png Status Effect
StagesSpecial StagesStage Power
Nomad.png StrangerSign.png LandmarkFamiliar.png FamiliarSpider.png MonsterHUSKBANE.png Boss
Loot ( Heart.png HeartSoul.png SoulCoin.png CoinDiamond.png DiamondChest.png Chestetc. )
AuraStage Mods
Canker.png CankerSawblade.png SawbladeBubble.png Bubble
FlareBlessingBubble
InventoryArmor.png ArmorBones.png BonesMinion.png MinionSeal
ManaManalockDuplicast
TurnMistakeDamageChainChordPowerchordExplodeGlean GuessPathfindingMorality
ScorePrestige
Token.png TokensSpecial ChestsHeirloomSigil
Auramancer Mastery.pngBanker Mastery.pngBarbarian Mastery.pngBookworm Mastery.pngBubbler Mastery.pngCommander Mastery.pngDemolitionist Mastery.pngDetective Mastery.pngExorcist Mastery.pngFirefly Mastery.pngGhost Mastery.pngGuardian Mastery.pngHuman Mastery.pngHunter Mastery.pngHypnotist Mastery.pngImmortal Mastery.pngKnight Mastery.pngLumberjack Mastery.pngMarksman Mastery.pngMutant Mastery.pngNinja Mastery.pngNovice Mastery.pngPoisoner Mastery.pngProphet Mastery.pngProtagonist Mastery.pngScholar Mastery.pngScout Mastery.pngSnowflake Mastery.pngSpark Mastery.pngSpy Mastery.pngSurvivor Mastery.pngUndertaker Mastery.pngWarlock Mastery.pngWitch Mastery.pngWizard Mastery.png
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