Three named bosses live in their own arenas. They are not wandering the world — you go to them. Each drops a trophy you can sell at the black market, and the harder the boss, the more it is worth.
The tiers tell you what you are walking into
Every boss has a tier, and the tier is a promise about what the fight needs from you. It is not a difficulty label bolted on afterwards — the fights were built to those three shapes.
| Tier I — Trial | One player. About as hard as the Ender Dragon and beatable alone in good gear. Long, dangerous, and winnable if you came prepared. |
| Tier II — Ordeal | Two or more. It heals off you faster than one person can out-damage it. Going alone is not brave, it is arithmetic. |
| Tier III — Calamity | A group, and a plan. Everything at once. Expect to lose the first few attempts and to talk about it afterwards. |
Where they are
Tier II and Tier III live in the
Shadow Dungeon,
which has two arenas — one part way through, and one at the end — plus hidden loot
rooms and a parkour run. Get there with /warp dungeon.
| The Choirmaster | The first arena, part way in |
| The Emberlord | The arena at the end |
Each arena is a sphere about 15 blocks across the middle, and a boss cannot leave it — the fight stays where it starts. That cuts both ways: there is nowhere to retreat to except back out the way you came.
The three of them
- The Rust King Tier I · calls his court, sets the ground alight, throws you. Trophy around $2,000.
- The Choirmaster Tier II · heals off you, calls a choir, raises fangs from the floor. Around $5,000.
- The Emberlord Tier III · fire tornadoes, a barrage, time that thickens, and below a third he stops fighting fair. Around $12,000.
The reward is a trophy, and it is yours
A boss trophy works exactly like a hunting trophy: it goes in your collection, and it is yours to sell, keep or give away. Selling one never costs you the collection entry.
The same market rule applies, though: prices fall as the server sells. The first Emberlord trophy sold is worth a great deal; the tenth is worth about a third of it. Killing a boss over and over is worth less each time, on purpose.
Fighting fairly
- Tier II and III share their reward with everyone who helped. Stay near the fight and be involved for at least half a minute. Nobody has to land the last hit.
- Turn up and stand still and you get nothing. The threshold exists so that being there counts and being present does not.
- A boss stays in its arena. It will not follow you home.
These are new and not yet balanced against real players. If a tier feels wildly wrong in either direction, say so — the numbers are meant to move.