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Bosses

Three of them, in tiers, each worth a great deal if you win.

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 ChoirmasterThe first arena, part way in
The EmberlordThe 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.