The 21 bosses
Grouped by biome, with the HP values from the enemy data:
Deadwoods
- Ancient Ribcage — 45 HP
- Ancient Skull — 80 HP
- Heart of the Forest — 100 HP
- Magma Son — 7–9 HP
- Mother of Flames — 90 HP
- Root of the Forest — 20–24 HP
Scorched Desert
- Black Hydra Head — 66–74 HP
- Blue Hydra Head — 71–79 HP
- Divine Scarab — 190 (after: 100) HP
- Green Hydra Head — 61–69 HP
- Red Hydra Head — 66–74 HP
- Hydra Body — 1000 HP
- Shadowfire Twin — 170 HP
The Void
- Arkanax — 600 HP
- Hand of Umbraxis — Left ~30 / Right ~25 HP
- Umbraxis — 650 HP
The Shattered Realm
- Greater Star Soul — 160 HP
- Lesser Star Soul — 100 HP
- Stifling Eye — 100 HP
- Vorth’Korr the Progenitor — 900 HP
- Watching Eye — 100 HP
Approaching the big walls
The four largest HP pools — Hydra Body (1000), Vorth’Korr (900), Umbraxis (650), Arkanax (600) — demand a damage spine, not just survival:
- Bring Countdown Attack spells (Blaze scales as Countdown drops) so every roll adds damage.
- Use Utility setup (Dark Arts’ stacking Rupture) to add damage-over-time you don’t have to reapply.
- Keep one Defense spell (Ablution) online so you don’t die while the long fight runs.
Why bosses matter twice
Defeating a boss does two things: it opens the next biome, and its spell draft is always Rare (per the Rarities page). So a boss fight is both a gate and your best upgrade window — draft the piece your build is missing.
For the non-boss enemies you meet on the way, see the enemy guide; for the spells to bring, the best spells tier list.