Bosses


Main Bosses

All main bosses support difficulty scaling and player scaling (+50% HP per additional player by default).


Dragon Frost

Stat
Value

HP

1,400

Location

Frozen Dungeon

Player Scaling

+50% per player

Phases:

1

Frozen Calm (>70% HP)

Standard attacks, Spirit spawning only

2

Ice Storm (70-40% HP)

Sky bolt barrage (4 bolts), Frost Nova, increased aggression

3

Blizzard Fury (<40% HP)

Sky bolt barrage (6 bolts + ring pattern), Frost Nova, Spirit Frost spawns (max 4)

3-second invulnerability on each phase transition.

Attacks:

Attack
Damage
Notes

Swing

27 Phys + 10 Ice

Melee, applies Frost Slow (5s)

Bite

27 Phys + 10 Ice

Melee

Sky Bolt

Config damage

Phase 2+ only: 4/6 bolts

Frost Nova

Config damage

Phase 2+, ring of 10 projectiles

Spirit Summon

Spawns Spirit Frost minions

Drops:

Item
Quantity
Chance

Flocon Currency

8-15

100%

Dragon Heart

1

100%

Mithril Bars

4-5

100%

Storm Hide / Ice Essence / Sapphires

3-10

100% (one random)

Frostbite Blade

1

2%


Hedera

Stat
Value

HP

1,800

Location

Rotting Sanctum

Player Scaling

+50% per player

Phases:

1

Nature's Wrath (>66% HP)

Root radius 5 blocks, 3s duration

2

Toxic Bloom (66-33% HP)

Root radius 7 blocks, 4s duration

3

Death Blossom (<33% HP)

Root radius 9 blocks, 5s duration

3-second invulnerability on each phase transition.

Attacks:

Attack
Damage
Notes

Swing Left

55 Physical

Melee combo

Swing Right

60 Physical

Melee combo

Scream

AOE

8 block range, knockback

Root (on-hit)

15% chance, 3s immobilize

Root (AOE)

Every 8-10s, radius scales with phase

Spirit Summon

Spawns Spirit Root minions

Effects: Every hit applies Poison (8 dmg/tick, 5 ticks = 40 total damage).

Drops:

Item
Quantity
Chance

Forest Essence

10-15

100%

Mithril Bars

3-7

100%

Hedera Gem

1

100%

Void Essence

10-20

100%

Voidheart

1

100%

Weakness: Takes 30% bonus damage from the Frostbite Blade (ice vs plant).


Golem Void

Stat
Value

HP

3,500

Location

Void Realm

Player Scaling

+50% per player

Phases:

1

Awakened (100-66% HP)

Standard melee attacks

2

Enraged (66-33% HP)

Spawns Void Eyes, new attack patterns

3

Fury (<33% HP)

Danger Zone aura (8 block radius, damage ticks)

3-second invulnerability on each phase transition. Immune to traps and non-player damage.

Attacks:

Attack
Damage
Notes

Swing

120 Physical

Left/Right variants

Ground Slam

180 Physical

Wide arc, heavy knockback

Spin

120 Physical

360°, Phase 2+

Double Pound

180 Physical

Phase 2+

Danger Zone

Tick damage

Phase 3, 8 block aura

Drops:

Item
Quantity
Chance

Onyxium Bars

6-10

100%

Prisma Bars

3-7

100%

Emerald

1-3

50%

Portal to Luminia

1

100%


Elite Mobs

Elite mobs have difficulty scaling but no player scaling.

When engaged, elite mobs display a compact health bar (visually distinct from boss phase bars — smaller, no phase text, labeled "ELITE"). The bar appears when you're within 75m and auto-hides when the elite dies or you move away.


Dragon Fire

Stat
Value

HP

1,000

Location

Zone 4 (daytime only)

Effect

Burn (5s)

Drops:

Item
Quantity

Storm Hide

2-4

Adamantite Bars

3-6

Voidheart

1


Alpha Rex

Stat
Value

HP

700

Location

Caves

Damage

80 Physical

Health Bar

Orange elite bar (compact)

Drops:

Item
Quantity

Rex Cave Leather

2-3

Raw Alpha Rex Meat

3-6


Swamp Crocodile

Stat
Value

HP

900

Location

Swamps

Damage

65 Physical

Health Bar

Green elite bar (compact)

An oversized, aggressive crocodile. Unlike normal crocodiles, it actively chases players and hits much harder.

Attacks:

Attack
Damage
Notes

Bite

65 Physical

Wide horizontal arc, knockback

Drops:

Item
Quantity
Chance

Crocodile Hide

2-4

100%

Bone

1-3

100%

Raw Crocodile Meat

2-4

40%


Zombie Aberrant

Stat
Value

HP

400

Location

Zone 4 (daytime only)

Damage

119 Physical

Drops: Voidheart (1) or Adamantite Bars (1-2) — one random.


Regular Mobs

Spectre Void

Stat
Value

HP

120

Damage

50 Physical

Drops:

Item
Quantity
Chance

Void Essence

5-8

100%

Voidheart

1

10%


Difficulty & Scaling

Difficulty Presets

Difficulty
HP
Damage

Easy

60%

50%

Medium

100%

100%

Hard

150%

150%

Extreme

250%

200%

Custom

10-1000%

10-1000%

Player Scaling (Bosses Only)

Final HP = Base HP x Difficulty x (1 + (Players-1) x Scaling%)

Example — Golem Void with 4 players at 50% scaling:

RPG Leveling XP

Entity
XP
Level

Spectre Void

250

120

Zombie Aberrant

200

80

Alpha Rex

350

90

Swamp Crocodile

500

95

Dragon Fire

500

95

Dragon Frost

700

105-110

Hedera

900

130

Golem Void

3,500

150

XP values are configurable per boss in /egconfig.