Dungeon Bosses
Every dungeon tier ends with a single floor boss, spawned only once you've cleared the last combat room. Beat it and the tier's top chests open — that's where the best loot lives.
The seven bosses
There's one boss per tier, climbing from a tutorial-soft opener to a genuine wall by the top:
| Tier | Boss |
|---|---|
| T1 | Forgotten Shade |
| T2 | Charon |
| T3 | Phlegyas |
| T4 | Minotaur |
| T5 | Rhadamanthus |
| T6 | Kampe |
| T7 | Typhon |
The boss only appears after the final combat room of the run is cleared — see Inside a Run for how rooms gate before it. The lesser foes you fight on the way down are covered in The Bestiary.
How boss health works
Bosses run on a virtual HP pool, so their effective health can climb well past the vanilla 20-point cap. The visible entity health just mirrors that pool, which keeps HP%-aware effects (executes, ramping damage, and the like) reading the real number rather than a clamped one.
That pool also scales with party size — bring a full group and the boss is genuinely beefier than it would be solo. A bigger party means more damage going in, but a tougher target to chew through.
Signature drops
Most bosses drop a signature single-use or chase item from the Gold chests at the top of the run. These are boss-exclusive — you won't find them anywhere else, and pulling one is a rare reward for the clear. Expect things like a panic heal, a melee fire aura, a charging ram, or a timed combat buff, each themed to the boss that guards it. The higher you climb, the more dramatic the prize.
On top of its boss-exclusive item, each boss also seeds the tier's signature dungeon enchant into those Gold chests. Which enchant belongs to which tier, plus the chest, escrow and shard mechanics, are all in Rewards, and the items themselves are catalogued under Special Items.
Among the rarest finds in all of Tartarus are a handful of secret items and abilities that the top bosses can yield — left undocumented here, for the worthy to uncover.
Charon hits back
For Season 2, Charon (T2) was tuned to make the step up from T1 feel real. He fights with melee, a Soul Chain, and a much stronger Styx Wave — so don't expect to coast off your first clear.
These are the dungeon-floor bosses; for the open-world raid bosses (Lamia, Echidna, and the rest), see the Bosses Overview.
Version history
v2.0.0
- Charon (T2) hits harder — his melee, Soul Chain and Styx Wave all deal about 30% more, and the Styx Wave itself hits roughly 3x harder, so dodging it actually matters now.
- Each boss now seeds its own signature dungeon enchant and a boss-exclusive item in the top chest.