Bosses

## General Boss Strategy

With the exception of a few, all the bosses in this game are fairly straight forward. The tips here apply to nearly all the bosses in the game.

* Light Barrier Spell: absorbs all damage for up to three turns. Some very strong enemies like the Dark Lord or Dark Lord of Terror deal so much damage that it breaks the shield in one hit, though.
* Flash Strike Spell: deals divine damage (which most bosses are weak against) to all visible enemies and blinds the enemy for up to three turns. Later bosses recover from the blindness very quickly, but it is still useful for bosses that spawn minions.
* Healing Potions / Recovery Potions / First-aid Bandage / Light Purification Spell: A must for any boss fight. Unless you have flash strike or light barrier, you will be taking damage in a boss fight, and even then, you're likely to still take damage when a boss does a combo or stuns you. Prepare for the worst and come prepared to all of your boss fights.
* Elemental Potions / Poisoned Weapon Spell: the Fire, Frost, and Poison potions can be applied to your weapon to allow you to deal more elemental damage. You can also use the Dark Potion or swiftness potion on your weapon, but they are much more useful elsewhere. This is a great time to use your Poisoned Weapon spell or drink your Courage Potion, as these will beef up any weapon you use.
* Teleport Spell: this is very useful on the more interesting bosses like Dwarf Robot, Minotaur Leader, or the Dark Lord who move around quickly. In the case of the Dwarf Robot, you can quickly teleport over to destroy its regeneration boxes. For the Minotaur you can block it from healing by getting in his way or building on top of his fountains. For the Dark Lord it is a necessity so that you can teleport onto the glowing squares to protect yourself from the dark explosions. Even for regular bosses, though, teleporting away gives you a few turns to drink a potion, apply a bandage, eat something or use a couple instances of Light Purification before continuing the fight.
* Beehive / Remove Seal / Summoning Spell: While the bees and the sealed monsters deal far more damage, any of these will serve the purpose of distracting the boss while you go to heal or launch range attacks from a safe distance.
* Campfire / Fire Pit: this used to be a common strategy, but now is very difficult to pull off with the newer mapping strategy built into the bosses. If you can knock a boss onto the strategy, or build it at just the right time so they are standing on it, they will catch on fire and receive fire damage over time, helping you defeat them.

When fighting the bosses of Unknown Ruins (unless you are on easy mode) you will see a Dark Relic Piece in a side room after you've defeated the boss. If you pick that up, you will trigger another mini-boss in the form of a Protector of Relics golem. Don't pick these up unless you want that extra fight and you're planning on doing one of the Endgame versions that requires you to go to the Dark Lord's Castle (Ending 2, Ending 3).

## Generic Boss Drops

In addition to the unique drops, every boss has a chance to drop a number of other items. Harder bosses may drop from 3-6 different items whereas easier bosses may drop 1-3.

* Equipment
* Mana Crystal
* Potions
* Food