Bosses

There are six primary bosses, and killing them all is required to complete the main questline.

### Pyrix

It wouldn't be a high-fantasy game without a goddamn fire-breathing dragon.

Pyrix scours the land, razing whatever he can.  He particuarly despises the Vellistian elves, and has taken up residence on the western end of their island where he can easily plan and launch his raids.  His hatred of the Vellistian elves is so great, he will even exercise retribution upon their friends.  He laid waste to the lands outside of Highmoor--a town of the Stornin dwarves--and parts of the land still burn.  Stornin rebuilt their town nearby, just on the edge of the fiery landscape as a reminder of the wrath of Pyrix.  The Sisters of Beirah once relied on Pyrix to maintain the forests with controlled burns, but no more.

His lair can be found on the Vellis island, on its western edge, in a dead swamp.  Near the entrance (and within the lair itself) can be found his fiery servants.  Travellers and adventurers would be wise to prepare for an onslaught.  Single players are very likely to be roasted to a fine crisp, with a nice smokey crust and a hint of rosemary, served with a side of cole slaw.  It is strongly recommended to bring at least a friend or two, and that is just to deal with Pyrix's minions.  Five people are best to deal with the challenge as a whole.

Notable encounter events:

* Wall-O-Fire:  Adventurers stupid enough to face Pyrix in his lair will face a rotating wall of fire.  You will have to keep moving and/or have gear with a lot of fire resistance.  Even if you kit out your armor with as many resistance enchantments as you can stuff on your equipment, you still have to deal with...
* Autospleef:  Pyrix opens up the landscape with gaping holes, sending adventurers to their doom.  Other spots around him will solely smoulder with magma pools.  But the chasms he opens are the biggest threat.  They are an almost certain death unless you can get your hands on etherium armor...and even then, it's not a guarantee you'll survive.  Just keep your eyes out for a change in the game board that signals a hole will soon form!
* Pyrix's fiery minions:  They are here to harass you. With fire.  And death.  And tauntings the likes of which you cannot conceive.  They regenerate every 10 minutes or so.

Upon defeat of Pyrix, he will respawn elsewhere in the realm and be (at least) neutral to the player, acknowledging their help in freeing him from the creeping madness taking over Oceanica.  He can teach the player how to make rum.

### Davey Jones

Still pissed from all the wet willies and swirlies he got from bully buccaneers in pirate high school, he has opted to make the undersea cavern dimension his lair of retribution.  His loyal Siren subjects lure pirates and sailors alike to their doom, where Davey Jones enslaves their spirits in his thrall for all eternity.  Davey, sirens, guardians, and enthralled sailors await in the watery abyss for adventurers foolish enough to raid the treasures hidden within his Locker, where he and his minions await to torture fools with pain, death, and terrible 60s music.  You can find the entrance to his lair within an undersea temple, at the heart of the Tempest, a ways east-northeast of Chengdu.  The sea near the entrance itself is seriously stormy, and waves threaten to knock around anyone not paying attention.  And bring a couple friends or five.  And good gear.  Seriously.  If you can find a diving helmet, it will help you a lot.

Notable encounter events:

* Rushing Waves:  Davey Jones will summon the power of the ocean itself and send a wave of water rushing ahead of him.  Players directly in front or far enough to the sides will avoid the brunt of the wave.  Everyone else will get knocked around...sometimes a lot.  If the fall doesn't kill you, you could end up in the water and have to face his Sirens.
* Sand Traps:  Fond of dropping things from up on high, Davey has opted to drop large chunks of sand on adventurers in an attempt to SMOTHER THEM TO DEATH.  Perceptive players will keep a watchfu eye out over their heads and try to avoid these sand traps, lest they die.  Healing potions or Regeneration may be helpful a player gets caught in a sand trap, until the Rushing Waves wash the sand away.
* Sirens:  While not particularly a mechanic of this boss encounter, Sirens **do** lurk beneath the encounter board for adventurers careless enough to fall into the water.  So, if you do fall into the drink, it would be wise to get out as soon as possible.

### Entropy

Entropy, the Lord of Death, and essentially an overgrown wither, rules the underworld from within Tovirokk, at the heart of the City of the Dead.  No longer content with shepherding souls to their final homes and watching over their eternal well-being, Entropy now brings husks back from the grave for reasons unknown, other than to sow chaos in the world.

The Sisters of Beirah have looked upon Entropy as the opposite and equal to their primary god, Beirah; and have always in the past had an understanding and respect for Entropy and his purpose in existence.  Now, seeing that something has corrupted his mind, they seek to neutralize the problem...in any way possible.  You can find the entrance to his lair a half kilometer north of Crag Keep, which is far to the south of Kharazad.  FAR to the south.  Climb through the craggy mountains until you find the entrance to his lair...then jump in!

Notable encounter events:

* Drain Life:  Any successful attack from Entropy will restore some of his life.
* Vampiric Pulse:  Every 30 seconds, he will pulse with unholy energy, draining life from anybody close to him and using that life to replenish his own.
* Undead Horde:  Every 30 seconds, he will summon several packs of undead mobs:  4 ghouls (and sometimes a vampire) per pack.  They do not despawn, even upon the boss's death.  Entropy will also summon vampire bats, 4 per player.

### Vrotan

Vrotan, the Lawgiver and ruler of the skies, is the progenitor of the Peykollorrian giants and instituted the rule of law amongst them.  In recent days, the Lawgiver has become corrputed by an unknown influence and now rules his realm of Valhavn with a vicious fury.  Anyone caught in his path will catch his wrath for seemingly no reason.  The Lawgiver was once the paragon of order.  The Peykolorrian giants are despondent on his new disposition.

His lair is found far west of Kharazad and far south of Esteby, southwest of Helfing Downs.  Both Stornin and Wesitia have an interest in the floating isle that houses the entrance to Vrotan's realm.

Notable encounter events:

* Hammer of Judgment:  Every 60 seconds or so, Vrotan will call down the fury of the heavens.  Players may get struck by lightning.  After 15 seconds of this onslaught, anybody who is not Vrotan's Challenger will be knocked back.  Players will need to find some kind of shelter before this happens.  Only one player can be the Challenger at any given time.  The lit pylons surrounding Vrotan's platform have triggers that will assign Challenger to whichever player gets to them.
* Outside of that, Vrotan is pretty much a tank-and-spank, but requires a lot of running around to prevent being knocked out of the dimension (and very likely to your doom).  He hits hard, so remaining aware of where you are is prudent lest you get knocked off the platforms just during normal combat.

### Varis, the Mad Beast

Varis was once friendly to both the Vellis elves and Stornin dwarves.  In fact, centuries ago, he was created by the dwarves to help the Vellis elves find riches and protect their ancient city.  He is essentially a golem in the shape of a large terrier, built for digging in the hardest of dirt and rock.  Then something happened a centry ago...a mystery that not even the elves have been able to solve.  Slowly, Varis became more ornery and selfish, sometimes striking out at others unprovoked.  Now Varis is known as the Mad Beast of the ancient city of Varlonn, an ancient yet at the same time a futuristic city in a mysterious realm.  Varis commands tens of thousands of lost "feral" Testificates, literally blinded by the greed he instilled upon them.  The Blind Testificates obey his every command...but sometimes do so quite clumsily.  They are, after all, totally blind, both in eyes and in mind.  A Mad canine golem king rules a mad Testificate horde.

The Mad Beast is the "god" of the Scion of Chaos, enemies to the Sisters of Beirah.  The entrance to Varlonn can be found due north of Esteby and far to the west-northwest of Vellis.  It's a very long journey, over ten thousand meters from both Vellis and Esteby, and can take several days by boat.

As would be expected with any boss encounter, bring friends, good gear, and a lot of potions and elixirs.  Milk may be especially useful.

Notable encounter events:

* Curse of the Beast:  Varis will target all players in range and start a countdown.  Those players who do not move out of range will get a taste of what it's like to be a Blind.  And one hapless random player will be the immediate target of a vicious attack from Varis himself.  And it won't matter how far away or high up you are.  Varis will pounce on you with speed and power.
* Summoning of the Blinded:  Varis will call his blind and mad minions to his beck and call, attacking everything and everyone in ...uh....sight.  Players, other Blind, and even Varis himself, much to his bemusement.
* Mad Howl:  Any players close enough to the mad beast will be hit with essentially a wall of sound, taking damage and suffering other *withering* ill effects.

### Mistress Mavelia

She doesn't look like much, but she is imbued with devastating powers, as well as having loyal automatons at her beck and call.  She can be found in her observation ship, from where she looks down upon the world she claims mastery over.  She's ruthless, she's merciless, she cares little for the woes of mortals, and she's not afraid to show it.

Her capital ship is called Delphi, and it consists of many levels and twisting ramps.  It is also constantly rotating.  The four observation arms move quickly in a circle around Delphi's axis.  Don't let the wind blow you off!

If it isn't obvious, you will want to bring friends and your best gear.  Anything with protection and especially feather falling enchantments would be wise.  Also bring a lot of healing and buff potions.  Delphi is also far from the center of Oceanica, but once you progress far enough in the game, there are those that can help you get there much more quickly.  Otherwise, expect a long boat ride heading east-northeast from Vondoria.

Notable encounter events:

*Phase 1*:

* Levitation.  Each player in combat has a chance of being lifted into the air and cast back down again.
* Mavelia otherwise attacks as a normal mob

*Phase 1 to 2 transition*:

* Mavelia will teleport players to random locations near the upper level of Delphi.  It is up to the player to make it back as close as possible to Mavelia before...

*Phase 2 (aka: the Fun Part)*:

* Pulsing Pain:  Any players more than 25 blocks away from Mavelia will take constant poison damage until at least 1 player is within range.

* Flight:  Mavelia can fly during this phase

* Monstrous Automatons:  Mavelia will summon a relatively proportional number of etherium golems.  The more players there are, the more golems.
* Spindle:  Mavelia will fire arrows constantly at all players.  They move fairly slowly, so you can dodge them.

*Phase 2 to 1 transition*:

* Disarm:  All players have a chance of Mavelia disarming them.