Everything your familiars might meet on the road, and the tricks the big ones like to play.
The Ashridge Mountains
mountain
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Rock Golem
Tough
A hulking mass of ancient stone, slow but unyielding.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Frost Minotaur
Fierce
A frost-horned minotaur who guards the mountain pass and charges anyone who calls it a cow.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Cliff Harpy
Swift
A shrieking cliff-dweller that swoops down to steal hats, snacks and anything shiny.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
Rumbling Rocklings
Swarm
A little avalanche of grumpy, red-eyed rocks that always come tumbling in together.
More a crowd than a creature: its attack spreads evenly over everyone, so Defenders can't draw it, and Burn and Echo hit it 25% harder.
Bosses
Grakka the Avalanche King
EarthWeak point: MightEnrage
The mountainside rumbles, and Grakka the Avalanche King stomps out of the snow: one huge red eye, and one even huger log club.
Enrage
Grows angrier every round it's still standing: +15% attack each round, and it adds up.
Weak point
Gems that scale from Might deal 20% more to it.
Tip Grakka gets angrier every round he's still standing. Hit hard and fast, and strip his rage with Null Field or Cleansing Light.
Signature dropsCrushing BlowCrushing BlowActiveAttackEarthMightA heavy earthen strike (~30 damage at Might 40). Crits deal ×2½ instead of ×2 at Lv 1, a little more each level.Lv 1 damage: 10 + Might × 50%Null FieldNull FieldActiveDefendDarkReasonA shield of stilled magic (~32 shield at Reason 40, plus ~7 damage) that strips one enemy buff or cloud every round: a cloud or Blinding darkness first, such as an ink cloud, otherwise a buff stack such as Enrage.Lv 1 shield: 12 + Reason × 50%Plus damage: 3 + Reason × 10%Cleansing LightCleansing LightActiveUtilityLightPresenceA purifying light that heals your team, lowest HP first (~27 healing at Presence 40, plus ~7 damage), and strips one enemy buff or cloud every round: a cloud or Blinding darkness first, such as an ink cloud, otherwise a buff stack such as Enrage.Lv 1 healing: 8 + Presence × 49%Plus damage: 3 + Presence × 10%
Mother Hoarfrost the Bone-Wyrm Matriarch
WaterWeak point: AgilityCharged Slam
Bones rattle under the glacier as a great skeletal wyrm uncoils, freezing slime dripping from her jaws. Mother Hoarfrost does not like strangers near her eggs.
Charged Slam
Winds up a slam on rounds 2 and 4: that round's attack hits 75% harder. The wind-up is announced the round before.
Weak point
Gems that scale from Agility deal 20% more to it.
Tip In rounds 2 and 4 she breathes a blizzard that hits 75% harder, and she warns you a round ahead. Save your biggest shields for those rounds: Foresight doubles against them.
Signature dropsForesightForesightActiveDefendWaterIntuitionA shield raised just in time (~32 shield at Intuition 40, plus ~7 damage), doubled against a boss's charged special attack.Lv 1 shield: 12 + Intuition × 50%Plus damage: 3 + Intuition × 10%Stone WallStone WallActiveDefendEarthMightRaises a wall of packed earth in front of the team: a large shield (~36 shield at Might 40, plus ~7 damage).Lv 1 shield: 12 + Might × 60%Plus damage: 3 + Might × 10%DeflectionDeflectionActiveDefendWaterAgilityA flowing shield (~31 shield at Agility 40, plus ~7 damage). Half of whatever it doesn't use carries into the next round.Lv 1 shield: 11 + Agility × 50%Plus damage: 3 + Agility × 10%
The Coral Depths
underwater ruins
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Coral Crab
Armored
A crab wearing a whole reef as a hat, and pinching anyone who comments on it.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Lantern Snapper
Fierce
A toothy little anglerfish that waddles out of the old walls on stubby legs, lantern first, with very strong opinions about visitors.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Watcher Jelly
Swift
A drifting jelly of the deep with one big unblinking eye. It is much harder to catch than it looks.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its dazzling glow gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Fishfolk Guard
Tough
A loyal guard of the sunken halls, with a trident, a helmet and a very long shift.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Bosses
Old Barnacle the Reef King Crab
WaterWeak point: PresenceSummoner
A crab the size of a cottage heaves itself off the seabed, barnacles and all. Old Barnacle has been asleep for a century, and he's cranky about the wake-up call.
Summoner
Calls a minion every second round. Minions take hits before the boss does, and each one makes its attack 20% stronger while it stands.
Weak point
Gems that scale from Presence deal 20% more to it.
Tip Every two rounds a little crab scuttles in to soak up your hits and add to his attack. Clear them fast with Twin Strike, Echo or Cleave.
Signature dropsRiptide DashRiptide DashActiveAttackWaterAgilityA surging dash (~26 damage at Agility 40) that hits 10% harder for every round the fight has gone on.Lv 1 damage: 8 + Agility × 45%Twin StrikeTwin StrikeSupportFits Hit gemsThe hit strikes again at 35% strength.Extra hit: 35%CleaveCleaveSupportFits Hit gemsWhen a hit kills a minion, the rest carries on into the next minion, then the barrier and the boss. Above Lv 1 it also adds damage, up to +10% at Lv 10.
Madame Brinewhistle the Sea-Witch
DarkWeak point: ReasonSilence
A lantern glows in the kelp, and Madame Brinewhistle hums a tune that makes your gems go strangely quiet.
Silence
On even rounds, support gems fall silent: only active gems and basic actions do anything.
Weak point
Gems that scale from Reason deal 20% more to it.
Tip On even rounds her song silences every support gem. Bring strong active gems that stand on their own.
Signature dropsMendMendActiveUtilityWaterIntuitionA soothing wave of water that heals your team, lowest HP first (~30 healing at Intuition 40, plus ~7 damage).Lv 1 healing: 9 + Intuition × 54%Plus damage: 3 + Intuition × 10%Arcane BoltArcane BoltActiveAttackOwn elementReasonA bolt of raw power in your familiar's own element (~26 damage at Reason 40). Always Attuned.Lv 1 damage: 8 + Reason × 45%DeflectionDeflectionActiveDefendWaterAgilityA flowing shield (~31 shield at Agility 40, plus ~7 damage). Half of whatever it doesn't use carries into the next round.Lv 1 shield: 11 + Agility × 50%Plus damage: 3 + Agility × 10%
The Crystalline Caverns
underground caves
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Crystal Spider
Swift
It spins webs of glittering glass and is proud of every single one.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
Bat Swarm
Swarm
A squeaking cloud of cave bats that all want to be at the front.
More a crowd than a creature: its attack spreads evenly over everyone, so Defenders can't draw it, and Burn and Echo hit it 25% harder.
From round 2, its screeching din gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Gem Slime
Tough
A wobbling slime full of swallowed gemstones. It jingles when it moves.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Amethyst Beetle Knight
Armored
A beetle in crystal plate armor who has sworn to guard the caverns' shiniest rock, forever.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Bosses
Prismara the Three-Mouthed Horror
LightWeak point: IntuitionBarrierRegenerating
Something with three grinning mouths and no eyes crawls out of the crystal pool, each mouth humming a different note, and a shimmering shell closes around Prismara.
Barrier
Starts behind a barrier worth 10% of its HP. The barrier soaks up damage first, Burn included; super-effective hits break it at full rate, everything else at 25%.
Regenerating
Knits itself back together: heals 3% of its max HP at the end of each round, and only half that while it's debuffed.
Weak point
Gems that scale from Intuition deal 20% more to it.
Tip Her crystal barrier soaks up damage and only takes super-effective hits at full rate, so bring Dark damage or a Dark Infusion. Burn barely scratches it. Her wounds also close a little every round.
Signature dropsShadow FangShadow FangActiveAttackDarkIntuitionA draining bite (~27 damage at Intuition 40). 20% of the damage dealt heals your team, lowest HP first.Lv 1 damage: 9 + Intuition × 45%Dark InfusionDark InfusionSupportFits Damage gemsYour damage counts as Dark for element matchups. Attuned still goes by the gem's own element. Above Lv 1 it also adds damage, up to +10% at Lv 10.PrismaticPrismaticSupportFits Damage gemsEvery hit strikes the enemy's weakness and counts as strong, but deals 25% less (10% less at Lv 10).Damage: −25%
King Glimmerbeard the Cave King
EarthWeak point: PresenceArmored
Clanking with jewels from crown to toe, King Glimmerbeard demands a toll from everyone who enters his caverns.
Armored
Heavy plating shaves a flat amount off every hit, so big single hits beat many small ones.
Weak point
Gems that scale from Presence deal 20% more to it.
Tip His jeweled armor shaves a flat amount off every hit, so small hits barely tickle. Use heavy single hits, Heavy Impact or Overpower. Retaliation and Burn skip the armor entirely.
Signature dropsHeavy ImpactHeavy ImpactSupportFits Hit gemsMerges all of the action's hits into one bigger hit worth 10% more in total (30% at Lv 10). Good against armor, but it's all one roll: a miss loses the lot.Merged hit: +10%OverpowerOverpowerSupportFits Damage gemsYour hits ignore the flat damage reduction of armored enemies. Above Lv 1 it also adds damage, up to +10% at Lv 10.RetaliationRetaliationSupportFits Shield gemsStrikes the enemy for 10% of your shield's value every round.Damage: 10% of the shield
The Drowned Marshlands
foggy swamps
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Bog Cube
Tough
A wobbling cube of swamp slime with a lost sword, two boots and somebody's lunch stuck inside. Entirely grumpy about being stepped on.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Will-o'-Wisp
Swift
A giggling little light that bobs just out of reach and leads travelers astray.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its luring light gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Giant Toad
Fierce
A toad the size of a hay cart, with a tongue that could lasso a pony.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Mire Ghoul
Swarm
Soggy, sighing ghouls that shuffle about in a crowd, each hunting for a lost boot.
More a crowd than a creature: its attack spreads evenly over everyone, so Defenders can't draw it, and Burn and Echo hit it 25% harder.
Bosses
Granny Mirewort the Swamp Witch
DarkWeak point: IntuitionThornsBlinding
A broom swoops out of the fog, and Granny Mirewort hops off it, looking suspiciously young for someone who insists she's six hundred. Brambles curl around her fingers.
Thorns
Prickly: 15% of the damage it takes each round comes back at whoever dealt it. Shields don't stop it, but damage reduction softens it.
Blinding
From round 2, its swamp fog gives every familiar −3 to hit. It lingers until Null Field, Cleansing Light or Disrupt strips it (before anything else they strip), and returns on the next even round. Clear Sight sees through it.
Weak point
Gems that scale from Intuition deal 20% more to it.
Tip Her brambles sting back 15% of the damage she takes, straight through your shields, and from round 2 her swamp fog gives everyone −3 to hit until a Null Field, Cleansing Light or Disrupt clears it. Bring heals, damage reduction such as Moonlit Vigil or Unyielding, and Clear Sight to see through the fog.
Signature dropsShadow FangShadow FangActiveAttackDarkIntuitionA draining bite (~27 damage at Intuition 40). 20% of the damage dealt heals your team, lowest HP first.Lv 1 damage: 9 + Intuition × 45%Moonlit VigilMoonlit VigilActiveUtilityDarkIntuitionA calm moonlit watch: your team takes ~15% less damage this round (at Intuition 40). Plus ~7 damage.Lv 1 team damage reduction: 7% + 2% per 10 IntuitionPlus damage: 3 + Intuition × 10%UnyieldingUnyieldingSupportFits Shield gemsYour familiar takes 15% less damage.Damage taken: −15%
Sludgeworth the Colossal Bog Lizard
EarthWeak point: AgilityRegenerating
The whole bog heaves as Sludgeworth rears up on all eight legs, dripping mud and lily pads.
Regenerating
Knits itself back together: heals 6% of its max HP at the end of each round, and only half that while it's debuffed.
Weak point
Gems that scale from Agility deal 20% more to it.
Tip He heals a chunk of his HP at the end of every round, but only half as much while he's debuffed. Keep Hex or Weaken on him, and Disrupt cuts his healing even further.
Signature dropsHexHexActiveUtilityDarkReasonA creeping curse: the enemy takes ~11% more damage from everyone (at Reason 40). The curse gains a stack every round, up to 3 stacks. Plus ~7 damage.Lv 1 enemy takes more damage: 5% + 2% per 10 ReasonPlus damage: 3 + Reason × 10%WeakenWeakenActiveUtilityEarthMightSaps the enemy's strength: it deals ~15% less damage this round (at Might 40). Plus ~7 damage.Lv 1 enemy deals less damage: 7% + 2% per 10 MightPlus damage: 3 + Might × 10%DisruptDisruptSupportFits Debuff gemsStrips one extra enemy buff or cloud every round, two at Lv 10 (a cloud or Blinding darkness first, otherwise a buff stack such as Enrage), and cuts a regenerating boss's healing by another half (three quarters at Lv 10).Strips per round: 1Boss healing cut: 50%
The Embergrove Thicket
volcanic forest
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Lava Salamander
Tough
A drowsy salamander that sunbathes in lava pools and hates being disturbed.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Ember Treant
Armored
A smoldering tree with bark like cooled lava. It crackles pleasantly, like a campfire with legs.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Fire Imp
Swift
A mischievous imp that lights little fires and then looks very surprised about them.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
Ash Panther
Fierce
A sooty cat with a skull-mask face and ember claws. It purrs like a crackling fire right before it pounces.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Bosses
Cindermaw the Magma Drake
FireWeak point: MightEnrageThorns
The lava lake bubbles, and Cindermaw hauls himself out on clawed wings, black scales glowing at the edges like coals in a forge. He is not a morning drake.
Enrage
Grows angrier every round it's still standing: +15% attack each round, and it adds up.
Thorns
Prickly: 8% of the damage it takes each round comes back at whoever dealt it. Shields don't stop it, but damage reduction softens it.
Weak point
Gems that scale from Might deal 20% more to it.
Tip He heats up every round he's still standing, and his molten scales scorch anyone who hits him. Burst him down quickly, strip his rage with Null Field or Cleansing Light, and keep your healers busy.
Signature dropsSunfire VerdictSunfire VerdictActiveAttackFirePresenceA blazing judgment (~26 damage at Presence 40), +40% against bosses.Lv 1 damage: 8 + Presence × 45%Null FieldNull FieldActiveDefendDarkReasonA shield of stilled magic (~32 shield at Reason 40, plus ~7 damage) that strips one enemy buff or cloud every round: a cloud or Blinding darkness first, such as an ink cloud, otherwise a buff stack such as Enrage.Lv 1 shield: 12 + Reason × 50%Plus damage: 3 + Reason × 10%Cleansing LightCleansing LightActiveUtilityLightPresenceA purifying light that heals your team, lowest HP first (~27 healing at Presence 40, plus ~7 damage), and strips one enemy buff or cloud every round: a cloud or Blinding darkness first, such as an ink cloud, otherwise a buff stack such as Enrage.Lv 1 healing: 8 + Presence × 49%Plus damage: 3 + Presence × 10%
Queen Emberbloom the Burning Bloom
FireWeak point: PresenceThorns
Petals of flame drift through the thicket as Queen Emberbloom unfurls: a great thorned flower with a very judgmental face.
Thorns
Prickly: 15% of the damage it takes each round comes back at whoever dealt it. Shields don't stop it, but damage reduction softens it.
Weak point
Gems that scale from Presence deal 20% more to it.
Tip Her burning thorns reflect 15% of the damage she takes, straight through your shields. Bring heals, damage reduction and life-draining attacks like Shadow Fang.
Signature dropsBreeze of RenewalBreeze of RenewalActiveUtilityWindAgilityA healing breeze split evenly across your team (~28 healing at Agility 40, plus ~7 damage) that also gives your team +1 to hit this round.Lv 1 healing: 9 + Agility × 49%Plus damage: 3 + Agility × 10%ResilienceResilienceSupportFits any active gemYour familiar takes 10% less damage.Damage taken: −10%Shadow FangShadow FangActiveAttackDarkIntuitionA draining bite (~27 damage at Intuition 40). 20% of the damage dealt heals your team, lowest HP first.Lv 1 damage: 9 + Intuition × 45%
The Floating Isles
sky archipelago
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Star Sprite
Swift
A giggling wisp of starlight that rides the high winds, forever stealing scarves and never giving them back.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its glitter gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Sky Gulper
Fierce
A floating red lump covered in mouths, every one of them sure it's the hungriest. It snaps at passing kites.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Sunplume Guardian
Tough
A proud, golden-feathered guardian of the high isles. It demands a bow before any battle.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Cloud Elemental
Swarm
A grumbling storm cloud that splits into little puffs, and every puff attacks at once.
More a crowd than a creature: its attack spreads evenly over everyone, so Defenders can't draw it, and Burn and Echo hit it 25% harder.
Bosses
Thunderbeak the Storm Crow
WindWeak point: ReasonEvasive
Lightning crackles along a vast pair of black wings as Thunderbeak lands on the highest isle and flexes her talons.
Evasive
Slippery: +4 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire tip the odds back.
Weak point
Gems that scale from Reason deal 20% more to it.
Tip Her storm-quick wings give her +4 Armor Class, so more of your attacks miss. Raise your odds with True Strike, Keen Eye, Guiding Star or Faerie Fire.
Signature dropsTrue StrikeTrue StrikeSupportFits Hit gemsAdvantage on your attack rolls: roll two d20s and keep the higher. Above Lv 1 it also adds damage, up to +10% at Lv 10.Keen EyeKeen EyeSupportFits Damage gems+2 to hit, rising to +5 by Lv 10 (+1 at Lv 4, 7 and 10).To hit: +2Hunter's VolleyHunter's VolleyActiveAttackWindAgilityThree aimed arrows at 36% each (~26 damage in total at Agility 40), each +2 to hit: the reliable pick against hard-to-hit foes with a high Armor Class.Lv 1 damage: 8 + Agility × 40%
Captain Barnaby Gale the Sky-Pirate Captain
WindWeak point: MightFocus Fire
A patched balloon ship drops out of the clouds, and Captain Barnaby Gale swings down on a rope, cutlass in one hand and a bottle in the other.
Focus Fire
Ignores who's drawing its attention and goes for the most-hurt familiars (about a third of the party each round).
Weak point
Gems that scale from Might deal 20% more to it.
Tip He ignores your Defenders and aims every attack at whoever is lowest on HP. Keep everyone topped up with heals like Breeze of Renewal and Triage, and cut the damage with Moonlit Vigil.
Signature dropsBreeze of RenewalBreeze of RenewalActiveUtilityWindAgilityA healing breeze split evenly across your team (~28 healing at Agility 40, plus ~7 damage) that also gives your team +1 to hit this round.Lv 1 healing: 9 + Agility × 49%Plus damage: 3 + Agility × 10%Moonlit VigilMoonlit VigilActiveUtilityDarkIntuitionA calm moonlit watch: your team takes ~15% less damage this round (at Intuition 40). Plus ~7 damage.Lv 1 team damage reduction: 7% + 2% per 10 IntuitionPlus damage: 3 + Intuition × 10%TriageTriageSupportFits Heal gems+25% healing on the teammate with the lowest HP.Healing: +25%
The Frozen Reach
arctic tundra
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Ice Elemental
Armored
A walking snowdrift with a crust of hard ice and a chilly disposition.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Frost Wolf
Fierce
A lean white wolf with frost on its whiskers and a howl that shakes icicles loose.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Shadow Yeti
Tough
Big, shaggy and surprisingly shy, with a mane of black fur and frost on its horns, until someone wanders into its cave.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Snow Harpy
Swift
A blue-winged harpy who swoops off the ice cliffs and is gone before you've finished blinking.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its whiteout gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Bosses
The Glacier Maw the Hungry Glacier
WaterWeak point: MightArmored
The ice field splits open with a groan, and the Glacier Maw waddles out: a great frost-bitten belly with one blinking eye and a mouth where its head should be.
Armored
Heavy plating shaves a flat amount off every hit, so big single hits beat many small ones.
Weak point
Gems that scale from Might deal 20% more to it.
Tip Its frozen hide shaves a flat amount off every hit, so heavy hitters shine. Crushing Blow and big Savagery crits break through, and Burn skips the ice altogether.
Signature dropsCrushing BlowCrushing BlowActiveAttackEarthMightA heavy earthen strike (~30 damage at Might 40). Crits deal ×2½ instead of ×2 at Lv 1, a little more each level.Lv 1 damage: 10 + Might × 50%SavagerySavagerySupportFits Damage gemsCrits deal ×2½ instead of ×2 at Lv 1, a little more each level.Crits hit harder: +25%KindlingKindlingSupportFits Damage gemsAdds Burn equal to 10% of the damage dealt. Burn hits at the end of every round and fades by a quarter each time.Burn: 10% of the damage
Lady Winterquill the Ice Lich
DarkWeak point: ReasonBarrier
Snow swirls into the shape of a tall figure in a frost-rimed gown, and Lady Winterquill raises a wall of black ice around herself.
Barrier
Starts behind a barrier worth 10% of its HP. The barrier soaks up damage first, Burn included; super-effective hits break it at full rate, everything else at 25%.
Weak point
Gems that scale from Reason deal 20% more to it.
Tip Her black-ice barrier soaks up damage and only takes super-effective hits at full rate, so bring Light damage or a Light Infusion. Burn barely scratches it.
Signature dropsPiercing InsightPiercing InsightActiveAttackLightIntuitionA precise strike at a weak spot (~26 damage at Intuition 40), +60% against enemies under 35% HP.Lv 1 damage: 8 + Intuition × 45%Light InfusionLight InfusionSupportFits Damage gemsYour damage counts as Light for element matchups. Attuned still goes by the gem's own element. Above Lv 1 it also adds damage, up to +10% at Lv 10.Keen EdgeKeen EdgeSupportFits Damage gemsSuper-effective hits deal +75% instead of +50% (+100% at Lv 10).Strong hits: +75%
The Hollow Spire
ancient tower
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Animated Armor
Armored
An empty suit of armor that still takes guard duty very, very seriously.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Arcane Construct
Tough
A humming heap of runestones and brass, built to hold the door and never let go.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Gargoyle
Fierce
A stone grump from the spire's rooftops, cranky after centuries of being rained on.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Living Blade
Swift
An enchanted sword that duels all on its own, then hangs itself back on the wall looking innocent.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
Bosses
Gearhart the Four-Armed Colossus
FireWeak point: IntuitionCharged SlamEnrage
Gears grind and steam hisses as Gearhart, the spire's ancient guardian, unfolds four arms and draws four swords.
Charged Slam
Winds up a slam on rounds 2 and 4: that round's attack hits 75% harder. The wind-up is announced the round before.
Enrage
Grows angrier every round it's still standing: +8% attack each round, and it adds up.
Weak point
Gems that scale from Intuition deal 20% more to it.
Tip In rounds 2 and 4 he slams 75% harder, announced a round ahead, and his boiler heats up a little every round. Stack shields for the slam rounds (Foresight doubles), and don't let the fight drag on.
Signature dropsForesightForesightActiveDefendWaterIntuitionA shield raised just in time (~32 shield at Intuition 40, plus ~7 damage), doubled against a boss's charged special attack.Lv 1 shield: 12 + Intuition × 50%Plus damage: 3 + Intuition × 10%BastionBastionSupportFits Shield gems+10% shield for every round the fight has gone on.Per round: +10%Ward SigilWard SigilActiveDefendLightReasonA glowing sigil (~30 shield at Reason 40, plus ~7 damage) that grows 15% stronger for every round the fight has gone on.Lv 1 shield: 10 + Reason × 50%Plus damage: 3 + Reason × 10%
Archmage Quillon Starwick the Spire Archmage
LightWeak point: AgilityElemental Shift
Books fly off the shelves and orbit the room as Archmage Quillon Starwick, a very serious cat in a very large robe, adjusts his spectacles and begins a lecture on elemental theory.
Elemental Shift
Changes element every round, announced a round ahead: Light → Fire → Water → Wind → Earth.
Weak point
Gems that scale from Agility deal 20% more to it.
Tip He changes element every round and announces the next one. Bring a spread of elements, or gems that don't mind: Arcane Bolt, Prismatic and Elemental Mastery.
Signature dropsArcane BoltArcane BoltActiveAttackOwn elementReasonA bolt of raw power in your familiar's own element (~26 damage at Reason 40). Always Attuned.Lv 1 damage: 8 + Reason × 45%PrismaticPrismaticSupportFits Damage gemsEvery hit strikes the enemy's weakness and counts as strong, but deals 25% less (10% less at Lv 10).Damage: −25%Elemental MasteryElemental MasterySupportFits Elemental gemsSoftens element matchups both ways: strong hits deal +60% instead of +50%, and weak hits −10% instead of −25% (+75% and no cut at Lv 10).Strong hits: +60%Weak hits: −10%
The Scorched Wastes
desert ruins
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Sand Scorpion
Armored
A scorpion with a sun-baked shell and a stinger it waves like a warning flag.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Mummy
Tough
A well-wrapped guardian of the ruins who leaves loose bandages everywhere it goes.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Sun Devil
Swift
A whirling little spout of desert heat that whistles like a kettle and never holds still.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its heat haze gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Spineback Rats
Swarm
A squeaking pack of spiny desert rats that circle, dart in, and dart right back out.
More a crowd than a creature: its attack spreads evenly over everyone, so Defenders can't draw it, and Burn and Echo hit it 25% harder.
Bosses
Riddlemere the Sphinx
LightWeak point: ReasonShifting Weakness
A great lion with a blazing mane opens one golden eye. "Answer my riddle," purrs Riddlemere, "or be answered."
Shifting Weakness
One stat is exposed each round (Reason → Might → Intuition → Agility → Presence); actions from any other stat deal only 75% damage.
Weak point
Gems that scale from Reason deal 20% more to it.
Tip Each round she exposes one stat, and actions from every other stat deal only 75% damage. Bring a spread of stats, and Burn, which is never reduced.
Signature dropsEmber LashEmber LashActiveAttackFireMightA fiery lash (~25 damage at Might 40) that sets the enemy alight, adding Burn equal to 25% of the damage dealt. Burn hits at the end of every round and fades by a quarter each time.Lv 1 damage: 9 + Might × 40%KindlingKindlingSupportFits Damage gemsAdds Burn equal to 10% of the damage dealt. Burn hits at the end of every round and fades by a quarter each time.Burn: 10% of the damageSmoulderSmoulderSupportFits Burn gemsThe enemy's Burn doesn't fade while your familiar keeps fighting. Above Lv 1 your Burn is also stronger, up to +10% at Lv 10.
Duneburrow the Great Sandworm
FireWeak point: PresenceEvasive
The dunes ripple, then rise. Duneburrow surfaces with a mouthful of sand and a very hungry look.
Evasive
Slippery: +4 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire tip the odds back.
Weak point
Gems that scale from Presence deal 20% more to it.
Tip He ducks under the sand as you swing: +4 Armor Class, so more of your attacks miss. Guiding Star and Faerie Fire help the whole party land its hits, and Keen Eye and True Strike steady your own.
Signature dropsGuiding StarGuiding StarActiveUtilityLightIntuitionA guiding light: your team gets +3 to hit this round (at Intuition 40), more as the stat and the gem grow, up to +5. Percentage bonuses don't change it. Plus ~7 damage.Lv 1 team to hit: 1 + Intuition × 5%Plus damage: 3 + Intuition × 10%Faerie FireFaerie FireActiveUtilityLightReasonOutlines the enemy in glowing light: everyone gets +2 to hit it per stack for the rest of the fight, +3 per stack from gem level 6. Each round you cast it adds a stack, up to 3 stacks. Percentage bonuses don't change it. Plus ~7 damage.Lv 1 to hit the enemy, per stack: 2Plus damage: 3 + Reason × 10%Hunter's MarkHunter's MarkSupportFits Damage gems+3 to hit against bosses, rising to +6 by Lv 10 (+1 at Lv 4, 7 and 10).To hit: +3
The Sunken Library
underwater ruins
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Ink Octopus
Swift
A pale, gaunt octopus that doodles in the margins of every book and vanishes in a puff of ink.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its ink cloud gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Ghost Scholar
Fierce
A see-through scholar who shushes intruders with alarming force.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Bookworm Serpent
Tough
A serpent that has eaten its way through three whole wings of the library, and it's still peckish.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Drowned Sentinel
Armored
A barnacled statue that still guards the reading room and checks everyone's library card.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Bosses
Madam Hushwell the Drowned Librarian
DarkWeak point: PresenceSilenceBlinding
A lamp flickers between the flooded stacks. Madam Hushwell glides out in a long dark cloak, one pale finger to her lips: "Shhhhh."
Silence
On even rounds, support gems fall silent: only active gems and basic actions do anything.
Blinding
From round 2, its darkness gives every familiar −3 to hit. It lingers until Null Field, Cleansing Light or Disrupt strips it (before anything else they strip), and returns on the next even round. Clear Sight sees through it. It falls on the even rounds, when Silence mutes support gems, so then only the active gems Null Field and Cleansing Light can clear it; Disrupt and Clear Sight help on the odd rounds.
Weak point
Gems that scale from Presence deal 20% more to it.
Tip On even rounds she shushes every support gem into silence, and she snuffs the lamps: from round 2 the darkness gives everyone −3 to hit until a Null Field or Cleansing Light relights them. Bring strong active gems that work on their own, like Hex, Null Field and Iron Hide.
Signature dropsHexHexActiveUtilityDarkReasonA creeping curse: the enemy takes ~11% more damage from everyone (at Reason 40). The curse gains a stack every round, up to 3 stacks. Plus ~7 damage.Lv 1 enemy takes more damage: 5% + 2% per 10 ReasonPlus damage: 3 + Reason × 10%Null FieldNull FieldActiveDefendDarkReasonA shield of stilled magic (~32 shield at Reason 40, plus ~7 damage) that strips one enemy buff or cloud every round: a cloud or Blinding darkness first, such as an ink cloud, otherwise a buff stack such as Enrage.Lv 1 shield: 12 + Reason × 50%Plus damage: 3 + Reason × 10%Iron HideIron HideActiveDefendNo elementMightHardens your familiar's hide: a medium shield (~30 shield at Might 40, plus ~7 damage), and your familiar takes 40% less from its own share of the damage that gets through.Lv 1 shield: 10 + Might × 50%Plus damage: 3 + Might × 10%
Inkwell the Kraken of the Stacks
WaterWeak point: MightSummonerCharged Slam
Tentacles uncurl from every drowned bookshelf at once. Inkwell has been reading, and she hates being interrupted.
Summoner
Calls a minion every second round. Minions take hits before the boss does, and each one makes its attack 20% stronger while it stands.
Charged Slam
Winds up a slam on rounds 2 and 4: that round's attack hits 40% harder. The wind-up is announced the round before.
Weak point
Gems that scale from Might deal 20% more to it.
Tip Every two rounds another tentacle joins the fight, soaking up hits and adding to her attack, and in rounds 2 and 4 she slams harder. Clear tentacles with Echo and Cleave, and brace for the slams.
Signature dropsEchoEchoSupportFits any active gemThe whole action repeats at 30% strength.Repeats at: 30%CleaveCleaveSupportFits Hit gemsWhen a hit kills a minion, the rest carries on into the next minion, then the barrier and the boss. Above Lv 1 it also adds damage, up to +10% at Lv 10.TidewardTidewardSupportFits Shield gems+25% shield against Water enemies.Shield vs Water: +25%
The Veilmarket Bazaar
enchanted market
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Mimic Chest
Tough
A treasure chest with teeth, a tongue and a firm no-refunds policy.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Shadow Thief
Swift
A slip of living shadow that's already three stalls away with your coin purse.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
From round 2, its shadows gives every familiar −2 to hit. It lingers until Null Field, Cleansing Light or Disrupt clears it, and comes back on the next even round. Clear Sight sees straight through it.
Chain Marionette
Swarm
A rattling skeleton puppet that dances on chains instead of strings, and whips them at anyone who doesn't clap.
More a crowd than a creature: its attack spreads evenly over everyone, so Defenders can't draw it, and Burn and Echo hit it 25% harder.
Masked Merchant Spirit
Fierce
A haggling spirit behind a porcelain mask. Every one of its bargains bites.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Bosses
Signor Gavelli the Grinning Auctioneer
WindWeak point: IntuitionFocus Fire
A gavel bangs. "Lot number one!" cries Signor Gavelli, rubbing his green claws together with a very wide grin. "Going once, going twice..."
Focus Fire
Ignores who's drawing its attention and goes for the most-hurt familiars (about a third of the party each round).
Weak point
Gems that scale from Intuition deal 20% more to it.
Tip He ignores your Defenders and aims every attack at whoever is lowest on HP. Keep the weakest topped up with Mend and Mercy, and Guardian's Oath shields hardest when someone's in trouble.
Signature dropsMendMendActiveUtilityWaterIntuitionA soothing wave of water that heals your team, lowest HP first (~30 healing at Intuition 40, plus ~7 damage).Lv 1 healing: 9 + Intuition × 54%Plus damage: 3 + Intuition × 10%MercyMercySupportFits Heal gemsHeals on a teammate under 25% HP get +100%, about double.Healing: +100%Guardian's OathGuardian's OathSupportFits Shield gems+40% shield while a teammate is under 30% HP.Shield: +40%
Zephyrus the Djinn of the Lamp
WindWeak point: ReasonElemental ShiftBlinding
A brass lamp rattles on its stall, and Zephyrus bursts out in a swirl of blue smoke, flexing two spiked fists. "Three wishes? Oh, you'll have to earn them."
Elemental Shift
Changes element every round, announced a round ahead: Wind → Fire → Dark → Water.
Blinding
From round 2, its blue smoke gives every familiar −3 to hit. It lingers until Null Field, Cleansing Light or Disrupt strips it (before anything else they strip), and returns on the next even round. Clear Sight sees through it.
Weak point
Gems that scale from Reason deal 20% more to it.
Tip He changes element every round and announces the next one, and from round 2 his blue smoke gives everyone −3 to hit until it's cleared. Bring a spread of elements or an Infusion, Neutralize for bad matchups, and Null Field, Cleansing Light or Clear Sight for the smoke.
Signature dropsFire InfusionFire InfusionSupportFits Damage gemsYour damage counts as Fire for element matchups. Attuned still goes by the gem's own element. Above Lv 1 it also adds damage, up to +10% at Lv 10.Water InfusionWater InfusionSupportFits Damage gemsYour damage counts as Water for element matchups. Attuned still goes by the gem's own element. Above Lv 1 it also adds damage, up to +10% at Lv 10.NeutralizeNeutralizeSupportFits Elemental gemsWeak element matchups no longer cut your damage (instead of −25%), and above Lv 1 they add some: +15% at Lv 10.Weak hits: no cut
The Whispering Forest
dense woods
CreaturesEach one takes on the quest's element and weak point, so the same creature fights a little differently every time.
Dire Wolf
Fierce
A huge grey wolf with a low growl and a nose for anyone who strays off the path.
All teeth and no patience: it hits 20% harder but has 15% less HP. Shields up, and finish it quickly.
Treant Sapling
Tough
A young treant, all knobbly knees and stubborn roots, practicing to be enormous.
Thick-hided and slow to swing: 20% more HP, but 10% less bite. Settle in for a longer scrap.
Fae Trickster
Swift
A hooded little fae with a sack full of stolen boots. It ties your laces together and flits away, giggling.
Quick on its feet: +2 Armor Class, so more of your attacks miss. True Strike, Keen Eye, Guiding Star and Faerie Fire help them land.
Giant Hornet
Armored
A hornet the size of a dog, with a glossy, stone-hard shell and a stinger dripping venom over the oldest trails.
Every hit loses a little to its plating, so a few heavy hits do better than a flurry of small ones.
Bosses
Grandfather Oakenhum the Elder Treant
EarthWeak point: AgilityRegenerating
The oldest tree in the forest opens its knotty eyes and yawns. Grandfather Oakenhum hasn't had visitors in a very long time.
Regenerating
Knits itself back together: heals 6% of its max HP at the end of each round, and only half that while it's debuffed.
Weak point
Gems that scale from Agility deal 20% more to it.
Tip His bark regrows at the end of every round, but only half as fast while he's debuffed. Keep Weaken or Frost Lance's lasting chill on him, and Disrupt cuts his healing even further.
Signature dropsFrost LanceFrost LanceActiveAttackWaterReasonA lance of ice (~25 damage at Reason 40). Every time it lands, the enemy is chilled and deals 5% less damage for the rest of the fight, stacking up to 15%.Lv 1 damage: 9 + Reason × 40%WeakenWeakenActiveUtilityEarthMightSaps the enemy's strength: it deals ~15% less damage this round (at Might 40). Plus ~7 damage.Lv 1 enemy deals less damage: 7% + 2% per 10 MightPlus damage: 3 + Might × 10%DisruptDisruptSupportFits Debuff gemsStrips one extra enemy buff or cloud every round, two at Lv 10 (a cloud or Blinding darkness first, otherwise a buff stack such as Enrage), and cuts a regenerating boss's healing by another half (three quarters at Lv 10).Strips per round: 1Boss healing cut: 50%
Queen Thistledown the Fae Queen
LightWeak point: IntuitionShifting Weakness
The clearing fills with glittering motes as Queen Thistledown alights on a toadstool throne on wide dusky wings, bored and looking for a game.
Shifting Weakness
One stat is exposed each round (Intuition → Presence → Agility → Might → Reason); actions from any other stat deal only 75% damage.
Weak point
Gems that scale from Intuition deal 20% more to it.
Tip Each round she favors one stat, and actions from every other stat deal only 75% damage. Bring a spread of stats, and Burn, which is never reduced.
Signature dropsPiercing InsightPiercing InsightActiveAttackLightIntuitionA precise strike at a weak spot (~26 damage at Intuition 40), +60% against enemies under 35% HP.Lv 1 damage: 8 + Intuition × 45%Commanding StrikeCommanding StrikeActiveAttackLightPresenceA rallying blow (~26 damage at Presence 40) that also gives your team +5% damage this round.Lv 1 damage: 8 + Presence × 45%SmoulderSmoulderSupportFits Burn gemsThe enemy's Burn doesn't fade while your familiar keeps fighting. Above Lv 1 your Burn is also stronger, up to +10% at Lv 10.
Creature art is credited to its artists on the Art credits page.