Enshrouded All Bosses Guide: Locations, Order & Weaknesses
All 20 Enshrouded bosses in one table: biome locations, Flame gates, weaknesses, resistances and key loot - plus the four dungeon types and fight order.
Enshrouded has twenty named bosses and four dungeon instance types. Every boss is locked behind a Flame level and sits in a fixed region — the Scavenger Matron at Flame 3 in Springlands, the Fell Dragon Youngling at Flame 8 on Howling Peak, Hydrak’Dal at Flame 9 in the Veilwater Basin, and Lord Vorgoth at Flame 11 in Cinder’s Cradle — so the order you fight them in is the order your Flame level unlocks. The instances (Ancient Spires, Sun Temples, Hollow Halls, Night Sanctums) are separate structures you walk into. The one thing that shapes every fight is the Shroud, the hostile mist that is the game’s core survival threat.
Scope note: This page is written for 1.0 (launched October 15, 2026). The boss roster and locations carry over from early access; the 1.0 launch build reworked the Fell Dragon Youngling and changed the global boss HP-regen rule. Exact HP values and drop rates are not published by any official source and stay marked for in-game verification.

Where is every Enshrouded boss located?
All twenty named bosses in one table - the quick-reference version of the full roster below. Weakness, resistance and loot columns come from each boss’s own verified guide; anything not yet confirmed stays marked not yet independently verified.
| Boss | Where to find it | Flame | Weak against | Resists / avoid | Key loot |
|---|---|---|---|---|---|
| Scavenger Matron | Springlands, Revelwood, Nomad Highlands, Kindlewastes | 3 | Cut, Pierce, Fog and Ice (1.2-1.4x) | Shroud projectiles | Matron Head - Flame 3 + grapple-hook |
| Vukah Brawler | Low Meadows, Nomad Highlands, Kindlewastes | mid (4+) | Poison and Fog (1.2x) | Pierce and Ice (0.8x) | Brawler Head, Animal Fur x8, Apprentice Wand, Hunter trophy recipe; legendary Jezmina’s Apotheosis (not yet independently verified) |
| Fell Wispwyvern | The Pike, Pikemead’s Reach | 4 | Any damage while it roars | Projectiles at other times | Shroud Core x3, Legendary Runes x10, Wispwyvern Head, Commander’s Ring, Key to The Pike |
| Fell Monstrosity | Nomad Highlands, Cradle of Dusk | 5 | Heavy single-target hits to the back | Melee while it flies | Monstrosity Head, Monstrous Ribs 1-3, Shroud Nexus, Legendary Runes 4-6 |
| Fell Sicklescythe | Kindlewastes, Haunted Sun Temple | 6 | Perfect parry window after a sickle throw | The spinning AoE phase | Shroud Nexus, Sicklescythe Head, Mist of a Fell Sicklescythe 1-3, Legendary Runes 6-8 |
| Fell Cyclops | Albaneve Summits, Elixir Well | 7 | Fire; the eye socket while the laser charges | Physical Armor (0.9x) | Cyclops Head, Enshrouded Cyclops Eye |
| Fell Dragon Youngling | Howling Peak, Albaneve Summits | 8 | Stun damage (200+ arrows; universal weak spot at 1.0) | Normal damage while guarding; reflects rock projectiles | Shroud Core x5, Runes x81, Youngling Head |
| Hydrak’Dal | Veilwater Basin, Drak’Dal Temple | 9 | Pierce (1.4x); Fog, Ice and Lightning (1.2x) | Cut, Blunt and Fire (0.8x) | Hydrak’Dal Head, Underwater Grappling Hook |
| Fell Thunderbrute | Elixir Wells, all biomes | varies | Kite the slow melee; punish long attack recoveries | Face-trading melee pressure | Shroud Core x1, Thunderbrute Head, Runes x22 |
| Cyclops | Albaneve Summits, caves | low (no Flame gate) | The back while the stomp charges | The frontal smash AoE | Cyclops Head |
| Hollow Cyclops | Hollow Halls, all biomes | dungeon (per biome) | Dodge-counter after a big swing | The frenzy-phase AoE | Hollow Cyclops Head, Giant Bones 4-8 |
| Fell Critter Queen | Revelwood, Kindlewastes | varies | Ranged snipes during its brief landings | Projectiles while it flies | Giant Critter Scales 1-4, Legendary Runes 2-5, Runes 10-20 |
| Lord Vorgoth | Cinder’s Cradle — Mother Flame’s Domicile (summit of the Ancient Citadel) | 11 (level 50) | Fire | Shroud (immune) | Vorgoth’s Eye, Vorgoth’s Bound Essence, Shroud Vessel’s Greatsword |
| Ancient S.P.D.R. Construct | Cinder’s Cradle | 48 | Blunt, Ice | Shroud Resisted; all damage types (0.8×) | Ancient S.P.D.R. Construct Eye, Archaic Core, Archaic Shards |
| Shroud Stalker | Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin, Revelwood, Cinder’s Cradle | varies | Pierce, Fire, Ice | Cut, Blunt; Shroud (immune) | Petrified Shroud Stalker Shell, Blood Rose Boots, Legendary Runes |
| Fell Striker | Springlands, Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle | varies | Fire | Shroud (immune) | Fell Striker Head, Shroud Core, Legendary Runes |
| Scavenger Tyrant | Albaneve Summits — Rothstep, Everfrore Keep, Forge of Obsidia | Albaneve tier | Pierce, Ice, Shroud | Cut, Blunt, Poison, Fire | Scavenger Tyrant Head, Aurora Sword, Hardened Leather |
| Armored Fell Thunderbrute | Revelwood, Blackmire, Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle | varies | Fire | Shroud (immune); Poison/Shock vary by variant | Fell Thunderbrute Head, Shroud Core, Fell Thunderbrute Greatsword |
| Fell Crimson Critter Queen | Kindlewastes, Veilwater Basin, Cinder’s Cradle | varies | Poison, Ice | Cut, Pierce, Blunt; Shroud (immune) | Fell Crimson Critter Queen Head, Giant Critter Scales, Legendary Runes |
| Hollow Titan | Albaneve Summits | not yet independently verified | Blunt, Fire, Lightning | Cut, Pierce, Ice; Shroud | Hollow Titan Head, Icy Giant Bones, Avalanche Starter |
The four instance types
Enshrouded has four distinct named content types. They are not all “dungeons” - some are puzzle structures, one is a true multi-level dungeon, and one is a time-gated loot run.
| Type | What it is | How to enter | Loot | Repeatable? |
|---|---|---|---|---|
| Ancient Spires | Ancient survey towers, one per biome | Climb and solve floor-by-floor puzzles (locks, pressure plates, spike traps, teleporters) | Chests + fast-travel point | Loot is one-time |
| Sun Temples | Puzzle treasure boxes (four total: Northern, Eastern, Southeastern/Shatterbone, Southwestern) | Solve switch/lever/arrow-button puzzles and survive the enemies inside | Gold + ornate chests | One-time (chest-farmable by relog) |
| Hollow Halls | Endgame multi-level subterranean dungeons, home of the Hollow (undead) | Alchemist to Collector quests; later ones need biome-specific Bone Keys | Barrier runes, gear, the Hollow Cyclops | Repeatable (dungeon) |
| Night Sanctums | Night-only loot/survival runs | Doors are sealed by day; entry costs a Spark | Loot, lore, rare chests | Repeatable (night-gated) |
1.0 check: the launch patch notes do not publish a Night Sanctum count, so the early-access estimate of roughly 16-25 across the biomes stands until an in-game census - the full list stays a launch-week verification item.
Ancient Spires — the landmark towers
One per biome, the Ancient Spires are the vertical puzzle structures of the world: climb the tower and solve each floor’s puzzle - locks, pressure plates, spike traps, and teleporters - to reach the chest at the top. They also double as fast-travel points, so clearing them is both a loot run and a convenience unlock for the biome.
Sun Temples — the puzzle treasure boxes
There are four Sun Temples (Northern in the Nomad Highlands, Eastern, Southeastern - also called Shatterbone - and Southwestern in the Kindlewastes/Low Meadows). Each is a switch-and-lever puzzle arena: solve the button sequence, survive the enemies that spawn, and claim the ornate treasure chest. The loot is one-time, but the chest can be farmed by logging out and back in, so they are a recurring source of good gear.
1.0 check (launch day): the exact button/lever sequences are still not documented in any official source and stay pending in-game verification. What did change for the chests: every chest’s legendary chance is +5%, wooden chests can drop silver-tier gear, and chests now contain gold for vanity crafting.
Hollow Halls — the endgame dungeons
The Hollow Halls are the real dungeons: multi-level subterranean crypts that house the Hollow (the game’s undead). You enter through Alchemist-to-Collector quests, and the later halls require biome-specific Bone Keys to open. Inside you fight hordes of Hollow (Reapers and Mages), collect barrier runes to progress, and reach the Hollow Cyclops, the final guardian of each hall. They are harder than the overworld, work well in a group, and are soloable with the right build.
Four halls shipped in early access (Springlands, Revelwood, Nomad Highlands, Kindlewastes), and 1.0 completes the set: the Albaneve Summits and Veilwater Basin halls both ship with the launch build - the Veilwater hall requires the diving goggles to enter.
Night Sanctums — night-only loot runs
Despite the name, Night Sanctums are not boss arenas - that framing is a common misconception. They are night-gated puzzle/loot/survival runs: the doors are sealed by day and opening one costs a Spark. Inside are traps (rolling spikes, spark throwers) and small enemy mobs, and the payoff is loot, lore, and rare chests (such as the Scholar of the Empyrean set). The Elder’s Night Sanctum holds the survivor Elio Ricci, who unlocks character customization. The actual boss fights happen out in the open world, at Elixir Wells and Shroud locations.
The boss roster
Bookmark this page. The roster below is the whole list, one place, no scrolling through twenty separate guides. Re-open it before any fight and check the boss’s Flame gate and core mechanic.
Enshrouded’s bosses are Flame-gated - you cannot fight most of them until your Flame level clears the region, and the Shroud around the arena is what makes a low-Flame attempt a death sentence rather than a slow one. The roster below is the verified 1.0 list; the mechanic column is the one confirmed detail each boss has.
| Boss | Biome / location | Flame | Core mechanic (verified) |
|---|---|---|---|
| Scavenger Matron | Springlands, Revelwood, Nomad Highlands, Kindlewastes | 3 | Three variants (standard / Gorger / Grizzler); head gives Flame 3 + grapple-hook upgrade |
| Vukah Brawler | Low Meadows, Nomad Highlands, Kindlewastes | mid | Weak to poison and fog; one big leap-onto-you attack; drops the legendary Jezmina’s Apotheosis |
| Fell Wispwyvern | “The Pike,” Pikemead’s Reach | 4 | Shoot its mouth while it roars |
| Fell Monstrosity | Nomad Highlands (Cradle of Dusk) | 5 | Shroud projectiles + line breath |
| Fell Sicklescythe | Kindlewastes (Haunted Sun Temple) | 6 | Highly mobile; block its sickles |
| Fell Cyclops | Albaneve Summits (Elixir Well) | 7 | Laser eye; weak to fire; no elemental resistance |
| Fell Dragon Youngling | Howling Peak / Albaneve Summits | 8 | Current “final boss”; stun-gated (200+ stun arrows), reflects rock projectiles — confirmed 1.0 rework |
| Hydrak’Dal | Veilwater Basin (Drak’Dal Temple) | 9 | Late-game Drak boss (added Update 7) — damage profile verified at 1.0 |
| Fell Thunderbrute | Guards Elixir Wells, many regions | varies | Slow heavy melee, kitable; drops Shroud Core + head |
| Cyclops | Albaneve Summits (caves) | low | Easiest boss; long-telegraphed stomp |
| Hollow Cyclops | Hollow Halls (all biomes) | dungeon | Dungeon boss; varied moveset, high melee damage |
| Fell Critter Queen | Revelwood, Kindlewastes | varies | Miniboss; stays mobile and ranged; drops Giant Critter Scales |
| Lord Vorgoth | Cinder’s Cradle (Mother Flame’s Domicile) | 11 (level 50) | Final-story boss; leads the Shroud siege of the Ancient Citadel; weak to Fire |
| Ancient S.P.D.R. Construct | Cinder’s Cradle | 48 | Ancients construct guarding the new biome; weak to Blunt, Ice |
| Shroud Stalker | Nomad Highlands → 5 more regions | varies | Fast roaming Fell elite; weak to Pierce, Fire, Ice |
| Fell Striker | Springlands → 6 more regions | varies | Roaming Fell boss; weak to Fire |
| Scavenger Tyrant | Albaneve Summits (Rothstep, Everfrore Keep, Forge of Obsidia) | Albaneve tier | Scavenger miniboss; whip buffs nearby units and deals fire DoT |
| Armored Fell Thunderbrute | Revelwood → 6 more regions | varies | Armored Fell Thunderbrute variant; weak to Fire |
| Fell Crimson Critter Queen | Kindlewastes, Veilwater Basin, Cinder’s Cradle | varies | Fell Critter Queen variant; weak to Poison, Ice |
| Hollow Titan | Albaneve Summits | not yet independently verified | Hollow-faction undead construct; weak to Blunt, Fire, Lightning |
Launch-day check: no official source (patch notes, community wiki, data-mine sites) publishes exact HP values or drop-rate percentages, so those figures stay pending in-game verification rather than being guessed. Everything else on this page is verified.
The five boss factions
The twenty bosses span the original five factions by shared mechanics — one guide per faction covers the group’s common patterns, Flame gates, and head-trophy economy. The 1.0 launch adds bosses both inside and outside that model:
- Fell faction — eleven Shroud-corrupted bosses (the seven from early access plus the Shroud Stalker, Fell Striker, Armored Fell Thunderbrute and Fell Crimson Critter Queen), the largest group
- Cyclops faction — the Albaneve Caves Cyclops, the easiest named boss
- Hollow faction — the Hollow Cyclops and the Hollow Titan, the undead constructs of the Hollow
- Scavenger faction — the Scavenger Matron and her three combat variants, plus the Scavenger Tyrant
- Vukah faction — the Vukah Brawler, weak to poison and fog, drops Jezmina’s Apotheosis
- Cinder’s Cradle final bosses — Lord Vorgoth and the Ancient S.P.D.R. Construct, the 1.0 bosses outside the five-faction model
Hydrak’Dal (Flame 9, Veilwater Basin) is not part of these five factions — see its own guide.
Bosses by region
The same twenty bosses, grouped by where you meet them. Searching for “who’s in a given region”? Jump to that section, or open a boss page directly for its full guide. This mirrors the per-biome Bosses in {Region} quick-refs on the biome pages.
You can also see the verified boss locations pinned on the real terrain in the interactive world map. Its locations index is the same data as plain tables if you would rather scan a list.
Every confirmed boss arena (red diamonds) and the dungeon-type instances - Dungeons, Ancient Vaults, Hidden Tombs, Sun Temples, Hollow Halls and Night Sanctums - are marked below. Tap a pin for details; the map opens on a boss.
Springlands (Flame 3)
- Scavenger Matron — Flame 3 gate; head gives the grapple-hook upgrade. (Also Revelwood, Nomad Highlands, Kindlewastes.)
- Fell Striker — Springlands variant; roaming Fell boss, weak to Fire. (Also Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle.)
Revelwood (early Shroud)
- Fell Critter Queen — ranged miniboss; drops Giant Critter Scales. (Also Kindlewastes.)
- Scavenger Matron — Revelwood variant.
- Armored Fell Thunderbrute — Revelwood variant; armored Fell Thunderbrute, weak to Fire. (Also Blackmire, Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle.)
- Shroud Stalker — Revelwood variant; fast roaming Fell elite, weak to Pierce, Fire, Ice. (Also Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle.)
Low Meadows / Nomad Highlands (Flame 4-5)
- Fell Wispwyvern — “The Pike”; shoot its mouth while it roars.
- Fell Monstrosity — Cradle of Dusk; Shroud projectiles + line breath.
- Vukah Brawler — weak to poison and fog; one big leap-onto-you attack. (Also Low Meadows, Kindlewastes.)
- Scavenger Matron — Nomad Highlands variant.
- Shroud Stalker — Nomad Highlands first appearance; fast roaming Fell elite, weak to Pierce, Fire, Ice. (Also Revelwood, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle.)
- Fell Striker — Nomad Highlands variant; roaming Fell boss, weak to Fire. (Also Springlands, Revelwood, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle.)
- Armored Fell Thunderbrute — Nomad Highlands variant; armored Fell Thunderbrute, weak to Fire. (Also Revelwood, Blackmire, Kindlewastes, Albaneve Summits, Veilwater Basin, Cinder’s Cradle.)
Kindlewastes (Flame 6)
- Fell Sicklescythe — Haunted Sun Temple; block its sickles.
- Vukah Brawler — Kindlewastes variant.
- Fell Critter Queen — Kindlewastes variant.
- Scavenger Matron — Kindlewastes variant.
- Hollow Cyclops — Kindlewastes Hollow Hall.
- Shroud Stalker — Kindlewastes variant; fast roaming Fell elite, weak to Pierce, Fire, Ice.
- Fell Striker — Kindlewastes variant; roaming Fell boss, weak to Fire.
- Armored Fell Thunderbrute — Kindlewastes variant; armored Fell Thunderbrute, weak to Fire.
- Fell Crimson Critter Queen — Kindlewastes variant; Fell Critter Queen variant, weak to Poison, Ice.
Albaneve Summits (Flame 7-8, endgame)
- Fell Cyclops — Elixir Well; laser eye, weak to fire and poison, no elemental resistance.
- Fell Dragon Youngling — Howling Peak; stun-gated, reflects rocks — confirmed 1.0 rework.
- Cyclops — early caves; the easiest boss.
- Hollow Cyclops — Albaneve Hollow Hall.
- Hollow Titan — frozen heights; Hollow-faction undead construct, weak to Blunt, Fire, Lightning.
- Scavenger Tyrant — Rothstep, Everfrore Keep, Forge of Obsidia; whip buffs allies and deals fire DoT.
- Shroud Stalker — Albaneve variant; fast roaming Fell elite, weak to Pierce, Fire, Ice.
- Fell Striker — Albaneve variant; roaming Fell boss, weak to Fire.
- Armored Fell Thunderbrute — Albaneve variant; armored Fell Thunderbrute, weak to Fire.
Veilwater Basin (Flame 9, cap)
- Hydrak’Dal — Drak’Dal Temple; pending 1.0 verification.
- Hollow Cyclops — Veilwater Hollow Hall (stub at launch).
- Shroud Stalker — Veilwater variant; fast roaming Fell elite, weak to Pierce, Fire, Ice.
- Fell Striker — Veilwater variant; roaming Fell boss, weak to Fire.
- Armored Fell Thunderbrute — Veilwater variant; armored Fell Thunderbrute, weak to Fire.
- Fell Crimson Critter Queen — Veilwater variant; Fell Critter Queen variant, weak to Poison, Ice.
Across all biomes (Elixir Wells / Hollow Halls)
- Fell Thunderbrute — guards Elixir Wells in many regions.
- Hollow Cyclops — every biome’s Hollow Hall.
- Fell Striker — roams seven regions including Elixir Wells.
- Armored Fell Thunderbrute — roams seven regions including Elixir Wells.
Cinder’s Cradle (Flame 11)
The 1.0 launch’s seventh biome, a lava region high above the world. Its bosses sit above the Flame 11 gate:
- Lord Vorgoth — the final boss of Enshrouded; leads the Shroud siege of the Ancient Citadel, weak to Fire.
- Ancient S.P.D.R. Construct — Ancients construct guarding the biome at level 48; weak to Blunt, Ice.
- Shroud Stalker — Cinder’s Cradle variant; fast roaming Fell elite, weak to Pierce, Fire, Ice.
- Fell Striker — Cinder’s Cradle variant; roaming Fell boss, weak to Fire.
- Armored Fell Thunderbrute — Cinder’s Cradle variant; armored Fell Thunderbrute, weak to Fire.
- Fell Crimson Critter Queen — Cinder’s Cradle variant; Fell Critter Queen variant, weak to Poison, Ice.
The Fell Dragon Youngling was the endgame wall in early access: a Flame 8, stun-gated fight where you had to land 200+ stun arrows to break its guard while it reflected your rock projectiles back at you. At 1.0 the fight is reworked and nerfed - lower HP, a wider arena with grapple anchors, a tired-standing ground phase with melee output windows, staggers that stun arrows and lightning actually land on, and a back weak point that works with every weapon.
Which Enshrouded boss should I fight first?
The Cyclops in the Albaneve Caves has no Flame gate, no phases and one long-telegraphed stomp — it is the easiest named boss and the safest first fight, and its head is worth farming. The first real progression gate is the Scavenger Matron at Flame 3: kill her as early as you can, because her head unlocks Flame 3 and the grapple-hook upgrade, the mobility milestone the rest of the game is built on. From there the order follows the Flame gates — Vukah Brawler (Flame mid, 4+) and Fell Wispwyvern (Flame 4) in the Nomad Highlands, Fell Monstrosity at Flame 5, Fell Sicklescythe at Flame 6, Fell Cyclops at Flame 7, the Fell Dragon Youngling at Flame 8, and Hydrak’Dal at Flame 9. The Fell Thunderbrute and Fell Critter Queen have no fixed gate: they appear at Elixir Wells and critter nests as your region scales.
How the Shroud shapes every fight
Every boss fight and dungeon run in Enshrouded is framed by the Shroud. Three things follow from that:
- Flame level is the real gate. A boss’s Flame requirement is what decides whether the Shroud in its arena is survivable. Under-Flame, the mist - not the boss - is what kills you.
- The Flame Altar is your lifeline. Its safe zone is the only shelter you carry into the mist: a protected build area with extended Shroud-survival time inside it. At 1.0, from Flame 11 (or lower via a world setting) you can also actively push the Shroud back from a Flame Altar. Position fights so you can retreat into a safe zone between attempts, and remember a respec is cheap (one Rune per point at an altar).
- Group play changes the math. What a party buys you is role split, not smaller boss numbers: someone heals, someone holds aggro, and the rest can build for damage. At 1.0, dedicated servers gained an “Automatic” enemy-count setting that scales spawns to the nearby party size. See the co-op team planner for how to assign the tank/healer/DPS roles that make a party fight hold together.
What changes at 1.0
The Forging the Path update (Update 8) was a combat/skill rebuild, not a content update, so the boss roster and locations carry over from early access. The 1.0 launch build then shipped these boss- and dungeon-facing changes (verified against the official patch notes):
- The Fell Dragon Youngling is reworked - lower HP, a wider arena with grapple anchors, a new tired-standing ground phase with melee output windows, reworked staggers (stun arrows and lightning land much better), higher knockback so you can glide back in, and a back weak point that works with every weapon.
- Bosses regenerate HP over time once combat breaks, instead of instantly returning to full health - a wipe no longer hands the boss a free reset.
- Enemy-count scaling on servers - dedicated servers gained an “Automatic” enemy-count option that scales the spawn count to the size of the nearby party, so group clears no longer fight early-access-sized mobs.
- Chest loot - every chest’s legendary chance is +5%, wooden chests can now drop silver-tier gear, and chests contain gold for vanity crafting.
- Hollow Halls completed - the Albaneve Summits and Veilwater Basin halls ship at 1.0 (Veilwater requires the diving goggles).
- Cinder’s Cradle - the new northern lava biome (Flame 11) adds 12 new Shroud Roots and the game’s final bosses, Lord Vorgoth and the Ancient S.P.D.R. Construct.
Exact HP values, drop rates and per-boss phase timings are still not published by any official source - those stay marked for in-game verification.
Where to go next
- Know the region before the boss. Each biome page covers the level/Flame band and the hazards you will meet on the way to that region’s bosses: Springlands, Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits, Veilwater Basin.
- Fight by faction. The five boss-faction guides group the faction bosses by shared mechanics and Flame gates, which is easier to plan around than the per-biome list.
- Pick the build for the fight. The matchup pages cover the flying bosses, the endgame pair at Flame 8 and 9, and what changes solo versus in a party.
- Plan the party. For a coordinated group clear, use the co-op team planner.
- New to the loop? The Enshrouded beginner guide covers stats, the Flame Altar, and the first fifteen levels.
FAQ
How many bosses are in Enshrouded?
Twenty named bosses. Eleven are Fell (the seven from early access plus the Shroud Stalker, Fell Striker, Armored Fell Thunderbrute and Fell Crimson Critter Queen), plus the Scavenger Matron and Scavenger Tyrant, the Vukah Brawler, the two Cyclops (Cyclops and Hollow Cyclops), and Hydrak’Dal, which is not part of the five factions. The 1.0 launch also adds Lord Vorgoth and the Ancient S.P.D.R. Construct in Cinder’s Cradle, outside the faction model.
Which Enshrouded boss should I fight first?
The Cyclops in the Albaneve Caves has no Flame gate and is the easiest named boss, so it is the safest first fight. The first real progression gate is the Scavenger Matron at Flame 3 — her head unlocks Flame 3 and the grapple-hook upgrade.
Where is every Enshrouded boss located?
Springlands and Revelwood hold the early Flame 3 fights, Nomad Highlands the Flame 4-5 pair, Kindlewastes Flame 6, Albaneve Summits the Flame 7-8 endgame pair, and Veilwater Basin the Flame 9 cap — with the Hollow Cyclops repeating in every biome’s Hollow Hall.
Which boss is the endgame wall?
The Fell Dragon Youngling at Howling Peak, Flame 8. It is stun-gated — you must land 200+ stun arrows to break its guard — and it reflects rock projectiles back at you. Keen has confirmed it is reworked at 1.0.
FAQ
How many bosses are in Enshrouded?
Which Enshrouded boss should I fight first?
Where is every Enshrouded boss located?
Which boss is the endgame wall?
Is there a complete Enshrouded bosses guide?
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