The World

Lairs

Fixed dungeons across the regions, each ending in a boss with its own uniques and pet.

What a lair is

A lair is a dungeon with one purpose: to keep something terrible at the bottom. Every region has one or two. Unlike the Ashen Depths, a lair is always the same place: the same rooms, the same monsters, and the same boss waiting in the far room.

Lairs are where the lair-only uniques drop. Each boss guards a few uniques that come from nowhere else, and keeps a rune of its own. See Uniques and Runes & Sockets.

Going in

Find the lair's entrance on the region map and tap it. The entrance tells you the lair's level and what waits inside.

  • Your party goes in together: party members standing at the entrance come along, and the rest can join the same lair later. The lair belongs to your party, and the boss grows stronger with every hero. See Parties.
  • Lairs have no stairs: fight your way through to the boss's room.
  • Each lair has treasure chests and a shrine along the way.
  • Leaving or dying brings you back to the entrance. Your loot is yours to keep.
  • Beat the boss and a Homeward Gate opens beside it: click or tap it to go straight to the region's town (a way back stays open for you for a few minutes). See Homeward Gates.
  • From combat level 40, you can also Enter in Nightmare. See Nightmare and the Ember Throne.

Every lair

LairRegionLevelBossLair uniquesPet
The Old MineThe Ashlands9Foreman GriskGrisk's Grip, Gravecaller's VisageCave Bat
The Sunken TombSunscorch Desert18The Tomb KingCrown of Sands, Headsman's CowlSand Scarab
Raider HideoutSunscorch Desert22Gorrash the Raider ChiefRaider's Cleaver, Dune Whisper, StormquiverSand Scarab
The Drowned GrottoMirefen Swamp26Grotmaw the BloatedBogtooth, Mirror of ThornsBog Toad
The Rat King's WarrenMirefen Swamp31The Rat KingRing of the Rat King, Marshwalkers, PlaguebearerBog Toad
The Forge of RuinCinder Wastes38The ForgemasterHeart of the Forge, WorldsplitterMagma Pup
The Obsidian SpireCinder Wastes44The Cinder LordCinderlord's Mantle, Dragonskin CarapaceMagma Pup
The Frozen HearthRimefall Highlands56Hrimvald, the Rime JarlRimeheart, Frostbite, Hoarfrost TreadsCrystal Spider
The Hollow BarrowThe Gloamwood72Morrowthorn the AntleredAntlers of Morrowthorn, Gloamstring, Witchlight HeartShade Wisp
Cinderweb HollowThe Ashlands11Mother CinderwebBroodmother’s Locket, Silkstep Wraps, FangspitterCrystal Spider
The Glass SepulchreSunscorch Desert15Vashti, the Glass WitchSunlance, Mirrorglass WardSand Scarab
The Drowned BelfryMirefen Swamp28Mirelash, the Three-Throated (Nightmare: Mirelash, the Drowned God)Three-Throat Torc, Brackwater Maul, Sinkstride Greaves (Nightmare: The Drowned Choir, Tidecaller’s Crown)Bog Toad
The Slag PitsCinder Wastes37Brakka, the Slag Colossus (Nightmare: Brakka Reforged)Slagheart Crucible, Colossus Knuckles, Slagplate (Nightmare: Anvilbreaker, Titan’s Anvil)Magma Pup
The Wyrm’s RoostRimefall Highlands53Vaelthrix, the Rime WyrmWyrmwing Mantle, Rimebreath, Wyrmling ClutchCrystal Spider
LanternmereThe Gloamwood66The Weeping MotherLantern of the Lost, Tearstring, Veil of SorrowsShade Wisp

Several bosses can also drop a summon-granting unique. See Summons. For every boss in level order, how the newer ones fight and how rare their uniques are, see Bosses by Level.

The lairs

The Old Mine

Abandoned when the dead started digging back. Foreman Grisk still runs the dig, and his crew of Hollow Miners never clocked off. The first lair most heroes clear, and a great place to learn how bosses fight.

The Sunken Tomb

A king sleeps under the sand. Lightly. Tomb Guardians and Dune Vipers stand watch over the Tomb King's rest.

Raider Hideout

Gorrash keeps everything he steals. Everything. A camp full of Dune Raiders and lizardfolk, and their chief, who hits harder than anything else in the desert.

The Drowned Grotto

Something enormous is always hungry down there. Slimes, trolls and goblins in the dark water, and Grotmaw the Bloated, who has a lot of life to chew through.

The Rat King's Warren

Every rat in Mirefen answers to one crown. Tunnels of Plague Ratmen who throw from range, and a king who moves fast for his size.

The Forge of Ruin

The forge that made the Warden still burns. Cinder Knights and Ember Watchers guard the Forgemaster at his anvil.

The Obsidian Spire

The Cinder Lord waits at the top. He has time. Cinder Wraiths, Ash Minotaurs and Cinder Knights on the climb. The toughest lair of the Cinder Wastes, and the gateway to the endgame.

The Frozen Hearth

The Jarl's great hall, where the last fire froze solid. Rime Ghouls, Frostbound Archers and Glacier Trolls, and Hrimvald, the Rime Jarl, on his frozen throne.

The Hollow Barrow

The gloamfolk leave lanterns at its mouth. Nobody collects them. Shamblers, Hexed Huntsmen and Gloam Werewolves in the dark, and Morrowthorn the Antlered at its heart.

Cinderweb Hollow

The miners bricked it up. The bricks are warm. South of the river in the Ashlands. Cinderlings everywhere, and Mother Cinderweb, who lays egg sacs mid-fight and pounces on whoever hangs back.

The Glass Sepulchre

A glassblower's tomb. Every mirror in it is watching. Vashti keeps her distance, throws fans of glass and hides behind mirrors you have to break.

The Drowned Belfry

At dusk the sunken bell still rings. Mirelash spits acid pools under your feet and bursts out of the water beneath you. In Nightmare, the Drowned God waits here instead.

The Slag Pits

Where the Forgemaster poured his failures. Brakka charges down lit lanes and closes a healing carapace over himself. In Nightmare, Brakka Reforged waits here instead.

The Wyrm's Roost

A cave of blue ice, and the bones of everything he has eaten. Vaelthrix breathes lanes of frost and shelters behind pillars of ice.

Lanternmere

A sunken shrine full of lanterns nobody lit. The Weeping Mother's spirals, pools and burning lanterns make this the hardest lair of the Gloamwood.

Tips

  • Bring food and potions. Boss fights are long, and from boss level 25 the ground erupts under you and the boss enrages when hurt. See how bosses fight.
  • Bring friends. The boss scales up, but so does your damage, and everyone rolls their own loot.
  • Farm your favourite. Lairs are the only source of their uniques, and every clear is another roll.
  • A lair that fits your level often turns up as a daily bounty. See Bounties.