In Tactician and Honour Mode, bosses possess Legendary Actions that can instantly wipe your party if you trigger them blindly. Use this database to prepare your elixirs and spells before crossing the threshold.
1. The Chosen of the Absolute
Ketheric Thorm / Apostle of Myrkul
Location: Mind Flayer Colony (Act 2)
Honour Strategy: The Apostle prevents any healing nearby with its Bonechill aura. Focus all your burst damage immediately on the Apostle. Cast Wall of Fire or Spirit Guardians on its static platform. Keep one character clearing the Necromite summons so they can't heal the boss.
Orin the Red
Location: Temple of Bhaal (Act 3)
Honour Strategy: Orin has Unstoppable stacks (reduces all incoming hits to 1 damage). You MUST cast a multi-hit spell like Level 4 Magic Missile to strip her shield away in a single turn before your heavy hitters (like a Paladin or Monk) attack her. Slaying her Bhaalist cultists stops them from restoring her shield.
Lord Enver Gortash
Location: Wyrm's Rock Fortress (Act 3)
Honour Strategy: Gortash surrounds himself with a forcefield that reflects projectiles. He also spawns Incineration Grenades on the floor. Pick up his grenades and throw them back at him. This bypasses his shield and deals massive Force damage.
2. Legendary Bosses
| Boss Name | Lethal Mechanic / Weakness | Recommended Strategy |
|---|---|---|
| Raphael (The Devil) House of Hope |
🛑 DO NOT use Radiant Damage | Raphael has "Radiant Retort" and will nuke your party if you use Radiant magic. Destroy the 4 Soul Pillars in the corners of the room with Force damage to remove his buffs, then use Hold Monster or Otto's Irresistible Dance to lock him down. |
| Ansur (The Dragon) The Wyrmway |
⚡ Lightning Immunity | Ansur will fly up and charge a massive lightning nova that hits the entire room. You must cast the Level 6 spell Globe of Invulnerability and have your entire party stand inside it to survive the blast. |
| Cazador Szarr Cazador's Dungeon |
☀️ Sunlight (Daylight Spell) | Cast the Level 3 spell Daylight on a weapon or the center of the room. As a vampire, Cazador takes constant 20 Radiant damage per turn and loses his regeneration and invisibility. |
3. Early Game Threats (Act 1)
Grym (Adamantine Forge)
Immune to ALL damage unless he steps in the lava and gets the Superheated debuff.
- Fatal: Bludgeoning Weapons.
- Strategy: Give your fighters hammers or maces. Keep the lava flowing. Alternatively, kite him to the center anvil and pull the lever to crush him.
Auntie Ethel (The Hag)
Spawns illusions of herself that fire ray of sickness.
- Fatal: Magic Missile.
- Strategy: The illusions vanish if they take ANY damage. Use a single cast of Magic Missile and target each illusion with one dart to clear the room instantly.
4. The Thorm Family (Act 2)
Malus Thorm
The twisted surgeon of the House of Healing.
- Mechanic: Nurses buff him with different weapons.
- Strategy: You can skip this fight entirely by passing Persuasion/Deception checks to make the nurses operate on him, or make him operate on himself.
Gerringothe Thorm
The Toll Collector.
- Mechanic: Her damage scales with the amount of gold in YOUR inventory.
- Strategy: Send your gold to camp before the fight. Destroy the floating skulls (Visages) around the tollhouse to permanently remove her armor pieces.
💬 Community Strategies & Discussion
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