The Lazaret
A quarantine ward of long tables and clean instruments, awake and extremely attentive. It does not try to out-hit you. It opens a seam and holds it open, pins the edges back so everything lands deeper, clamps the arm you were about to swing, and waits while everything you spend on your own strength runs out of you.
Boss
228 HP
hits for up to 28
4.7 damage per turn on average
The ward where no wound closes. It does not out-hit you: it opens a seam, holds it open, clamps the arm you would have swung, and lets everything you spend on your own strength run out of you.
Its move kitNumbers re-derived from the engine, not the authored text.
| Move | Type | Value | Applies |
|---|---|---|---|
| opens a seam and holds it open (Rot 2: 2 damage at the end of each of your turns - it ignores Guard and never fades) | debuff | 2 | Rot |
| it sets the instrument down and shakes the cold out of its many hands (Shrug 4: it sheds Chill) | shrug | 4 | Chill |
| bars the ward door behind you (+14 Guard) - it does not strike this turn | defend | 14 | — |
| works the seam wide for 28 | attack | 28 | — |
| closes its own seams with clean thread (+6 HP) - it does not strike this turn | heal | 6 | — |
| counts its instruments - the whole ward turns its attention on you (+1 Wrath) | buff | 1 | — |
| lays on clean dressings (+12 HP) - it does not strike this turn (only below 45% HP) | heal | 12 | — |
Tuned against
This boss is built to punish the Hourglass deck. It never stands at the end of Descent I against that deck; from Descent II on, bring something else, or bring an answer.
Keywords on this page
- 🦠 Rot
- Deals that much damage at the end of each turn. Ignores Guard and never fades — it only grows as more is applied.
- 🛡 Guard
- Absorbs incoming damage. Resets at the start of its turn.
- ❄️ Chill
- This unit's next attack deals HALF — one stack is spent per attack.
- 💪 Wrath
- Adds its value to every attack it makes. Lasts the whole fight.
Where you meet it
The final door of any Descent, whichever biome you came through: a campaign rolls its five finales from the 12 bosses, never the same one twice.All bossesAll foes
The other bosses
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