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Community documentation for Blister Online, build 1327.

Gale Warden, the Sky Marshal

Boss · Native to Skyreach Meadows

This article is about the creature. For the region, see Skyreach Meadows.

Gale Warden, the Sky Marshal is a boss creature found in Skyreach Meadows. It has 9,000 hitpoints and hits for up to 120, placing it in the top fifty by hitpoints (#20 of 511).

It drops Zephyr Glaive and 7 other items, and yields 4,200 experience and 5,200 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.

Combat statistics

HIT POINTS
9,000
DAMAGE
120
DPS
~171
SPEED
13 / 28.6
EXPERIENCE
4,200
COINS
5,200

At 0.7 seconds a swing for 120, sustained contact costs roughly 171 health per second. The charge multiplier takes it from 13 to 28.6 while closing.

Behaviour

Charges
Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
Flying
Stays airborne. Ground-hugging melee arcs and traps miss entirely.
Boss
Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.

Drops

Drop table — 8 items
ItemQuantityRarityType
Zephyr Glaive1AlwaysWeapon
Storm Repeater1Common · 60%Weapon
Skyreach Circlet1AlwaysArmour
Skyreach Flight Jacket1AlwaysArmour
Skyreach Flight Trousers1AlwaysArmour
Zephyr Gem12AlwaysMaterial
Skyforged Iron14AlwaysMaterial
Gold Bar12AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

Gale Warden, the Sky Marshal spawns across Skyreach Meadows, one of the open-world biomes rather than a fixed landmark. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.7% of rolls — and only when no other instance is alive. It shares the table with 2 other creatures.

Others on this spawn table

Strategy

  • Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
  • Ground traps and low melee arcs miss. Bring ranged or a reaching weapon.
  • Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
  • At 120 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.