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
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Zephyr Glaive | 1 | Always | Weapon |
| Storm Repeater | 1 | Common · 60% | Weapon |
| Skyreach Circlet | 1 | Always | Armour |
| Skyreach Flight Jacket | 1 | Always | Armour |
| Skyreach Flight Trousers | 1 | Always | Armour |
| Zephyr Gem | 12 | Always | Material |
| Skyforged Iron | 14 | Always | Material |
| Gold Bar | 12 | Always | Material |
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
- Skylark Drake 300 HP
- Wind Sentinel 420 HP
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.