The Fae Queen
Boss · Native to the Fae Glade
This article is about the creature. For the region, see the Fae Glade.
The Fae Queen is a boss creature found in the Fae Glade. It has 6,400 hitpoints and hits for up to 90, placing it in the middle of the bestiary by hitpoints (#66 of 511).
It drops Thornwood Longbow and 3 other items, and yields 2,900 experience and 3,400 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
- 6,400
- DAMAGE
- 90
- DPS
- ~129
- SPEED
- 12 / 26.4
- EXPERIENCE
- 2,900
- COINS
- 3,400
At 0.7 seconds a swing for 90, sustained contact costs roughly 129 health per second. The charge multiplier takes it from 12 to 26.4 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.
- 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.
- Long reach
- Engages from up to 90 units, well beyond ordinary melee range.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Thornwood Longbow | 1 | Always | Weapon |
| Fae Flower Crown | 1 | Always | Armour |
| Pixie Dust | 12 | Always | Material |
| Heartwood | 10 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Fae Queen spawns inside the Fae Glade, a region of radius 19 centred on -440, -300. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Pixie Swarm 150 HP
- Thornling 280 HP
- Glade Sprite 80 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 90 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.