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Community documentation for Blister Online, build 1327.

The Ashen Phoenix

Boss · Native to Ashfall Spire

This article is about the creature. For the region, see Ashfall Spire.

The Ashen Phoenix is a boss creature found in Ashfall Spire. It has 9,600 hitpoints and hits for up to 130, placing it among the ten most dangerous creatures in the game (#7 of 511).

It drops Ashfall Warmaul and 7 other items, and yields 4,400 experience and 5,400 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
9,600
DAMAGE
130
DPS
~186
SPEED
14 / 30.8
EXPERIENCE
4,400
COINS
5,400

At 0.7 seconds a swing for 130, sustained contact costs roughly 186 health per second. The charge multiplier takes it from 14 to 30.8 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.
Infernal
Burns on contact and takes a red eye tint. Fire resistance meaningfully reduces incoming damage.

Drops

Drop table — 8 items
ItemQuantityRarityType
Ashfall Warmaul1AlwaysWeapon
Phoenix Censer1Common · 70%Weapon
Ashfall Helm1AlwaysArmour
Ashfall Coat1AlwaysArmour
Ashfall Leggings1AlwaysArmour
Phoenix Roast8AlwaysFood
Cinderglass14AlwaysMaterial
Gold Bar12AlwaysMaterial

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

Location

The Ashen Phoenix spawns across Ashfall Spire, 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 130 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.