BLISTER
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Community documentation for Blister Online, build 1327.

Ender Dragon

Boss · Native to Voxel Hell

This article is about the creature. For the region, see Voxel Hell.

Ender Dragon is a boss creature found in Voxel Hell. It has 9,500 hitpoints and hits for up to 120, placing it among the ten most dangerous creatures in the game (#8 of 511).

It drops Dragon Scale and 5 other items, and yields 3,600 experience and 4,200 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
9,500
DAMAGE
120
DPS
~171
SPEED
13 / 28.6
EXPERIENCE
3,600
COINS
4,200

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 — 6 items
ItemQuantityRarityType
Dragon Scale6AlwaysMaterial
Glow Obsidian8AlwaysMaterial
Dragon Breath Staff1Common · 80%Weapon
Ender Dragon Helm1AlwaysArmour
Dragon-Scale Plate1Common · 70%Armour
Dragon Greaves1Common · 70%Armour

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

Location

Ender Dragon spawns inside Voxel Hell, a region of radius 10.5 centred on -18, 34. It occupies slot 5 of 6 on that spawn table, and being a unique boss it clears only 0.2% of rolls — and only when no other instance is alive. It shares the table with 6 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.