You’ll have to summon the Ghost of Captain Cornelia yourself, as she won’t ever turn up on her own. That’s done with a
Shell Horn, out in the open water of the Ice Maze, and the horn has to be taken off a pirate captain first. She’s the boss the whole mod is built around, so most of what you’ll want from Aquamirae comes out of this one fight.
Stats wise, the Ghost of Captain Cornelia has 300 health and 16 armor, and she’ll shrug off 75% of any knockback you land. She’s also completely immune to arrows, which matters more than anything else on this page. You won’t be able to kite her or shoot her down from safety, so this will be a melee fight whether you wanted one or not.
Location
There’s no natural spawn for her at all, so a
Shell Horn is needed every single time. The horn gets dropped by the Captain aboard the Frozen Pirate Ships that are scattered through the Ice Maze, and nothing else will call her in. Clearing one of those ships is really the first step of the fight, even though it happens before she exists.

Right-click the horn while you’re standing in the Ice Maze. By default it can only be used inside that biome, and the game will search up to 12 blocks around you for a patch of open water at sea level with room on every side. If it can’t find one, you’ll get a “nothing happened” message in red.
Worth knowing before you waste one: the horn is only consumed when a valid spot is actually found, so a failed attempt costs you nothing. There’s a 5 second cooldown on it either way. She rises out of the water about 3 seconds after the horn sounds, and a blue boss bar appears with her.
Give yourself an open arena before you blow the horn. She’ll spawn in the water near you and start hunting straight away, so you’ll want room to move rather than a cramped shipwreck corridor. Somewhere with solid ground nearby helps a lot too, since fighting her while you’re swimming is much harder than fighting her while you can stand.
Behavior
Everything the Ghost of Captain Cornelia does is built around staying in your face. She’ll turn constantly to track you, she can swim after you through water, and she’ll swap between the mod’s endgame blades depending on what you turned up carrying. None of her moves are designed to let you leave.
Attacks
The move you’ll notice first is a long-range grab, which she can use from as far out as roughly 24 blocks. It reaches out and yanks you back toward her, cancelling whatever escape you were making. Once that pull has landed it runs straight on into a swing and then a thrust, so a single grab will often turn into a 3 hit chain.

The swing is a wide cleave, which catches everything in a 6 block arc in front of her, so you won’t want to stand shoulder to shoulder with allies or pets. The thrust has a little more reach but it can only hit one target. Both of them will send you flying, and she’ll usually answer that with another pull to reel you straight back in.
A raised
Shield will take the sting out of either hit, and it’s worth the tempo you lose, as her damage tends to arrive in short heavy bursts rather than a steady trickle. There’s one reliable opening as well. While she winds up and commits to an attack she gives herself Slowness IV, which roots her almost to a standstill.
That window right after she swings is where you’ll want to reposition, or get free hits in. She also picks a new weapon from time to time, and the choice isn’t random, it’s weighted against whatever you’re wearing. She can’t switch again for 20 seconds after a swap, and the longer she goes without one, the more likely the next one becomes.
| Weapon | Selection weight |
|---|---|
| Tidepiercer, or Jawbreaker in winter | Flat 100, her default blade |
| Terrible Blade (dual) | Flat 100 |
| Shatterblade (dual) | 2 per point of your current health, so healthier players see it more |
| Shatterspike | 20 per point of your armor, so heavily armored players see it more |
| Remnant Saber (dual) | 0 at her full health, rising to 500 as she drops |
Each of those weapons has its own page. What matters in the fight is that they carry their own damage and on-hit effects, so her swaps aren’t cosmetic and a fresh blade might hit noticeably harder than the last one did. Seeing the
Remnant Saber come out is a decent sign she’s nearly finished.
Phases
The Hunt
Above 25% health
From full health down to a quarter she’ll just chase and cut, which is the straightforward half of the fight. Wear her down while dodging the pull, swing and thrust chain, and keep half an eye on which blade she’s holding. You’ll want to arrive at 25% with plenty of healing and space still in hand, as what comes next will need both.

Rage
Once only, below 25% health (75 HP)
The first time she drops below 75 health she blows her horn, a bolt of lightning cracks down, and she rages for 10 seconds. During that window she heals 2 health every tick, which works out at 40 health per second. Left alone for the full 10 seconds that’s 400 health of recovery, more than her whole bar.

Everything within 10 blocks gets dragged into a slow orbit around her while that’s happening, and the Shipbreaker is triggered into the Ice Maze at the same time. The Ghost of Captain Cornelia will only rage the once though, so if you can survive the window and grind her back down, there’s no second heal coming. It’s worth treating the fight as 2 health bars rather than 1.
Special Mechanics
Walking in with vanilla gear is what gets most players killed here, and the reason sits in 2 hidden stats that the mod never really explains. Depth’s Fury sits on your weapon, and it decides how much of your damage actually lands. Depth’s Resilience sits on your armor, and it decides how badly her blows land on you. Both of them run from 1.0 up to 2.0.
At a Fury of 1.0 you’ll be dealing 20% of your normal damage, and at 2.0 you’ll deal all of it. Everything between those two is a straight slide, so each 0.1 of Fury you can add is worth another 8%. A plain
Diamond Sword carries none of it, which is why swinging one at her feels like hitting a wall.
| Weapon | Depth’s Fury | Damage landed |
|---|---|---|
| Any vanilla weapon | 1.0 | 20% |
| Remnant Saber | 1.2 | 36% |
| Terrible Blade, Fang or Cleaver | 1.4 | 52% |
| Shatterblade, Shatterspike | 1.6 | 68% |
| Tidepiercer, Jawbreaker | 1.8 | 84% |
| Dagger of Greed | 2.0 | 100% |
The Fury of the Depths effect adds another 0.1 on top of whatever your blade carries, so a
Tidepiercer with that running gets you to 92%. The
Dagger of Greed is worth noticing on that table too, as it sits right at the maximum. It can’t be crafted though, it only comes out of a
Frozen Chest.
Vanilla Weapon
Tidepiercer
Depth’s Resilience is the defensive half, and it’s quietly changing 3 things at the same time. At 1.0 you’ll be taking criticals 80% of the time, those criticals will be doing triple damage, and your armor will only be blocking 20% of what it normally would. Get that up to 2.0 and the criticals stop entirely, while your armor starts working properly again.
Salvager Armor is what carries Depth’s Resilience for you, and the Resilience of the Depths effect will add more on top of that. Those two together are the difference between her hits being lethal and being survivable, so the Salvager Helmet she drops is worth a lot more than it first looks.
Salvager Armor Set
4 itemsShe’s loaded with straight immunities on top of all that. Anything arriving as an
Arrow does nothing to her, thrown
Tridents included, and she also ignores fall, cactus, drowning, lightning, explosion and Trident damage outright. That takes traps,
TNT and ranged cheese off the table completely, while her own 16 armor works at full effectiveness against you the whole time.
Drops
Her drops are the reason you’ll keep summoning her, and 3 of them are guaranteed every single time. The
Frozen Key is the headline one, as it’s the only way a
Frozen Chest can be opened, and those chests are where the
Collectible Paintings and the
Rune of the Storm are kept.
The
Salvager Helmet always drops, and it arrives enchanted at between 10 and 30 levels, which is a better roll than most players can afford early on. It’s 1 of the 4 pieces of Salvager Armor, the set that lets you breathe underwater and shrugs off the freezing cold of the Ice Maze.

Since that same set is what gives you the Depth’s Resilience you need against her, farming her repeatedly is a clean way to build toward the full suit. She also pours out 6 to 10
Treasure Pouches every kill, and each one is a right-click container with more inside.
The 2 rarer drops are worth chasing. There’s a 20% chance she drops the blade she was fighting with, so the
Tidepiercer normally, or the
Jawbreaker during the winter event. Looting one hands you the exact weapon that lets you deal real damage in the depths, so a lucky kill pays for every fight after it.
Strategy
Most of this fight is won before it starts, and there are only really 3 things you’ll need. An Aquamirae blade will give you the Depth’s Fury, as much Salvager Armor as you can put together gives you the Depth’s Resilience, and Smite is worth having on your weapon since she counts as undead. Bane of Arthropods and anything poison based can be left at home.
Once you’re in it, the pull is the thing to plan around. Trying to run only feeds that grab and resets your position anyway, so it’s better to strafe around her and strike right after each swing. Pets and allies want to be kept out of melee range as well, or that 6 block cleave will chain through your whole party.
She heals 40 health per second for 10 seconds the first time she drops below 75 health. Hold your strongest burst for that window, or accept she’ll recover and commit to a clean second takedown. The Shipbreaker arrives the moment she rages, so keep moving.
There’s one more trick worth knowing for the finish. Once she’s down at 20 health or below she’ll quietly regenerate 2 health per second on her own, which can drag a nearly finished fight out for longer than it should. That regeneration gets switched off entirely while she has Weakness on her, so a Splash Potion of Weakness before the last few blows will close it out.
Frequently Asked Questions
Right-click a Shell Horn while you’re standing in the Ice Maze, with open water nearby. The horn is dropped by the captain aboard a Frozen Pirate Ship, and it’s only consumed when a valid summon spot is found within 12 blocks, so a failed attempt costs you nothing. She appears about 3 seconds after the horn sounds.
Because a vanilla weapon has no Depth’s Fury, and that caps you at 20% of your normal damage against her. Swapping to an Aquamirae blade fixes it immediately, with a Terrible Blade landing 52%, a Shatterblade 68% and a Tidepiercer 84%. The Dagger of Greed is the only weapon that reaches 100%.
No, and it isn’t a matter of low damage, she’s flatly immune. Anything that arrives as an arrow is rejected outright, and thrown Tridents count as arrows too, so neither will move her health bar. She also ignores fall, cactus, drowning, lightning, explosion and Trident damage, which rules out TNT and most trap setups as well.
The first time she falls below 75 health she rages for 10 seconds, healing 40 health per second and calling the Shipbreaker into the maze. She can only do it once per fight, so surviving the window is enough, and grinding her down a second time takes no more recovery. Below 20 health she also regenerates 2 per second, which Weakness shuts off.







