Boss Encounters
World bosses are multi-player encounters that resolve in asynchronous rounds. Players sign up, choose actions each round, and the server resolves everything on a timer.
Signup
When a boss spawns in a zone, any player in that zone can sign up by spending 200 turns. After the first signup, a 15-minute waiting period begins before the first round resolves. Additional players can join during this window.
Round Resolution Flow
Every 5 minutes, the server resolves a round in this order:
- Player offensive actions: attacks and offensive abilities resolve first, dealing damage to the boss.
- Player supportive actions: heals, buffs, and defensive abilities resolve next, targeting allies.
- Boss action: the boss executes its next action from its rotation. Single-target attacks hit the player with highest threat; AoE attacks hit all participants.
- Tick effects: damage-over-time, heal-over-time, and buff/debuff durations are updated. Taunts decrement.
If a player does not submit an action before the round timer expires, they automatically use a basic attack.
Boss Tier Scaling
Boss stats scale by zone tier. HP per participant, AoE damage per participant, and base defence all increase at higher tiers.
| Tier | HP / Player | AoE / Player | Defence |
|---|---|---|---|
| Tier 1 | 150 | 15 | 5 |
| Tier 2 | 300 | 30 | 12 |
| Tier 3 | 600 | 50 | 20 |
| Tier 4 | 1000 | 80 | 35 |
| Tier 5 | 1500 | 120 | 50 |
Total boss HP equals the per-player value multiplied by the number of signed-up participants. More players means a tougher boss.
Boss Action Rotation
Each boss has a fixed sequence of actions (its rotation). The boss advances through the rotation one action per round, cycling back to the start when it reaches the end. Actions can be:
- Single-target: targets the highest-threat player (or a taunting player if one exists).
- AoE: hits all living participants. Some AoE actions are telegraphed, meaning players see a warning the round before and can use Defend or Ward to mitigate.
Knockout & Recovery
If a player’s HP reaches zero during a boss encounter, they are knocked out and cannot act in subsequent rounds. Knocked-out players do not generate threat and the boss will not target them. The encounter ends when the boss is defeated or all participants are knocked out.
Spawning
Boss encounters spawn on a dedicated 12-hour timer, independent of zone events. They also have a 5% discovery chance while exploring. At most 1 boss encounter can be active at a time.
Constants Reference
| Constant | Value | Description |
|---|---|---|
BOSS_SIGNUP_TURN_COST | 200 | Turns spent to join a boss encounter |
BOSS_INITIAL_WAIT_MINUTES | 15 | Minutes before first round after initial signup |
BOSS_ROUND_INTERVAL_MINUTES | 5 | Minutes between each round resolution |
MAX_BOSS_ENCOUNTERS | 1 | Maximum simultaneous active boss encounters |