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#REDIRECT [[Guide:Bosses and Minibosses]]
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'''Bosses''' are global events where every online player works together to bring down a huge target. A smaller, faster kind of target, the '''Miniboss''', appears separately.
 
Each Boss is tied to one [[Actions|Loot Action]]. While the Boss is active, that [[Loot Action]] gets a {{GameValue|bosses.bossLootActionMult}}x global multiplier.
 
{| class="wikitable"
|-
! Takes in
| Weapons, plus damage bonuses from your [[Factions|Faction]] and your Buddy [[Pets|pet]]
|-
! Produces
| Bounty items, a [[Specials|Special]], a High [[Boosts|Personal Boost]], and the Slayer [[Trophies|Trophy]] for the final hit
|-
! Affected by
| Weakpoints, Faction Boosts, Buddy level, [[Profile Modes]]
|}
 
== Fighting a Boss ==
 
Open the live Boss from Home or from its announcement, pick a Weapon and an amount, and attack. Weapons are used up when you attack. Each Weapon takes off its Damage value from the Boss's health.
 
* '''Weapons''' are a class of [[Items|item]]. A Weapon's Damage comes from a multiplier on its base worth, so Weapons that are harder to craft hit harder. Currently Weapons are used in Boss fights only.
* '''Weakpoints''' are Weapons the Boss is weak to. Each one deals {{GameValue|bosses.weakpointDamageMult}}x damage. New Weakpoints are revealed over time during the fight, up to a limited number.
* '''Early attacks''': for the first few minutes of a fight, damage can keep piling up even once the Boss's health is exhausted. The Boss is only defeated after that opening window has passed.
* '''Faction support''': members of your [[Faction]] who are online while the Boss is active raise your damage with a multiplier, as long as your Faction's [[Boosts]] are active. The more Boosts your Faction runs, the bigger the bonus. Once a member has been counted for a Boss, they keep contributing even if they go offline. Hardcore profiles get a similar bonus from their [[Factions#Hardcore: the solo Vault|solo Vault]].
* '''Buddy''': if your [[Buddy]] pet is holding a Weapon and {{GameValue|bosses.buddyAttackCd}} have passed since its last attack, it attacks with that Weapon. It deals {{GameValue|bosses.buddyAttackMultPerLv}}x extra damage for every level it has reached. See [[Pets]] and [[Pet Leveling]].
 
== Rewards ==
 
When a Boss is defeated:
 
* The player who lands the '''Killing Blow''' gets the Slayer trophy. See [[Trophies]].
* A [[Specials|Special]] is given to one attacker. It is a weighted draw, so more damage means better odds, but anyone who attacked can win.
* Every attacker earns '''Bounties''': uncommon items tied to the Boss's [[Loot Action]]. The amount depends on your base damage from Weapons only, so [[Faction]], [[Buddy]] and Weakpoint bonuses do not increase it. One player can earn at most {{GameValue|bosses.rewards.maxBountyPerAttacker}} Bounty items per Boss.
* Every participant gets a maxed-out High [[Personal Boost]]. It lasts at least 30 minutes, plus one extra minute for each percent of the total damage you dealt. See [[Boosts]].
 
== Minibosses ==
 
A '''Miniboss''' is a small global target that can appear at any time, also after a Boss is defeated. Only one is active at a time, and it stays for just '''2 minutes''' before it flees. Each has a [[Loot Action]] type (Fish, Hunt, Explore or Mine) and its own health.
 
* Weapons work the same way, but there are no [[Faction]], [[Buddy]] or Weakpoint damage bonuses.
* Each Miniboss shows one '''Weakpoint Weapon'''. It does not change the damage you deal. It only changes your ranking score: damage with that Weapon counts 2x and damage with any other Weapon counts 0.5x.
* It has a 50% chance to spawn holding a bonus [[Gemeralds|Gem Bag]], announced when it appears.
 
If the Miniboss is killed within the window, rewards are paid in [[Gem Bag]]s:
 
* The top 3 attackers by ranking score get 3, 2 and 1 bags. Ties go to whoever landed their biggest hit first.
* Every other attacker gets 1 bag, so nobody leaves empty-handed. Up to 10 of these can be Small Gem Bags, and the rest are Tiny Gem Bags.
* A bag is Small if your ranking score reached 5% of the Miniboss's health, otherwise Tiny. A Weakpoint hitter reaches that with about 2.5% of the health in plain damage, other hitters need about 10%.
* A Gem Bag the Miniboss was holding goes to one attacker who cleared the Small threshold, weighted toward higher damage.
* One random attacker has a 75% chance to find 1 to 5 Pluperfect [[Gemeralds]], weighted toward 1.
* Everyone who attacked gets a 3x Loot Boost for that Miniboss's Loot Action.
 
If the Miniboss flees, only 4 Tiny Gem Bags go to random attackers, and there are no bonus rewards or Loot Boost.
 
== Connections ==
 
* [[Factions]]: Boosts raise your Boss damage.
* [[Pets]]: your Buddy can attack for you.
* [[Equipment]] and [[Crafting]]: Weapons are crafted or bought like other items.
* [[Gemeralds]]: Miniboss rewards.
* [[Specials]]: one is awarded when a Boss is defeated.
 
== Changelog ==
{{Update history/bosses}}
 
{{Guide link|Bosses and Minibosses|Bosses and Minibosses}}
 
{{Bconomy navbox}}
 
[[Category:Community and activities]]

Latest revision as of 23:59, 3 November 2026

Bosses are global events where every online player works together to bring down a huge target. A smaller, faster kind of target, the Miniboss, appears separately.

Each Boss is tied to one Loot Action. While the Boss is active, that Loot Action gets a 0.9x global multiplier.

Takes in Weapons, plus damage bonuses from your Faction and your Buddy pet
Produces Bounty items, a Special, a High Personal Boost, and the Slayer Trophy for the final hit
Affected by Weakpoints, Faction Boosts, Buddy level, Profile Modes

Fighting a Boss

[edit | edit source]

Open the live Boss from Home or from its announcement, pick a Weapon and an amount, and attack. Weapons are used up when you attack. Each Weapon takes off its Damage value from the Boss's health.

  • Weapons are a class of item. A Weapon's Damage comes from a multiplier on its base worth, so Weapons that are harder to craft hit harder. Currently Weapons are used in Boss fights only.
  • Weakpoints are Weapons the Boss is weak to. Each one deals 2x damage. New Weakpoints are revealed over time during the fight, up to a limited number.
  • Early attacks: for the first few minutes of a fight, damage can keep piling up even once the Boss's health is exhausted. The Boss is only defeated after that opening window has passed.
  • Faction support: members of your Faction who are online while the Boss is active raise your damage with a multiplier, as long as your Faction's Boosts are active. The more Boosts your Faction runs, the bigger the bonus. Once a member has been counted for a Boss, they keep contributing even if they go offline. Hardcore profiles get a similar bonus from their solo Vault.
  • Buddy: if your Buddy pet is holding a Weapon and 30 minutes have passed since its last attack, it attacks with that Weapon. It deals 0.05x extra damage for every level it has reached. See Pets and Pet Leveling.

Rewards

[edit | edit source]

When a Boss is defeated:

  • The player who lands the Killing Blow gets the Slayer trophy. See Trophies.
  • A Special is given to one attacker. It is a weighted draw, so more damage means better odds, but anyone who attacked can win.
  • Every attacker earns Bounties: uncommon items tied to the Boss's Loot Action. The amount depends on your base damage from Weapons only, so Faction, Buddy and Weakpoint bonuses do not increase it. One player can earn at most 10,000,000 Bounty items per Boss.
  • Every participant gets a maxed-out High Personal Boost. It lasts at least 30 minutes, plus one extra minute for each percent of the total damage you dealt. See Boosts.

Minibosses

[edit | edit source]

A Miniboss is a small global target that can appear at any time, also after a Boss is defeated. Only one is active at a time, and it stays for just 2 minutes before it flees. Each has a Loot Action type (Fish, Hunt, Explore or Mine) and its own health.

  • Weapons work the same way, but there are no Faction, Buddy or Weakpoint damage bonuses.
  • Each Miniboss shows one Weakpoint Weapon. It does not change the damage you deal. It only changes your ranking score: damage with that Weapon counts 2x and damage with any other Weapon counts 0.5x.
  • It has a 50% chance to spawn holding a bonus Gem Bag, announced when it appears.

If the Miniboss is killed within the window, rewards are paid in Gem Bags:

  • The top 3 attackers by ranking score get 3, 2 and 1 bags. Ties go to whoever landed their biggest hit first.
  • Every other attacker gets 1 bag, so nobody leaves empty-handed. Up to 10 of these can be Small Gem Bags, and the rest are Tiny Gem Bags.
  • A bag is Small if your ranking score reached 5% of the Miniboss's health, otherwise Tiny. A Weakpoint hitter reaches that with about 2.5% of the health in plain damage, other hitters need about 10%.
  • A Gem Bag the Miniboss was holding goes to one attacker who cleared the Small threshold, weighted toward higher damage.
  • One random attacker has a 75% chance to find 1 to 5 Pluperfect Gemeralds, weighted toward 1.
  • Everyone who attacked gets a 3x Loot Boost for that Miniboss's Loot Action.

If the Miniboss flees, only 4 Tiny Gem Bags go to random attackers, and there are no bonus rewards or Loot Boost.

Connections

[edit | edit source]

Changelog

[edit | edit source]
Release date Update Changes
September 2, 2026 v2026.09.02
  • Kill messages now always appear in the right order: kill announcement → loot drops → miniboss spawn (if one triggers).
  • Boss and miniboss spawn messages use a distinct color from other system broadcasts.
  • You can change that announcement color in Settings → Appearance → theme editor.
August 17, 2026 v2026.08.17.3
  • When a miniboss flees, the loot broadcast now lists each player who received a Tiny Gem Bag instead of folding low-damage contributors into a single summary line.
August 7, 2026 v2026.08.07.2
  • Weakpoint weapons now actually deal double damage to minibosses, and non-weakpoint weapons deal half, so choosing the weakpoint changes how fast you kill it, not just the reward tier.
  • The kill modal’s “kill” preset sends the correct number of weapons now, based on the real, weakpoint-adjusted damage.
July 30, 2026 v2026.07.30.2
  • Low-damage contributors are summarized into a single line instead of many small lines.
July 28, 2026 v2026.07.28
  • Miniboss spawns now ping the @Boss Fights role just like regular bosses.
  • Every player who damages a miniboss on a kill now receives a bag (Small or Tiny) so nobody leaves empty-handed.
  • Minibosses have a 50% chance to also drop a bonus Gem Bag. That bonus bag is awarded to one player who qualified for a Small Gem Bag (weighted toward the top damager, but any qualifier can win).
July 18, 2026 The Gemerald Update
  • A smaller, faster cousin of the Boss can now appear at any time, separate from the big Boss. There are four of them, one per loot action, and only one is ever active at once: The Nibbler (Fish), Trash Bandit (Hunt), The Straggler (Explore) and Gloombat (Mine).
  • 1% chance to spawn every 5 minutes,
  • 30% chance to spawn after killing the big boy boss.
  • Each Miniboss has its own health pool, a visible weakpoint weapon, and only 2 minutes on the clock before it flees. You attack it with weapons just like the big Boss, but the weakpoint matters for your reward: damage dealt with the weakpoint weapon counts double toward your bag, and every other weapon counts half. Reach 5% of the Miniboss health in that weighted damage and you earn a Small bag instead of a Tiny one.
  • The top 3 damage dealers win 3, 2 and 1 Gem Bags.
  • A few more bags scatter to random attackers who joined in.
  • One lucky attacker has a 75% chance to find Pluperfect Gemeralds.
  • Everyone who attacked walks away with a 3x loot boost.
  • Let the timer run out and it flees instead: only a few Tiny bags go to random attackers, with no top 3 bonus, no Pluperfect and no boost.
July 16, 2026 v2026.07.16
  • The boss panel on the home page now uses the compact layout on mobile instead of overlapping text.
July 10, 2026 v2026.07.10
  • Boss attack buttons (Bounties / Kill / Max) are now editable presets like the rest.
July 9, 2026 v2026.07.09.2
  • Boss damage breakdown now shows a separate Buddy row for your pet’s held-weapon damage (it’s folded into the total so the total matches what you actually do).
  • A live preview under the attack input shows base, bonus (hover to see faction vs weakpoint), buddy, total, the boss HP% left after the hit, and how many standard-loot bounties that damage earns.
  • Type “kill” to auto-fill exactly how many of the selected weapon finish the boss, or “bounties” to fill up to the standard-loot cap. One-tap Kill / Bounties buttons appear under the input.
  • If you don’t own enough weapons the shortfall is shown and you can craft them; Attack stays disabled until you can fulfil the request.
  • The weapon-input toggle is now labelled Basic / Presets.
July 9, 2026 v2026.07.09
  • The Attack area now has Basic and Advanced modes.
  • Advanced mode lets you attack with several weapons at once: pick weapons, type how many of each, and see total base and boosted damage before you attack.
  • Save weapon loadouts as presets and reopen them in one click; the last preset you used opens automatically. Presets show their weapons and total base damage.
  • A Craft button will make exactly what you’re short across all selected weapons at once, shows how much it can make vs how much you need.
  • After you attack a boss an ‘Attacked’ badge appears on the boss card (home and sidebar) and in the boss modal; hover it to see each weapons you used and your total damage so far.
  • The weapon you picked is remembered when you close and reopen the boss modal.
June 16, 2026 v2026.06.16
  • Two new bosses have been added: Sharkfather (Fish) and Magma Drake (Mine).
June 8, 2026 v2026.06.08.2
  • Weapons used to land the killing blow on a boss will disappear from your inventory right away instead of lingering until you refresh.
May 8, 2026 v2026.05.08
  • Left side shows your faction support and boost, for example: 👥 4 faction attackers — 3.00x.
  • Right side keeps a live countdown to the overkill window ending or the next weakpoint reveal – it’s now shown together with the attacker info.
May 5, 2026 v2026.05.05
  • When you land the killing blow on a boss the console message now lists which weapons you used and how many of each, matching the detail you already see for non-lethal attacks. Nice for bragging rights and logs!
April 24, 2026 v2026.04.24
  • If you try to /boss/attack after the boss is dead, you’ll get the clear message “There is no boss currently active.” instead of a confusing error.
April 19, 2026 v2026.04.19
  • If you were offline or the app was backgrounded and missed a market sale or boss broadcast, those notifications will now show up when you reconnect – they no longer disappear silently.
April 12, 2026 v2026.04.12
  • Fixed a rare issue so the HP and damage numbers in the chat match the actual boss state. This should reduce confusing mismatches between what the chat shows and the true boss HP/damage during bosses.
April 8, 2026 Relay Preparations
  • Per-command caps for several loot-open items are gone. You can open Ocean Bounty, Fancy Crate, Forest Bounty, Hillside Bounty, Cavern Bounty, Lunar Shard, and Exquisite Trunk without the old per-command limits – behavior otherwise stays the same.
March 27, 2026 v2026.03.27
  • Boss weakpoints now automatically reveal when the timer runs out. (ShadyBliss)
    • Previously, once a weakpoint timer expired, no new weakpoint would be revealed until a player attacked the boss. This meant the weakpoint could stay in limbo indefinitely if nobody was actively hitting it. Now the new weakpoint reveals itself automatically when the timer ends, regardless of whether anyone is attacking.
July 22, 2025 Game Update (07-22-2025) – Update 2
  • Boss active action multiplier increased to 0.9x (from 0.75x)
  • Boss total HP increased to 125T (from 50T)
  • Weakpoint damage multiplier increased to 2x (from 1.75x)
  • Boss defeat personal boost minimum duration increased to 30m (from 15m)
July 22, 2025 Game Update (07-22-2025)
  • “Overkill” period: Bosses now cannot be slain within 5 minutes of being initially spawned
  • Weakpoints are now time-based instead of damage-based
    • Every 5 minutes the Boss is alive, a new Weakpoint is added (max 10)
  • Weakpoint damage multiplier increased to 1.75x (from 1.5x)
  • Personal Boosts applied as a result of the Boss’s defeat no longer override existing boost durations
  • The minimum Personal Boost applied from defeating a Boss is now 15 minutes (from 30 minutes)
  • A limit of 10,000,000 Bounties are now in place per attacker per boss
  • A cooldown of 5 minutes for Boss spawns is now incurred after each Boss is defeated
January 16, 2025 Game Update (01-16-2025)
  • Each Boss now has a 100% chance of dropping a Special when defeated (from 50%)
  • Each Boss now drops 10 Lunar Shards when defeated (from 5)
December 27, 2024 Game Update (12-27-2024)

Changelog / Items

  • Bounty items (obtained from attacking Bosses) are now useable

Changelog / Bosses

  • Boss random spawn chance has been increased
December 24, 2024 Game Update (12-24-2024)

Changelog / Bosses

  • Bosses now spawn at semi-rarely at random! A message is broadcast when one appears
  • Improvements to Boss attack damage calculations to prevent “overkilling” (dealing excessive damage to Boss with weapon usage)

Changelog / Items

  • Forbidden Knowledge is now usable
    • On use, summons a Boss at 50% health. 50% of total (not base) damage is credited to the item’s user
December 16, 2024 The Boss Fight Update

Changelog / Bosses

  • Introducing BOSS FIGHTS! A global event that spawns semi-rarely, Boss Fights allow every online player to participate in taking down a Boss that drops epic loot when someone delivers the killing blow.
    • Read all about what Boss Fights have to offer in the newly added Bosses section of the Game Manual! I’m going to avoid repeating myself in this changelog because I’ve already documented everything there in detail…
  • New Stat tracked for lifetime Boss Damage dealt

Changelog / Items

  • Introducing Weapons, a new class of item!
    • Like Bosses, this new feature is documented in the updated Game Manual and you can go ahead and read about it in there
  • Bounties, rewards from killing a Boss, have also been added
    • These items will drop rare loot for their associated Loot Action on use (this hasn’t been implemented yet. Soon…)