Special Bosses¶
Four boss systems go beyond regular monsters:
| System | What it is | Started by |
|---|---|---|
| Champion Spawns | 16 levels of spawn in a dungeon, then a champion boss | 8 crystal skulls on the altar |
| Mini Champions | Shorter spawns (6–9 levels) with a mini boss at the end, including Shrine Corruption | Automatic timers (shrines: a server-wide kill meter) |
| Peerless Bosses | Phase-based raid bosses in private arenas | Three offerings on a boss altar |
| The Harrower | The final boss, summoned from a Tome of the Harrower | All 8 Champion Idols |
Boss rewards¶
Champion bosses, the Harrower, Peerless bosses and other dungeon bosses share the same reward rules.
Top damage dealers¶
The top 3 damage dealers (pet damage counts for the owner) get:
| Place | Reward points | Power scroll | Monthly ranking points* |
|---|---|---|---|
| 1st | 7 | ✅ if alive and within 25 tiles | 2,500 |
| 2nd | 5 | ✅ | 1,500 |
| 3rd | 3 | ✅ | 500 |
* Only if you dealt more than 10% of the total damage.
Two minutes after the kill, everyone who did damage gets a damage report window.
Void Skulls¶
The corpse holds Void Skulls instead of normal loot. Double-click one to turn it into a random item of its category: treasure maps, resources, magical items, power scrolls, pet items, harvest maps, hued items, runic tools, orbs, mage scrolls, wands, arcane wool, imbuing materials, essences, Books of Lost Knowledge, item bless deeds, recipes, high-end runics or PvM runes.
- Bigger bosses drop more skulls (Mini boss → Dungeon boss → Champion → Harrower).
- More players means more skulls: +10% per extra participant (up to double), plus a 5% bonus-skull chance per extra participant.
Boss mechanics¶
Most dungeon-type bosses also:
- Switch targets every 3–7 seconds to a random player or pet nearby.
- Scale with the group: every 5% of HP lost, the boss counts players who dealt 250+ damage since the last check. Each one adds 20% to its damage (up to ×3) and 5% to its damage scalar (up to +35%). Solo players face the base boss.
- Summon minion waves at 75%, 50% and 25% HP (5–10 minions). While minions live, the boss takes half damage. Many bosses, including most champions, don't use waves.
- Can't be paragons and never flee.