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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.