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Bosses come in three kinds and work in different ways. The Abyss boss and the weekend boss reward a matching faction, so the squad is chosen for the boss, while the alliance boss counts the damage of everyone who joins.
Abyss boss
Each Abyss boss buffs one faction, which settles the choice of squad: a mismatched faction loses half its damage. The table lists the bonus of each boss and the attempts it allows.
| Bonus | Attempts |
|---|---|
| Ranger Hero DMG +50% | 10 |
| Warlock Hero DMG +50% | 10 |
| Warrior Hero DMG +50% | 10 |
Weekend boss
Same faction bonuses, but only 3 attacks instead of ten.
Alliance boss
Faction plays no part against the alliance boss; the combined damage of the members does. There are 12 levels, opened by server age: level three on day 7, level four on day 14, then one a week. Personal damage decides how many reward pulls a player collects, and the table shows the thresholds.
| Damage | Reward slots |
|---|---|
| 1 | 1 |
| 2,000,000 | 2 |
| 4,000,000 | 3 |
| 6,000,000 | 4 |
| 8,000,000 | 5 |
| 10,000,000 | 6 |
The first threshold is nominal and every later step comes after another two million damage. Hitting the boss is therefore worth doing even with a weak squad, since one reward pull follows from any hit at all and the rest is a question of investment.
Hunt War
A separate alliance event: 5 monster waves plus a boss, across 9 difficulty levels.
The key detail about difficulty: the reward is identical on all nine levels. Both the shown payout (500 alliance coins per wave, 2,500 for the boss) and the hidden drop set match; only monster damage grows, from 10,000 to 30,000. There is therefore no reason to pick a harder level than the alliance can clear with confidence.
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