World Boss
One boss, one shared HP pool, every character on the server, not scoped to any guild.
How it works
A World Boss appears: a single shared HP pool every character on the server chips away at together, regardless of guild membership (or having no guild at all). Any character can attack it using their own combat stats, on their own cooldown. Unlike most timed content, it has no deadline: it stays up until someone actually lands the killing blow, however long that takes.
Once it falls, the realm gets a 12-hour respite before the next one rises: the boss roster cycles in a fixed order, so you always know who's next.
- Attack cooldown: 5 seconds: same pacing as a Guild Raid Boss, faster than that would just be spam-clicking.
- Max HP is set once, the moment a boss spawns, from the server's total combat power at that instant - a more powerful population faces a correspondingly bigger boss, not a fixed number every time.
- The fight is balanced around taking roughly 12 hours. If the previous boss fell faster than that, the next one gets more HP; if it took longer, the next one gets less: a self-correcting nudge back toward that target, capped between 0.75x and 1.5x so one unusually fast or slow kill can't send difficulty wildly off course.
| Boss | Description |
|---|---|
| The World-Eater | A thing that measures kingdoms in mouthfuls. It has never once been full. |
| The Endless Tide | Every ocean on the continent, remembering it used to be one thing. |
| The Ashfall Titan | It doesn't walk so much as it stops being somewhere else. The ground remembers either way. |
| The Silence Beyond | Nobody agreed to let it in. It came anyway, and it isn't loud about it. |
Rewards on the killing blow
Unlike a Guild Raid Boss's proportional gold split, World Boss rewards use readable rank bands: rewarding showing up, rewarding climbing, and rewarding excelling as separate, predictable steps:
- Every character who dealt at least some damage gets gold the instant the boss hits 0 HP (no separate claim step) — at least 1,000g, rising by final rank band (see the Regalia sets table below).
- The top 10 characters by damage dealt receive that boss's own exclusive trophy item: the strongest gear reachable outside the World Boss, at Tower Hollow-forged tier or above.
Each trophy comes in 4 power tiers, gated by character level (1 / 27 / 60 / 100): you get whichever tier your own character's level actually qualifies for, not always the top one. A low-level finisher gets something they can equip right away instead of an endgame relic sitting unusable in their bag; winning again at a higher level upgrades it. Within your tier, rank among the top 10 decides rarity. #1 always lands the ladder's ceiling (Mythic), the lowest-ranked finisher always lands its floor (Epic, still a strong item), with everyone else stepped in between.
| Boss | Trophy tiers (low → high level) |
|---|---|
| The World-Eater | Splinter of the World-Eater's Maw (Lvl 1) → Fang from the World-Eater's Maw (Lvl 27) → Tooth of the World-Eater's Maw (Lvl 60) → The World-Eater's Maw (Lvl 100) |
| The Endless Tide | Trickle of the Endless Tide (Lvl 1) → Eddy of the Endless Tide's Current (Lvl 27) → Undertow of the Endless Tide (Lvl 60) → The Endless Tide's Current (Lvl 100) |
| The Ashfall Titan | Cinder from the Ashfall Titan (Lvl 1) → Ember of the Ashfall Titan's Core (Lvl 27) → Coal of the Ashfall Titan's Core (Lvl 60) → The Ashfall Titan's Core (Lvl 100) |
| The Silence Beyond | Hush of the Silence Beyond (Lvl 1) → Whisper from the Silence Beyond's Veil (Lvl 27) → Murmur of the Silence Beyond's Veil (Lvl 60) → The Silence Beyond's Veil (Lvl 100) |
Regalia sets
Beyond the top-10 trophies, every world boss carries a full 5-piece regalia set (helmet, chest, gloves, boots, cape). On each kill, contributors roll independently for one random piece from the fallen boss's set, and your final rank decides your odds and your gold. Duplicates happen, and that's the chase: a full set typically takes many kills across the rotation.
| Final rank | Gold | Regalia chance |
|---|---|---|
| 1–10 (trophy ranks) | 3,000g | 40% — only once you own your trophy tier |
| 11–50 | 2,000g | 30% |
| 51–100 | 1,500g | 25% |
| 101+ | 1,000g | 20% |
One item per kill. A top-10 finish earns the boss's trophy — never a trophy and a regalia piece. Once you already own your level tier of that trophy, further top-10 finishes convert into the top band's regalia roll instead, so the most dedicated hunters still complete their sets.
The trophy belongs to the set. Wearing a boss's trophy (any tier) counts as one piece of that boss's regalia toward the set bonuses — trophy plus four regalia pieces reaches the full 5-piece bonus, so the top-10 prize crowns the collection rather than competing with it for a slot.
Regalia is universal: any class can wear every piece. The stats a piece drops with scale to your own level at the moment of the kill, so a piece is worth equipping whenever you find it, and a re-drop at a higher level is a natural upgrade. Because of that finder-scaled power, regalia can never be traded on the marketplace: everyone earns their own from the boss. Wearing 2, 4, or all 5 pieces of one set grants stacking set bonuses (see your Character panel for the exact numbers).
| Boss | Regalia set | Pieces |
|---|---|---|
| The World-Eater | Devourer's | Devourer's Jaw-Helm · Devourer's Gullet Plate · Devourer's Grasp · Devourer's Tread · Devourer's Shroud |
| The Endless Tide | Tideborn | Tideborn Crown · Tideborn Cuirass · Tideborn Grips · Tideborn Waders · Tideborn Mantle |
| The Ashfall Titan | Ashwalker's | Ashwalker's Visage · Ashwalker's Carapace · Ashwalker's Gauntlets · Ashwalker's Stride · Ashwalker's Pall |
| The Silence Beyond | Hushbound | Hushbound Cowl · Hushbound Raiment · Hushbound Grips · Hushbound Steps · Hushbound Veil |
The aftermath
When the boss falls it scars one area of the world for a full day. While that ground is scarred, gathering there yields double, so a server-wide kill leaves a mark that even players who never fought the boss can make the most of. The World Map shows which area bears the scar and how long it lasts.
World Boss Soldiers
Up to 3 of your hired Workers can be put on World Boss duty right from this screen instead of gathering or crafting. Each soldier automatically attacks the current World Boss while assigned: no clicking required - at 10% of your own attack speed, dealing your own current combat damage. Contribution from your soldiers counts toward your own total the same as a manual hit, including a killing blow's gold and trophy payout.
This screen refreshes on its own roughly every 50 seconds while it's open: matched to a soldier's own attack pace, so hits show up in the HP bar and leaderboard above without you needing to attack manually.
Soldiers cost the same upkeep as any other worker and count against your normal worker-slot total: they don't add extra workers, just give existing ones something new to do.
When a boss falls, all soldiers stand down: they go inactive (no attacks, no upkeep) and stay that way until you activate them again. Each fight is opt-in — your soldiers never quietly grind (and bill you) against a boss you never chose to join.