Overview
Every classic MVP belongs to one of four tiers. The tier sets how tough the boss is, how hard it hits and how many players it is built for. A higher tier pays more MVP Ladder points and more of its own token (see MVP Ladder and MVP Token Exchange).
| Tier | Built for | HP | Hits up to | MVP EXP |
|---|---|---|---|---|
| I | one geared player | 8M | 18,000 | 5,000,000 |
| II | two players | 16M | 26,000 | 15,000,000 |
| III | a party of 3-5 | 30M | 50,000 | 40,000,000 |
| IV | a party of 5+ | 60M | 60,000 | 100,000,000 |
MVP EXP goes to the MVP (the top damage dealer). Every boss also pays base EXP of about 2% of its HP (times the server's 150x rate), shared by damage dealt.
No boss can kill an 82,000 HP character in one hit, whatever its tier: that is a High Wizard at the MVP hunters' median. The biggest hits come with a cast bar, an emote or an aura change, so you can see them coming.
Rules every boss follows
These come on top of each boss's own mechanic.
- No free kiting. Hit a boss from range and it may raise a Pneuma around itself (from Tier I). From Tier II it also speeds up with Increase AGI when shot from range.
- It calls help. From Tier II, a boss calls in adds when its HP falls below set points (usually 75%, 50% and 25%). Each wave comes once per fight. From Tier III some adds are fast chasers that go after your ranged players.
- Big area spells don't trivialise it. From Tier III, Storm Gust, Lord of Vermilion and Meteor Storm on the boss make it cast Land Protector.
- Group pressure, not one-shots. From Tier III, Earthquake splits its damage between everyone it hits (more players, less each), and Dark Breath takes a share of your current HP but can never kill you.
- Buffs don't last forever. Tier IV bosses Dispel their target.
- No hard crowd control. Bosses don't stun, freeze, petrify, sleep, stop or silence you.
Tier I
Built for one geared player. Every Tier I boss has a combat style of its own: read its tell (an emote over its head, a line it shouts, a change in its aura) and answer it. Each boss wears a green Tier I ring aura; it changes as the fight moves to a new phase, and turns red at its last stand. No Tier I hit goes over 18,000.
| Boss | Where | Style | What it does | How to beat it |
|---|---|---|---|---|
| Eddga | pay_fild11, gld_dun01 |
Berserker | A wind claw. Below 60% he quickens and stops flinching; below 30% he speeds up again and drains blood from his target. Four Bigfoot join at 50%. | Save your burst for 60-30% and finish him before the frenzy. Wind-resist armour blunts the claw. |
| Moonlight Flower | pay_dun04 |
Trickster | Shoot her from range and she blinks onto you. Chase her where she can't reach you back and she cloaks for 3 s. Two Nine Tail decoys join at 70%, two more at 40%. | Sight or Ruwach finds her. Fire-resist armour for her bell. |
| Mistress | mjolnir_04 |
Caster | Jupitel Thunder knocks you back, a Thunderstorm on whoever fights her, Lightning Bolts chase runners. Below 40% she casts Assumptio (half damage). Four Giant Hornets at 50%. | Dispel her Assumptio. Wind-resist armour cuts every spell. She resists magic (MDEF 55) and is soft to weapons (DEF 30). |
| Orc Hero | gef_fild02, gef_fild14 |
Commander | He fights behind a warband of Orc Archers and High Orcs that refills every 30 s while it is broken. Kill the whole guard and he quickens in anger. | Clear the guard and fight the angry Hero, or tank the volleys. Area skills clear the guard fast. |
| Pharaoh | in_sphinx5 |
Hexer | A dark strike, a wide curse (twice as often below 50%), slowed casting and an SP drain. Two Marduk at 50%. He swings slower than before (every 400 ms, was 250 ms). | Panacea or Status Recovery cures the curse. Bring SP potions. |
| Osiris | moc_pryd04 |
Undying | Below 70% he lays Evil Land, which hurts you and heals him. At 15% he rises again as Osiris, Unwrapped: same HP share, faster, with a dark breath. Three Ancient Mummies at 50%. | Pull him off his Evil Land. Holy hits Undead hard. The kill and the MVP go to whoever brings down the second form. |
| Gopinich | mosk_dun03 |
Charger | Shoot him and he charges onto you. Spear Stab and Magnum Break knock you back. Below 40% he speeds up. Three Mavka at 50%. He swings faster than before (every 1,000 ms, was 1,536 ms). | Fight with a wall behind you so knockback is short. Melee hunters love that he comes to them. |
| Stormy Knight | xmas_dun02 |
Controller | Quagmire under you ends Increase AGI and other speed buffs (twice as often below 50%). Jupitel Thunder pushes melee away, Thunderstorm lands on you, Brandish Spear sweeps his front. Three Freezers at 50%. | Step out of the mire and re-buff. Stand to his side. Wind-resist armour. |
| Hati (Garm) | xmas_fild01 |
Kiter-punisher | Shoot him and he leaps onto you. Below 60% he raises an arrow shell for 10 s at a time (ranged weapon damage is cut to an eighth and he slows down). Water bursts and a biting combo. Three Garm Babies at 50%. He hits more often (HIT 492, was 432). | Casters and melee carry. Archers wait out the shell. Water-resist armour. |
| Turtle General | tur_dun04 |
Fortress | From 90% he reflects melee. Below 75% he shells up for 3 s every 20 s (every hit deals 1, and he can't act either). Below 30% he holds Keeping for 6 s at a time. Three Assaulters at 50%. | Burst him between shells. Magic cracks him (MDEF 25, DEF 65). Acid Demonstration reads his VIT. |
| Phreeoni | moc_fild17 |
Regenerator | Below 75% he gorges: a 3 s cast that heals him 8% of his HP, every 20 s. He bites (combo) and stomps (earth). Three Sandmen at 50%. | Interrupt the cast: any hit during the 3 s bar stops the heal. Keep a fast hit (Weapon Attack, Acid Demonstration) ready. |
| Orc Lord | gef_fild10 |
Enrage-timer | Every minute of fighting he beats his war drum and two High Orcs join. After 3 minutes of fighting he quickens. Bowling Bash hits you and whoever stands beside you. Three Orc Archers at 50%. | Kill him fast or bring help: the longer the fight, the bigger the warband. |
The Eddga and Moonlight Flower that guard an unowned castle keep their old fight (a fire strike, adds at half HP), so taking an empty castle in WoE plays as it did.
Tier II
Built for two players. Each boss calls adds at 75%, 50% and 25% HP unless its style brings its own. A teal ring aura marks Tier II; it changes with each phase and turns red at the last stand. No Tier II hit goes over 26,000.
| Boss | Where | Style | What it does | How to beat it |
|---|---|---|---|---|
| Golden Thief Bug | prt_sewb4 |
Shell-swapper | His shell changes by HP: a magic mirror at 100-75% and 50-25%, an arrow shell at 75-50% and 25-0% (ranged weapon damage cut to an eighth). Fire strikes, a DEF-piercing bite, Fire Ball on a pair. Thief bugs at 75 / 50 / 25%. | A caster and a physical hunter swap the lead each quarter; watch his aura: the gold plates mean arrows bounce. |
| Maya | anthell02, gld_dun03 |
Swarm | A brood of Ant Eggs and Giearth that refills every 20 s while it is broken, a Maya Purple guard at 50%, Argiope at 25%. Her sting poisons. | Area skills on the brood, a partner to hold it; Green Potions for the poison. |
| Drake | treasure02 |
Disarmer | Hit him in melee and he strips your weapon; he strips anyone's shield; Gravitation on a pair. Crits and a wind strike. Wraith Dead, Megalodon, Swordfish at 75 / 50 / 25%. | A Creator's Full Chemical Protection stops both strips. Ranged hunters are never stripped. |
| Baphomet | prt_maze03 |
Cleaver | A wide frontal Brandish Spear, a Magnum Break ring when two stand on him, dark bolts after runners. Below 30% he speeds up. | Stand to his side; one player holds his front. Dark-resist armour. |
| Doppelganger | gef_dun02, gld_dun02 |
Duelist | In a duel he raises Auto Guard and Reflect Shield; a second attacker gets Provoked onto him. Combo ripostes. He hits more often (HIT 522, was 442). | Magic ignores Auto Guard; a pair alternates who he fights. |
| Dark Lord | gl_chyard, gld_dun04 |
Caster | A 2 s Grand Darkness around him, Fire Pillar traps, dark bolts; below 50% Slow Cast on you. Soft to magic (MDEF 35, was 50), hard to weapons (DEF 75, was 60). | Step out of the cast; Holy hits him hard. Casters, this one is yours. |
| Evil Snake Lord | gon_dun03 |
Trickster | At 75% and 40% he calls three illusions that wear his face and aura, and cloaks as they appear. Huuma blades around him. | Sight or Ruwach finds him; the illusions die fast and pay nothing. Ghost: bring elemental arrows or magic. |
| Samurai Specter | ama_dun03 |
Assassin | He marks you with Lex Aeterna, then draws Kamaitachi after a 1.5 s cast. Below 50% he cloaks between marks. He hits more often (HIT 522, was 442). | When marked, step out of his line or heal up before the draw. |
| Amon Ra | moc_pryd06 |
Controller | Quagmire sand (twice as often below 50%), Fire Pillar traps, Heaven's Drive spikes; Spear Stab pushes melee into the traps. | Fight outside the mire; earth-resist armour. |
| Tao Gunka | beach_dun |
Juggernaut | He never flinches (Endure), throws you back with Pulse Strike, and quickens below 30%. His fists wound your healing. Hard to weapons (DEF 75, was 60), softer to magic (MDEF 35, was 50). | Acid Demonstration and magic; save your burst for the last 30%. |
| White Lady | lou_dun03 |
Healer | Assumptio from 90%, a 2.5 s heal of 5% from 70%, Sanctuary from 50%. | Dispel her Assumptio, hit her during the heal cast to stop it, pull her off her Sanctuary. |
| Egnigem Cenia | lhz_dun02 |
Enrage-timer | Every minute of fighting she vents and speeds up; after 2 minutes she quickens. Fire Walls spill on the floor. | Kill her inside two minutes. Fire-resist armour. |
| Kublin | orcsdun02 |
Splitter | At 66% two Lieutenants split off and he hides from arrows while they stand; at 33% two Bowmen; Safeguard Chiefs at 25%. | Split up too: one on the council, one on Kublin. The Lieutenants and Bowmen drop goblin loot. |
Tier III
Built for a party of 3-5. A purple hexagram aura marks Tier III; it changes with each phase and turns red at the last stand. No Tier III hit goes over 50,000.
| Boss | Where | Style | What it does | How to beat it |
|---|---|---|---|---|
| Dracula | gef_dun01 |
Drainer | Blood Drain heals him from your HP, Vampire Gift drains a crowd, Critical Wounds weakens your heals. Below 15% he runs to feed. Bats, Nightmares, Dark Priests at 75 / 50 / 25%. | Rotate who he hits so a priest can keep up; kill the bats fast; Holy on Dark. |
| Lord of Death | gef_dun03 |
Necromancer | His legion of Dullahans and Bloody Murderers refills every 20 s while it is broken; Evil Land below 80% heals his dead; a 2 s Grand Darkness and Hell's Judgement on a crowd. Heavier dead at 50% and 25%. | Fight the legion away from him; Magnus Exorcismus and Turn Undead win this fight. |
| Kiel D-01 | kh_dun02 |
Enrage-timer | Every minute of fighting his alarm speeds him up. At 30% he becomes Kiel D-01 Overclocked: same HP share, faster swings, and after 4 minutes of fighting he quickens. Household robots at 75 / 50 / 25%. | Burst windows and a full party: a solo hunter cannot outrun the clock. |
| Vesper | jupe_core |
Kiter-punisher | Shoot him and he warps onto you and raises an arrow shell; Jupitel Thunder lasers, Grand Cross on a pair. He hits more often (HIT 512, was 452). | Casters and melee carry; Silver Arrows do nothing to Holy: bring elemental arrows. |
| RSX-0806 | ein_dun02 |
Fortress | Auto Guard from the start; below 80% a 3 s shell every 20 s (every hit deals 1); a DEF-piercing drill; Bowling Bash through a crowd. Hard to weapons (DEF 90, was 70), softer to magic (MDEF 50, was 70). | Magic ignores Auto Guard; time your burst between shells. |
| Lady Tanee | ayo_dun02 |
Artillery | From 9 cells away: banana Arrow Shower volleys and Heaven's Drive spikes; Quagmire under anyone who reaches her. | Close the gap; earth-resist armour; Pneuma stops her volleys. |
| Detardeurus | abyss_03 |
Berserker | A fire breath; from 60% a dark breath too and Endure; below 30% he quickens in dragon rage. Pulse Strike throws a pair back. | Stand at his flank (breaths are cones); swap fire armour for dark at 60%; burst the last 30%. |
| Atroce | ra_fild02-04, ve_fild01-02 |
Assassin | He pounces onto his target, bleeds it (no natural regen) and mauls; below 50% he cloaks between pounces. He hits more often (HIT 532, was 452). | A tank takes the pounce; plan heals for the bleed; Sight finds him. |
| Fallen Bishop | abbey02 |
Hexer | A wide curse, slowed casting, Dark Cross; Hell's Judgement on a pair; below 50% a magic mirror. | Panacea and Status Recovery; switch to physical damage under 50%. |
| Abyss Arthur | dicastes01 |
Duelist | Auto Guard and Reflect Shield, Brandish Spear in front, a Magnum Break for three or more on him. He hits more often (HIT 532, was 452). | One tank in melee, the rest at range or casting. |
| Boitata | bra_dun02 (Brasilis Dungeon) |
Hazard | Fire Walls along its path, Fire Pillars under its target, a fire breath on a pair. | Fire-resist armour; a Professor's Land Protector over your spot stops the walls and pillars. |
Tier IV
Built for a party of 5 and a priest. A gold rune-ring aura marks Tier IV; it changes with each phase and turns red at the last stand. Every Tier IV boss Dispels its target. No Tier IV hit goes over 60,000.
| Boss | Where | Style | What it does | How to beat it |
|---|---|---|---|---|
| Valkyrie Randgris | odin_tem03 |
Purger | She Dispels every 30 s, burns SP with Gloria Domini, Grand Cross on three or more. Below 30% she marks a target with Lex Aeterna and strikes the verdict. Skogul, Frus, two Valkyries at 75 / 50 / 25%. | Re-buff fast (a priest's Magnificat helps SP); spread out for Grand Cross; holy-resist armour. |
| Gloom Under Night | ra_san05 |
Juggernaut | Slow, telegraphed slams: a Magnum Break ring, below 50% a 2 s Pulse Strike, below 25% he quickens. Agav, Echio, Seekers at 75 / 50 / 25%. | Read the casts and step out; Ghost: elemental weapons and magic only. |
| Ktullanux | ice_dun03 |
Kiter-punisher | Shoot him and he leaps onto you and raises an arrow shell; Water Ball bursts; below 50% Quagmire. Siroma, Snowier, Ice Titans at 75 / 50 / 25%. | Melee and casters carry; Wind hits Water hard. |
| Ifrit | thor_v03 |
Caster | A grid of Fire Pillars, Fire Balls, a fire breath and Pulse Strike on three or more; below 50% Fire Walls burn the arena. Soft to magic (MDEF 65, was 80), hard to weapons (DEF 95, was 80). | Fire-resist armour across the party; Water magic hits Fire hard; spread out. |
| Beelzebub | abbey03 |
Swarm Lord | Appears as a fly and shows his true form at the first blow. A swarm of Hell Flies refills every 20 s while it is broken, more at 60% and 30%; Expulsion throws one of three or more out; a wide Soul Drain on a pair; Hell's Judgement. | Area skills on the flies; SP potions; Ghost: no neutral damage. |
| Nidhoggur's Shadow | nyd_dun02 (Nidhoggur's Nest) |
Enrage-timer | Every minute of fighting it roars and speeds up; after 5 minutes it quickens. At 25% it sheds into Nidhoggur's True Shadow: its own dark breath and a Dispel every 30 s. Draco, Aqua Elementals at 75 / 50%; Dark Pinguicula at 25%. | A full raid inside 5 minutes; dark-resist armour. |
World Bosses
Eight World Bosses take turns in the World Boss rotation. Their HP grows with the number of players fighting them (25M for a small group). They follow the Tier IV rules above (Pneuma, Land Protector, split Earthquake, Dark Breath, Dispel), wear a red square sigil aura that changes with each phase, and no hit of theirs goes over 60,000. They pay their own World token rather than MVP EXP. Each one fights in its own style, and its big moments are announced on the map:
| Boss | Style | What it does | How to beat it |
|---|---|---|---|
| Magma Dragon | Hazard | At 75%, 50% and 25% the ground glows red under everyone: 3 s later it erupts under whoever is still on that cell. Fire Walls, Fire Pillars, a fire breath. | Move the moment the ground glows; fire-resist armour. |
| Mizuchi Dragon | Controller | At 66% and 33% the Tide pulls everyone more than 8 cells away back beside it. Jupitel Thunder, Quagmire, Water Ball. | Fight close; Wind magic hits Water hard. |
| Lauma | Hexer | Venom Dust clouds, a wide curse, an acid breath; at 50% every player is cursed for 10 s. | Panacea and Status Recovery ready at 50%. |
| Jinmenju | Summoner | Every 2 minutes a wave of four faces; each face alive heals it 0.5% every 10 s. | Area skills on the faces the moment they appear. |
| Druanita | Healer | At 75%, 50% and 25% three Healing Blossoms grow beside her, each healing her 1% every 5 s; Assumptio and Sanctuary. | Kill the blossoms first; Dispel her Assumptio. |
| Nariphon | Splitter | At 66% and 33% three seedlings fall; any left alive after 60 s walks back and heals her 5%. | Split the raid: some on the seedlings, the rest on her. |
| Varbun | Berserker | Each 25% of HP lost makes him 15% stronger (up to 45%). Endure, Pulse Strike, heavy combos. | Acid Demonstration reads his VIT 250; burst late, when he hits hardest, with a healer ready. |
| Nalam | Enrage-timer | Every 5 minutes of the event it burns 10% hotter, announced; it escapes after 30 minutes like every World Boss. | Kill it inside 10 minutes. |