Multi-phase boss encounters, telegraphed mechanics, and raid lockouts.
Bosses & Raids
A boss is not a separate content type — it's an ordinary mob with a Boss tab filled in. Everything you already author for a mob (stats, abilities, loot, resistances, death VFX) still applies; the boss config adds an encounter on top.
Phases
A boss runs an ordered list of phases. Phase 1 starts at full health and ends when the boss drops below its HP threshold; each following phase can completely change the fight:
| Per-phase | What you can change |
|---|---|
| HP threshold | The health percentage that ends this phase (the last phase ends at 0) |
| Stat multipliers | Make later phases hit harder, move faster, or tank more |
| Ability set & usage rules | Swap which abilities the boss uses, and how it picks them |
| Add waves | Summon adds on entry, optionally despawning them when the phase ends |
| Hazards | Recurring telegraphed ground effects with a wind-up before they land |
| Transition | Brief immunity plus a VFX and broadcast so the room reads the change |
Mechanics
- Enrage timer — after a configurable fight duration the boss ramps up (stacking, with an optional looping enrage VFX), so a fight can't be out-lasted forever
- Telegraphed AoE — hazards draw a ground telegraph for a wind-up window before they hit, giving players a real chance to move
- Add waves — authored monster groups that pour in on a phase, on a timer, or both
- Boss bar — an overhead encounter bar with phase pips, distinct from the ordinary enemy nameplate
Raid Rules
| Rule | What it does |
|---|---|
| Minimum players | The encounter won't engage until enough players are present |
| Maximum players | Caps how many players get kill credit, by join order |
| Lockouts | Daily or weekly (UTC reset), stamped on kill for credited participants only |
| Wipe reset | If the raid wipes, the boss fully resets — healed, back to phase 1, enrage cleared, adds and telegraphs removed — and nobody burns a lockout |
Killing a boss credits boss-tier equipment XP to the killer and to everyone with shared damage credit, and records a "boss defeated" entry on the item timeline for the gear that was there.
> Boss encounters combine naturally with instances and portals: put the boss inside an instanced zone and each raid group gets its own copy of the fight.