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. Tick Override ability usage for this phase and the rules you list are the boss's whole kit for that phase (its basic attack stays); leave it unticked and the phase keeps the mob's own abilities |
| 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.