Bosses



Throughout Lyrania, there are villages that just seem to draw the wrong kind of attention. Every two hours, a large monster appears to wreak havoc on the villagers and if unopposed will leave shortly thereafter, laughing to itself with armfuls or bagfuls of incredible loot and an abundance of money. Getting sick and tired of constantly having to rebuild their homes and shops, the villagers decided to strike back and offer rewards to mercenaries that came to save them from the continued onslaughts. Brave warriors from all across Lyrania can travel to their nearest village to sign up in the fight against these annoying bosses.

Frequency/Contracts
Although they annoy the piss out of the villagers with their appetites for destruction, the bosses are kind enough to be extremely punctual. Bosses appear every odd hour (local Lyranian time) on the dot. And as the mayor of each village knows how spot on these bosses are with their wishes to loot their towns, they set up a stand for mercenaries wishing to battle the beasts 15 minutes prior to the boss' arrival. If you, fierce and valiant Lyranian wish to take part of these epic battles, you will need to access the Bosses menu from the Battle drop down on your screen. If the contract stand is not yet set up, it will let you know how long until the next boss is to arrive, and you will be able to sign a contract within the 15 minutes leading up to it. There will be an announcement at the moment the stands are set up, as well as 5 minutes before the boss gets there for the battle. Once a contract has been signed, you will receive a notification to prove it was done. This can also be referenced in your Log (also under the Battle drop-down) if need be. One must sign a contract prior to the boss' arrival, though. Once the fight has begun, if you do not have a contract, you will not receive any money, jade, Dungeon Points, or gems once the boss is defeated.

Once the boss arrives at the top of the odd hour, a final announcement will be sounded that the giant monster has arrived. You must dash back to the Bosses menu and click "Attack", and your fight will then begin. You will attack the boss every 4.5 seconds automatically and will be able to watch your damage accumulate without having to click further. The mercenaries will have 15 minutes from the moment the boss arrives to defeat it, or else it will laugh at all the feeble attempts and leave the village with its new treasures.

If you move to a new area, you must be able to kill a mob in that area before contracting. This prevents lesser-experienced players from trying to ride the coattails of stronger players for easy and free loot/rewards. If you move to a new area and get a message to seek work elsewhere or prove your worth on mobs nearby, just kill a mob quickly and go back to the contract stand.

If you have a contract and are more than a minute late to attack the boss, your general mob kills will grant 25% normal EXP and gold until 7 minutes into the boss fight, at which point you'll lose your contract and the boss stats will recalculate. If you die or don't have a contract, your EXP/gold won't be affected. This is simply to try and reduce the number of people that get contracts and miss bosses, and also 'tag' bosses for loot and go back to attacking mobs. Furthermore, you gain no Dungeon Points in personal or guild maps, and Moles/Badger Moles are disabled.

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Player Death
A little something special happens during the fights with these monstrosities; you gain the small ability to regenerate health. Whereas with a normal mob, you fight round after round until one of you perishes, with health diminishing hit after hit, against bosses you are only killed if the boss hits you and it does enough damage that it kills you in a single hit. If you have enough HP to survive a hit, you will have full health again for the next time the boss takes a swing at you. Which isn't all that often - we are very fortunate they are so slow to attack. You have a 1 in 50 chance to be attacked by a boss. And even if it attacks, you have a chance to avoid the hit, which will be based on how much Evasion you have.

On the chance you are attacked though and it does kill you, it will bring you to the original Bosses screen and let you know how many of your compatriots still battle the beast, how much HP the boss has remaining, and how long they have to kill the thing until it departs with all its goodies. There is also a "Refresh" button that you can click every so often to keep track of the on-going fight. Although you are no longer able to fight the current boss, you will have the chance to exact your revenge in two hours time. But once you see the boss has been killed, then you will have a "Loot" button on the Bosses page (as long as you landed at least one hit).

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Rewards/Loot
If a boss is defeated within the 15-minute time frame the boss sticks around, then anyone that landed at least one hit on the boss will be able to loot the corpse for goodies and may have done enough to be rewarded with money, jade, Dungeon Points, and/or gems by the villagers for helping to prevent more devastation. The rewards from the villagers are divided up based on the percentage of damage done to the boss, NOT raw damage number, which can actually be less but earn more if a higher percentage. But only for those that fought and signed a contract with them. If someone else fought the boss but did not sign anything with the villagers agreeing to help, they will only be able to loot the corpse for possible treasures.

Note: Until you kill at least one mob, not a whole quest, you can only gain a map from the area boss.

In regards to villager rewards, the damage not done by fighters without contracts (if any) will be split up based on which fighters did what percent of the total damage. For example, if three people get contracts for their boss and Fighter 1 does 50% of the total damage, Fighter 2 does 30% of the total damage, and Fighter 3 takes care of the remaining 20%, that is the breakdown of total rewards that will be spread out by the villagers. The total amount of rewards to be split amongst the contracted fighters is based on how many people signed up to fight, and how much HP the boss has. HP is determined by the level of the contracted fighters. The higher their levels, the more HP the boss will have when it arrives. But along with the amount of reward given, it can be less or more than the average down or up to 25% (randomized). So if the average reward for the fighter (based on his or her damage done to the boss) would be 50g, 200 jade, 200 Dungeon Points (DP) and 10 gems... it could randomly increase up to 62g50s, 250 jade, 250 DP, and 12 gems or randomly decrease down to 37g50s, 150 jade, 150 DP, and 8 gems. And, any fluctuation would be random, so that is based on... well, luck. :P

To minimize losses while hiring mercs to do their dirty work, the locals have decided to cap the monetary rewards they hand out once a boss is defeated. But along with capping the maximum money, jade, DP, and gems one can receive, they've also added a minimum as well (as long as at least one blow was dealt to the boss). The caps are determined as (Area number x 25g, 25 jade, 25 DP, and 5 gems) minimum and up to (Area number x 1p, 100 jade, 100 DP, and 20 gems) maximum. So they look like this for each area:

But along with getting paid for your services, you may also find treasure on the boss' corpse when you loot it. You have a chance to find a map and/or a piece of jewelry. You have a 10% chance to find a map while looting a boss. You can find a map for either the area you are in, the area before your current location, or the area that comes after. You also have a chance to find a piece of jewelry on the boss as well, and yes you can find a map and piece of jewelry on the same corpse if you're lucky. The better the stats on the piece of jewelry, the rarer it will be to find.

There is also a +/- 25% modifier applied to a player's loot constrained by the area minimum and maximum loot. This will explain why someone who does less damage than you can still get more loot. This modifier is for the money, jade, dungeon points, and gems. It doesn't affect map or jewelry drop chance.

If you're lucky enough to deal the finishing blow to a boss, there is a tiny chance you can cut off the boss' head and bring it home as a trophy. This can be mounted in the trophy room in your house, and gives a small unknown bonus to Heroism. You can only mount one of each boss head in your trophy room, and it is not consumed when building the mount.

By investing in the Areaboss Taxonomy'n Taxidermy token boost, you increase the minimum/maximum loot (up to +50% minimum and +25% maximum) as well as an increased chance to receive Jewelry, Map, and boss heads when turning in your contract.

Lastly, the rewards from villagers do not last forever. You have 30 minutes from when the boss arrives (not dies) to claim your reward. If you do not click your Loot button on the Bosses page prior to the :30 mark, you will not get paid for your services, no matter how little or how great your damage to the fallen foe.

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Useful Formulas For Rewards/Loot

 * Minimum Money (in gold) = Area(#)*25
 * Minimum Jade = Area(#)*25
 * Minimum Dungeon Points = Area(#)*25
 * Minimum Gems = Area(#)*5

The maximum payout (for all 4 categories) equals 4 times the minimum payout. The "pity" payout (for all 4 categories) equals 1.5 times the minimum payout.

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Boss Caps
As more and more powerful mercenaries come to seek payment for decimating boss after boss in the villagers' area, eventually their services become too expensive for the townsfolk to afford. Each village or area has a limit as to how strong a mercenary can be and actually still sign a contract to fight that local boss. So if an incredibly strong fighter arrived and killed a boss with a single hit if any other players got a hit in that were contracted, the rewards would be split up amongst them, and not with the warrior that was too strong (as he or she were unable to sign a contract). The villagers have decided to limit mercenaries based on their stats and/or their equipment levels. The caps are as follows per area:


 * Area 1 - Generic Fantasy City: Equipment level 75/Total base stats at 3000
 * Area 2 - Military Base: Equipment level 100/Total base stats at 7000
 * Area 3 - Tokyo: Equipment level 125/Total base stats at 11000
 * Area 4 - Elder's Fear Island: Equipment level 150/Total base stats at 15000
 * Area 5 - Sea Island of Bio-Warfare Weapons: Equipment level 175/Total base stats at 19000
 * Area 6 - Gaming Greens: Equipment level 200/Total base stats at 23000
 * Area 7 - Deadly Urban Jungle: Equipment level 225/Total base stats at 27000
 * Area 8 - Jurassic Nature Preserve: Equipment level 250/Total base stats at 31000
 * Area 9 - Ska Island: Equipment level 275/Total base stats at 35000
 * Area 10 - Brochinia Castle: Equipment level 300/Total base stats at 39000
 * Area 11 - Grocery Store of Doom: Equipment level 325/Total base stats at 43000
 * Area 12 - Happy Endings: Equipment level 350/Total base stats at 47000
 * Area 13 - Villain Retirement Village: Equipment level 375/Total base stats at 51000
 * Area 14 - Character Class Institute: Equipment level 400/Total base stats at 55000
 * Area 15+ - No Stat or equipment caps

What that basically means is that if you are fighting a boss in one of those specific areas, if any piece of your equipment or your total base stats (not counting jewellery or boosts; what is showing at the top of your screen) are beyond these caps, you will not be able to get a contract for that area, and may want to consider moving to the next area. And yes, that means you can have level 75 weapons and destroy the Area 1 boss until you are no longer allowed to contract when your total number of base stats reaches 3000. And in regards to how stats are counted, the first three (Health, Attack, Defence) are simple, they are just added together. As Accuracy and Evasion are percentages, they are a little trickier, but still pretty easy. For Accuracy, imagine the decimal and the % sign are gone and subtract 5000 (so if you have 51.45% Accuracy, pretend it looks like 5145 and takes away 5000... leaving 145 which would be the number of base Accuracy stats). For Evasion, do the same trick of taking away the decimal and % sign, but for that, you won't have to do anything else (2.45% Evasion would look like 245 without the decimal/% and that is the number of base stats).

A player cannot even attack an area boss regardless of base stats and equipment if they are five times or more the average level of the contracted players of the area they are trying to help

Equipment means weapons and armors, not just weapons.

Useful Formulas For The Boss Caps

 * Base Stats = Area(#)*4000-1000
 * Equipment = Area(#)*25+50

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Boss Names
Here are the names for each Area's boss, so you know who you are planning to kill and take loot from:


 * 1) Hades
 * 2) Giant Mechanical Ape
 * 3) Mega Mecha-Space Gojira
 * 4) Dimensional Earth Splitter
 * 5) Night-Fighting Narwhal
 * 6) Ganjanator
 * 7) Smiling Politician
 * 8) Philosoraptor
 * 9) Mighty Mighty Boss
 * 10) Black Knight Of Brochinia
 * 11) Headless Broccoli
 * 12) You
 * 13) Bowser
 * 14) Demi-God
 * 15) Golden Dragon
 * 16) The Void
 * 17) The Thing At The End Of All Things
 * 18) Mr. Bigglesworth
 * 19) Obsessed Brony
 * 20) Ragnarok
 * 21) King Kandy
 * 22) Westley
 * 23) Undying Hades
 * 24) Zany Zinc Zebra
 * 25) Shai-Halud
 * 26) Cthulhu
 * 27) Malachai
 * 28) Giygas
 * 29) erametiN
 * 30) Oderus Urungus
 * 31) Real Killer
 * 32) Kali the Destroyer

Clicking a name brings you to the boss's favorite area to pick on.

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Boss Globals
Area bosses add 50 Dungeon Points for each boss global, as well as for getting the killing blow. The chance to land a status-altering hit is based on your Heroism. The more you have, the better the chance.

There are a number of globals that can occur randomly while fighting an area boss, each has some effect on the fight by either buffing the players or debuffing the boss. Each of these can turn the tide on a boss fight should you find yourself having trouble.


 * 1) Global:  stands back and throws  high at the . The onlooker's cheer as the weapon pierces deep into the 's eye!** --- This global lowers the boss' attack power.
 * 2) Global:  drives  deep into the 's foot, tripping it over and breaking its defenses!** --- This global lowers the boss' defense power.
 * 3) Global: Tossing caution to the wind,  straightens up , lowers head and charges the !** --- This global lowers the boss' attack power.
 * 4) Global:  has managed to climb up onto 's back!  continue the fight grasping desperately onto the boss whilst attacking wildly!** --- This global lowers the boss' defense power.
 * 5) Global:  gathers a fistful of sand in <Gloves Name> and throws it into <Boss Name> eyes! <Boss Name> swipes angrily as <Boss Name> attempts to clear <Boss Name> vision.** --- lowers boss' attack power.
 * 6) Global: <Player Name> slaps hand against <Chestpiece Name> three times and lets loose a shrieking war cry. <Boss Name> cowers in fear.** --- This global lowers the boss' defense power.
 * 7) Global: <Player Name> makes a rude gesture with <Gloves Name>, enraging the <Boss Name> and causing distraction!** --- This global gives +5% Evasion for the current boss.
 * 8) Global: <Player Name> bursts into tears at the sight of fallen comrades. The outburst confuses <Boss Name>.** --- This global gives +5% Evasion for the current boss.
 * 9) Global: <Player Name> wipes the blood from <Wrists Name> and angles wrist so the light from the sun shines directly into <Boss Name>'s eyes. <Boss Name> is temporarily blinded!** --- This global gives +5% Evasion for the current boss.
 * 10) Global: <Player Name> pulls a flask of flaming oil from waistband of <Chestpiece Name> and lobs it towards the <Boss Name>. The flask strikes <Boss Name> in the chest and explodes into flames. The <Boss Name> screams in horror!** --- This global lowers the boss' attack power.
 * 11) Global: <Player Name> rushes the boss and unleashes a fierce kick, driving <Boots Name> into the shin of the <Boss name>. The sickening crack of bone fills the air as the <Boss Name> shrieks in pain!** --- This global lowers the boss' defense power.
 * 12) Global: Seeking to turn the tide of battle, <Player Name> pulls an exotic herb from beneath <Wrists Name> and begins to chew it and share with other combatants. Bestial energy courses through veins!** --- This global gives +5% Evasion for the current boss.
 * 13) Global: <Player Name> reaches under <Shoulders Name> and pulls out a small poisonous dart. <They> takes careful aim and hurls the dart. It strikes <Boss Name> in the neck, sending a slowing toxin through <Boss Name> veins and slowing <Boss Name> reflexes.** --- This global gives +5% Evasion for the current boss.
 * 14) Global: <Player Name> removes <Helmet Name>, looks the <Boss Name> in the eye, and boisterously insults its mother's purity. The <Boss Name> howls in anger** --- This global lowers the boss' defense power.
 * 15) Global: Sliding an enchanted whetstone from the pocket of his/her <Leggings Name>, <Player Name> slides it down the edge of his/her <Weapon Name> three times. It glows with deadly power!** --- This global lowers the boss' defense power.
 * 16) Global: <Player Name> carves a mystical rune into the ground with the tip of <Boots Name>. The rune is illuminated with holy might, and the air begins to hum with a protective aura!** --- This global gives +5% Evasion for the current boss.
 * 17) Global: <Player Name> adjusts <Shoulders Name>, crouches down and begins to charge. <They> collides shoulder first with the <Boss name>'s knee, sending it toppling backwards and landing with a thunderous crash! ---** This global gives +5% Evasion for the current boss.
 * 18) Global: <Player Name> balls <Gloves Name> into a clenched fist and runs towards the Zany Zinc Zebra. <Player Name> leaps into the air and punches the Zany Zinc Zebra squarely in the groin. The Zany Zinc Zebra howls in pain and drops to the Zany Zinc Zebra's knees!** --- This global lowers the boss' attack power.

There is a special attack message which grants a player 0.25% free heroism should this proc during the fight, this starts at a 1/10,000 chance up to 49% heroism then will begin scaling with the user's heroism. The message will appear in yellow text like other global messages in your fight log, but will not display a global message in chat. The text is as follows: ''You spot a flaw in the boss' tactics. You're confident that you've learned from this experience and will put up a better fight against the boss from now on!''

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