World Boss
One giant foe, one shared health pool, and a chest that pays by damage dealt

A World Boss is a single enormous enemy that appears at a fixed spot on the World Map for a limited time. It is not instanced: every Architect fights the same boss, and every point of damage anyone deals comes off one shared health pool. Bring it down before its timer runs out and it leaves a World Boss Reward Chest behind for everyone who helped.
When a Boss appears
A Boss is scheduled in advance and goes live at its spawn time. The moment it does, the whole world hears about it:
A banner drops in at the top of the screen — click it and the map flies straight to the Boss.
An announcement in World Chat names the Boss and its Level and links its position.
A Telegram alert, if you hold an active Scouting Guild - unless you have switched that notification off.
Its marker carries the Boss's name, its remaining health out of the full pool, and a countdown to the moment it leaves. Click the marker to open the Boss panel.
Fighting the Boss
Send one Hero at a time, and that Hero has to be standing at the Boss on the map.
Every attempt costs 10 Stamina, win or lose.
There is no cooldown. A Hero can re-challenge the Boss as often as its Stamina allows.
Your Hero fights the Boss's actual remaining health - the shared pool, not a fresh copy of the Boss.
Damage always counts. Whatever your Hero lands before the fight ends is applied to the shared pool permanently - a fight your Hero loses still chips the Boss down and still counts towards your total.
A lost fight can leave your Hero with an Injury, and Equipment takes the usual durability wear either way.
If the countdown runs out while the Boss is still standing, it despawns. No Boss, no Reward Chest - everything the server dealt to it is gone.
The World Boss Reward Chest
The moment the killing blow lands, the Boss falls, World Chat announces it, and a World Boss Reward Chest takes its place on the map for 24 hours. While you still have something to claim, its panel shows a Disappears in countdown.
One open per account, with any of your Heroes standing at the Chest.
You must have dealt damage to that Boss. Bystanders get nothing.
Opening it again later replays the same haul - it is never a second roll.
How many rolls you get
A Chest holds six roll slots, and your damage rank among that Boss's participants decides how many of them you get to roll. The slots stack, so qualifying for a later slot means you roll every earlier one too:
At least 1 Damage
Slots 1 and 2
Top 50%
+ slot 3
Top 25%
+ slot 4
Top 10%
+ slot 5
Top 1%
+ slot 6
The Architect at rank 1 always qualifies for all six slots, however small the field was. Tied damage totals share a rank, so a tie that straddles a bracket lets every tied Architect through.
What a Chest holds
Each Boss brings its own table, and each slot rolls on it independently. A slot can produce Resources, a piece of Equipment, a Skill Scroll or a Schematic - or come up empty. The reveal strip shows you every outcome the slots you qualified for could have produced before it settles on what you actually got, and a rare enough pull is announced to the whole world.
When the 24 hours are up the Chest closes for good. Loot you never claimed is lost - open it while it is there.
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