> For the complete documentation index, see [llms.txt](https://docs.pawtato.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.pawtato.gg/pawtato-land/gameplay/adventure/world-boss.md).

# World Boss

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

<figure><img src="https://665930138-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhRoTVSVhyZUI6BeRikY%2Fuploads%2FtqhXGd9rigUfuKQPORVL%2Fworldboss.png?alt=media&amp;token=421e8dd6-7a0d-415a-8a4f-f7318cde91d0" alt=""><figcaption></figcaption></figure>

A **World Boss** is a single enormous enemy that appears at a fixed spot on the **World Map** and stays there until it is defeated. 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 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.

From the moment a Boss is scheduled, a **💀 World Boss · \<time left>** button counts down to its spawn in the world map's right-hand countdown stack, alongside the Tribal Conflict and Tournament countdowns. It is the same for everyone and deliberately gives nothing away: it doesn't say **which** Boss is coming or **where**, and it isn't clickable. On phones only the 💀 icon and the time are shown. When no Boss is scheduled, the button is hidden.

The moment a Boss spawns, 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**](/pawtato-land/gameplay/bank-of-axoma.md) - unless you have switched that notification off.

{% hint style="info" %}
A World Boss is **never hidden by fog of war**. Every other spawn on the map - shoals, veins, thickets - stays invisible until a Hero has scouted the area, but a Boss is announced to draw the whole server to it, so it is always on the map for everyone.
{% endhint %}

Its marker carries the Boss's **name** and its **current health** out of the full pool, kept live on the map and in the Boss panel. Click the marker to open the Boss panel.

### World Boss Rage

Besides the scheduled Bosses, the whole server can **summon** one. Every encounter an Architect defeats in the [**Proving Grounds**](/pawtato-land/gameplay/adventure/proving-grounds.md) fills one shared **World Boss Rage** meter:

* A normal encounter adds Rage equal to its **Level**.
* An **Elite** or **Boss** encounter adds **ten times** its Level.
* Each encounter counts **once per account** — beating the same enemy again with another of your Heroes adds nothing. Tutorial fights don't count.

While no Boss is scheduled, the meter sits in the world map's right-hand countdown stack as a **🔥 World Boss Rage** button showing how full it is in percent. When it fills up, a **random World Boss** is scheduled to spawn **one hour later** at one of its spawn points, and the button turns into that Boss's spawn countdown. The meter stays frozen while its Boss is on its way or on the map, and starts again from empty once that Boss is gone.

## 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.
* A Hero that is **in a dungeon** or **on an assignment** cannot fight the Boss — the panel says so and locks the **Fight** button until the Hero is free.
* 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**](/pawtato-land/gameplay/heroes/injury.md), and Equipment takes the usual durability wear either way.
* The [**Execute**](/pawtato-land/gameplay/heroes/skills.md) Skill does not work on a World Boss. Its bonus damage against low-health enemies never triggers against the shared pool, and its charge marker stays empty in the fight.

{% hint style="warning" %}
A World Boss can **regenerate health**. Its shared pool slowly refills over time, up to its full health, so the server has to out-damage the regeneration to bring it down.
{% endhint %}

## 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:

<table><thead><tr><th width="220">Your damage rank</th><th>Roll slots</th></tr></thead><tbody><tr><td>At least 1 Damage</td><td>Slots 1 and 2</td></tr><tr><td>Top 50%</td><td>+ slot 3</td></tr><tr><td>Top 25%</td><td>+ slot 4</td></tr><tr><td>Top 10%</td><td>+ slot 5</td></tr><tr><td>Top 1%</td><td>+ slot 6</td></tr></tbody></table>

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.

{% hint style="danger" %}
When the 24 hours are up the Chest **closes for good**. Loot you never claimed is lost - open it while it is there.
{% endhint %}
