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World Bosses

World Bosses are large-scale open-world encounters built around role pressure, arena awareness, and phase execution. Every boss has unique mechanics and subcategories so squads can learn each fight step by step.

Global System

  • Scheduled and trigger-based boss appearances
  • Phase-based mechanics with escalating difficulty
  • Shared loot + contribution reward distribution

Boss Index (4 of 4)

  • #1 Ashen Oracle (detailed below)
  • #2 Gravewarden (detailed below)
  • #3 Hollow Colossus (detailed below)
  • #4 Storm Herald (detailed below)

Portal biome routing: DARK_FOREST → Gravewarden, WINDSWEPT_HILLS → StormHerald, BADLANDS → HollowColossus, DESERT → AshenOracle.

Boss Forging Drops

World bosses now drop dedicated forging components used in the updated Gracestone recipe. Each boss has a 10% drop chance for its signature item.

Boss Drop Item ID Amount Chance
Gravewarden Gravewarden Core gravewarden_core 1 10.0%
Storm Herald Storm Sigil storm_sigil 1 10.0%
Hollow Colossus Colossus Fragment colossus_fragment 1 10.0%
Ashen Oracle Ashen Relic ashen_relic 1 10.0%

Boss Cosmetic Additions: Bow Trails

Each world boss now has two unique bow-trail cosmetic tokens in its loot pool, using the same cosmetic drop chance bucket.

Gravewarden

  • Soul Streak
  • Mist Glyph

Storm Herald

  • Thunder Spark
  • Storm Frost

Hollow Colossus

  • Sand Dust
  • Gravel Rain

Ashen Oracle

  • Cinder Wisp
  • Oracle Ash

Bow trails are applied with crafting: place a bow and a bow-trail applicator token together in a crafting bench to imprint/replace the trail.

World Boss System: Anti-Cheese Controls

Anti-cheese logic continuously monitors boss engagements to prevent pillar abuse, long-range kiting, and arena resets. It can cancel invalid hits, teleport bosses back into combat range, and clean up stale fights after inactivity.

Enforcement Rules

  • Rejects damage when attacker exceeds maxPlayerDistance from boss.
  • Rejects damage when attacker vertical advantage exceeds maxPillarHeight.
  • Tracks repeated projectile pressure and teleports boss after maxRangedHits.
  • Teleports boss to nearest valid player when distance exceeds teleportDistance.

Arena/Lifecycle Guards

  • Searches for active players inside arenaRadius.
  • If arena is empty, boss controller triggers onArenaEmpty() recovery.
  • If no damage occurs for despawnAfterMinutes, boss is removed and cleanup runs.
  • Per-boss state tracks last damage time, last player seen time, and ranged hit streaks.

Config root: worldBoss.antiCheese (keys: maxPlayerDistance, maxPillarHeight, maxRangedHits, arenaRadius, teleportDistance, despawnAfterMinutes).

Boss #1 — Ashen Oracle

A control-heavy caster boss that starts invulnerable behind relic anchors, then transitions into zone denial and burst punishment. Designed to force coordinated relic clearing and disciplined positioning around safe space windows.

Subcategory: Encounter Identity

  • Type: WorldBossType.ASHEN_ORACLE
  • Core theme: Prophecy, ash, and ritual shielding
  • Mechanic block: Crying Obsidian relics
  • Fight style: Protection phase → attrition phase → enrage burst phase

Subcategory: Phase Timeline

  1. Ritual Phase

    Boss is invulnerable while relics are active. Players must break relics to unlock damage.

  2. Prophecy Phase

    Boss becomes vulnerable and cycles Omen attacks while maintaining a safe-radius gameplay check.

  3. Cataclysm Phase

    Triggers at configured health threshold. Omen cadence hardens and Ash Burst is added for knockback + burn pressure.

Subcategory: Ability Kit

Ritual Relics

Relics spawn in a ring around the boss, clamped to world border bounds. While any remain, boss damage is negated.

Omen

Area punishment outside the safe radius. Applies damage, blindness, and slowness; stronger during Cataclysm.

Ash Burst

Cataclysm-only blast that knocks players back, sets them on fire, and deals burst damage in radius.

Telegraph Layer

Distinct sound + particle telegraphs for Omen and Ash Burst reward players who react before impact.

Subcategory: Configurable Values

  • omenSafeRadius
  • omenCooldownTicks
  • ashBurstRadius
  • ashBurstCooldownTicks
  • ritualRelicRadius
  • ritualRelicCount
  • cataclysmThreshold

Subcategory: Counterplay Notes

  • Assign relic breakers early to end Ritual quickly.
  • Anchor around the safe ring between Omen casts.
  • Save mobility for Cataclysm Ash Burst knockback timing.
  • Plan defensive cooldowns when boss drops near threshold.

Boss #2 — Gravewarden

A sustain-focused undead commander that begins protected by gravestones, then pivots into pressure through summoned archers and a revenant execute phase. Teams must juggle objective breaking, safe-zone movement, and anti-heal planning.

Subcategory: Encounter Identity

  • Type: WorldBossType.GRAVEWARDEN
  • Core theme: Necrotic shielding, minion pressure, and self-healing attrition
  • Mechanic block: Chiseled Deepslate gravestones
  • Fight style: Objective shield phase → summon pressure phase → empowered revenant phase

Subcategory: Phase Timeline

  1. Shielded Phase

    Boss is invulnerable while gravestones are active. Gravestone rings mark defensive safe zones.

  2. Unsealed Phase

    After all gravestones are destroyed, boss becomes vulnerable and starts recurring archer waves.

  3. Revenant Phase

    At health threshold, boss gains speed/resistance and adds Wraith Strike as periodic area punishment.

Subcategory: Ability Kit

Gravestone Bulwark

Gravestones around the arena sustain invulnerability and project safe-zone rings for tactical movement.

Soul Archer Summons

Periodic skeleton archer waves spawn and target players outside gravestone safe zones, escalating in Revenant.

Lifesteal Strikes

On-hit healing scales from damage dealt; Lifesteal Ward armor enchant reduces that healing.

Wraith Strike

Revenant-only targeted soul blast on the nearest player, dealing area damage plus weakness.

Subcategory: Configurable Values

  • safeRadius
  • gravestoneCount
  • archerCooldownTicks
  • archerCount
  • revenantThreshold
  • wraithCooldownTicks
  • wraithStrikeDamage
  • wraithStrikeRadius

Subcategory: Counterplay Notes

  • Split opening assignments to clear gravestones quickly and drop boss invulnerability.
  • Use safe rings near gravestones to avoid archer target priority when kiting waves.
  • Stack Lifesteal Ward coverage on frontline to suppress boss sustain from melee hits.
  • When Revenant starts, pre-position around nearest-player bait to control Wraith Strike overlap.

Boss #3 — Hollow Colossus

A cyclical siege encounter built around timed phase rotations, weak-spot discipline, and escalating arena hazards. The fight loops through defensive and offensive states while scaling pressure with each completed cycle.

Subcategory: Encounter Identity

  • Type: WorldBossType.HOLLOW_COLOSSUS
  • Core theme: Sealed core cycles, terrain punishment, and scaling attrition
  • Mechanic model: Rotating safe zones + loop-based difficulty bonus
  • Fight style: Closed defense → Exposed weak spot → Rampaging AoE pressure

Subcategory: Phase Timeline

  1. Closed Phase

    Core is sealed; direct damage is negated. Minion wave spawns and debris/collapse mechanics begin scaling per loop.

  2. Exposed Phase

    Core opens for a short damage window. Only weak-spot hits (upper-body threshold) are accepted.

  3. Rampaging Phase

    Boss becomes fully aggressive with recurring Shockwave and Targeted Debris until the cycle closes again.

Subcategory: Ability Kit

Phase Shift Telegraphs

Final-second warning cues announce phase changes with distinct sounds and particles for planning swaps.

Shockwave

Rampaging radial knockback + damage pulse punishes stacked positioning near center mass.

Targeted Debris

Falling deepslate barrages target player zones, excluding safe-zone circles.

Arena Collapse

After repeated loops, random floor collapse strips terrain outside safe zones and increases movement risk.

Subcategory: Configurable Values

  • safeRadius
  • closedTicks
  • exposedTicks
  • rampagingTicks
  • difficultyBonusStep
  • shockwaveCooldownTicks
  • shockwaveDamage / shockwaveDamagePerBonus
  • targetedDebrisCooldownTicks / targetedDebrisCount
  • minionBaseCount, minionBaseHealth, minionHealthPerBonus
  • debrisBaseCount, debrisPerBonus
  • collapseBaseChance, collapseChancePerBonus

Subcategory: Counterplay Notes

  • Pre-assign players to safe-zone anchors to reduce panic repositioning during debris windows.
  • Save burst cooldowns for Exposed phase and emphasize elevated hitboxes for weak-spot validation.
  • Spread before Shockwave cycles to limit chain displacement and recovery downtime.
  • Treat each closed-loop reset as a difficulty spike; clear minions quickly to preserve arena control.

Boss #4 — Storm Herald

A mobility-pressure encounter focused on anchor objective control, lightning zoning, and escalating tempest cadence. Parties are rewarded for collapsing shield anchors quickly, then rotating through safe zones and knockback recovery lanes.

Subcategory: Encounter Identity

  • Type: WorldBossType.STORM_HERALD
  • Core theme: Anchored storm shield, chained lightning, and tempest control
  • Mechanic block: Lightning Rod anchors
  • Fight style: Shield break opener → stormcaller control loop → tempest burst finisher

Subcategory: Phase Timeline

  1. Shielded Phase

    Boss remains invulnerable while anchor rods are intact; anchors project visible safe rings.

  2. Stormcaller Phase

    After anchors fall, boss unlocks Chain Lightning and Wind Gust cycles with telegraphed casts.

  3. Tempest Phase

    At health threshold, cooldowns tighten and Tempest Storm activates for repeated lightning pressure.

Subcategory: Ability Kit

Chain Lightning

Lightning checks players in range; standing near active anchor safe zones mitigates damage.

Wind Gust

AoE knockback burst with damage, stronger vertical lift during Tempest for displacement punishment.

Tempest Storm

Tempest-only targeted lightning spread around players, adding slowness and sustained attrition.

Anchor Safe Rings

Active anchor zones create tactical shelter against Chain Lightning while shield objectives remain.

Subcategory: Configurable Values

  • lightningSafeRadius
  • tempestThreshold
  • lightningCooldownTicks
  • windGustCooldownTicks
  • chainLightningDamage
  • windGustDamage
  • windGustRadius / windGustKnockback
  • tempestBonusDamage / tempestRadiusBonus
  • tempestStormCooldownTicks
  • tempestStormRadius / tempestStormDamage

Subcategory: Counterplay Notes

  • Assign split teams to anchor rods in opener to minimize shield uptime and transition quickly.
  • Use anchor ring positions to pre-stage for Chain Lightning windows before full shield break.
  • During Wind Gust telegraph, angle movement against knockback vectors to avoid chain displacement.
  • In Tempest, rotate defensive cooldowns around storm cycles and prioritize recovery from slowness locks.