Avatar vs Boss
The complete rules for the duel between your avatar and the boss. Once the soldier phase is cleared, the fight loads fresh units, decides who goes first, and plays out one basic attack at a time until someone falls.

Setup - Who's on the Field
Both sides load as fresh combat units:
- Your avatar - current class, identity attributes, equipped gear, and real-life-stat modifiers all baked into the combat sheet at fight start. HP refreshed to full regardless of soldier-phase damage.
- The boss - a monster with its
isBossflag set, loaded fresh. Scaled against the avatar with expected equipment at its level, so a well-geared avatar at the right level should find the fight tense but fair.
From the moment the fight loads, neither side's numbers change. No mid-fight equipment swap, no attribute shift, no real-life-stat tick.
Who Attacks First
Whichever side has higher effective Speed takes the first turn. Effective Speed combines:
- Class base Speed.
- The Speed identity attribute.
- Equipment Speed bonuses (avatar only).
- Real-life-Vitality-adjacent scaling (avatar only).
Status effects aren't part of the boss phase, so there's never a Speed buff or debuff factoring into the first-turn check.
On an exact tie, the avatar goes first. Ties are rare in practice - the avatar's Speed depends on many inputs while the boss's is a single derived number.
Why First Turn Matters
In a 1v1 basic-attack fight with no healing and no shields, going first is a real advantage:
- The first attacker gets one free swing before the second attacker has acted at all.
- That extra swing means the second attacker starts playing catch-up from the first moment.
- If units are evenly matched on damage, the lead tends to compound - the leading unit stays leading as HP pools thin.
This is why Speed investment still matters in a phase where it doesn't grant extra turns. One Speed point into your build might be the difference between winning a coin flip and losing one.
Damage Exchange
On each turn, the acting unit uses its class basic attack against the other unit. The damage pipeline runs exactly as it would in the soldier phase:
- Raw damage from Attack or Magic Power × skill multiplier × class multipliers.
- Damage variance roll.
- Defense reduction (Armor or Magic Defense).
- Crit roll - on success, multiplied by the attacker's crit multiplier.
- Dodge roll - on success, damage becomes zero.
- Parry roll (Knight defender only) - on success, damage becomes zero.
- Minimum-damage floor - a hit that actually landed always does at least 1.
No skill choice, no target choice, no buff to apply. Just the basic, every turn.
How Class Perks Still Matter
Class perks are passive - they don't need activation - so all of them apply during the boss fight:
| Class | Active Perks |
|---|---|
| Knight | Physical DR floor, parry chance (half-effective vs magic), small magic DR floor |
| Wizard | Magic damage multiplier on outgoing magic, magic DR floor |
| Archer | Armor penetration on outgoing physical, highest crit damage multiplier |
| Rogue | Highest dodge floor, elevated crit damage multiplier |
An Archer avatar will crit huge; a Rogue avatar will dodge often; a Knight avatar will parry and soak; a Wizard avatar will trade through magic. Each class's identity shows up on every turn.
Kill Shot
The fight ends the moment one unit's HP hits zero.
- Because turns strictly alternate, exactly one side acts at a time - so simultaneous deaths are impossible.
- The kill-shot animation plays with extra emphasis - heavy haptic, death animation on the defeated unit, a brief pause to hold the moment.
- Then the result screen appears.
Winning
If your avatar kills the boss:
- The dungeon is cleared (or the quest is completed, in boss-only adventure quests).
- Rewards pay out - gold, any guaranteed item drop (see Dungeon Boss Phase and Quest Rewards).
- The attached goal's
dungeonClearedflag flips on. - A results screen confirms the victory.
Losing
If the boss kills your avatar:
- The run ends in defeat. No rewards.
- The attempt is recorded (dungeons track an attempt counter).
- You can retry - but for a dungeon, that means running the whole soldier phase again first. There's no "retry just the boss" shortcut.
Replay and Determinism
A cleared dungeon can be re-run, including a fresh boss fight each time. Repeat runs of the same dungeon pay reduced rewards - see Retrying Dungeons.
The boss fight is deterministic given a seed. In practice, seeds aren't user-controlled, so each attempt feels like an independent roll.
