
Big Boss Trolliver
Boss, base monster, minion, and charge lineup.
- Young Troll
- Troll
- Frost Troll
- Swamp Troll
- Island Troll
- Troll Champion
Contact-based merchant event that opens or refreshes the between-wave shop.
Targets level 15+ runs and can first show up on wave 9.
Base encounter chance is 5% and his contact waves still get +25% extra threat.
Rashid now walks toward your live leader and succeeds the moment he reaches contact range, immediately refreshing the shop and leaving the battlefield.
Fresh Rashid stock marks Shop or the collapsed Menu with a compact NEW badge until you open Shop.
If Rashid faints before contact, or the wave ends before he reaches your leader, you lose that run's trade unlock or stock refresh.
His gear stock favors your vocation and current tier, with occasional off-vocation, too-strong, or lower-tier pieces for variety.
Queued Rashid buys stack up to 99 of the same item, potions plus buyable ammo use inline bulk steppers, sellable ammo stacks queue at full quantity with cart arrows for trimming, and double clicking a queued stack removes only that stack.
Escort banker event that unlocks LuxBank, rescue payouts, and bank interest.
Targets level 35+ runs and can first show up on wave 19.
Successful rescues add 0.5% interest to your bank balance and make Jefrey grateful for 900s, lowering withdrawals to 0.5% and emergency drafts to 1.5%.
Normal withdrawals charge 1%, while emergency drafts charge 3% when they cover purse shortfalls for mercenary upkeep.
Emergency drafts and failed Jefrey rescues make Jefrey wary until the next successful rescue. Wary levels can reach 5, adding 0.5% to withdrawals and 1% to emergency drafts per level.
If Jefrey faints, you both lose 5% of your current purse gold, every hired mercenary loses 1 loyalty, and his wary level increases.
Support-hunter event that unlocks the Bestiary tab and reward-star progression for tracked creatures in the current save.
Targets level 18+ runs and can first show up on wave 10.
The first kill of a monster reveals a silhouette entry, and killing that monster again starts tracking.
Grizzly Adams now spawns near the board center, roams locally, and throws ranged spear attacks like a light paladin support instead of pathing toward camp.
Each successful rescue unlocks +1 reward star for one tracked creature that can still gain another reward star, preferring eligible creatures that appeared on that same wave first.
After Bestiary unlock, his normal return chance scales with the share of tracked creatures that can still upgrade, and he leaves the random pool once none can still gain another star.
A successful rescue unlocks Bestiary under Menu > Bestiary and the direct Bestiary tab whenever the tab bar is expanded.
Once Equipment, Shop/Bank, and Bestiary are all unlocked, the World window tab bar collapses into Battlefield plus Menu. New tab unlocks mark the Menu and matching row until opened.
Prey hunt event that unlocks Prey cards and lets the Bestiary bias future normal-wave spawns.
Targets level 30+ runs and can first show up on wave 15.
Walter stands near the board center and asks you to kill one marked normal wave monster before he falls.
Marked prey shows a larger prey icon, green nameplate, and red HP-bar glow, moves +25% faster, and Jaeger-event prey focuses Walter until the hunt is resolved.
The first successful hunt unlocks the Prey window beside Bestiary, preferring the right side column when side columns are equally open. Later successful hunts grant 1 prey card.
Spend 1 prey card on any Bestiary monster whose tracking is unlocked to set it as your single active prey. The Prey window shows Walter first, lists your card count below him, shows typed replacements as separate candidates, and requires a second click to confirm Cancel. Canceling or replacing an active prey does not refund the card.
Active prey only affects future wave planning. Eligible normal waves have a soft 50% chance to reserve one spawn for the chosen monster, and existing marked prey stays marked if you change the selection mid-combat.
Runner event that unlocks premium mercenary bribes and Bribe Contracts.
Targets level 20+ runs and can first show up on wave 11.
The thief runs in a straight line from one board edge to the other and escapes if he reaches the far side.
Taunt effects stop him for their normal duration, buying time without changing his route.
Killing him unlocks Bribe in the Party window and awards 1 Bribe Contract. Later kills award another contract, and the Lux Shop sells extra contracts for 25 Lux.
Premium accounts can Bribe mercenaries between waves; the action spends 1 Bribe Contract first, then purse gold when no contract is available.
Boss waves replace normal spawns with a family boss, a top-of-world HP HUD, and periodic minion summons.
Boss waves need level 45+, wave 30+, a full 4-member party, at least 20 family charge, and they cool down for 180s after a clear.
Winning a boss wave grants an extra 5 minutes of stamina on top of the normal wave-clear reward.
Family charge only comes from 3-star Bestiary kills, resets to 0 when that boss encounter starts, and tops out at 100.
Bosses have at least 5x the HP of the toughest monster in their charge family and hit far harder than normal family members.
Bosses now escalate at 66% and 33% HP, unlocking more themed spells and casting them faster as the fight gets desperate.
Bosses hunt living mercenaries before the leader unless Challenge is active. Challenge still works, but boss taunts last only one third as long.
If a boss encounter enemy kills a mercenary, that mercenary loses 5 loyalty. Boss shouts appear in combat chat during the fight and can shake the battlefield camera, with shake spam throttled.
Browse every boss family with the boss sprite, base monster, minion, and charge lineup.
8 boss families

Boss, base monster, minion, and charge lineup.
Big Boss Trolliver
Big Boss Trolliver
Island Troll
Young Troll
Troll
Frost Troll
Swamp Troll
Island Troll
Troll Champion
Boss, base monster, minion, and charge lineup.
Dread Corsair
Pirate Corsair
Pirate Cutthroat
Pirate Buccaneer
Pirate Cutthroat
Pirate Marauder
Pirate Corsair
Boss, base monster, minion, and charge lineup.
Massive Fire Elemental
Fire Elemental
Fire Elemental
Fire Devil
Fire Elemental
Blazing Fire Elemental
Boss, base monster, minion, and charge lineup.
Minotaur Warmaster
Minotaur Guard
Minotaur
Minotaur
Minotaur Archer
Minotaur Mage
Minotaur Guard
Boss, base monster, minion, and charge lineup.
Ogre Overlord
Ogre Shaman
Ogre Brute
Ogre Brute
Ogre Savage
Ogre Shaman
Boss, base monster, minion, and charge lineup.
Primal Wolf
Ghost Wolf
War Wolf
Wolf
Winter Wolf
War Wolf
Ghost Wolf
Werewolf
Boss, base monster, minion, and charge lineup.
The Axeorcist
Orc Leader
Orc Berserker
Orc
Orc Spearman
Orc Warrior
Orc Berserker
Orc Leader
Orc Warlord
Boss, base monster, minion, and charge lineup.
The Old Widow
Sacred Spider
Giant Spider
Spider
Poison Spider
Giant Spider
Sacred Spider
Spider QueenPost-wave endurance event that unlocks Training and awards training scrolls.
Targets level 40+ leaders on wave 30+ and shares the one-triggered-event slot with merchants and bosses.
Sensei is selected when the wave starts, but only enters after all normal monsters and queued normal spawns are gone.
Sensei enters as a friendly NPC, walks to the leader with a green reticle, then turns hostile when the duel starts or after 5 seconds if his approach is blocked.
The normal wave clear is kept even if the endurance duel fails. Sensei damage cannot defeat the leader; a would-be fatal hit leaves the leader at 1 HP and ends the event.
Only the party leader can target and damage Sensei. Mercenaries ignore him and turn away during the duel. Sensei stays hidden from the Battle target list, but direct battlefield targeting still works for the leader.
The endurance timer starts with Sensei's opening combat line, appears as a top-center orange-red digital clock, and keeps resolving on the server while the tab is hidden, without starting later waves on its own.
Surviving the 60s duel grants exactly 1 training scroll. The first success unlocks the Training tab in the World window.
Inside the Training tab, Sensei asks which skill to train, then spends one scroll to open the Dojo. The Dojo shows only the leader and straw dummies; movement keys turn the leader without moving, and the normal battlefield zoom HUD is disabled there.
A Dojo dummy lasts 2-4 seconds. Click it directly to land a 999 hit, train the selected skill, gain 1 minute of stamina, and spawn the next dummy. Letting it fade costs 1 minute of Dojo time.