The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
THE BOSS SCALES YOU LIKE THE ARENA DOES. Your six allocatable primaries become a fixed stat budget split by your OWN ratios (distribution matters, magnitude does not), your Bonus % is squashed by a divisor, the Physical Attack conversion grants and every artifact enchant line are divided, and your pathway’s Attack % / Heals % multiply all damage you deal and heals you receive. Same five knobs as the Arena, tuned separately for the boss. A cooked meal lands ON TOP of the normalized totals at face value. The boss’s own numbers and enrage are untouched.
DAILY RANK REWARDS. Your rank on yesterday’s damage board pays Achievement Tokens. Claim on the boss map after 00:00 server time, once per day; ties share a rank. Hover the ? beside Claim for the live table. Boards were reset when this scaling went live; earlier runs are not ranked.
A damage race, not a kill. The boss has no HP. You trade blows for up to 120 turns (each side acts once per turn, higher Speed first). Your score is TOTAL DAMAGE dealt before you die or the run ends. Dying ends the run early with what you banked.
| Rule | How it works |
|---|---|
| Length | Up to 120 turns |
| Enrage | Every turn from the 6th, the boss gets ×1.05 stronger, compounding |
| Max enrage | Level 115 — roughly 261× its starting stats |
| Attempts | 2 per day, resetting at 00:00 UTC |
| Boss | One per weekday, each with its own leaderboard |
| Leaving | Forfeits the run and still spends the attempt |
Enrage multiplies every boss primary except Stamina (it has no HP): it hits harder, takes less, crits and dodges more as turns pass.
The boss ramps steeply, so most of your score comes from the first half. Front-loaded damage beats sustain here, the opposite of the Dungeon.
| Server day | The boss brings |
|---|---|
| Monday | Final Damage +20% · hits twice, the second at 50% of the first |
| Tuesday | Final Damage +20% · Damage Reduction fixed at 92% |
| Wednesday | Final Damage +20% · its attacks cannot be evaded by Evasion |
| Thursday | Final Damage Reduction +25% · Evasion fixed at 66.6% |
| Friday | Final Damage Reduction +25% · Final Damage +20% |
| Saturday | Final Damage Reduction +25% · 25% chance to act twice in a row |
| Sunday | No modifiers |
Two boss modifiers per server day, from the same pool the Battle map rolls. They can be changed live, so the board’s nameplate and the T+1…T+7 strip are the authority. They apply for the whole run on top of the enrage.
| Meal | Points | Rolls into |
|---|---|---|
| Stir-Fry Sardine | 300 | all six (no Intelligence) |
| Lobster Salad | 150 | Stamina + Defense |
| Lobster Roll | 150 | Stamina + Strength |
| Tuna Sashimi | 150 | Strength + Haste |
| Tuna Sushi | 150 | Strength + Malice |
| Crab Leg Sashimi | 150 | Defense + Intuition |
| Boiled Crab | 150 | Defense + Strength |
Breadth vs depth: the sardine rolls twice the points over six stats; every other meal rolls half as many into two, so a focused build gets more of what it wants.
A meal is eaten when cooked, so the roll cannot be cancelled, only rerolled within that dish. Its points go onto PRIMARY stats, so the usual ratios and diminishing returns apply.
MEALS WORK OUTSIDE THE BOSS TOO. The same seven dishes work for a manual Fight (one meal per fight, win or lose) and a Dungeon descent (one per run, rolled at entry and kept for every room). Only the Endless Boss lets you cook ahead and reroll; the other two roll when eaten, so a boss meal is never used by a fight. Your crew never eat: auto-farming does not simulate battles.