How Bosses Work
Every player faces a weekly boss — a named enemy that attacks your Vigor every night at 2am and must be defeated before the week ends. Each player has their own independent boss with its own HP bar and weekly goal. Bosses are assigned randomly each Monday from a library of 28, with tier weighting based on your current class level. Within that tier, the draw favors bosses you haven't slain yet — an already-defeated boss won't be assigned again while an undefeated one remains in the tier, though a boss that has beaten you before can still return.
Defeating a Boss
There are two ways to win. Either one ends the fight:
- HP depletion — deal enough damage to reduce the boss's HP bar to zero before the week ends.
- Goal completion — complete the specific weekly goal tied to this boss (e.g. "Complete 4 workouts this week").
How Your Damage Works
Every Rune you earn strikes your boss. Each time you complete a task, log a workout, or log a meal, the Runes earned are converted into weapon damage on the spot — boss HP updates in real time while you play. The 2am engine applies the same conversion to Runes it awards overnight.
The formula:
Damage = (Runes earned ÷ 100) × Weapon rate × Class multiplier × Strength bonus × Grease
- Weapon rate — set by your equipped weapon's rarity, per 100 Runes earned: Common 1.0 · Uncommon 1.25 · Rare 1.5 · Legendary 1.8. A Legendary weapon hits nearly twice as hard as a Common one. With no weapon equipped the rate drops to 0.5 — half of a Common — so equipping even the humblest blade doubles your damage. Going unarmed is allowed; it is never an advantage.
- Class multiplier — 1.0x at Hollow, scaling to 5.5x at Elden God. Boss HP scales on its own separate (steeper) ladder — 0.9x at Hollow up to 13.5x at Elden God — so bosses genuinely get harder as you climb, not just bigger alongside you.
- Strength bonus — +3% damage per Strength Skill Point invested.
- Grease — an applied grease multiplies damage for as many days as it lasts (7 for the ordinary ones), and a new grease replaces it: 1.3x against a boss weak to that element, 1.1x otherwise (Magic Grease: flat 1.2x against anyone).
A worked example: a Wanderer (1.5x class) with an Uncommon weapon (1.25 rate) and 5 Strength points (+15%) earns 10,000 Runes on a strong day. That lands 100 × 1.25 × 1.5 × 1.15 ≈ 216 damage. The same day with a Legendary weapon (1.8 rate) would land ~310.
Full damage-rate, class-multiplier, and grease tables live in the Technical Reference.
Boss Kill Rewards
| Boss Tier | Rune Windfall | Loot Drop | Signature Item |
|---|---|---|---|
| Standard | 10,000 Runes | Guaranteed Uncommon or better | Boss-specific consumable (Common–Uncommon) |
| Veteran | 15,000 Runes | Guaranteed Uncommon or better | Boss-specific consumable (Rare) |
| Legendary | 25,000 Runes | Guaranteed Uncommon or better | Boss-specific consumable (Legendary) |
Every kill also grants that boss's signature item — a specific consumable tied to the boss, the same one every time. Each boss's signature item is named on its card on the Bosses page.
On a first kill you additionally keep the Remembrance — a collectible trophy tied to that boss — and awaken a permanent Echo, a passive bonus that stays with you forever. Repeat kills pay the Remembrance's sell value in Runes instead. (The realm's lore: every kill trades a Remembrance for the boss's signature item — the first Remembrance is the one that stays with you.) See Collectibles for full Echo and Remembrance details.
Boss Tiers & Unlock Levels
Boss tier assignment is weighted by your current class. You won't face Legendary bosses at level 3 — but as you climb the class ladder, harder bosses enter the pool and eventually dominate it.
| Class | Levels | Standard | Veteran | Legendary |
|---|---|---|---|---|
| Hollow | 1–5 | 100% | — | — |
| Tarnished | 6–10 | 80% | 20% | — |
| Wanderer | 11–15 | — | 100% | — |
| Warrior | 16–20 | — | 90% | 10% |
| Champion | 21–25 | 10% | 60% | 30% |
| Crucible Knight | 26–30 | — | 50% | 50% |
| Erdtree Knight | 31–35 | — | 30% | 70% |
| Exalted | 36–40 | — | 20% | 80% |
| Elden Lord | 41–45 | — | 10% | 90% |
| Elden God | 46–50 | — | — | 100% |
Boss Counterattacks & Debuffs
The boss deals Vigor damage every night at 2am. The hit is rolled randomly within a range set by two things: your Grace level for that day, and the boss's tier. Higher Grace = less damage. If you don't open the app at all, the day counts as full neglect — the same damage range as Forsaken.
| Grace Level | Standard Boss | Veteran Boss | Legendary Boss |
|---|---|---|---|
| Blazing | 4–6 HP | 6–10 HP | 8–12 HP |
| Burning | 8–12 HP | 13–19 HP | 15–22 HP |
| Flickering | 14–22 HP | 22–34 HP | 25–38 HP |
| Forsaken (incl. full neglect) | 22–34 HP | 34–50 HP | 38–58 HP |
Damage While Raging
While a boss is in rage mode, the nightly roll is multiplied by 1.5x. The effective ranges:
| Grace Level | Standard (raging) | Veteran (raging) | Legendary (raging) |
|---|---|---|---|
| Blazing | 6–9 HP | 9–15 HP | 12–18 HP |
| Burning | 12–18 HP | 20–29 HP | 23–33 HP |
| Flickering | 21–33 HP | 33–51 HP | 38–57 HP |
| Forsaken (incl. full neglect) | 33–51 HP | 51–75 HP | 57–87 HP |
An equipped shield reduces the final hit by its damage-reduction percentage, and some talismans adjust incoming damage — the tables above are the numbers before that mitigation. How your Grace level is decided each night is covered in Grace & Day Quality Score.
On particularly poor days, the boss may also apply a debuff — a persistent negative effect that lingers for several days. Debuff chance scales with how badly you played:
| Grace Level | Debuff Chance |
|---|---|
| Blazing / Burning | 0% |
| Flickering | 10% |
| Forsaken (including full neglect) | 35% |
Only one debuff can be active at a time. Debuffs can be cleared early with Neutralizing Boluses (Uncommon loot) or by reaching a Site of Grace milestone. Standard bosses usually apply debuffs lasting 4 days, Veteran 6 days, Legendary 7 days.
Rage Mode
Each boss has a unique rage trigger — a specific behavior that, when met, activates a 1.5x damage multiplier. Rage triggers vary per boss and are usually tied to the habit the boss represents. Two consecutive Burning or better days deactivates rage mode — and once you've recovered, the boss won't immediately re-enrage over the same old slip-ups; it takes new bad days after the recovery to set it off again. When a boss is in rage, you'll see a warning in the app.
Near Victory
If the week ends and the boss survives with 30% HP or less, you receive a Near Victory consolation:
- 25% of the full boss kill Rune reward
- 12.5% chance at a loot drop
- The boss returns next week at 85% of its max HP — wounded and ready to finish
If you deal 31–69% damage — hurting it, but not enough for Near Victory — it's a Valiant Effort: a narrative acknowledgment with no mechanical reward. Below 31% damage the boss survives, and you lose Runes: 8,000–15,000 against a Standard boss, 10,000–20,000 against a Veteran, 20,000–35,000 against a Legendary. A fresh boss is dealt the next week.
Raid Bosses — The Stirring
Alongside the weekly boss, a Raid Boss is assigned at Level 6 and runs for 21 days — both active simultaneously. Every point of damage you deal to your weekly boss also hits the raid at full value, cumulative across the whole 21 days. Kill it any time or it escapes when the 21 days close.
A raid's health is sized to your own recent output, not a fixed number, and it advances through four HP-based phases (Slumbering, Stirring, Hunting, Cornered) as you damage it — never by the calendar. It deals one daily clue, and fires a move when you miss it. While it Slumbers (or Stirs without rage) it doesn't swing, but from the Hunting phase on it hits you every night, a quarter of its band while Hunting and half of it once Cornered, and harder while it is enraged. Raid kills drop a Great Rune in addition to the Rune reward and loot.
Raid Bosses unlock at Tarnished tier (Level 6+); Veteran raids can be drawn from Level 6 and Legendary raids from Warrior (Level 16+).
See Raid Bosses for the complete design — the four phases, the daily clue, curses, the Pact, rewards, and escape outcomes — and Great Runes for what each kill earns. For the eligible-boss list and their week goals, see All Bosses.
Calling for Help — The Summoning
Once another player has slain their own weekly boss for the week, you can summon them from your weekly boss card: each night at 2am until your boss falls or the week ends, their day's damage strikes it, up to 30% of its maximum health a night. If they land a blow, they earn half of your kill Runes (or half your near-victory Runes). If they don't, it costs you nothing. One summons per boss.
See The Summoning for who can be summoned, the contract you sign, the nightly strike, and the price.
Notes & Tips
- Boss HP updates in real time as you earn Runes — every task completion, every workout, every meal log moves the bar.
- Your weapon's element matters. Applying the right Grease to match a boss's weakness deals 1.3x weapon damage for its 7 days. See Loot & Equipment.
- Using Rejection (Rare loot drop) swaps your current boss for a new random one — the replacement follows the same no-repeat preference as the weekly draw. Useful if a boss keeps returning and you want a different matchup.
- Your first boss is assigned on day one — the game doesn't wait for you to settle in. You almost certainly won't kill it in your first week. That's expected.
- Each player has their own independent boss. JD killing The Sedentary Golem has no effect on Nick's boss that week, unless Nick summons JD to help.