← Journal

Bosses fight back

Overlapping attack sequences, stronger dungeon guardians and corrected Necromancer summon scaling.

Field bosses and dungeon guardians now attack between their major abilities. Directional volleys and close cleaves combine with staggered warning patterns; lower health brings faster pressure. Warnings lock their position so movement and defensive skills still matter.

Apex titans have 2.2 times their previous health budget, and dungeon guardians 1.8 times. Their damage has a level-based floor. These values depend on the encounter, not your equipment or party size, and do not multiply existing kill rewards. Overlevelled characters can still outgrow earlier dungeons.

Necromancer summons no longer multiply generic spell power on top of their own minion scaling. Intelligence and minion bonuses still strengthen them. Summon base health keeps its original growth through level 20, then grows more moderately; spell ranks, training, doctrines and earned progress remain. The Grimoire and equipment evaluator use the same formulas.

Away-party calculations distinguish shared area danger from attacks directed at one member, while preserving dangerous-level and safe-return checks. Coordinated tank, healing and damage builds have a clear advantage. The existing Dungeon leaderboard continues to record eligible Rift progress; this update does not add a separate boss-speed leaderboard.