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A fight worth winning

Bosses retaliate after being attacked, punish repeated routes, and offer stronger rewards. Four new Hunt difficulties reach level 284.

World bosses and dungeon guardians wait until you damage them. Once engaged, their stronger attacks combine focused strikes with ground interceptions that respond to repeated movement. Warning positions stay fixed once shown: change direction, dodge, use cover or coordinate your party. Leaving an encounter resets the boss for a fresh fight.

Bosses resist burst damage across each character's attacks, spells and summons. Life steal has 20% effectiveness against them; healing spells retain their strength. Earned levels still matter when revisiting much lower-level bosses. The same damage and survival rules feed away-hunt estimates.

Hunt difficulties VI–IX add Ascendant, Sovereign, Mythic and Eternal encounters. The four guardians now extend through levels 115–284, while difficulties I–V and existing marks keep their original progression. Higher difficulties provide more essence and stronger drop chances.

Every boss victory still drops three Rare-or-better equipment pieces. From enemy level 8, at least one piece is Epic or better. Eligible legacy world-boss uniques rise to a 2% roll, and Titan uniques to 5%, before luck. Eternal dungeon loot reaches an 8% unique roll, a 15% set roll where your class has an eligible set, and 5.5% Legendary chance per generic item before luck. The in-game drop list and website use the same catalogue.

Automatic hunters also keep their return route while firing at safely distant ordinary pursuers. Close danger still takes priority. Existing characters, equipment, currencies and earlier clears are preserved.