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	<title>Pirate Bosses - Revision history</title>
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	<updated>2026-06-29T16:57:04Z</updated>
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		<title>Admin: Created page with &quot;&#039;&#039;&#039;Pirate bosses&#039;&#039;&#039; are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a &#039;&#039;&#039;coordinated alliance (FCS) attack&#039;&#039;&#039; — but in return they hold an enormous resource pool that is shared across everyone who joins the strike.  This page focuses on &#039;&#039;&#039;how boss loot works&#039;&#039;&#039;: how much a group can extract, and how that haul is divided among the participating fleets.&lt;blockquote&gt;Bosses build on the regular pirate stron...&quot;</title>
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		<updated>2026-06-25T08:48:26Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Pirate bosses&amp;#039;&amp;#039;&amp;#039; are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a &amp;#039;&amp;#039;&amp;#039;coordinated alliance (FCS) attack&amp;#039;&amp;#039;&amp;#039; — but in return they hold an enormous resource pool that is shared across everyone who joins the strike.  This page focuses on &amp;#039;&amp;#039;&amp;#039;how boss loot works&amp;#039;&amp;#039;&amp;#039;: how much a group can extract, and how that haul is divided among the participating fleets.&amp;lt;blockquote&amp;gt;Bosses build on the regular pirate stron...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Pirate bosses&amp;#039;&amp;#039;&amp;#039; are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a &amp;#039;&amp;#039;&amp;#039;coordinated alliance (FCS) attack&amp;#039;&amp;#039;&amp;#039; — but in return they hold an enormous resource pool that is shared across everyone who joins the strike.&lt;br /&gt;
&lt;br /&gt;
This page focuses on &amp;#039;&amp;#039;&amp;#039;how boss loot works&amp;#039;&amp;#039;&amp;#039;: how much a group can extract, and how that haul is divided among the participating fleets.&amp;lt;blockquote&amp;gt;Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides → Pirate Bosses&amp;#039;&amp;#039;&amp;#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Boss tiers &amp;amp; spawning&lt;br /&gt;
* Engaging a boss (FCS)&lt;br /&gt;
* Boss mechanics &amp;amp; behavior&lt;br /&gt;
* The boss resource pool&lt;br /&gt;
* How much the group extracts&lt;br /&gt;
* How the loot is shared&lt;br /&gt;
* Special item drops&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Boss tiers &amp;amp; spawning ==&lt;br /&gt;
There are two boss tiers, and they only appear in the end-game realms:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Spawn chance&lt;br /&gt;
!Fleet strength&lt;br /&gt;
!Untouched despawn&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mid-Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|~5% of stronghold spawns&lt;br /&gt;
|5× (R3) / 10× (R4) the realm&amp;#039;s strongest regular stronghold&lt;br /&gt;
|4 days&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|~1% of stronghold spawns&lt;br /&gt;
|10× (R3) / 50× (R4) the realm&amp;#039;s strongest regular stronghold&lt;br /&gt;
|2 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Bosses only spawn in &amp;#039;&amp;#039;&amp;#039;Realm 3&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Realm 4&amp;#039;&amp;#039;&amp;#039;, as rare variants when a pirate stronghold spawns.&lt;br /&gt;
* A boss is &amp;quot;untouched&amp;quot; while no one has attacked it since it spawned and no fleets are inbound. The rarer (and deadlier) &amp;#039;&amp;#039;&amp;#039;Boss&amp;#039;&amp;#039;&amp;#039; despawns sooner than the &amp;#039;&amp;#039;&amp;#039;Mid-Boss&amp;#039;&amp;#039;&amp;#039;, so coordinate quickly once one is spotted.&lt;br /&gt;
* Each boss gets a small ±2% strength jitter, so two otherwise-identical bosses won&amp;#039;t have the exact same fleet, defenses, and payout.&lt;br /&gt;
&lt;br /&gt;
== Engaging a boss (FCS) ==&lt;br /&gt;
A boss can &amp;#039;&amp;#039;&amp;#039;only&amp;#039;&amp;#039;&amp;#039; be engaged through a &amp;#039;&amp;#039;&amp;#039;Fleet Coordination System (FCS)&amp;#039;&amp;#039;&amp;#039; attack — a normal solo attack is refused. An officer, deputy, or leader opens a coordinated rally, and allies in the same realm join with their own fleets; all fleets arrive and strike together as one combined force.&lt;br /&gt;
&lt;br /&gt;
Boss rallies allow more fleets than a regular FCS attack:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Max participants (lead + joiners)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mid-Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
The more allies who coordinate, the more loot the group can pull — so filling the rally is well worth the effort.&lt;br /&gt;
&lt;br /&gt;
== Boss mechanics &amp;amp; behavior ==&lt;br /&gt;
A boss is not a scripted encounter with health bars or enrage phases — it is a &amp;#039;&amp;#039;&amp;#039;massively over-scaled stronghold&amp;#039;&amp;#039;&amp;#039;. The challenge comes entirely from inflated stats, plus a few behaviors that keep its headline fleet intact for the coordinated fight:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;No phases or special abilities.&amp;#039;&amp;#039;&amp;#039; Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons — just an enormous fleet and proportionally heavier defenses.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Defenses scale with the fleet.&amp;#039;&amp;#039;&amp;#039; Boss defenses are generated from the same fleet strength, so a 50× boss also fields roughly 50× the turrets and shields. Faction modifiers still apply — a &amp;#039;&amp;#039;&amp;#039;Fortress&amp;#039;&amp;#039;&amp;#039; boss is even more heavily defended, while a &amp;#039;&amp;#039;&amp;#039;Tech&amp;#039;&amp;#039;&amp;#039; boss can mount EMP emitters (Realm 3+).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Garrison reserve.&amp;#039;&amp;#039;&amp;#039; A boss holds back &amp;#039;&amp;#039;&amp;#039;75%&amp;#039;&amp;#039;&amp;#039; of its base fleet before it will dispatch any reinforcements or convoys (a normal stronghold only reserves 20%), so its headline fleet stays intact for the FCS strike instead of bleeding out to its outposts.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Only stirs when watched.&amp;#039;&amp;#039;&amp;#039; A stronghold only dispatches fleets if it has been &amp;#039;&amp;#039;&amp;#039;scouted or attacked in the last 24 hours&amp;#039;&amp;#039;&amp;#039;. An idle, undiscovered boss won&amp;#039;t reinforce its outposts on its own.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Outposts are solo-able.&amp;#039;&amp;#039;&amp;#039; Each boss outpost is a fixed &amp;#039;&amp;#039;&amp;#039;¼ of the boss&amp;#039;s base strength&amp;#039;&amp;#039;&amp;#039; (uniform, unlike the tiered outposts of a normal stronghold). Only the &amp;#039;&amp;#039;&amp;#039;stronghold&amp;#039;&amp;#039;&amp;#039; colony is FCS-gated — the outposts can be scouted and cleared by individual fleets, a good way to chip away before the main rally.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Finding one.&amp;#039;&amp;#039;&amp;#039; Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance.&lt;br /&gt;
&lt;br /&gt;
== The boss resource pool ==&lt;br /&gt;
A boss stockpiles a resource pool that is a &amp;#039;&amp;#039;&amp;#039;multiple of an &amp;#039;&amp;#039;average&amp;#039;&amp;#039; regular stronghold of its realm&amp;#039;&amp;#039;&amp;#039; — deliberately decoupled from the boss&amp;#039;s inflated combat strength so payouts stay predictable:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Stored pool&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mid-Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|~25× an average stronghold&amp;#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|~100× an average stronghold&amp;#039;s resources&lt;br /&gt;
|}&lt;br /&gt;
This stored pool is the &amp;#039;&amp;#039;&amp;#039;hard ceiling&amp;#039;&amp;#039;&amp;#039; on what a group can extract. The amount your group actually pulls is governed by the group-size scaling below, then capped by this pool.&lt;br /&gt;
&lt;br /&gt;
== How much the group extracts ==&lt;br /&gt;
The total resources an FCS group extracts is:&lt;br /&gt;
 &amp;lt;code&amp;gt;total = baseline × playerCount × perPlayer(playerCount) × interAllianceMultiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;baseline&amp;#039;&amp;#039;&amp;#039; — the realm&amp;#039;s average-stronghold resources (the &amp;quot;1×&amp;quot; the pool is built from).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;playerCount&amp;#039;&amp;#039;&amp;#039; — coordinating players, clamped to the tier&amp;#039;s participant cap (6 / 10).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;perPlayer(playerCount)&amp;#039;&amp;#039;&amp;#039; — a per-player reward multiplier that grows with group size:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Mid-Boss:&amp;#039;&amp;#039;&amp;#039; ramps from &amp;#039;&amp;#039;&amp;#039;0.8×&amp;#039;&amp;#039;&amp;#039; (a lone fleet) up to &amp;#039;&amp;#039;&amp;#039;3.0×&amp;#039;&amp;#039;&amp;#039; per player at a full 6.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Boss:&amp;#039;&amp;#039;&amp;#039; scales linearly from &amp;#039;&amp;#039;&amp;#039;1.0×&amp;#039;&amp;#039;&amp;#039; up to &amp;#039;&amp;#039;&amp;#039;7.0×&amp;#039;&amp;#039;&amp;#039; per player at a full 10.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;interAllianceMultiplier&amp;#039;&amp;#039;&amp;#039; — a &amp;#039;&amp;#039;&amp;#039;+20%&amp;#039;&amp;#039;&amp;#039; bonus if the group ever spans more than one alliance. (Dormant today: FCS groups are single-alliance, so this is currently always 1×.)&lt;br /&gt;
&lt;br /&gt;
Because both &amp;lt;code&amp;gt;playerCount&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;perPlayer&amp;lt;/code&amp;gt; rise together, a &amp;#039;&amp;#039;&amp;#039;full group multiplies the haul enormously&amp;#039;&amp;#039;&amp;#039; versus a half-filled rally. The final number is then capped by two limits:&lt;br /&gt;
&lt;br /&gt;
# The &amp;#039;&amp;#039;&amp;#039;boss&amp;#039;s stored pool&amp;#039;&amp;#039;&amp;#039; (you can&amp;#039;t take more than it holds).&lt;br /&gt;
# The &amp;#039;&amp;#039;&amp;#039;combined cargo capacity&amp;#039;&amp;#039;&amp;#039; of the participating fleets (you can&amp;#039;t carry home more than your holds allow).&lt;br /&gt;
&lt;br /&gt;
== How the loot is shared ==&lt;br /&gt;
The haul is divided &amp;#039;&amp;#039;&amp;#039;by contribution&amp;#039;&amp;#039;&amp;#039;, not split evenly. Each fleet&amp;#039;s share is computed in three steps:&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Blended contribution weight.&amp;#039;&amp;#039;&amp;#039; Each fleet gets a weight that blends three normalized factors:&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;50% — fleet build-cost value&amp;#039;&amp;#039;&amp;#039; (the resource value of the ships it committed; the dominant term),&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;25% — combat power&amp;#039;&amp;#039;&amp;#039;,&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;25% — damage dealt&amp;#039;&amp;#039;&amp;#039;.  So loot mainly tracks the value of the fleet you actually risked.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Inverse-score boost (helping smaller players).&amp;#039;&amp;#039;&amp;#039; Each weight is multiplied by an inverse-score factor — roughly &amp;lt;code&amp;gt;1 / (totalScore + 100)^0.5&amp;lt;/code&amp;gt; — which lifts lower-score (smaller) commanders so newer members still benefit. This is bounded: the most-boosted fleet can earn at most &amp;#039;&amp;#039;&amp;#039;3×&amp;#039;&amp;#039;&amp;#039; the least-boosted fleet&amp;#039;s boost, so a near-zero-score alt can nudge ahead but never leapfrog real contributors.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Fairness cap.&amp;#039;&amp;#039;&amp;#039; No single player may take more than &amp;#039;&amp;#039;&amp;#039;2× the fair average share&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;2 × total / playerCount&amp;lt;/code&amp;gt;). Any surplus above that cap is &amp;#039;&amp;#039;&amp;#039;redistributed&amp;#039;&amp;#039;&amp;#039; to the players still under their cap, proportionally to their share.&lt;br /&gt;
&lt;br /&gt;
Finally, each fleet&amp;#039;s allocated take is &amp;#039;&amp;#039;&amp;#039;capped to the cargo it can physically carry&amp;#039;&amp;#039;&amp;#039;, and any overflow is water-filled onto fleets that still have free hold space.&lt;br /&gt;
&lt;br /&gt;
== Special item drops ==&lt;br /&gt;
Boss-tier strongholds (and their outposts) also multiply special item (&amp;quot;boost&amp;quot;) drop &amp;#039;&amp;#039;&amp;#039;quantities&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost drop stack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mid-Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|3× the normal stack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Boss&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|5× the normal stack&lt;br /&gt;
|}&lt;br /&gt;
So clearing a boss yields a meaningfully larger boost payout to share across the coordinating alliance.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Mid-Boss&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
|Spawn chance&lt;br /&gt;
|~5%&lt;br /&gt;
|~1%&lt;br /&gt;
|-&lt;br /&gt;
|Realms&lt;br /&gt;
|3, 4&lt;br /&gt;
|3, 4&lt;br /&gt;
|-&lt;br /&gt;
|Max participants&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Stored resource pool&lt;br /&gt;
|~25× avg stronghold&lt;br /&gt;
|~100× avg stronghold&lt;br /&gt;
|-&lt;br /&gt;
|Per-player reward&lt;br /&gt;
|0.8× → 3.0×&lt;br /&gt;
|1.0× → 7.0×&lt;br /&gt;
|-&lt;br /&gt;
|Boost drop quantity&lt;br /&gt;
|3×&lt;br /&gt;
|5×&lt;br /&gt;
|-&lt;br /&gt;
|Untouched despawn&lt;br /&gt;
|4 days&lt;br /&gt;
|2 days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;See also: Alliances for FCS coordinated attacks and territory, and Relics for the cosmetic pieces bosses can drop.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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