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Pirate Bosses: Difference between revisions

From Per Regna
Created page with "'''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β€” but in return they hold an enormous resource pool that is shared across everyone who joins the strike. This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets.<blockquote>Bosses build on the regular pirate stron..."
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= Pirate Bosses =
'''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β€” but in return they hold an enormous resource pool that is shared across everyone who joins the strike.
'''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β€” but in return they hold an enormous resource pool that is shared across everyone who joins the strike.


This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets.<blockquote>Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open '''Settings β†’ Quick Guides β†’ Pirate Bosses'''.</blockquote>
This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets.
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<blockquote>Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open '''Settings β†’ Quick Guides β†’ Pirate Bosses'''.</blockquote>


== Contents ==
== Contents ==
Line 15: Line 19:


== Boss tiers & spawning ==
== Boss tiers & spawning ==
There are two boss tiers, and they only appear in the end-game realms:
There are two boss tiers, and they only appear in the end-game realms:
{| class="wikitable"
{| class="wikitable"
!Tier
!Tier
Line 38: Line 44:


== Engaging a boss (FCS) ==
== Engaging a boss (FCS) ==
A boss can '''only''' be engaged through a '''Fleet Coordination System (FCS)''' attack β€” 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.
A boss can '''only''' be engaged through a '''Fleet Coordination System (FCS)''' attack β€” 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.


Boss rallies allow more fleets than a regular FCS attack:
Boss rallies allow more fleets than a regular FCS attack:
{| class="wikitable"
{| class="wikitable"
!Tier
!Tier
!Max participants (lead + joiners)
!Max participants (lead + joiners)
!Per-alliance cap
|-
|-
|'''Mid-Boss'''
|'''Mid-Boss'''
|6
|6
|6
|-
|-
|'''Boss'''
|'''Boss'''
|10
|20
|12
|}
|}
The more allies who coordinate, the more loot the group can pull β€” so filling the rally is well worth the effort.
Β 
A high Boss can take 20 fleets overall, but '''at most 12 from any single alliance''' β€” allied alliances can fill the remaining slots when the rally allows inter-alliance participation. The more allies who coordinate, the more loot the group can pull β€” so filling the rally is well worth the effort.


== Boss mechanics & behavior ==
== Boss mechanics & behavior ==
A boss is not a scripted encounter with health bars or enrage phases β€” it is a '''massively over-scaled stronghold'''. The challenge comes entirely from inflated stats, plus a few behaviors that keep its headline fleet intact for the coordinated fight:
Β 
A boss is not a scripted encounter with health bars or enrage phases β€” it is a '''massively over-scaled stronghold'''. The challenge comes entirely from inflated stats, plus behaviors that keep its headline fleet intact for the coordinated fight:


* '''No phases or special abilities.''' Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons β€” just an enormous fleet and proportionally heavier defenses.
* '''No phases or special abilities.''' Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons β€” just an enormous fleet and proportionally heavier defenses.
* '''Defenses scale with the fleet.''' Boss defenses are generated from the same fleet strength, so a 50Γ— boss also fields roughly 50Γ— the turrets and shields. Faction modifiers still apply β€” a '''Fortress''' boss is even more heavily defended, while a '''Tech''' boss can mount EMP emitters (Realm 3+).
* '''Defenses scale with the fleet.''' Boss defenses are generated from the same fleet strength, so a 50Γ— boss also fields roughly 50Γ— the turrets and shields. Faction modifiers still apply β€” a '''Fortress''' boss is even more heavily defended ('''+40%''' defense bonus), while a '''Tech''' boss can mount EMP emitters (Realm 3+).
* '''Garrison reserve.''' A boss holds back '''75%''' 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.
* '''No outposts.''' Boss-tier strongholds spawn with '''zero outposts'''. There is nothing to chip away at before the FCS strike β€” the entire fight is the stronghold itself.
* '''Only stirs when watched.''' A stronghold only dispatches fleets if it has been '''scouted or attacked in the last 24 hours'''. An idle, undiscovered boss won't reinforce its outposts on its own.
* '''No reinforcement / convoy dispatch.''' Boss strongholds '''do not''' send reinforcement or transport fleets (unlike normal strongholds, which keep a '''20%''' fleet reserve before dispatching). The boss fleet stays concentrated for the rally.
* '''Outposts are solo-able.''' Each boss outpost is a fixed '''ΒΌ of the boss's base strength''' (uniform, unlike the tiered outposts of a normal stronghold). Only the '''stronghold''' colony is FCS-gated β€” the outposts can be scouted and cleared by individual fleets, a good way to chip away before the main rally.
* '''Minimum tonnage.''' Every fleet in the FCS rally (leader and joiners) must meet the realm’s boss minimum '''tonnage''' β€” see [[FleetCoordinationSystem(FCS)|Fleet Coordination System]] (e.g. Realm 4 β‰ˆ '''1,000,000,000''' tonnage).
* '''Finding one.''' Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance.
* '''Finding one.''' Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance.


== The boss resource pool ==
== The boss resource pool ==
A boss stockpiles a resource pool that is a '''multiple of an ''average'' regular stronghold of its realm''' β€” deliberately decoupled from the boss's inflated combat strength so payouts stay predictable:
A boss stockpiles a resource pool that is a '''multiple of an ''average'' regular stronghold of its realm''' β€” deliberately decoupled from the boss's inflated combat strength so payouts stay predictable:
{| class="wikitable"
{| class="wikitable"
!Tier
!Tier
Line 75: Line 90:
|~100Γ— an average stronghold's resources
|~100Γ— an average stronghold's resources
|}
|}
This stored pool is the '''hard ceiling''' 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.
This stored pool is the '''hard ceiling''' 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.


== How much the group extracts ==
== How much the group extracts ==
The total resources an FCS group extracts is:
<code>total = baseline Γ— playerCount Γ— perPlayer(playerCount) Γ— interAllianceMultiplier</code>


* '''baseline''' β€” the realm's average-stronghold resources (the "1Γ—" the pool is built from).
Live battles pull a '''curve fraction of the boss's actual stockpile''' (so a thin stock cannot pay more than it holds):
* '''playerCount''' β€” coordinating players, clamped to the tier's participant cap (6 / 10).
* '''perPlayer(playerCount)''' β€” a per-player reward multiplier that grows with group size:
** '''Mid-Boss:''' ramps from '''0.8Γ—''' (a lone fleet) up to '''3.0Γ—''' per player at a full 6.
** '''Boss:''' scales linearly from '''1.0Γ—''' up to '''7.0Γ—''' per player at a full 10.
* '''interAllianceMultiplier''' β€” a '''+20%''' bonus if the group ever spans more than one alliance. (Dormant today: FCS groups are single-alliance, so this is currently always 1Γ—.)


Because both <code>playerCount</code> and <code>perPlayer</code> rise together, a '''full group multiplies the haul enormously''' versus a half-filled rally. The final number is then capped by two limits:
accessRate = min(1, playerCount Γ— perPlayer(playerCount) / poolMultiplier)
totalΒ  Β  Β  = availableStock Γ— accessRate


# The '''boss's stored pool''' (you can't take more than it holds).
* '''availableStock''' β€” what the boss colony currently holds (the designed spawn pool is '''25Γ—''' / '''100Γ—''' an average stronghold).
# The '''combined cargo capacity''' of the participating fleets (you can't carry home more than your holds allow).
* '''playerCount''' β€” coordinating players, clamped to the tier's participant cap (6 / 20).
* '''perPlayer(playerCount)''' β€” a per-player unlock multiplier that grows with group size:
Β  - '''Mid-Boss:''' ramps from '''0.8Γ—''' (a lone fleet) up to '''3.75Γ—''' per player at a full 6 β†’ β‰ˆ'''90%''' of the '''25Γ—''' pool.
Β  - '''Boss:''' front-loaded group curve β€” group total climbs to '''60''' by '''10''' players ('''60%''' of the '''100Γ—''' pool), then slower to '''100''' by a full '''20''' (full stock).
Β 
Because both <code>playerCount</code> and <code>perPlayer</code> rise together, a '''full group multiplies the haul enormously''' versus a half-filled rally. After the curve (and mixed-class synergy), the take is still capped by:
Β 
# The '''boss's remaining stock''' (you can't take more than it holds).
# Each fleet's '''cargo capacity''' (overflow is not redistributed β€” uncarried units stay on the boss).
Β 
=== Territory ownership bonus ===
Β 
After the group curve (and mixed-class synergy), a '''territory ownership''' bonus applies based on who controls the boss's star system β€” keyed on '''ownership''', not connectivity (detached islands still count):
Β 
{| class="wikitable"
!System ownership
!Bonus
|-
|'''Your''' alliance
|'''+5%'''
|-
|Rival alliance (not Ally / NAP)
|'''+10%'''
|-
|Neutral / Ally / NAP
|none
|}
Β 
Raiding bosses in rival space pays more than farming ones in your own territory β€” by design.


== How the loot is shared ==
== How the loot is shared ==
The haul is divided '''by contribution''', not split evenly. Each fleet's share is computed in three steps:
The haul is divided '''by contribution''', not split evenly. Each fleet's share is computed in three steps:


# '''Blended contribution weight.''' Each fleet gets a weight that blends three normalized factors:
# '''Blended contribution weight.''' Each fleet gets a weight that blends three normalized factors:
#* '''50% β€” fleet build-cost value''' (the resource value of the ships it committed; the dominant term),
Β  - '''50% β€” fleet build-cost value''' (all ships) β€” invested fleet value dominates the split,
#* '''25% β€” combat power''',
Β  - '''25% β€” weighted combat power''' from catalog stats: <code>qty Γ— (attackΓ—3 + defenseΓ—2 + shieldΓ—1)</code> (same attack/defense/shield fields battle uses; no ship-id deny list β€” haulers only count as much as their stats),
#* '''25% β€” damage dealt'''. So loot mainly tracks the value of the fleet you actually risked.
Β  - '''25% β€” damage dealt''' (attributed by that same combat weight).
# '''Inverse-score boost (helping smaller players).''' Each weight is multiplied by an inverse-score factor β€” roughly <code>1 / (totalScore + 100)^0.5</code> β€” which lifts lower-score (smaller) commanders so newer members still benefit. This is bounded: the most-boosted fleet can earn at most '''3Γ—''' the least-boosted fleet's boost, so a near-zero-score alt can nudge ahead but never leapfrog real contributors.
Β 
# '''Fairness cap.''' No single player may take more than '''2Γ— the fair average share''' (<code>2 Γ— total / playerCount</code>). Any surplus above that cap is '''redistributed''' to the players still under their cap, proportionally to their share.
Β  That blended weight is applied '''linearly''' (no convex exponent), then multiplied by the player's '''class loot rate''' (Warlord 1.2Γ—, Guardian/Explorer 1.1Γ—, Industrialist 1.0Γ—) and renormalized so class bonuses reallocate the '''same fixed haul''' β€” they never mint 1000T β†’ 1100T.
Β 
# '''Inverse-score boost.''' Each weight is multiplied by an inverse-score factor β€” roughly <code>1 / (totalScore + 100)^0.5</code> β€” bounded so the most-boosted fleet earns at most '''2Γ—''' the least-boosted fleet's boost. Smaller commanders get a clearer nudge without leapfrogging heavy contributors.


Finally, each fleet's allocated take is '''capped to the cargo it can physically carry''', and any overflow is water-filled onto fleets that still have free hold space.
# '''Fairness cap.''' No single player may take more than '''2Γ— the fair average share''' (<code>2 Γ— total / playerCount</code>). At 15 players that is ~'''13%'''; at a full 20-player Boss, '''10%'''. Surplus above the cap is redistributed to players still under it.
Β 
'''Mixed-class synergy''' (+2.5% per distinct class, cap +10%) raises the group's '''access rate into the boss's available pool''' (<code>rate β†’ min(1, rate + bonus)</code>). It does not multiply the haul above what the boss holds β€” if a full 20-player strike already accesses ~100% of the stored pool, synergy adds nothing.
Β 
Finally, each fleet's allocated take is '''capped to the cargo it can physically carry'''. Overflow is '''not''' water-filled onto high-cargo fleets β€” uncarried units stay on the boss.


== Special item drops ==
== Special item drops ==
Boss-tier strongholds (and their outposts) also multiply special item ("boost") drop '''quantities''':
Β 
Boss-tier strongholds roll special item drops multiple times (boosts, relic/monument pieces, etc.), preferring distinct catalog entries:
Β 
{| class="wikitable"
{| class="wikitable"
!Tier
!Tier
!Boost drop stack
!Special drop rolls
|-
|-
|'''Mid-Boss'''
|'''Mid-Boss'''
|3Γ— the normal stack
|3 independent rolls
|-
|-
|'''Boss'''
|'''Boss'''
|5Γ— the normal stack
|5 independent rolls
|}
|}
So clearing a boss yields a meaningfully larger boost payout to share across the coordinating alliance.
Β 
So clearing a boss yields a meaningfully larger, more varied payout to the coordinating alliance.


== Quick reference ==
== Quick reference ==
{| class="wikitable"
{| class="wikitable"
!Aspect
!Aspect
Line 135: Line 184:
|Max participants
|Max participants
|6
|6
|10
|20 (12 per alliance)
|-
|-
|Stored resource pool
|Stored resource pool
Line 141: Line 190:
|~100Γ— avg stronghold
|~100Γ— avg stronghold
|-
|-
|Per-player reward
|Pool access (full rally)
|0.8Γ— β†’ 3.0Γ—
|β‰ˆ90% at 6 players
|1.0Γ— β†’ 7.0Γ—
|60% by 10 β†’ 100% at 20
|-
|Per-player unlock
|0.8Γ— β†’ 3.75Γ—
|front-loaded group curve to 100
|-
|Territory loot bonus
|Rival system '''+10%''', own system '''+5%''', neutral/Ally/NAP none
|same
|-
|-
|Boost drop quantity
|Special drop rolls
|3Γ—
|3
|5Γ—
|5
|-
|-
|Untouched despawn
|Untouched despawn
Line 153: Line 210:
|2 days
|2 days
|}
|}
<blockquote>See also: Alliances for FCS coordinated attacks and territory, and Relics for the cosmetic pieces bosses can drop.</blockquote>
Β 
<blockquote>See also: [[Alliances]] for FCS coordinated attacks and territory, and [[Relics]] for the cosmetic pieces bosses can drop.</blockquote>

Latest revision as of 12:21, 14 September 2026

Pirate Bosses

Pirate bosses are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a coordinated alliance (FCS) attack β€” but in return they hold an enormous resource pool that is shared across everyone who joins the strike.

This page focuses on how boss loot works: how much a group can extract, and how that haul is divided among the participating fleets.

Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open Settings β†’ Quick Guides β†’ Pirate Bosses.

Contents

  • Boss tiers & spawning
  • Engaging a boss (FCS)
  • Boss mechanics & behavior
  • The boss resource pool
  • How much the group extracts
  • How the loot is shared
  • Special item drops
  • Quick reference

Boss tiers & spawning

There are two boss tiers, and they only appear in the end-game realms:

Tier Spawn chance Fleet strength Untouched despawn
Mid-Boss ~5% of stronghold spawns 5Γ— (R3) / 10Γ— (R4) the realm's strongest regular stronghold 4 days
Boss ~1% of stronghold spawns 10Γ— (R3) / 50Γ— (R4) the realm's strongest regular stronghold 2 days
  • Bosses only spawn in Realm 3 and Realm 4, as rare variants when a pirate stronghold spawns.
  • A boss is "untouched" while no one has attacked it since it spawned and no fleets are inbound. The rarer (and deadlier) Boss despawns sooner than the Mid-Boss, so coordinate quickly once one is spotted.
  • Each boss gets a small Β±2% strength jitter, so two otherwise-identical bosses won't have the exact same fleet, defenses, and payout.

Engaging a boss (FCS)

A boss can only be engaged through a Fleet Coordination System (FCS) attack β€” 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.

Boss rallies allow more fleets than a regular FCS attack:

Tier Max participants (lead + joiners) Per-alliance cap
Mid-Boss 6 6
Boss 20 12

A high Boss can take 20 fleets overall, but at most 12 from any single alliance β€” allied alliances can fill the remaining slots when the rally allows inter-alliance participation. The more allies who coordinate, the more loot the group can pull β€” so filling the rally is well worth the effort.

Boss mechanics & behavior

A boss is not a scripted encounter with health bars or enrage phases β€” it is a massively over-scaled stronghold. The challenge comes entirely from inflated stats, plus behaviors that keep its headline fleet intact for the coordinated fight:

  • No phases or special abilities. Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons β€” just an enormous fleet and proportionally heavier defenses.
  • Defenses scale with the fleet. Boss defenses are generated from the same fleet strength, so a 50Γ— boss also fields roughly 50Γ— the turrets and shields. Faction modifiers still apply β€” a Fortress boss is even more heavily defended (+40% defense bonus), while a Tech boss can mount EMP emitters (Realm 3+).
  • No outposts. Boss-tier strongholds spawn with zero outposts. There is nothing to chip away at before the FCS strike β€” the entire fight is the stronghold itself.
  • No reinforcement / convoy dispatch. Boss strongholds do not send reinforcement or transport fleets (unlike normal strongholds, which keep a 20% fleet reserve before dispatching). The boss fleet stays concentrated for the rally.
  • Minimum tonnage. Every fleet in the FCS rally (leader and joiners) must meet the realm’s boss minimum tonnage β€” see Fleet Coordination System (e.g. Realm 4 β‰ˆ 1,000,000,000 tonnage).
  • Finding one. Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance.

The boss resource pool

A boss stockpiles a resource pool that is a multiple of an average regular stronghold of its realm β€” deliberately decoupled from the boss's inflated combat strength so payouts stay predictable:

Tier Stored pool
Mid-Boss ~25Γ— an average stronghold's resources
Boss ~100Γ— an average stronghold's resources

This stored pool is the hard ceiling 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.

How much the group extracts

Live battles pull a curve fraction of the boss's actual stockpile (so a thin stock cannot pay more than it holds):

accessRate = min(1, playerCount Γ— perPlayer(playerCount) / poolMultiplier) total = availableStock Γ— accessRate

  • availableStock β€” what the boss colony currently holds (the designed spawn pool is 25Γ— / 100Γ— an average stronghold).
  • playerCount β€” coordinating players, clamped to the tier's participant cap (6 / 20).
  • perPlayer(playerCount) β€” a per-player unlock multiplier that grows with group size:
 - Mid-Boss: ramps from 0.8Γ— (a lone fleet) up to 3.75Γ— per player at a full 6 β†’ β‰ˆ90% of the 25Γ— pool.
 - Boss: front-loaded group curve β€” group total climbs to 60 by 10 players (60% of the 100Γ— pool), then slower to 100 by a full 20 (full stock).

Because both playerCount and perPlayer rise together, a full group multiplies the haul enormously versus a half-filled rally. After the curve (and mixed-class synergy), the take is still capped by:

  1. The boss's remaining stock (you can't take more than it holds).
  2. Each fleet's cargo capacity (overflow is not redistributed β€” uncarried units stay on the boss).

Territory ownership bonus

After the group curve (and mixed-class synergy), a territory ownership bonus applies based on who controls the boss's star system β€” keyed on ownership, not connectivity (detached islands still count):

System ownership Bonus
Your alliance +5%
Rival alliance (not Ally / NAP) +10%
Neutral / Ally / NAP none

Raiding bosses in rival space pays more than farming ones in your own territory β€” by design.

How the loot is shared

The haul is divided by contribution, not split evenly. Each fleet's share is computed in three steps:

  1. Blended contribution weight. Each fleet gets a weight that blends three normalized factors:
  - 50% β€” fleet build-cost value (all ships) β€” invested fleet value dominates the split,
  - 25% β€” weighted combat power from catalog stats: qty Γ— (attackΓ—3 + defenseΓ—2 + shieldΓ—1) (same attack/defense/shield fields battle uses; no ship-id deny list β€” haulers only count as much as their stats),
  - 25% β€” damage dealt (attributed by that same combat weight).
  That blended weight is applied linearly (no convex exponent), then multiplied by the player's class loot rate (Warlord 1.2Γ—, Guardian/Explorer 1.1Γ—, Industrialist 1.0Γ—) and renormalized so class bonuses reallocate the same fixed haul β€” they never mint 1000T β†’ 1100T.
  1. Inverse-score boost. Each weight is multiplied by an inverse-score factor β€” roughly 1 / (totalScore + 100)^0.5 β€” bounded so the most-boosted fleet earns at most 2Γ— the least-boosted fleet's boost. Smaller commanders get a clearer nudge without leapfrogging heavy contributors.
  1. Fairness cap. No single player may take more than 2Γ— the fair average share (2 Γ— total / playerCount). At 15 players that is ~13%; at a full 20-player Boss, 10%. Surplus above the cap is redistributed to players still under it.

Mixed-class synergy (+2.5% per distinct class, cap +10%) raises the group's access rate into the boss's available pool (rate β†’ min(1, rate + bonus)). It does not multiply the haul above what the boss holds β€” if a full 20-player strike already accesses ~100% of the stored pool, synergy adds nothing.

Finally, each fleet's allocated take is capped to the cargo it can physically carry. Overflow is not water-filled onto high-cargo fleets β€” uncarried units stay on the boss.

Special item drops

Boss-tier strongholds roll special item drops multiple times (boosts, relic/monument pieces, etc.), preferring distinct catalog entries:

Tier Special drop rolls
Mid-Boss 3 independent rolls
Boss 5 independent rolls

So clearing a boss yields a meaningfully larger, more varied payout to the coordinating alliance.

Quick reference

Aspect Mid-Boss Boss
Spawn chance ~5% ~1%
Realms 3, 4 3, 4
Max participants 6 20 (12 per alliance)
Stored resource pool ~25Γ— avg stronghold ~100Γ— avg stronghold
Pool access (full rally) β‰ˆ90% at 6 players 60% by 10 β†’ 100% at 20
Per-player unlock 0.8Γ— β†’ 3.75Γ— front-loaded group curve to 100
Territory loot bonus Rival system +10%, own system +5%, neutral/Ally/NAP none same
Special drop rolls 3 5
Untouched despawn 4 days 2 days

See also: Alliances for FCS coordinated attacks and territory, and Relics for the cosmetic pieces bosses can drop.