Enchant World has three boss formats. You can enter Skeleton Raid at any time with a group of three. Territory Guardian belongs to territory wars and opens only to the clan that earned the right to fight. Separately, each week the clan fights its own boss in Clan Hunt.
Skeleton Raid
Skeleton Raid has no schedule: its room can be opened at any time. It takes three players, each with an Arena fighter of level 20 or above and one Raid Key of their own.
The boss is always defeated. Team mistakes do not take the victory away, but they drag the fight out and cut the loot.
Keys
Keys come from daily quests: one for logging in, one for 40 hunt kills, and one for winning a raid with a full clan party. The clan quest returns the key it costs, so a full clan party gets a free repeat run. Keys also drop from monsters in the Hunt and come out of chests.
Entering the room costs no key: it is reserved when you press Ready and spent only once the whole group has confirmed the raid. If the start falls through, the reservation is released, and a confirmed server failure returns a key that was already spent.
Gathering a group
You can join the shared queue or build your own group and invite up to two players. Invitations go to people waiting in the room and to clanmates who are online; an invitation lives for 120 seconds. An incomplete group can start searching anyway — the empty seats fill from the shared queue.
Once the group is set, everyone gets a Fight button for 10 seconds. The battle starts only after all confirm; whoever pressed it sees how many are still pending.
Battle actions
Skeleton uses special attacks, and each player answers them alone. There are three actions:
- Block — tap the shield five times to close your guard completely;
- Dodge — drag the blue flame along the bar in the direction shown;
- Confusion — find and smash three false Skeleton heads.
A missed action grants the boss Bone Armour and drags the fight out. Personal misses reduce the number and the available rarity of random prizes, but never touch the guaranteed part of the reward. Disconnecting counts as a miss — though a player who returns to the fight still receives the final reward.
Loot bonuses
Bonuses do not replace the reward, they add to it, and each is counted individually for every participant.
Raiding with clanmates kicks in when at least two members of one clan are in the group. One random prize gets a higher chance of high rarity, and the chance of an extra item beyond the usual loot goes up. Clan Points come on top: 10 for every clanmate beside you, up to 20 for a full clan party. The bonus holds as long as the participant has missed no more than two actions.
A flawless raid is the personal bonus of anyone who missed nothing at all. The others' results do not affect it: one prize again gets a higher rarity chance and the odds of an extra item improve. It burns out after the very first miss.
The two stack: up to two upgraded prizes and up to two extra items per raid. Misses hit the bonuses before they hit the loot.
Territory Guardian
Territory Guardian belongs to territory wars. It is not a world boss you can open at will: the right to fight it goes to the clan that won its pair in the squad battle.
How it opens
From Friday 21:00 to Sunday 21:00, squad battles run every 2 hours (GMT+3). Clans are paired by the current standings: 1st vs 2nd, 3rd vs 4th, and so on. If the number of clans is odd, the clan at the bottom of the table gets the boss without a fight.
The pair winner gets access for 2 hours — until the next battle. In that time the clan chips a shared HP bar. Each fighter has one attack. The bar is sized to the clan's strength: about 5–10 active clanmates with one attack each should be enough to finish the boss.
The fight
The fight works like Clan Hunt: a combo of six steps, about 1 second each. A miss hurts you: after six misses the fighter falls and the attempt ends. Everyone hits the same bar.
Personal loot, XP, SP, and DC arrive only after the kill, and only to those who dealt damage. If the boss is still standing after 2 hours, there are no rewards: the damage stays on the ranking and the boss leaves.
Capture points
The clan earns 600 capture points for every one of its fighters who dealt damage. So the more clanmates land a hit before the kill, the stronger the push in the war.
There is also a damage ranking between clans. Damage from different windows adds up. After every 6 battles the period closes, and the clan in first place receives another 6,000 capture points. Showing up is not enough: if another clan took more HP in its own windows, the bonus goes to them.
Clan Hunt
This is the clan's shared weekly boss with one HP bar for everyone. The screen is open to any roster, but attacking requires 10 or more members. See Clan Hunt for the full rules.