Boss Rules
| Attempts | Zakum 2, Horntail 2, Pink Bean 1, Papulatus 2, Scarlion and Targa 1 per day |
|---|---|
| Daily reset | 00:00 UTC for expeditions; Papulatus and Scarlion and Targa count a rolling 24 hours |
| Registration | 5 minutes to start an expedition after creating it |
| Loot | Free-for-all on the big bosses; otherwise the top damagers first; 3 minutes on the ground |
| EXP | Shared by the damage each player dealt |
| Death | Costs EXP unless you carry a Safety Charm |
Boss rules are the limits and mechanics every boss fight in MapleVerse shares: how expeditions are formed, how many attempts you get, who may loot, how EXP is split and what dying costs. Each boss page has its own details; see Bosses.
Expeditions
Zakum, Horntail, Pink Bean and the Showa boss are fought by an expedition formed at an NPC.
- Talk to the NPC and choose "Lets get this going!". You become the captain. You must meet the level range and have an attempt left.
- Others talk to the same NPC to register. A full expedition refuses more ("Sorry, this expedition is full!").
- The captain has 5 minutes to start; then the expedition is disbanded.
- The captain can view members (and expel them), start the fight, or stop the expedition.
- Starting needs the minimum number of members. The attempt is spent for every connected member at that moment, not when they register.
- Everyone standing on the NPC's map is taken in. A registered member who was elsewhere, or who died and revived outside, can talk to the NPC later and is let back in without a new attempt.
There is one expedition of each kind per channel (MapleVerse has three channels).
| Boss | Players | Level | Time limit | Attempts |
|---|---|---|---|---|
| Zakum | 1 to 30 | 50+ | 120 min | 2 a day |
| Horntail | 6 to 30 | 100+ | 120 min (60 after the summon) | 2 a day |
| Pink Bean | 6 to 30 | 120+ | 140 min | 1 a day |
| Showa Gang boss | 3 to 30 | 100+ | 60 min | no limit |
| Balrog Expedition | 6 to 30 (a party) | 50+ | 60 min | no limit |
| Scarlion and Targa | 6 to 30 (a party) | 100+ | 60 min | 1 per 24 hours |
| Papulatus | party of 1 to 6 | none | 45 min | 2 per 24 hours |
| Capt. Latanica | party of 1 to 6 | none | 10 min | no limit |
| Gollux | party of 1 to 6 | 140+ | 30 min | one key per entry (3 keys a day) |
A member who has used up their attempts is refused: "Sorry, you've already reached the quota of attempts for this expedition! Try again another day..."
Loot
- Drops of the biggest bosses (Zakum, Horntail, Papulatus, Pianus and others marked that way) are free for anyone from the moment they fall, and spread wide.
- Other bosses: the players who dealt the most damage (the top eight), and the party of the top damager, may loot at once; everyone else after 15 seconds.
- Ordinary monsters: the top damager and their party for 15 seconds, then anyone.
- Everything on the ground disappears after 3 minutes.
- Etc items (and quest-use items) roll at twice the chance shown in drop tables, never above 100%.
- Every boss with its own loot table also drops a Dark Token (100%). Bosses of level 105 and up also drop each Triple Throw Mastery Book at 1% unless they already have it. Dojo and Monster Battle copies of bosses, and the Giant Cake, drop neither.
- Multi-stage bosses (Zakum, Papulatus) drop only from the last stage.
EXP
A boss pays its EXP in proportion to the damage each player dealt against its maximum HP. A player who never hits it earns nothing. When two or more members of one party damage it, each gets a bonus of 5% per damaging member. Holy Symbol and EXP items add on top.
Hitting the boss
- Bosses cannot be stunned, frozen, sealed, slowed, poisoned or doomed by your skills.
- Weak to an element: 1.5 times damage. Resistant: half. Immune: 1 damage.
- Weapon Immunity / Magic Immunity: every hit of that kind does 1 damage while it lasts.
- Physical hit chance falls when the boss is above your level. For a guaranteed hit you need about 2 x (1.84 + 0.07 x levels below the boss) x the boss's avoidability in accuracy.
What bosses do to you
- HP 1: some attacks set HP and MP to 1.
- Seal (no skills), Darkness (half accuracy), Weakness (half speed and jump), Slow, Poison, Curse: cured by Holy Water, Eyedrop, Tonic, Antidote, or an All Cure Potion for all of them.
- Stun cannot be cured. Seduce forces you to walk or stand still. Dispel removes your buffs. You can carry at most two of these at once.
Death
- You lose EXP: the EXP needed for your next level x (5 + 20 / your base LUK) / 100. You never drop a level. Beginners lose nothing.
- A Safety Charm (or Easter Basket / Easter Charm) saves the EXP and is used up; reviving with it gives 30% HP and MP.
- You revive in the map's town with 50 HP. Inside a boss run, that takes you out of the run.






