> For the complete documentation index, see [llms.txt](https://ethernal-elves.gitbook.io/ethernal-elves/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ethernal-elves.gitbook.io/ethernal-elves/elders-game-play/boss-battles.md).

# Boss Battles

Boss Battles is an active game mode where you can use your training and acquired gear to fight various creatures who threaten the elves way of life.

The game continues until either the player or the creature die. The game will also end if the player runs out of energy.

#### **Actions**

You have two active actions and two passive actions.

#### ***Active***

1. Primary Attack: Use your **primary weapon**. The attack delivered is the sum of the players base attack plus the primary weapon attack points. Primary weapons also have passive abilities
2. Secondary Attack: Secondary Attack: Use your **secondary weapon**. The attack delivered is the sum of the players base attack plus the primary weapon attack points.

There are two mechanics that determine your hit chance and your attack efficiency

1. The probability of a hit chance increases with **intelligence** relative to max stat for the class
2. Attack efficiency increases with **strength** relative to max stat for the class

#### ***Passive Actions***

1. Dodge: The probability of dodging an attack increases with agility relative to max stat for the class. If you rolled a dodge, the creature will completely miss the attack.
2. Passive Ability: The probability of using your passive ability is determined by the weapon currently equipped.

&#x20;

#### **Passive abilities**

Natures Pulse (Druid): Chance to heal character based on % of character health

Burning Desire: Chance to inflict damage to enemy based on % of character health

Deadshot: Chance to inflict bonus damage to enemy&#x20;

Elvenslash: Chance to 3x attack

Lifesteal: Chance in steal enemy health and add to character health

Bash: Chance to inflict bonus damage and cause enemy to be stunned (miss next attack)

&#x20;

#### **Game Mechanics**

HP: Drained when the boss lands a hit

Mana:  Drained when a passive ability is used

Energy:  Drained with each *attack* and *dodge*

Armor: Increases in XP when it takes a hit and adds additional HP

Weapons: Increase in XP when they land damage on the creature

{% hint style="danger" %}
**IF YOUR WEAPON BREAKS (DRAIN YOUR WEAPON ENERGY) YOU WILL NOT BE ABLE TO USE IT**
{% endhint %}

&#x20;

#### Battle Results

At the end of the battle, Energy keeps the value drained during battle. Other stats reset to max. Weapon & Armor damage and XP increments are recorded. You can restore the health of your weapon in the sacred well for no additional REN cost.

If you win, you may receive:

1. A stat increase
2. A vault
3. Energy

{% hint style="danger" %}
If you lose, your energy will be drained and you will need to visit the sacred well to replenish
{% endhint %}

**The round ends if ...**

* You die
* The creature dies; or
* You run out of energy or both your weapons are spent
