How a great monster fights

Every MVP that roams the open world now fights like a boss. When the hunt begins, a banner names the MVP and its epithet, such as Baphomet, Lord of the Labyrinth. Its stats, skills, loot, MVP reward, tombstone and return are the same as before.

The fight has three phases. At first the MVP fights as it always has. As it weakens it enters a second phase and then a final one: it pauses, a banner announces the change, and the MVPs that can talk say a line to everyone nearby. Beasts and machines show what they are doing instead. Each phase change also refills the MVP's Break shield, unless it is Broken at that moment; weaknesses you found stay revealed.

Signature attacks

In its second and final phases, an MVP uses its signature attack. The danger is marked on the ground with gold sigils and the MVP's own casting circle, a banner tells you how to dodge it, and the MVP holds still while it charges. Every pattern leaves somewhere safe within a few steps. In the final phase the attack comes faster and with one extra wave.

A signature hit takes a share of your health whatever your armor, so moving matters more than defense. Anyone held in place when it lands (frozen, stunned, asleep, stoned or stopped) takes less, because they could not walk out. One signature attack can only take so much of your health in all, and magic immunity, or being somewhere the MVP cannot target you, turns it away.

Break the MVP while its attack is warned and the pattern collapses. A Broken MVP starts no new pattern until shortly after it recovers.

The MVPs and their signatures

The banner's advice for each pattern is repeated here. Read the ground first: the sigils show where the next wave will land.

  • These encounters belong to the MVPs that spawn in the world. MVPs called up by a Dead Branch, Bloody Branch or an event, and the Covenant seal guardians, keep their own rules.
MVPEpithetSignatureHow to dodge
BaphometLord of the LabyrinthScythe SweepThe scythe cleaves the near half, then swings back. Stand where it just passed.
OsirisKing of the DeadCurse RingsCurse rings close in from the edge. Step outward over each ring after it falls.
DrakeCaptain of the DrownedBroadside CannonThree cannon lines fire across the deck in turn. Step out of the next lane.
Orc HeroChampion of the OrcsHero's StormcallThunder sweeps the field in three bands. Step into the band that just struck.
Orc LordWarchiefWarchief's QuakeShockwaves roll out from the warchief. Step in behind each ring.
EddgaTiger KingBurning PounceFlame pools form under every hunter, twice. Keep moving.
MayaQueen of the AntsHive CollapseThe nest caves in around the queen, then beyond her. Get out, then come back in.
Golden Thief BugHoarder of the SewersGilded ScatterCoins rain on alternating squares. Hop to the dark squares, then back.
Moonlight FlowerNine-Tail FoxMoonlit HammerfallHammers fall in a cross through her. Step off the lines.
PhreeoniDesert GluttonSand MawSand bursts in a wedge toward the nearest hunter. Sidestep the wedge.
MistressQueen BeeThunder LatticeLightning draws a plus, then an X. Stand between the lines.
PharaohUndying KingCurse of the SandsCursed sand sweeps the hall in three bands. Follow behind each band.
Amon RaSun of the PyramidJudgement of the SunFire marks your feet, then meteors fall far from the king. Come close.
DraculaLord of the NightNight SwarmBat swarms surge at the nearest, then the farthest. Leave each wedge.
DoppelgangerThe Mirror KnightMirror RushHe charges a line at the farthest hunter, then back. Step sideways.
Dark LordLord of Glast HeimHellfire CageFire walls rise far from him, then close in. Come in, then get out.
Turtle GeneralWarlord of the IsleShell BastionHe slams the ground around him, then the ring beyond. Out, then in.
GarmBeast of LutieFrost HowlA freezing howl fills a wedge toward the nearest hunter. Sidestep it.
Stormy KnightKnight of the StormBlizzard ChargeA frozen lance line, then the crossing line. Step off each line.
Tao GunkaGiant of the ShoreGunka's StompThe giant stomps around himself, then the ring beyond. Out, then in.
Valkyrie RandgrisChooser of the SlainJudgement of ValhallaHoly light in a plus, an X, then the far ring. Read each shape and move.
Samurai SpecterThe Cursed BladeMoonlit IaiTwo half-moon slashes, left then right. Cross to the side just cut.
DetardeurusBlack DragonTwin BreathFire breath at the nearest, dark breath at the farthest. Leave each wedge.
White LadyLady of LouyangJade FanHer fan sends wind rings outward. Step in behind each ring.
Evil Snake LordSerpent of KunlunCoiling SerpentSpirit coils tighten from the edge. Step out over each fallen ring.
Lady TaneeQueen of the GroveBanana BarrageFruit volleys land where you stand, twice. Keep moving.
VesperCore GuardianCore PurgePurge beams fill a cross, then the outer ring. Leave the cross, then come close.
Egnigem CeniaThe Crimson KnightCrimson ChargeShe charges a line at the farthest hunter and back. Step sideways.
Kiel D-01Master of the AcademyGravity LatticeGravity crushes alternating squares. Hop to the clear ones, then back.
RSX-0806Mining EngineDrill LinesDrill lines bore across the floor, then across again. Step off each line.
AtroceBeast of the VeinsRampageTwo charging wedges, nearest then farthest. Leave each wedge.
Gloom Under NightThe Nameless DarkHour of No NamesDarkness falls far from it, then near. Come in, then get out.
GopinichBeast of the Deep MineBurrow QuakeThe ground erupts on alternating squares. Hop to the still ones, then back.
IfritLord of FlameHellfire CrownFire rings burst outward from the flame lord. Step in behind each one.

The MVP reward

The player who deals the most damage to an MVP earns its MVP reward, delivered straight to their bag, or at their feet if the bag is full. MVPs have their own reward lists, including the new MVPs of the newly opened regions.

Tombstones

When a returning MVP falls, a tombstone marks the spot. Click it to see the boss's name, the time of its death and the player who dealt the most damage. The tombstone disappears when the boss returns.

Class reasons to hunt

  • Blue Mages learn three techniques only from bosses, by watching the move and helping Break the boss.
  • Red Mages add a page to their Duelist's Ledger for each MVP that falls carrying three of their marks, which strengthens their hexes against bosses.
  • A Summoner with Spirit Sight can read from a tombstone when its MVP will return.

A great hunt is still a real risk

MVPs can be Broken like other strong enemies, which gives a party a window to strike. Death rules apply in full: a party does not make a character safe, and possession is not a second chance to try the same fight.