Bossing & Tiers
Every mob, every tame, and every boss sits on a single 14-rung power ladder whose multipliers follow the Fibonacci sequence. It is the spine of the whole mod: how scary a wild spawn is, how strong a tame can become, and which boss you must beat to climb. Crucially, each of the 13 vanilla bosses now owns exactly one tier of its own: beat the boss, claim the rung.
The 14-tier ladder
Bars are log-scaled so the 610× top tier doesn’t flatten everything below it. A tier’s multiplier stacks multiplicatively with a tame’s variant and charm.
The 13 progression bosses
These are the vanilla Necesse bosses, re-pinned so each owns a distinct tier and a distinct unlock. A progression boss always spawns at its own fixed tier.
| Boss | Tier | × | Unlocks (first kill) |
|---|---|---|---|
| Evil’s Protector | Predator | 2× | Predator Poison & Predator Kibble |
| Queen Spider | Alpha | 3× | Spider Poison & Alpha Kibble |
| Void Wizard | Apex | 5× | Void Poison & Apex Kibble |
| Runebound Chieftain | Primordial | 8× | Chieftain Poison & Primordial Kibble |
| Swamp Guardian | Demigod | 13× | Swamp Poison, Demigod Kibble & the Identify Potion |
| Ancient Vulture | God | 21× | Ancient Poison, God Kibble, the Ragnarök Summoner & Flash Potion |
| Pirate Captain | Ragnarök | 34× | the Titan Summoner & Combat Potion |
| Reaper | Titan | 55× | the Altar of Souls & Phasing Potion |
| Cryo Queen | Legendary | 89× | the Variant altar boss & Defense Potion |
| Cursed Crone | Mythical | 144× | the Group altar bosses |
| Pest Warden | Overlord | 233× | the Zodiac & Nightmare altar bosses |
| Sage and Grit | Absolute | 377× | the Absolute tier (the altar-path cap) |
| Fallen Wizard | Infinite | 610× | the Lucky Group, Lucky Zodiac & Unlucky Nightmare bosses |
The final boss of the main ladder is the Fallen Wizard (Infinite): the last boss of vanilla Necesse. The separate incursions track ends with the Ascended Wizard (also pinned to Infinite); defeating it on the complete kill drops the Infinite Fallen Wizard Soul, the one soul that tiers an Absolute tame all the way to Infinite.
Wild rolls & the natural cap
Wild mobs roll a flat, world-independent weighted tier over Basic–God every time they spawn. Tiers do not escalate as you beat bosses: a Basic mob is just as common on day one as in the endgame. Beating bosses raises your rank and unlocks kibble, not the wild spawn tier.
| Wild tier | Spawn chance |
|---|---|
| Basic | 35% |
| Predator | 25% |
| Alpha | 17% |
| Apex | 11% |
| Primordial | 7% |
| Demigod | 3% |
| God | 2% |
The solo challenge rank
Alongside the world bosses runs a personal rank ladder. The Challenge Summoner spawns the next boss your rank needs, at its own tier, but the fight is solo: your tames and settlers can’t touch it, only your own weapon.
Rank is the reward
Clearing a challenge advances your rank to that boss’s tier, which scales your character by that tier’s multiplier:
- HP
- Full tier multiplier
- Damage
- Half the tier multiplier
- Armor
- A gentle slope into a diminishing-returns curve
Settlers scale with your rank
Your settlement’s settlers inherit half your rank HP multiplier (a Primordial player’s 8× → settlers 4×): HP only, off the highest online team-member’s rank. Their damage is untouched, and they still can’t scratch a challenge boss.
Altar bosses & the damage gate
The real endgame fights are summoned at the Altar of Souls. They don’t care about your gear: they care about your team. Each is only damageable by a tamed companion at or above its gate tier; your own weapon, your settlers, and any under-tier tame all deal zero.
Variant BossLegendary · 89×
Summoned with six god souls of one element. Each element summons ITS OWN specific real vanilla boss (see the assignment table), haloed in the element’s colour: the 6 deep-pool elements arrive Deep-Cursed. Beating it teaches a Titan tame its whole element. Two Variant souls then feed a Group boss.
- Damage gate
- Titan tame of that element
- Drops
- The element’s Variant suite soul
Group BossMythical · 144×
One per two-element fusion. Each fusion summons ITS OWN specific real deep-cave boss (see the assignment table), haloed in the fusion’s blended colour, and ALL six are Deep-Cursed. Each tiers a Titan tame up to Mythical.
- Damage gate
- Titan tame
- Drops
- Mythical tier soul + the group’s trophy key
ZodiacOverlord · 233×
The real Crystal Dragon, wielding every element fusion at once. Its kill unlocks fusing a tame onto a whole two-element group.
- Damage gate
- Mythical tame
- Drops
- All six Group (suite) souls + the Zodiac trophy
NightmareAbsolute · 377×
The real Moonlight Dancer, reskinned violet. Carries the Diamond apex layer (HP-scaled ×3 damage / 90% DR). Its soul lifts a Mythical tame to Absolute: the cap for the altar path (one final Infinite step remains via the incursion Ascended Wizard).
- Damage gate
- Mythical tame
- Drops
- Absolute tier soul + the Nightmare trophy
Lucky GroupLegendary · 89×
Summoned with six Lucky god souls. Unlocks the full Lucky suite: 90% dodge + 90% damage reduction.
- Damage gate
- Titan tame
- Drops
- Lucky variant soul + the Lucky trophy
Lucky ZodiacInfinite · 610×
The Crystal Dragon again: one tier higher, with lucky abilities and a “Lucky Zodiac” nameplate (it shares the crystal skin). Carries the full lucky 90/90, so its 244M pool is effectively ~24B. Fuse an Absolute tame onto every element group at once.
- Damage gate
- Absolute tame
- Drops
- The all-groups (Zodiac) suite soul + the Lucky trophy
Unlucky NightmareInfinite · 610×
The Moonlight Dancer in cursed green. Grants the 13 apex abilities at once. Stacks Diamond (HP-scaled DR near death) and the Cursed 50/50 layer: its 244M pool is ~976M effective.
- Damage gate
- Absolute tame
- Drops
- The all-7ths (Unlucky) suite soul + the Unlucky trophy
The six element fusions
Each Group boss embodies one two-element fusion. LUCKY is the unpaired 13th group and joins separately.
The Deep Curse & boss assignments
The deep pool is the six bosses past the Pirate Captain — Reaper, Cryo Queen, Cursed Crone, Pest Warden, Sage & Grit, Fallen Wizard. Whenever one of them is summoned it carries the Deep Curse. Normal bosses (Pirate Captain & below) never do; incursion bosses take Infinite + the Diamond apex instead.
Deep-Cursed
- Vanilla / challenge
- The 6 deep bosses spawned naturally or via the challenge ladder (Reaper → Fallen Wizard)
- Titan Summoner
- Every output (it draws from the deep pool)
- Altar
- The 6 deep variant-group bosses + all 6 fusion bosses
Never cursed
- Normal bosses
- Pirate Captain & below, and every Ragnarök Summoner output
- Incursion
- Infinite + the Diamond apex instead
- Apex altar
- Zodiac, Nightmare, Lucky Zodiac, Unlucky Nightmare
Variant group → boss
Each of the 13 elements summons one specific real vanilla boss at the altar (real sprite & attacks; flat HP/damage), haloed in the element’s colour. Six are deep-pool bosses (Deep-Cursed); a Titan tame of that element is the only thing that can damage it.
| Element | Summons | Natural tier | Curse |
|---|---|---|---|
| Lucky | Fallen Wizard | Infinite | Deep-Cursed |
| Radiant | Sage & Grit | Absolute | Deep-Cursed |
| Guardian | Pest Warden | Overlord | Deep-Cursed |
| Arcane | The Cursed Crone | Mythical | Deep-Cursed |
| Frost | Cryo Queen | Legendary | Deep-Cursed |
| Shadow | Reaper | Titan | Deep-Cursed |
| Fire | Pirate Captain | Ragnarök | — |
| Storm | Ancient Vulture | God | — |
| Nature | Swamp Guardian | Demigod | — |
| Earth | Void Wizard | Apex | — |
| Venom | Queen Spider | Alpha | — |
| Berserker | Runebound Chieftain | Primordial | — |
| Cosmic | Evil’s Protector | Predator | — |
Variant fusion → boss
Each of the six fusions summons one specific deep-cave boss, haloed in the fusion’s blended colour. All six are Deep-Cursed; any Titan tame can damage them.
| Fusion | Elements | Summons |
|---|---|---|
| Tundra | Earth + Frost | Cryo Queen |
| Firestorm | Fire + Storm | Fallen Wizard |
| Blight | Shadow + Venom | Reaper |
| Verdant | Radiant + Nature | The Cursed Crone |
| Aether | Arcane + Cosmic | Pest Warden |
| Juggernaut | Guardian + Berserker | Sage & Grit |