The Raids section is live: the Nightmare Temple, floor by floor, with every boss's HP
Ten rooms of the Nightmare Temple, across both seasons, each with three floors and its own page. It answers what the floor pays, what the room does to you before the fight even starts, and how much health the boss actually has on that floor — a number we had to measure in the traffic, floor by floor.
What it changes
- The boss's HP, floor by floor. Drake has 17,212,500 on floor 3 and 265,072,500 on floor 13 — the same boss, 15.4 times tougher.
- What the room does to you, before the fight. Each floor applies fixed affixes, and one of them matters more than it looks: from floor 9 upward, elemental armour stops working — two floors before the Nightmare band, where most people would expect it.
- The element it hits with is not the element on its card. Drake is Undead and never lands a single Undead hit: it deals Neutral and Water. Three of the ten bosses are like that, and each page shows both, side by side.
- What drops, split the way you decide by. The first clear pays a specific piece by phase; every run pays the rest, each line with its own chance — 100% for what is guaranteed, the real number for what is not.
- The boss's skills with the game's own tactical tip, plus the health thresholds where it changes phase, on a bar that runs the way the fight does: full on the left, empty on the right.