LEGENDS REBORN · EVENT GUIDE · SEP 2026
City Bosses
Five bosses, one in every city, each worth 1,000 Conquer Points. Kill one and it returns 30 minutes later — no schedule to track, just show up. Each has 5,000,000 health and heals itself while you fight, so bring a team.
Updated 27 September 2026: every city boss now has 5,000,000 health, like the Terato Dragon. Their healing, defence and fire damage stay at half strength (since 26 September), and twice as much magic damage gets through.
Proof from the realm
These encounters are live on Legends Reborn. The screenshots below show a player engaging all five city bosses: SandWraith, Twin Gate Warden, EmberTyrant, Storm Talon, and Jade Colossus.





Where they are
| Boss | City | Map |
|---|---|---|
| SandWraith | Desert City | 1000 |
| TwinGateWarden | Twin City | 1002 |
| EmberTyrant | Castle City | 1011 |
| StormTalon | Bird Island | 1015 |
| JadeColossus | Ape City | 1020 |
There are no fixed coordinates. Each boss picks a different spot every time it respawns, anywhere across its city's map — so finding it is part of the hunt. Scout, and once you have eyes on it, call your team over before you pull.
What is guaranteed: every spot is reachable on foot, stands on open ground with room to fight, and is well clear of town — at least 40 tiles from any NPC or guard post, so you will never find one parked among the shops or guards. Town guards also leave the bosses alone, so a guard can't steal your kill. The event board on the home page tells you which cities have a boss standing right now and counts down the ones that do not, so you know which map is worth searching.
Solo or team
Every city boss regenerates 750 health per second, without pause, for as long as it is alive. That is the whole fight in one number: if your combined damage per second is below it, the boss heals back everything you land and you will never finish, no matter how long you stand there.
| Group | What to expect |
|---|---|
| 1 player | Only for a very well-geared (+12) level 140 character — and a very long fight |
| 2–3 players | Possible, but slow |
| 5 or more | The way to do it |
Gear matters more than numbers: the bosses have 2,500 physical defence, subtracted from every single hit, so a weak weapon still does very little per swing. Bring your best gear, and bring people.
What they hit for
Each boss is level 140 and breathes fire for 2,250–3,100 before your defences. The fire is magic, so:
- It reaches the whole screen. Keeping your distance or flying out of reach no longer works — an Archer in the air is burned like anyone else.
- It can't be dodged, and physical defence does nothing against it. Magic resistance (up to 80%) and magic defence cut it down, and so do the Legendary Ears and Shield.
They also shrug off 70% of all magic damage, so a party built entirely of casters will still struggle — physical damage is what moves the health bar.
- No Superman bonus. A Warrior's Superman doesn't multiply damage against a city boss — every hit counts as a regular one.
- Immune to poison. Poisoned weapons and skills have no effect on them.
- No knockback, no Cruel Shade. Dash still hits a boss but doesn't move it, and Cruel Shade has no effect.
Being level 140 matters for another reason: monsters below your level take bonus damage, and these are deliberately set at the cap so nobody gets that discount.
The reward
- 1,000 Conquer Points per kill, shared across the team. Five of you in a team means 200 each. It is one pot per boss, not 1,000 each.
- Points are credited automatically the moment the boss dies — nothing to collect, no NPC to visit. You will see a system message confirming your share.
- You must be alive, on the same map, and near the boss when it dies to be counted. Standing in town while your team fights earns nothing.
- If you are not in a team, the killer takes the full 1,000.
Lucky bonus: LegendsCP9 bags
Each of the five city bosses also has a 0.20% base chance to award a LegendsCP9 bag worth 1,000 CP. This is a separate, chance-based bonus on top of the shared CP payout above — not a guaranteed bag for every kill.
The bag goes to the credited killer, rather than being split across the team. It enters their inventory when space is available; otherwise, look for it on the ground. Right-click the bag to receive its 1,000 CP. Active drop-rate event multipliers apply to the base chance.
The daily limits
Shared CP payout: each account can be credited for five boss kills per day, resetting at 00:00 UTC. After that you can still fight and help your team, but will not receive another shared payout that day. This limit is five kills in total across all five cities, not five per boss.
Lucky CP bags: each character can receive one bag from each city boss per UTC day — up to five Class 9 bags across the five different bosses. This allowance is separate from the shared-payout limit and counts successful bag awards, not kills or openings. It resets at 00:00 UTC; drop-rate events do not increase it. See the LegendsCP bag guide for all rewards and limits.
Tips
- Form the team before the kill. Credit is worked out at the moment the boss dies, so joining afterwards earns nothing.
- A bigger team is strictly better. The pot is fixed, but more damage means more kills per hour, and the healing makes small groups disproportionately slow.
- Spread out across cities. Five bosses on independent timers means a second team is never competing with you for the same spawn.
- Watch the health bar, not the damage numbers. Your hits are real, but the boss is healing between them — if the bar is not falling, you need more people.