The Summer Update 2026 scalable bosses: pick a boss and a difficulty and see exactly what it gives and what it costs, level by level.
Boss
Difficulty
1
Difficulty 0 is the learning mode: everyone takes 50% less damage, but there's no boss loot and no Bosstiary progress — for practising the fight.
Defeating a boss unlocks every difficulty up to the defeated one +3 — progress is per character.
The party's selectable maximum is the lowest personal cap among the players standing on the lever.
Mimar Haffar at difficulty 1 — what you get
Title “Lamp Breaker” unlocked.
What it costs
Nothing at this level.
Next change at difficulty 5.
How the Mimar Haffar fight works
Two phases running simultaneously on two floors: the boss sits locked on the lower floor, invulnerable behind a barrier, and still damages anyone who gets close.
Phase 1 — charge the cannons: upstairs, kill Moonstone Miners and loot Moonsilver Crystals, then carry or throw them down (they expire quickly). Each crystal gives 10 charges and each of the two Energy Cannons needs 100. Downstairs, Paladins/Knights handle the Trapped Souls (only Holy damage hurts them; every soul that reaches the boss gives it a strengthening charge) and the team blocks the Moonsilver Custodians trying to walk down (body-block, Magic Walls or Wild Growth).
Phase 2 — damage: with both cannons at 100 they fire and break the barrier — the boss is vulnerable for 45 seconds. Then it locks itself again and the cycle repeats until it dies.
Source: TibiaWiki's Boss Difficulty System data and the Make Believe Quest guide (Summer Update 2026), difficulty rules cross-checked with tibiaroute.com. Community-verified up to difficulty 25 (Mimar Haffar), 10 (Maior Domus) and 28 (Phosphorus) — the selector stops there instead of extrapolating. Fight mechanics describe difficulty 1; higher levels add the listed modifiers.