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Guide / Endgame
The level 25 boss: how to beat it
The demo’s content ends on one boss, and the community does not agree on how to beat it. This page prints what the announcements and the build say, marks the disagreement as a disagreement, and does not pick a winner.
The demo ends on one fight
The open tiers of this build spawn enemies up to level 25 and stop there, and the fight at the top of them is the last piece of content the demo has. Everything else in the demo exists to make that encounter survivable.
Its healing is not a rumour: it is a number the developers have adjusted in public. An official patch in the 0.1.12 cycle lists a boss nerf — maximum health and the heal amount reduced by ten percent — and that is the clearest statement available that the healing is a designed part of the encounter.
Stated in official notes
A second note in the same cycle separates entering from paying: entry now only checks the balance instead of deducting the cost, and the cost is deducted after the level is beaten. Attempting the fight no longer spends what a win spends.
What the build unlocks by level 25
The hero’s own entry references 16 ability entries, which collapse into 12 printed names once entries sharing a name are counted once. Of those, 6 carry a level gate at or below level 25.
The Warrior’s gates at level 25 or below
Level gates are read off the hero’s own ability entries; the names are the game’s own strings.
| Ability | Unlocked at |
|---|---|
| Valiant Strike | 1 |
| Flame Strike | 5 |
| Rage Shout | 10 |
| Sweep Strike | 15 |
| Half Moon Strike | 20 |
| Rage Shield | 25 |
The last of them arrives exactly at level 25, which is the top of the demo’s enemy levels, and the 2 entries gated above it are marked locked in the demo.
Gated above the demo
| Ability | Unlocked at |
|---|---|
| Whirlwind | 35 |
| AOE Vulnerable | 50 |
Only one of the two stores finished wording in the build’s own text: AOE Vulnerable — “Apply vulnerable to enemies”. The other leaves its numbers blank, so its effect is not printed here.
The defensive lane the arguments run through
Both community positions lean on the same thing: the Warrior’s talent tree, and the thorns line inside it. 3 named talents carry the lane, and one of them is a single-point node that turns thorns into something that can deal a critical hit.
The thorns talents
The other 2 talents in the line store their numbers as blanks in the build’s own text, so only names and gates are printed for them.
| Talent | Unlocked at |
|---|---|
| Thorn | 0 |
| Thorn Boost | 5 |
| Vicious Thorns | 20 |
The one-point node states its own effect in words: Vicious Thorns — “Thorn can trigger Critical Hit.”
Two answers that contradict each other
The community does not have one answer to the fight. It has two, and they disagree about what the encounter is: a check on how much damage a build can produce, or a problem with a specific solution.
The positions, side by side
| Position | Status | What it claims |
|---|---|---|
| The heal must be out-damaged | Contested | The boss heals faster than most builds can damage it, so the encounter is a damage check. The methods this position offers are more burst, higher critical damage and pushing damage taken by the boss upward. |
| A specific set-up interrupts or out-builds it | Contested | The heal can be interrupted, or a build that reflects damage can out-pace it. The methods named for this position run through the thorns lane and a defensive build rather than raw damage. |
| How large the heal is | Player report | A player report puts a single heal at roughly 60,000. It is a report with a visible marker on it, not a value the game states, and no page here repeats it as one. |
Contested, and marked as contested
Both positions are community answers. No value in the build decides between them, which is why they are printed as positions here instead of being reduced to advice.
What would settle it
One number cannot close this, because the disagreement is not about a number. It is about whether an action exists, and an action is shown rather than calculated.
- A recording of the fight with the heal visible on screen: whether the health bar climbs back in one step or in ticks, and how far apart those steps are.
- Numbers from one attempt: the amount healed per interval against the damage dealt in that same interval, with the build’s own stats printed next to it.
- A reproducible build: talents, equipment and ability ranks, stated in full so the next reader can repeat the attempt instead of trusting the result.
Until one of those exists, the honest answer to “can the heal be stopped” is that no value in the build settles it: not the encounter’s tuning, not the ability gates up to level 25, and not the thorns line. This page prints that, rather than a winner.