Set up once
Boss Pools
A named, ranked list of bosses to hunt — best target first.
A boss pool is a named, ordered list of bosses to hunt, best first — the order a task tries them when more than one coordinate is waiting for a free march. Pools live in one shared library per account: any number of tasks and slots can point the same pool, and editing it updates everywhere it is used.
- PICK A BOSS · click in the order they should fire
- A ranked tile's rank badge
- A banded boss's level chip
- YOUR ORDER · first fires first
- A rank's drag grip
- A rank's number badge (click to type a rank)
- Pools switcher
- Clear
- Delete pool
- Done
- The pool's name — the title field
- Where the next boss you click lands
- PICK A BOSS · click in the order they should fire
- A ranked tile's rank badge
- A banded boss's level chip
- YOUR ORDER · first fires first
- A rank's drag grip
- A rank's number badge (click to type a rank)
- Pools switcher
- Clear
- Delete pool
- Done
- The pool's name — the title field
- Where the next boss you click lands
- PICK A BOSS · click in the order they should fire
- A ranked tile's rank badge
- A banded boss's level chip
- YOUR ORDER · first fires first
- A rank's drag grip
- A rank's number badge (click to type a rank)
- Pools switcher
- Clear
- Delete pool
- Done
- The pool's name — the title field
- Where the next boss you click lands
- The ranks this removal would take out
- Remove (destructive)
- Keep (cancel)
- The ranks this removal would take out
- Remove (destructive)
- Keep (cancel)
- The ranks this removal would take out
- Remove (destructive)
- Keep (cancel)
Pick and rank
The dialog is two panes side by side. Click a boss on the left and it lands at the BOTTOM of your order on the right — a boss you click always lands last, never wherever a row happens to be selected, so appending never depends on what you were just looking at.
- Name the pool in the title field (Name this pool) — on an existing pool, typing there renames it. Pools at the top switches to another pool or starts a New pool….
- Click bosses on the left, in the order you want them tried. Clicking a boss's name ranks every level of it that is still free in one go; clicking one of its level cells ranks just that level.
- Fine-tune the order on the right (below), then click Done.
The two panes
- PICK A BOSS (left) — every boss the monster library knows, as a tile grid, name first. A tile with more than one level shows a row of level cells; a boss with more levels than fit as cells (a 50-level boss, say) shows one compact band chip instead, reading its span (Lv 1–50 ▾) until something is ranked, then how much of it is (12 of 50 ▾, All 50 ▾). Click a band chip to open a picker over just that boss's levels.
- YOUR ORDER (right) — the ranks you have built, first-fires-first. Each row shows a rank badge, a grip, the boss's name, its levels (as cells, or its own band chip) and a × (Take this rank out). A level cell is filled when it is on this rank, underlined when it is ranked elsewhere in the pool, hollow when it is free. A boss can sit at more than one rank with different levels — "Sphinx 7–8 first, 4–6 much later" — but the same level of the same boss is only ever ranked once; clicking it elsewhere moves it, it is never duplicated.
- A hint under the last row (The next boss you click lands here.) always shows where the next click goes; an empty order instead says Nothing ranked yet. — Click a boss on the left. The first you click fires first.
- Beside the title, a line sums the pool up: Empty — fires nothing, or 5 ranked · Sphinx first, plus how many ranks are off the map.
Re-ranking
- Drag a row (press anywhere on it) to anywhere in the order.
- Type a rank — click a row's number badge (or select it and press Enter) to turn it into a small box; type the rank you want and press Enter. Fast once a pool is long.
- Keyboard — select a row (click it, or ↑/↓ — with none selected they pick rank 1), then Ctrl+↑ / Ctrl+↓ to move it one place, or Ctrl+Home / Ctrl+End to send it to the top or bottom. Delete removes the selected rank; Enter opens its rank-jump box.
- Clicking a level cell already on a row takes it off that rank (or, clicked on a different row from where it currently sits, moves it there) — the one place that behaviour is a move, never a refusal.
Editing by level
- Click a level cell — on a tile or on a rank's row — to rank or unrank just that level, without touching the rest of the boss.
- A boss whose every level is already ranked removes ALL of it if you click its name again — you are asked first, naming exactly which ranks it would take out (for example "Lv 7–8 at rank 1"), so one click never silently destroys more than one rank at once.
- For a banded boss (levels shown as a band chip), clicking the chip opens a picker over its whole level list and you tick exactly which levels this boss — or this one rank — should hold.
Badges, warnings and other controls
How it runs
A task that hunts bosses reads a pool top to bottom: when it needs a target, it tries the highest rank whose boss and level(s) currently have a live coordinate (via Coordex), skipping stale or struck ones, and moves down the order until it finds one. Pools are edited from the account's library — Done writes the pool; Cancel throws the edits away — and a running task always reads the saved copy, never a half-edited one.
Examples
- "Weekend bosses": rank your account's strongest reachable bosses first, then a few reliable lower-level fallbacks after them, so a march never sits idle waiting for the top target alone.
- Splitting one boss by level: click Sphinx Lv 7 and 8 first (ranks it first), rank two other bosses, then click Sphinx again and pick just 4–6 from its band chip — "Sphinx 7–8 first, 4–6 later" in four clicks.