Not sure if you understood my question. I don't care about the loot. How is your bosses designed?
1. Are they like normal monsters but with more attack and more hp(like real tibia bosses) or
2. They require tactics. Like example mmorpg bosses like world of Warcraft
Before entering the boss teleport, each voc must rent a special spell that can damage the forest. For regular spells, do no damage to the boss. In order to be teleported to the boss you have to be 4 players with different vocation.
Knight:
Must block and be fast with exeta super res for it changes target quickly. Knight is the one who blocks 60% of the boss's hit. If knight is not able to make exeta super res then you can expect that the others in the team die because they cannot handle a hit by the boss.
Druid:
Must help with exura sio, without the help of the druid, so the knight heal cannot do enough.
Paladin / Sorc:
Make the biggest damage, without them, it will take forever to kill the boss.
Boss Room:
After 25 minutes the room restarts, so all players will be teleported to the temple and the boss will get full hp again.
Where you got the data-pack itself? the 8.6 ones before updating?
Would be cool if you shared the spells folder.
When I started building on the server I had just evolera 8.6 map.
I've fixed everyone's spells completely from scratch, all scripts from scratch. So everything is new, the only thing I kept was how the map look even that I have changed with new spirits that belonging to 10.98.
Stairs up to the shops on the bridge side & some houses.
We have add some system when you step on the large gems you will get extra speed, 25% more damage & 30% more protect.
It will spawn every 30 minuts randomly in the bridge map.