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World Bosses

A World Boss is a shard-wide event. When one is called, red moongates open in every town, and everyone who steps through fights it together — one arena, one huge health bar, and 30 minutes to bring it down. Nothing you own is at risk, and the rewards are shared out by how much damage each of you did.

How it starts The Herald calls it in Global chat
Getting in A red moongate in any town, open 5 minutes
If you die Nothing is lost
Rewards Shared out by damage dealt

The World Bosses

Everything on this page applies to both. Each one's own page covers its fight, phase by phase, and the treasure only it drops.

When one appears

Event

There is no fixed schedule — the staff call one up as an event, and only one runs at a time (a guild can also raise its own, below). Keep an eye on Global chat: the Herald announces it there first, and usually gives about 15 minutes' warning so that anyone, anywhere, has time to bank, repair and reach a town. The Herald speaks again when the gates open.

  1. Head to any town — not your house.
  2. When the gates open, a red moongate stands in every town for 5 minutes. Click it to go through.
  3. To use it you must be alive, not travelling, not in a fight, not part-way through a dig and not overloaded. If something is stopping you, the gate tells you what.

When the 5 minutes are up the gates close and nobody else can join. The boss then appears with 1,000 health for every player who came through — ten of you face 10,000, forty of you face 40,000. That number is fixed when the gates close and does not drop as people fall. If nobody came through, the boss never appears.

Your guild's own

Guilds

A guild earns contribution from every Dungeon Boss its members kill — the boss's tier, once for each member who lands the kill, token fights included. At 250 a Guildmaster or an Officer can spend it from the Guild Boss tab of the Guild panel to raise a World Boss over a town of their choosing.

  1. The town is chosen; the boss is not. Which World Boss answers is rolled at random the moment the gate opens.
  2. It is quiet: no Herald and no warning. The guild hears it in guild chat, and the gate opens at once.
  3. One red moongate stands in that town only, for 5 minutes, and only that guild's members may step through — nobody else even sees it.
  4. Past the gate it is the ordinary fight: the same boss, the same health per raider, the same hoard.
  5. If nobody comes through, or a restart cuts the event short, the guild gets its 250 back. A raid that goes in and loses keeps the cost — it had its fight.
  6. It is still one World Boss at a time: a guild cannot summon while any other is abroad, and the staff's wait for a guild's to end.
Dungeon BossDungeonContribution
Malgorath, the Balron King Hythloth +9
The Serpentine Sovereign Destard +9
The Frostwyrm Matriarch Ice Dungeon +7
The Infernal Duke Fire Dungeon +7
The Lich Sovereign Deceit +7
Kroth, Ogre Warchief Despise +6
Ugrakh, the Bloodfist Orc Fort +6
Grug, the Warlord Wrong +5
The Living Storm Shame +5
The Wyrmguard Covetous +5
The Hollow Countess Vesper Graveyard +4
The Gravekeeper Britain Graveyard +3
Grendel, the Filth Lord Britain Sewers +1

Inside the arena

30 minutes

You fight a World Boss yourself — move, target and swing as you would anywhere. Your weapon, spells, bandages, potions, songs and Virtue bonuses all work normally, and your skills train as usual. One exception: Swordsmanship's Execute cannot finish a World Boss off — it lands as a big hit of up to 200 instead.

There is no way out

Once you are in, you stay until the fight is decided: no Recall, no Runebook, no moongate, no walking home.

The fight ends when…

  • the boss dies — the rewards board goes up;
  • the 30 minutes run out — it fades, and pays nothing; or
  • everyone is down at once — a wipe, which also pays nothing.

However it ends, everyone is put back in Britain, alive, with everything they took in.

Dying is free

No loss

This is the one fight in the game where dying costs you nothing. There is no corpse, nothing drops, nothing is destroyed and nobody can loot you. You go down as a ghost and watch, and you keep every point of damage you had already dealt. Anyone still standing can bring you back with Resurrection; if the boss dies while you are down, you are raised where you fell. So bring your best gear.

The one thing to watch for: if everyone is down at the same time, the fight ends there and nobody is paid.

The rewards

By damage

The moment the boss falls, a board goes up ranking everyone by total damage dealt. The last hit counts for nothing extra.

RewardWho gets it
Boss Slayer Token The top 3 on the board always get one. Everyone else has a 10% chance.
The shared hoard One pile of weapons, gold, skill scrolls, Cap Stones and the odd rare find. The bigger the raid, the bigger the pile, and it is shared out by damage — do a third of the damage and expect about a third of it.
The boss's own treasure Each boss has a table of items found nowhere else. Every fighter gets one roll at it per kill, and the more damage you did compared with the average, the better your odds — up to a limit, so nobody is guaranteed one, and nobody gets two. Listed on each boss's page.
Virtue Binding XP Paid on the damage you personally dealt.

Press Collect Loot on the board and your share comes to you piece by piece. You can skip the animation without losing anything, and anything you do not collect is sent to your bank.

What a Boss Slayer Token is for

Right-click it and pick any Dungeon Boss, and you are taken straight into that fight — no gold bar needed, and it does not use up your weekly win against that boss. Remember that this is a Dungeon Boss fight: if you die, you lose your unblessed gear, and the token is gone either way. See Dungeon Bosses.

If the shard restarts

A restart in the middle of a fight calls it off. Everyone still inside is returned to Britain with everything they took in, and the fight pays nothing — the same as running out of time. A kill you have not collected yet is safe: the board is waiting for you when you come back.