Pyrrhimar, the Hoarfire
Before Destard had a name, Pyrrhimar slept in the Cinder Crevasse, a small cave where a volcano split a glacier and neither gave way. It drank from both. It has two hearts, one banked like a forge and one still as winter ice, and it fights with each in turn — fire first, then frost. It is the second of the World Bosses: the whole shard fights it together, with 30 minutes to put the Hoarfire out.
The lair
Five tiles by fourThe Cinder Crevasse is small, and the dragon fills it. Its body takes up five tiles by four, and it walks: every 20 seconds or so it heaves itself a few tiles across the bones. Anyone in its way is shouldered aside, and anyone it walks away from has to follow — if your weapon can no longer reach it, you walk back into reach on your own.
The remains of older dragons lie in the cave — blackened ribcages and a great horned skull. You can walk straight across them, but its breath cannot get through them: put one between you and its jaws and the fire goes round you. Standing on the near side of the bones does not count. Bows and spells reach it from six tiles, which is far enough to use them.
Click the dragon to walk to its flank, the rows along its sides. That is where to stand: out of the tail's sweep, and only in the breath when it is aimed at you.
What hurts, and what stops it
| Kind | Reduced by | From |
|---|---|---|
| Fire and frost | The matching resist cloak takes 50% off — half what it blocks in the dungeons. The Elemental Ward Ring takes its own 50%, on either element. Both together never take more than 75%. | The heat and the cold, strafing runs, falling ice, the deep freeze |
| Breath | Magic Resistance first (and Magic Reflection's ward), exactly as a dungeon dragon's breath is resisted — then the cloak on whatever gets through. | Fire Breath, Frost Breath |
| Everything else | Nothing. Armour, Parrying and cloaks do not touch it. | The tail, the landing, the collapsing walls, the brood and the whelps |
Phase I — The Kindled Hoard
Fire| Attack | What happens | What to do |
|---|---|---|
| The heat | 30 fire to everyone every 8 seconds. | Wear a fire resist cloak. Heal through it. |
| Fire Breath | It turns to one raider and draws breath, and a cone of floor lights up in front of its jaws for 2.5 seconds. Then 70 to everyone standing in the cone — nothing to anyone outside it. The cone does not follow you once it is marked. | Step out of the marked tiles, or behind the remains. |
| Tail Whip | If anyone is standing behind it, the tail coils over the marked tiles, then sweeps them for 30 and throws you 3 tiles. | Don't stand behind it. |
At 70%: it takes wing
It tears itself off its hoard and climbs out of reach. The eggs around it hatch: 5 of its brood, each coming for one of you (50 health per raider, 15 a bite). While they live, its shadow crosses the floor on strafing runs: a band 2 tiles wide, marked for 3 seconds, then 80 fire to anyone still in it.
When the last of the brood falls, a shadow grows on the floor where it is coming down. It lands for 30 on anyone beside it — and it lands in frost. Change your cloak.
Phase II — Fire Into Frost
Frost| Attack | What happens | What to do |
|---|---|---|
| The cold | 30 frost to everyone every 8 seconds. | Wear an ice resist cloak now. |
| Frost Breath | The same cone, for 80, and anyone it hurts has their next swing held back 2.5 seconds. | Step out of the cone. |
| Tail Whip | As before. | Don't stand behind it. |
| Icefall | 6 tiles crack overhead; 4 seconds later a spear of ice lands on each for 90. | Don't stand on a cracked tile. |
| The walls | Every so often the whole edge of the cave groans, then comes down for 60 on anyone standing against it. | Get off the rim when it groans. |
At 35%: The Last Winter
EnragedIts second heart wakes. Its breath, tail whip and icefall come twice as often, and it walks the lair twice as fast. Its tail, its ice and its whelps also hit twice as hard — though its breath and the cold stay the same strength. The cold, the walls, the carapace and the eggs keep their usual pace.
The carapace. Ice closes over its scales, and the raid has 12 seconds to deal 30 damage for every raider still standing. Break it and the dragon reels, holding off its next breath, tail whip and icefall for 6 seconds (the cold and the eggs carry on). Miss, and the cold goes through everyone for 60 and holds back their next swing.
The Mother broods. Every 20 seconds Pyrrhimar lays a clutch of Rime Eggs among the bones: one egg for every 2 raiders still standing, rounded down, and never fewer than one. An egg has only 100 health however big the raid is, but it takes about three raiders on one to break it in time — leave it for 15 seconds and a Rime Whelp hatches out and goes for the nearest raider, biting for 20 every 1.3 seconds. An egg sits still for its first 8 seconds, then cracks and rocks, and shakes hard for its last 4. There are never more eggs and whelps in the lair at once than 6, or one per standing raider in a bigger raid; while there are, no more are laid.
Rewards
By damageWhen it falls you are paid like any World Boss: Boss Slayer Tokens for the top of the damage board, a share of the hoard by damage, and Virtue Binding XP — see the rewards. On top of that, every fighter gets one roll at its own treasure, below.
Pyrrhimar's own
On top of the shared hoard, every fighter gets one roll per kill at a table that exists nowhere else, weighted by damage exactly as the Time Keeper's is. The rarity column is relative to the others on this table — every one of them is rare.
| Item | What it does | Rarity |
|---|---|---|
| Black and still warm on one face, rimed white on the other. Nothing else in the world sheds one. | Uncommon | |
| Sound it, and for ten minutes the gold of everything you kill comes home half as heavy again. Once a day, and it only sounds for you while you are here to hear it. | Uncommon | |
| Orange at the coals and blue-white at the tips, and it has never needed feeding. | Uncommon | |
| A spill of Pyrrhimar's gold locked in ice that has never once dripped. The coins are real. Good luck. | Uncommon | |
| Warm on one side, frozen on the other. It has not moved. Probably. | Uncommon | |
| Mounted. One eye still smoulders and the other is rimed shut, and guests always ask which one is watching. | Uncommon | |
| One scale off the Hoarfire, broad as a door, cut with the hour it fell and how many stood there when it did. Yours reads your kill. | Uncommon | |
| One of the Hoarfire's brood, carried out of the Crevasse before it could hatch into something worse. It runs hot, and the bones it walks past are still warm afterwards. | Rare | |
| The same brood, hatched on the cold side of the lair. Frost beads along its scales however hard it runs, and it never once looks back at you. | Rare | |
| Half the canvas is scorched. The other half had to be thawed. A framed painting — hang it on a wall of your house. Only a World Boss's hoard gives one up. | Rare | |
| Whatever strikes you comes away burned. | Uncommon | |
| Whatever strikes you comes away numb, and swings at you a little wider for a while. | Uncommon | |
| Set with a sliver of fang that went through plate. Your blows find the gaps between scales. | Uncommon | |
| Fire forgets to burn you and the cold forgets your name. Spells and breath land a tenth lighter. | Rare |
The two wyrmlings are the rarest things on that table and the only mounts any World Boss drops — one hatched hot, one hatched cold, both out of Pyrrhimar's own brood. They ride at the best numbers in the game: the same travel, ground speed and respawn cut as the Ashen Drake, the Frostwyrm Hatchling and the Direwolf, so they are a trophy rather than an upgrade. Neither can be bred.
The Hoardcaller's Horn is sounded from your pack: half as much gold again from kills for 10 minutes, and then it needs 22 hours before it will sound again. It is never used up. Its gold adds to a Potion of Power or a Goldfish rather than replacing either.
The Engraved Wyrmscale is cut with the hour the dragon fell and how many stood there when it did, so it is a record of that one kill.