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Bosses

9 world bosses

The biggest creatures in the world. Bring friends: a party shares the XP equally and everyone near gets their own loot roll.


The world bosses

Bosses and mini-bosses grow with the group that fights them. The health in these tables is for four players; a gator alone meets about a third of it (35%), two meet 60% and three 80%, and every player past four adds a fifth more. The XP grows and shrinks with it, so nobody earns more or less for the same work. The dragon on the Dragon Tower is the exception: its seven heads need seven players.

Goliath

A giant crab guardian with a violet-and-teal shell and glowing markings, clouded by the Gloom. He rises from a beach lagoon with deep water beside it, a long walk from the village, when a player comes within 110 m, and he sinks back if everyone leaves. His level is the lagoon's danger level plus 18 (at least 25): a fight for a group.

  • He's weak to energy and holy light, and shrugs off ice.
  • Watch the rings he stamps on the ground, step out, and strike after each slam.
  • Cleansed, he leaves epic loot and sometimes his claw tip. He rises again a game day later.

The legend: Goliath of the Lagoon.

The continent bosses

Every land across the sea has a champion of its own: a giant of its realm's mini-boss kind, much tougher, as strong as the top of that land's level band. Each rises at a lair on its land's far side (the hardest ground, away from the harbour) when a player comes within 90 m. It sinks back, healed, a minute after everyone has left, and once calmed it returns a game day later. Each leaves a trophy of its own, its realm's best materials and gear.

The Dragon Tower

On top of the Dragon Tower, on the Dragonfire Isle, waits Aurendrake, the Old Warden (level 130), the hardest fight in the game. No one has beaten it alone: the fight is made so that it takes seven or more players.

HeadBreathesElementWeak to
Ember WardfireFireice
Rime WardfrostIcefire
Storm WardlightningEnergyearth
Thorn WardvenomEarthenergy
Night WardshadowDecayholy
Tide WardsteamPhysicalenergy
Dawn WardlightHolydecay
  • Seven ward-plates ring its back, each with its own element and health, and channel bolts of their element after a glowing wind-up (a glowing core and a cone on the floor): step out of the cone. Each ward-plate takes the most damage from its weak element and shrugs off its own. The tail sweeps a ring of the arena (jump it or step out of the band) and the wings buffet everyone outward (the battlements stop most falls).
  • A ward-plate brought down dims, and its rune plate on the arena's rim lights up. Stand on the plate for 6 seconds and the ward-plate goes dark, sealed. Left alone for 20 seconds, a dimmed ward-plate reignites at full strength.
  • The seal only holds while someone keeps its plate (a keeper may step off for up to 5 seconds to dodge). With all seven ward-plates dark and all seven rune plates kept at once, the Sevenfold Seal closes and the heart's shield breaks for 25 seconds. Then the ward-plates reignite at full strength and it starts again. Six players can never keep seven plates, however strong they are.
  • Everyone on the arena earns XP each time the seal closes, so a long fight pays as it goes. Holy light hurts the heart a little more.
  • Calm the heart and the dragon falls asleep, sealed. Every hero gets a legendary roll and a Warden Scale, and the whole world hears their names. It stirs again 2 hours later (real time).

To climb the tower you need the Sevenfold Seal: finish Seraphine's Tales of the Dragon-Keeper. Without it, the rune gate in the tower's south door turns you back. The legend: The Dragon Tower.

Mini-bosses

One lives in every realm, rarely. They always drop Rare or better gear, and sometimes the realm's best piece.