Guild Bosses
A Guild Boss is a raid your guild raises for itself. Kill Dungeon Bosses together and the guild earns contribution; spend 250 of it and a red moongate opens in a town of your choosing, for your members only. On the other side is one of the old giants — the Time Keeper or Pyrrhimar — fought on foot in its own room, with 1,000 health for every guildmate who comes through.
The Guild Bosses
Which of the two answers is rolled at random when the gate opens. Each one's own page covers its fight, phase by phase, and the treasure only it drops.
The Time Keeper
Fought in The Hourglass
A reaper with an hourglass. Stand still and the floor buries you: dodge the falling sand, break the hourglasses before they heal him, and outlast the rewinds.
Pyrrhimar, the Hoarfire
Fought in The Cinder Crevasse
A dragon that walks its lair, breathing fire and then frost. Wear a cloak against each, get out of the cone, and break its eggs before they hatch.
Raising one
GuildsA 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.
- The town is chosen; the boss is not. The Time Keeper or Pyrrhimar is rolled at random the moment the gate opens.
- It is quiet: no Herald and no warning. The guild hears it in guild chat, and the gate opens at once.
- 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.
- 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.
- It is still one boss fight at a time across the shard: a guild cannot raise one while a World Boss or another guild's is abroad.
| Dungeon Boss | Dungeon | Contribution |
|---|---|---|
| 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 room
30 minutesUnlike a World Boss, a Guild Boss is fought on foot — move, target and swing as you would anywhere. You have to be next to it to swing a melee weapon, or within 6 tiles with a bow, a thrown weapon or a spell, and much of what it does is marked on the floor first for you to step out of. Your weapon, spells, bandages, potions, songs and Virtue bonuses all work normally, and your skills train as usual. Swordsmanship's Execute cannot finish it 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.
Dying, and the rewards
Exactly as at a World Boss. Dying costs nothing — no corpse, nothing dropped, and your damage is kept — and the kill is paid out by damage: Boss Slayer Tokens, the shared hoard, the chance of a painting, the boss's own treasure and Virtue Binding XP. See dying and the rewards on the World Bosses page.