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 on one stage — the boss above, the whole raid in a crowd below, and 30 minutes to bring it down through five floors of its lair. Nothing you own is at risk, and the rewards are shared out by how much damage each of you did.
The World Bosses
Everything on this page applies to all 4. Each one's own page covers its five floors, what it does on each, and the treasure only it drops. The Time Keeper and Pyrrhimar are now Guild Bosses.
The Broodmother
Fought in The Nest
A spider queen on her web. She bites the whole crowd, webs and cocoons raiders, and sends her brood down the threads as the raid sinks into her nest.
The Bone Colossus
Fought in The Crypt
A giant built from a battlefield's dead. Bone volleys, the risen dead and bone cages, and a soul phylactery that mends her if nobody breaks it.
The Ember Golem
Fought in The Forge
A forge titan with a furnace for a chest. Slag that keeps burning, magma imps, slag prisons, and bellows that stoke it back up if left alone.
The Headless Horseman
Fought in The Hollow
Rides only at Halloween: a rider with a burning pumpkin where his head should be. Flaming pumpkins, scarecrows, open graves, and his own grinning head, which he takes back to mend if nobody smashes it.
When one appears
EventThere is no fixed schedule — the staff call one up as an event, and only one boss fight of any kind runs at a time. 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.
- Head to any town — not your house.
- When the gates open, a red moongate stands in every town for 5 minutes. Click it to go through.
- 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.
On the stage
30 minutesNobody walks. Everyone on the platform can reach the boss from wherever they stand, and the fight plays itself out on what you brought through the gate: your weapon, your spells and Auto Magery, your bandages, food, potions and songs, and your Virtue bonuses. Your skills train as usual. A sword, mace, spear or fist lands up close; a bow or a thrown blade flies across the stage. Swordsmanship's Execute cannot finish a World Boss off — it lands as a big hit of up to 200 instead.
Who you fight
On Auto, the fight sends you where you are needed: a few raiders to each of its creatures, two to break out anyone trapped, a share of the raid to anything that would heal it, and everyone else on the boss. Click the boss or one of its creatures to pick for yourself — you stay on it until it dies, and the Auto button over the crowd hands you back.
Your summons fight too
A Spirit Speak summon or an elemental from a Summoner's Tome stands at your back on the stage and strikes whatever you are fighting, and its damage counts on your line of the board. A Water or Air Elemental washes over you instead, giving back health or mana. A summon never lands the killing blow.
Five floors down
Every World Boss is fought on five floors, and the platform sinks a floor deeper each time its health crosses 80%, 60%, 40%, 20%. Each floor has its own habits — listed on each boss's page — built from the same few kinds:
| What it does | What it asks of you |
|---|---|
| Hits everyone | A wind-up, then damage to every raider standing that nothing reduces — and on deeper floors it keeps hurting after it lands. Bandages and food are the answer. |
| Holds one raider | Somebody is caught and cannot swing or cast for a few seconds. Nothing to do but wait it out. |
| Creatures | A pack of small creatures that bite. A few raiders are sent at each one. |
| Traps raiders | Raiders are sealed in, and the two nearest are sent to break them out. Left too long, it crushes whoever is inside. |
| Heals the boss if left | Something is set down that mends the boss a slice of its whole health unless it is broken in time. A share of the raid is sent at it — worth sending more. |
On the last floor every World Boss enrages: it hits harder and comes faster until it dies.
How it ends
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 lossThis is a fight 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 damageThe moment the boss falls, a board goes up ranking everyone by total damage dealt — the same board you watched live in the corner of the fight. The last hit counts for nothing extra. Guild Bosses pay out the same way.
| Reward | Who 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. |
| A painting | 25% of kills drop one piece of Wall Artwork — a painting or a tapestry cloth from the same 63 the Dungeon Bosses drop. One raider takes it, drawn by damage. Guild Bosses drop them too. |
| The boss's own treasure | Each boss has a table of things found nowhere else — its furniture for your house and yard, its reagent by the handful, and its own portrait. 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.