Reference
The World Boss
The Time Keeper is the only fight on this shard that belongs to everybody at once. When it is called up, a red moongate opens in every town for 5 minutes. Step through and you are in the Hourglass with everyone else who did — one room, one enormous creature, one health bar, and 30 minutes to bring it down.
Getting in
5 minutesThere is no way to summon one yourself. It is called up for the whole shard at once, and the Herald announces it in Global chat the moment it happens — that announcement is your only warning, so it pays to have the chat panel where you can see it.
A red moongate then stands in all fourteen towns. Walk to it and click it. You must be in a town, alive, not travelling, not already fighting something, not part-way through a dig, and not so loaded down that you could not swing — the gate says which of those is stopping you if one of them is.
When the 5 minutes are up the gates shut and the roster is closed. Nobody joins a fight in progress. And if nobody at all stepped through, The Time Keeper never turns up.
The fight
Everyone at once| Rule | What it means |
|---|---|
| Health | 1,000 for every person who came through the gates. Six of you face 6,000; forty of you face 40,000. The number is fixed the instant the gates close and never moves again — it does not drop as people fall. |
| Its attack | 5 damage to everyone in the room, every 8 seconds, and nothing reduces it. Not armour, not Parrying, not Magic Resistance, not Protection, not a Justice bond. There is a visible wind-up before each one. It has no other attack — it never picks a single target. |
| Its size | Three tiles by three, the only creature in the game bigger than one square. You cannot stand on it; crowd around it to reach it. |
| The clock | 30 minutes. Kill it inside that and the board goes up. Run out and it fades — no board, no hoard, no tokens, no Binding XP for anybody, and everyone is put back in Britain empty-handed. |
| Leaving | There is no road out of the Hourglass. Recall works, and so does dying and teleporting to town — but walk out and you stop dealing damage, which is what your share of the hoard is measured on. |
Everything else works exactly as it does anywhere else. Your weapon, your spells, your bandages, Bardic songs, potions and every Virtue Binding bonus all behave normally, and your skills train off it the way they train off anything.
What you get
By damageThe moment it falls, a board goes up ranking everyone who fought by total damage dealt. Nothing on it is decided by who landed the last hit.
| Reward | How it is decided |
|---|---|
| Boss Slayer Token | The top 3 on the board always take one. Everybody else has one chance in 10 at one. Nothing accepts one yet — hold on to them. |
| The hoard | One shared pile of weapons, gold, skill scrolls, Cap Stones and the occasional rare find. It grows with the size of the raid, and it is shared out weighted by damage dealt — do a third of the damage and expect about a third of it. |
| Virtue Binding XP | Paid on the damage you personally dealt, so it scales with what you actually did rather than with turning up. |
Press Collect Loot on the board and your share comes to you one piece at a time, the way a treasure chest pays out. You can click past the animation without losing anything. Then the Hourglass puts you back in Britain — on your feet, whatever state you were in when it ended.
The Time Keeper's own
The shared pile is loot you could get anywhere — weapons, gold, scrolls, Cap Stones. These are different: they drop nowhere else in the world, and they are the reason to come back once your weapon is already a Vanquishing.
They are not part of the pile. Every fighter gets exactly one roll at them per kill — one roll, not one per piece of loot you happen to take home, so what you walk away with does not depend on how the pile happened to split. Damage decides the odds: do an average share and you get the standard chance, do twice the average and you get twice it, and swinging once at the end leaves you a real but small one. There is a ceiling on it, so nobody is ever simply guaranteed one. At most one per person per kill.
The rarity column is relative to the others on this table, not an absolute chance. Every one of them is rare: the roll only pays out at all a small fraction of the time, and the column tells you which piece you are most likely to see when it does.
| Item | What it does | Rarity |
|---|---|---|
| Sand ground finer than sand, and still warm. A reagent no other kill pays out. | Uncommon | |
| Wind it down and for ten minutes nothing waits to be born — monsters step straight out of the dark. Once a day, and only while you are actually playing. | Uncommon | |
| A shallow bowl with a sand vortex that never finishes draining. | Uncommon | |
| Brass rings turning around nothing at all. Slowly. | Uncommon | |
| Tall, silent, and always reading the minute the boss died. Your kill, not anybody else’s. | Uncommon | |
| Floor to ceiling, and it really runs — the sand shows how long the shard has stood since its last restart. | Uncommon | |
| Mounted. The eyes are still lit, which visitors find upsetting. | Uncommon | |
| Now and then a swing happens twice, and only one of them was yours. | Uncommon | |
| Every buff you drink lasts noticeably longer. The hours come from somewhere. | Uncommon | |
| A failed craft sometimes simply did not happen — your materials are still in your hands. | Uncommon | |
| Spells find the seam. Casts can crit. | Rare |
The five pieces of furniture go down in your house or your yard like any other placeable. Three of them are not still pictures: the Great Hourglass really runs and its sand reads how long the shard has stood since its last restart, the Orrery really turns, and the Vortex Basin really drains. Those three only move in the yard — indoors a fixture is scaled into a 32-pixel cell and shows its still sprite.
The Stopped Pendulum Clock is the one drop no two people can have the same of: the minute the boss died is engraved into your copy when you claim it, and it never changes afterwards. Hover it to read the engraving.
Two more — Sand of the First Morning and the Echo Shard — are cut and named but not yet in the hoard. They will start dropping when what they do is finished; until then the Time Keeper does not hand out things that do nothing.
If the world ends mid-fight
A shard restart while a raid is running cancels the event. Anyone left in the Hourglass is returned to Britain, alive and carrying everything they went in with, and the fight pays nothing — the same as running out the clock. An unclaimed hoard survives a disconnection, though: the board reopens when you come back, and it stays claimable for 10 minutes after the kill.