World Bosses

Every few days something terrible rises, and the whole realm must bring it down.

Rising | The bosses | Fighting one | Left alive | Rewards | Where it stands now


Rising

Every two to four days a world boss rises at a random place in the realm, and everyone is told where. It stays for a day. Type /worldboss to see where it stands, how much energy it has left and how long until it leaves. In the browser client it is shown at the top of the side panel, with its energy, where it stands and who has hurt it most.

The bosses

BossEnergyRisesIts trickLeft alive, it…
๐Ÿ”ฅ The Balrog300,000circles 12 to 19its fire melts 5% of the gold you carry with every blowscorches its region: the Shadow there climbs fast
๐Ÿ‰ Ancalagon the Great Dragon400,000circles 8 to 19its breath can sear you for a quarter of your energy on top of a blowraids the trading posts: prices rise across the realm (up to half again)
๐Ÿ‘‘ The Witch-king of Angmar250,000circles 12 to 19, in the north and westterror can make you flee the fight; only the blessed strike him with full force, others for halfhis dread makes monsters stronger across the realm (up to 40%)
๐Ÿ™ The Kraken350,000circles 6 to 15, by the coastsits tentacles seize you, and your next two blows are spent strugglingsinks the coast's trade: the town of its region declines

Fighting one

Walk to its square and choose Fight Boss. It is fought like any monster, but every blow from every player comes off its one great pool of energy, so the whole realm wears it down together, a fight at a time. You can't luck out against it, and you can always get away.

As it weakens it grows more dangerous: at three quarters, half and a quarter of its energy it enrages and strikes harder.

It strikes you down; it doesn't kill you. If it beats you, you come to some way off with 1 energy, and every point of damage you dealt still counts. Each fight also gives experience for the damage you dealt.

Left alive

While it lives it harms the realm, worse every hour. After a day it leaves, and what it did stays done: a scorched region stays dark and a ruined town stays ruined until the realm puts it right.

Rewards

When it falls, everyone who hurt it shares its hoard, each by the share of the damage they dealt: hundreds of thousands of gold and dozens of gems. Gold you can't carry without slowing is changed for gems. Every fighter also has a chance at:

BossIts artifactIts mount
The BalrogThe Balrog's Whip (blows a quarter harder, and set the foe alight)Flame Steed
The Great DragonThe Dragon's Heart (half again the gold, a fifth less damage taken)Drake
The Witch-kingThe Morgul Crown (cleverer luckouts, half the ambushes on a walk)Fell Beast
The KrakenThe Pearl of the Deep (mana as you travel, blows that heal)Kelpie

The artifact goes to one fighter: each has a chance by their share, the biggest first, and if no one wins it, it goes to whoever dealt the most. Like every artifact there is only one, so if someone already holds it, it can't be won again until it returns to the realm. The mount is a chance for every fighter, better the more you dealt and better again for the killing blow. Anyone not playing when it falls is paid when they next come in.

See the artifacts and mounts pages for all they do.