World Bosses
Huge bosses that wake on a timer in the wild regions. Everyone is warned, it takes a group to win, and everyone who helps gets their own loot.
What they are
Every so often the ground shakes somewhere in the wild regions and something enormous wakes up. A world boss doesn't live in a lair and nobody summons it: it rises on its own, out in the open, and everyone online hears about it.
| Sunscorch Desert | 25 | 24,000 | |
| Cinder Wastes | 47 | 140,000 | |
| Rimefall Highlands | 62 | 260,000 |
No matches.
When they wake
- A world boss wakes every 45–90 minutes, taking turns between the bosses above. Only one is ever awake at a time.
- Every world has its own: the boss that wakes in your world is fought by the heroes in your world.
- 3 minutes before it wakes, everyone is warned in chat: the land starts to tremble in the region where it will rise. That's your cue to warp over.
- When it wakes, another message goes out, it appears on the region's minimap as a pulsing skull, and the region's waystone is marked on every other waystone's list.
- It stays for 20 minutes. If nobody has killed it by then, it leaves, and everyone hears that it got away.
Joining the fight
There's nothing to sign up for. Walk up and start hitting it.
- Everyone within 16 tiles shares the fight and sees its health bar at the top of the screen, with how many heroes are in the fight and how long it will stay.
- It wakes with enough life for a group of 3, however few heroes turn up. Alone you face all of it and all of its attention: bring friends, or come back much stronger.
- Beyond 3 heroes, its life grows by 30% for every extra hero in the fight, so a crowd doesn't melt it in seconds. If heroes leave, it only shrinks again after 20 seconds, so walking away can't be used to weaken it.
- It never heals by walking home. Pull it more than 22 tiles from where it woke and it will go back, but the damage stays done.
- Like every boss it holds its ground: you can't shove it around, and walking into it stops you.
How they fight
World bosses fight like other bosses, only bigger, and with a few tricks of their own:
- Ground slams. Every few seconds, a warning circle appears under several heroes at once. It erupts a moment later. Keep moving: the circle lands where you're going, not only where you stand. One volley hits each hero once, however many circles overlap.
- The slam and the fire ring. Like every boss, it winds up a heavy blow in front of it, and every few blows sends a ring of fire outward.
- The call. At set points of its life, the ground bursts around it and its minions pour out. Kill them quickly, or keep them off your healers.
- Enraged. Near the end it slams faster, with one more circle each time.
Loot is personal
There's no kill stealing. A world boss doesn't drop one pile for the fastest hand: every hero who earned credit gets their own loot, rolled just for them and visible only to them.
- You earn credit for every point of damage you deal (your summons count as yours), and for 50% of the healing you take while you're in the fight.
- You need credit worth 2% of its life to be rewarded. Standing near it isn't enough.
- Credit stays with you if you step away or die, as long as you're still in the region when it falls. Your loot waits by its body for two minutes, so run back if you died.
- Each hero rolls the boss's own table: the usual boss hoard of rare items (each with a chance to be one of its signature uniques), plus its own crafting materials, a chance at its own rune and a chance at its pet. The exact chances are on each boss's page.
Tips
- Warp in during the warning so you're there when it wakes: the region's waystone is the fastest way.
- Bring your best food and a stack of potions. The fight is long, and the slams don't care how much armour you have if you stand in them.
- Ranged heroes have it easiest against the slams: stay at the edge of the fight and keep moving.
- Everyone who helps is named when it falls. Make sure you're one of them.