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
| Boss | Energy | Rises | Its trick | Left alive, it… |
|---|---|---|---|---|
| ๐ฅ The Balrog | 300,000 | circles 12 to 19 | its fire melts 5% of the gold you carry with every blow | scorches its region: the Shadow there climbs fast |
| ๐ Ancalagon the Great Dragon | 400,000 | circles 8 to 19 | its breath can sear you for a quarter of your energy on top of a blow | raids the trading posts: prices rise across the realm (up to half again) |
| ๐ The Witch-king of Angmar | 250,000 | circles 12 to 19, in the north and west | terror can make you flee the fight; only the blessed strike him with full force, others for half | his dread makes monsters stronger across the realm (up to 40%) |
| ๐ The Kraken | 350,000 | circles 6 to 15, by the coasts | its tentacles seize you, and your next two blows are spent struggling | sinks 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:
| Boss | Its artifact | Its mount |
|---|---|---|
| The Balrog | The Balrog's Whip (blows a quarter harder, and set the foe alight) | Flame Steed |
| The Great Dragon | The Dragon's Heart (half again the gold, a fifth less damage taken) | Drake |
| The Witch-king | The Morgul Crown (cleverer luckouts, half the ambushes on a walk) | Fell Beast |
| The Kraken | The 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.