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Bosses

The nine seal keepers are not found in the wild. Each waits in a sanctum of its own: once a day for each of you, up to three at a time, 15 minutes to win.

Getting in

  • Where: in the lair where the boss used to live there are three glowing plates and a stone lever (the table below).
  • How: stand on a plate and right-click the lever.
  • Who goes in: you, and the members of your party standing on the other plates - one to three players. Anyone else on a plate stays outside, and you are told who.
  • Once a day: each character can face each boss once a day. The day turns at midnight, server time (UTC). Pulling the lever spends the attempt of everyone who goes in, whatever happens after.
  • Everyone must have it: if anyone in your group already faced that boss today, nobody goes in - the lever says who.
  • One group at a time: while a group is inside, the lever tells you how many minutes until it is free.

Inside

  • 15 minutes to defeat the boss, with warnings at 5, 2 and 1 minute, 30 and 10 seconds.
  • No protection zone - not at the plates, not inside.
  • Dying is an ordinary death: back at the temple, your attempt for the day is gone. Your backpack stays on your body in the arena, and nothing takes it out for you: friends still inside can carry it, or whoever goes in next may take it. A body decays as anywhere else - you took the risk when you pulled the lever.
  • Victory - the hoard: a moment after the boss falls, everyone of your group still standing is taken to its hoard, a room beside the arena, each before a chest of their own. The loot is rolled for each of you - three of you, three rolls - and only the owner can open a chest: nobody else can open it, move it or take from it. What is inside is yours to see when you open it - and if it holds something rare or better, light pours out of it for everyone in the room to see. The hoard closes 5 minutes after the boss falls; whatever is left in a chest is lost. Its portal takes you back.
  • The portal at the south end of the arena takes you back to the plate you stood on, at any time. Leaving before the boss falls ends your attempt for the day; the others fight on.
  • Time is up: everyone still inside is sent back to their plate and the boss leaves. The attempt stays spent.
  • Lost connection: your character stays in the fight, as anywhere else - log back in quickly and you are still in it. Come back after the fight is over and you are at the plates.

How they fight

Every seal keeper has its own mechanics - squares marked on the floor a moment before they strike (step out of them), helpers to kill in time, places to stand - and every one of them hits hard. On top of that:

What happens if...

SituationWhat happens
You pull the lever but you are not standing on a plate.Nothing opens: stand on one of the plates first.
You are on a plate. Two players from another party stand on the other two. You pull the lever.You go in alone. They stay outside, their attempts untouched - they can pull the lever themselves once the sanctum is free.
Your party of three stands on the three plates. One of you pulls the lever.All three of you go in.
Your party has five members, three of them on the plates.Those three go in. The other two cannot follow later.
You are in a party, but alone on the plates.You go in alone.
One of your group already faced this boss today.Nobody goes in. The lever names who has already been in today.
Another group is inside.You wait: the lever says how many minutes until it is free.
One of you dies inside.An ordinary death, back at the temple. The others fight on; the one who died cannot return today.
Your backpack is still in the arena after the fight.It stays there - nobody moves it out. The next group to open that sanctum may find it, until the body decays.
All of you die.The sanctum closes and the boss leaves. It is free for the next group at once.
You step into the portal while the boss still stands.You are back on your plate and your attempt for today is spent. The others fight on.
The boss falls.VICTORY: a moment later everyone still standing is in the hoard, each before their own chest. 5 minutes, then the hoard closes and you are back at your plate.
One of you died during the fight.No chest for them: the hoard is for those who are still standing when the boss falls.
Someone tries to open your chest.It will not open for them - it is sealed for you. Nobody can move it or take from it either.
You find something rare or better in your chest.The chest shines when you open it - everyone in the hoard sees the light.
You leave the hoard without opening your chest.It is lost with whatever was in it.
15 minutes pass and the boss still stands.Everyone inside is sent back to their plate and the boss leaves. The attempt is spent.
You go in alone and win.One chest, and it is yours. Alone is hard: a seal keeper grows furious long before one player can wear it down.
Your connection drops in the middle of the fight.Your character stays in the fight. Log back in quickly to carry on.
A new day begins (midnight UTC).A new attempt at every boss.

The nine sanctums

BossSanctumWhereHPWarden marks
The mire motherThe Mire Sanctumin The mire mother's den, 148 squares east of the temple32,00010
The iron lordThe Iron Sanctumin The iron halls, 387 squares east of the temple50,00012
The horned kingThe Horned Thronein The minotaur city, 220 squares east of the temple65,00012
The sand pharaohThe Sanctum of the Pharaohin The pharaoh's hall, 320 squares east of the temple48,00014
The old widowThe Sanctum of the Widowin The Widows Nest, 180 squares north of the temple55,00010
The frost jarlThe Frost Sanctumin The Greyspine summit, 359 squares south-east of the temple75,00014
The heartwoodThe Heart of the Woodin The heart of the Elderwood, 269 squares north-west of the temple72,00016
The deep flameThe Deep Sanctumin The deep, 394 squares east of the temple105,00018
The choirmasterThe Choir Sanctumin The Demon Halls, 409 squares south-west of the temple180,00025

The best gear they carry is rare on purpose - the finest pieces about once in 165 chests. Each boss card under Monsters lists what it drops and how often. Warden marks are paid once a day for each boss (see Warden marks).