World bosses
Three bosses the whole server turns up to - one raised by votes, one by revenant kills, one that simply arrives every six hours - and the two-hour boost every kill rolls.
A world boss is not summoned by one player. A bar fills from something everybody is already doing, and when it is full the boss turns up for everyone at once. There are three, they fill from different things, and they stand in very different places - and one of them fills from nothing but the clock.
::worldboss lists them, says how full each bar is, and teleports you to one that is up at home. The World Events tab of your journal carries the same bars, one thin row each, and every row is a door.
Skotizo, the vote boss
Twenty-five votes, server-wide, wherever they were cast, and Skotizo arrives in the walled arena at home. It stands for twenty minutes and then leaves whether or not anybody killed it, so it is worth dropping what you are doing for.
It is safe. Dying to Skotizo costs you nothing, which is deliberate: voting is a chore done on a website for the server's sake, and the reward for it should not be a trip to the Wilderness. The room is multi-way while the boss is up, so everybody hits it at once and nobody is queueing.
It also fights the room rather than a target. Only one of its three attacks is aimed at anybody:
| Attack | Who it hits | Max | |---|---|---| | Swipe | one player | 34 | | Volley | everyone in the arena | 18 | | Shroud, every sixth turn | everyone in the arena, through prayer, and drains 15% of your prayer points | 22 |
Standing back only avoids the swipe. Bring food rather than a plan.
The Gemstone Crab
The one you do not have to earn. It comes up in the same arena as Skotizo every six hours, stands for six minutes and then burrows away whatever anybody did to it. ::worldboss takes you there while it is up, and the broadcast a minute before it arrives is your warning.
Its health bar is a clock, not a health pool. Nothing you hit it with takes a hitpoint off it - the bar walks down from full to empty across the six minutes and that is the whole fight. Which means:
- No damage is wasted. There is no overkill, no last hit to race for, and no difference between arriving first and arriving fifth. Every swing for the whole six minutes is experience.
- A crowd does not finish it faster. It is six minutes for one person and for twenty.
- It is harmless. Max hit 1, and it cannot follow you - only somebody standing against its shell ever gets hit at all. Come with no food, it does not matter.
The real reward is the experience: six uninterrupted minutes on a target with no defence that nobody can take off you. What it drops is a souvenir on top.
When the clock runs out it digs itself into the ground and leaves a shell where it was standing. You have ninety seconds to click Mine on it, and no pickaxe is needed. Everybody who did at least 150 damage over the run gets a share, ranked by damage and capped at the top sixteen: three uncut gems each off the crab's own table (opal and jade most often, down to a diamond, with a 1/500 roll at an uncut dragonstone on each of the three), and a share of one 5,000 to 10,000 blood money purse split by damage. One purse for the run, so a solo fighter takes all of it.
If the shell tells you no, it tells you why: you never hit the crab, you did not reach the damage floor, or you have already taken your share.
The Blood maledictus
The Wilderness half of the pair, and the older of the two. Its bar fills from blood revenants: every rev killed banks its combat level, and at ten thousand the maledictus spawns somewhere above the ditch. ::revboss teleports you to it while it is alive.
It is a Wilderness boss in every sense - multi-way, dangerous, and other players are part of the fight. The Wilderness bosses covers what a death up there costs; Blood revenants covers the population that raises it.
What a kill pays
All three pay by damage dealt, not by last hit, so there is nothing to race for. Deal at least 2% of the boss's health and you take a share of the purse proportional to your damage; a solo kill takes all of it. (The crab's floor is lower - 150 damage - because its bar is a clock rather than a health pool, and its share is claimed off the shell rather than paid at a kill.)
At Skotizo that purse is 1,200 to 2,400 blood money and 250,000 to 500,000 coins split by damage, plus 2 [vote tickets](/wiki/item/vote-ticket) each, a 1 in 20 roll on a Blood key and a 1 in 40 roll on a Blood casket.
On top of that Skotizo rolls three chases:
| | Rate | Who rolls it | |---|---|---| | Skotos, the pet | 1/100 | whoever lands the kill | | A corrupted helm, platebody or platelegs | 1/100, then one of the three at random | the top three by damage | | Dark claw | 1/100, rolled separately | the top three by damage |
The corrupted set is tradeable and expensive, and the General Store will not buy it. The Dark claw buys nothing yet - it is a component for something that has not shipped, and it is dropping now so that there are some in the game when it does.
The maledictus keeps its own table: 2,000 to 4,000 blood money a share, plus its own drops. Its full table is on its page.
World boosts
Every world boss kill rolls one boost for the whole server, for two hours. There are four, and a kill picks one that is not already running:
| Boost | What it does | |---|---| | Drop rate | +50% on every drop roll in the game | | Blood money | double from every source | | Coins | double from every drop | | Vote points | double per vote, without moving the daily cap |
A second kill while one is running extends it rather than resetting it, so a boss killed an hour in cannot shorten the boost. ::boosts lists what is running and how long is left, and the Server info tab of your journal shows the same thing.
