
Frostbarrow
Dungeon
- Level 75+
- 1–5 players
- The Frozen Reach
The barrow of the north's dead kings. The Barrow Thane holds the first hall, the three Shieldmaidens the shield hall, and on his ice throne King Hrimald, buried with the other half of Toran's seal.
Getting in
The sealed door of the kings' barrow in The Frozen Reach.
Loot and the daily lock
Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.
Alone or in a group
| Players | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Health | ×1 | ×1.5 | ×2 | ×2.5 | ×3 |
| Blows | ×1 | ×1.25 | ×1.5 | ×1.75 | ×2 |
The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.
Floors and who lives there
Frostbarrow
DraugrLv 71–73 · ×4
Draugr ArcherLv 71 · ×1
Ice WraithLv 72 · ×2
Frost SpiderLv 72 · ×2
Rimebound GravecallerLv 73 · ×1
The Thane's Hall
Barrow ThaneLv 73
The Shield Hall
Hrimald's Throne
Draugr ArcherLv 74 · ×2
Ice WraithLv 74 · ×1
King HrimaldLv 75
Bosses

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (73), in place of the blow multiples below: a move you could dodge 1,240 damage, a hazard 1,085 damage, its signature failed 1,704 damage, burning ground 372 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- The niches open! The dead rise
It shouts: "The niches open! The dead rise!" 1/2/3 Draugr (level 72) come and attack the boss's target.
WhenAt 75%, 50% and 25% of its health, once each.
TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.
- Axe
A strip 1.8 tiles wide and 14 tiles long at the farthest of you, marked 1.6 s ahead: 2 × a normal blow; 1.5 s later it comes back down the same strip (1.5 ×).
When9 s into the fight, then every 14 s.
EnragedEvery 10 s.
TipStep 0.9 tiles to the side, and stay out until it comes back.
- The Dead Hold the Line
A wall walks across the hall at 2.5 tiles a second with 1 gap(s) 3 tiles wide, marked 2 s ahead: 2.2 × a normal blow to whoever it passes. It throws you 3 tiles back. From 4 players two walls come one after the other.
WhenFrom 50% health, every 40 s.
TipWalk to a gap before it reaches you.
- The Challenge
Every 2.3 s the one holding him takes a stack of Broken Armour (4% more damage a stack). Whoever stands 1 s in a lit challenge ring takes him over: the last one's stacks fall off and that ring goes out for 8 s. Alone, a ring clears your own stacks.
WhenThe whole fight.
TipTake turns holding him: the second holder waits by a ring.
- Cleave
A 90° cone 4.3 tiles long at the one holding him, marked 2.5 s ahead: 1,704 damage to whoever it reaches, and their stacks of Broken Armour add to it. Taken over from a ring during the wind-up, the cleave is wasted and he reels 2 s.
When6 s into the fight, then every 12 s.
EnragedEvery 9 s.
TipWhen the rings glow, take him from one.
- The Last Challenge
Every 20 s he calls the one who hit him hardest into the ring: they are his target for 5 s. A ring taken within 1.5 s of the call answers it.
WhenAt 25% health.
TipThe tank waits in a ring and takes him straight back.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 30% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (74), in place of the blow multiples below: a move you could dodge 1,270 damage, a hazard 1,111 damage, its signature failed 1,746 damage, burning ground 381 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Inheritance
Each sister's weapon is her move: Sigrun's spear, Brynja's shield (a sister within 5 tiles of its holder takes 50% less; its bash), Eir's horn (the Valkyrie's Call and the horn's rain). A fallen sister's weapons go to the sister nearest her body, who hits 15% harder for each. Two falls within 8 s break the first one's weapons.
WhenWhen a sister falls.
TipChoose who falls first and bring the heir you want close; keep Brynja apart; bring two down together.
- Spear
A strip 1.9 tiles wide and 12 tiles long at the farthest of you, marked 1.5 s ahead: 2.2 × a normal blow.
When5 s into the fight, then every 11 s.
EnragedEvery 8 s.
TipStep 0.9 tiles to the side, and stay out until it comes back.
- Valkyrie's Call
A 3 s spell skills break (the horn's holder reels 2 s); gone through, every sister standing heals 8%.
When9 s into the fight, then every 18 s.
EnragedEvery 13 s.
TipKeep one skill ready: any skill that lands on it breaks the spell. Basic attacks don't.
- The Last Valkyrie
The last sister standing has 70% of her health back, every weapon she holds, and her cry: 1.2 × a normal blow on everyone 2.5 s later.
WhenWhen a sister falls.
TipHealers, be ready for her cry.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 30% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (75), in place of the blow multiples below: a move you could dodge 1,300 damage, a hazard 1,137 damage, its signature failed 1,787 damage, burning ground 390 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Crown Shards
It marks a circle under each of its nearest foes (1/2/3 for 1, 2–3 and 4–5 players; radius 2.3 tiles); 1.6 s later all of them strike at once, 1.5 × a normal blow to whoever is inside. It calls out: "The crown's shards!"
When7 s into the fight, then every 13 s.
EnragedEvery 9 s.
TipStep out of your own circle, not into a neighbour's: keep a little apart.
- Winter Wave
A wall walks across the hall at 2.5 tiles a second with 2 gap(s) 3 tiles wide, marked 2 s ahead: 1.8 × a normal blow to whoever it passes. 2 stack(s) of Frost. It melts within 3 tiles of a fire.
When9 s into the fight, then every 25 s.
TipWalk to a gap before it reaches you.
- Grave Fire
Four grave fires burn down (1 a second); out, a fire thaws no Frost and the winter wave does not melt there. His rime breath takes 40 from the burning fire nearest him every 25 s. A creature killed within 3 tiles of a fire feeds it 40 and it flares: 2 Frost off everyone within 5 tiles, and a slice of his crown melts.
WhenThe whole fight.
TipPull his dead to the fire that needs it and kill them there.
- The Dead
Draugr (1/2/2) rise from the niches, at most 6 standing.
When8 s into the fight, then every 15 s.
TipKill them by a fire.
- Rime Crown
4 slices: while one stands, every blow on him loses 50%. The last slice melted, blows count 40% more for 8 s; 20 s after it melted, it freezes whole again.
WhenThe whole fight.
TipMelt the last slice when your big skills are ready.
- The Throne
He sits out of reach for 20 s; every fire loses 30 and 3 waves of dead walk. Then Winter's Breath: everyone loses 10% of their health, and 15% more for every fire out.
WhenAt 50% health.
TipKeep every fire burning through the throne.
- Frost
Farther than 5 tiles from a fire you gain a stack of Frost every 6 s.
WhenAs said.
TipFive stacks freeze you: thaw by a fire, or be cleansed.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 25% of its health; it lasts to the end of the fight.
EnragedCrown Shards every 9 s.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.