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The Frostsap Hollow

Dungeon

  • Level 65+
  • 1–5 players
  • Sprucewood

Under the spruce the sap froze into galleries of amber ice. The Rimebound keep it: Gnarlbark, a spruce grown into a giant, guards the braziers' clearing, and Huntmistress Hild hunts from her lodge with her wolves.

Getting in

Down the roots of a hollow old spruce in Sprucewood, south-west of Frostgate.

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

Players12345
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

The Frozen Creek

The Frostsap Hollow

The Brazier Clearing

Hild's Lodge

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (63), in place of the blow multiples below: a move you could dodge 942 damage, a hazard 824 damage, its signature failed 1,295 damage, burning ground 282 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.

  • Cone Rain

    It marks a circle under each of its nearest foes (1/2/3 for 1, 2–3 and 4–5 players; radius 1.8 tiles); 1.5 s later all of them strike at once, 1.6 × a normal blow to whoever is inside. It calls out: "Frozen cones rain down!"

    WhenIn turn: Root Lines and Cone Rain; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.6 s.

    TipStep out of your own circle, not into a neighbour's: keep a little apart.

  • Root Lines

    It marks lanes from itself through the party (2/3/4 for 1, 2–3 and 4–5 players), 1.8 tiles wide; 1.6 s later it strikes down them, hitting everyone inside for 1.8 × a normal blow.

    WhenIn turn: Root Lines and Cone Rain; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.6 s.

    TipStep sideways out of your lane (0.9 tiles is enough): running along it doesn't help.

  • Rime Breath

    A 90° cone 7 tiles long at the one holding it, marked 1.5 s ahead: 1.5 × a normal blow. 2 stack(s) of Frost.

    When8.5 s into the fight, then every 15 s.

    EnragedEvery 11 s.

    TipStep out of the cone, to the side.

  • Felling

    Rooted, it turns to the one holding it. Every blow notches the side it comes from (north, east, south or west); a notch is cut through by 8% of its health from that side. Then it creaks for 2.5 s and falls that way: a line 10 tiles long and 2 tiles wide. Whoever lies on it takes 1,295 damage, takes 2 stacks of Frost and is knocked down 1 s; a brazier on it goes out for 40 s, and the frost and roots on it are crushed away. Felled, it lies 8 s and takes 40% more. At 50% the snow off its crown covers a brazier for 30 s; from 25% its notches fill 30% faster and the line is 3 tiles wide.

    WhenWhenever a notch is cut through

    TipStrike it from a side with no brazier; when it creaks, step off the red line, then everyone strikes the fallen trunk. Alone its notches fill 1.5× faster, it creaks for 3 s and the line is 1.5 tiles wide.

  • 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.

    EnragedMoves every 5.6 s.

    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 (65), in place of the blow multiples below: a move you could dodge 987 damage, a hazard 863 damage, its signature failed 1,357 damage, burning ground 296 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.

  • Arrow Rain

    It marks a circle under each of its nearest foes (1/2/3 for 1, 2–3 and 4–5 players; radius 2 tiles); 1.5 s later all of them strike at once, 1.7 × a normal blow to whoever is inside. It calls out: "Arrows from the trees!"

    When7 s into the fight, then every 12 s.

    EnragedEvery 9 s.

    TipStep out of your own circle, not into a neighbour's: keep a little apart.

  • Tracks

    She blows her horn and is lost in the snow for up to 10 s, walking hidden at the one farthest from the party. Gold boot tracks show where she treads, fading in 3.5 s. Step on the freshest, or land an area skill there: she is thrown out of the snow reeling 2.5 s and takes 20% more for 6 s. Not found, she rises behind her prey and thrusts 1.5 s later (1,357 damage and Bleeding). Her wolves: 1/2/2, and 1/2/2 more at 50%; from 50% two of them hide with her (round paw prints). At 30% she hides twice in a row.

    When10 s into the fight, then every 22 s.

    TipWatch the tracks, not her: the brightest is where she is now. Paw prints are a wolf's. Alone a track lasts 5 s, she hides up to 12 s and the thrust comes 2 s after she rises; one wolf.

  • 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.

    EnragedArrow Rain 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.