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The Frozen Tower

Dungeon

  • Level 80+
  • 1–5 players
  • The Rimewastes

The White Priestess's tower of ice. Her knight, her mirror twins and her scribe stand between you and its top, where the White Priestess waits: the last letter says who she is.

Getting in

The tower's gate on the glacier in The Rimewastes, east of Spruce Inn.

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 Tower

The Room of Letters

The Mirror Gallery

The Tower's Top

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (78), in place of the blow multiples below: a move you could dodge 1,395 damage, a hazard 1,220 damage, its signature failed 1,918 damage, burning ground 418 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.

  • Mounted Charge

    It lowers its head and marks a lane through the player farthest from it (1.8 tiles wide, 5–12 tiles long); 1.5 s later it runs the lane (18.8 tiles a second) and hits everyone in its path for 2.2 × a normal blow.

    WhenIn turn: Mounted Charge; one move every 9 s, the first 6 s into the fight.

    EnragedMoves every 7 s. It runs faster (21.9 tiles a second).

    TipStanding far off doesn't help: it runs at the farthest one. Step to the side of the lane, not to its end; 0.9 tiles sideways is enough.

  • Stampede

    Its charge turn becomes 3 charges back to back, each marked 1.5 s ahead, each at another of its foes.

    WhenFrom 50% of its health.

    TipAs soon as one lane is run, look for the next: step aside, never run along it.

  • Rime Sword

    A 120° cone 6 tiles long at the one holding it, marked 1.5 s ahead: 2 × a normal blow. 1 stack(s) of Frost.

    When4 s into the fight, then every 10 s.

    EnragedEvery 8 s.

    TipStep out of the cone, to the side.

  • The Last Moment

    Rime Spears: a strip 1.8 tiles wide and 14 tiles long from him through 1/2/3 of you (never the one holding him), marked 2 s ahead; its last 0.5 s flash white. In it as it lands: 1,918 damage and 1 Frost. Stand in it until the white and step out then: the spear flies back at him, Broken Honour, 5% more on every blow for 20 s (at most 5). At 5 his honour breaks: he reels 4 s. On his horse his charges have a last moment too; from 25% the spears come in crossed pairs.

    When6 s into the fight, then every 12 s.

    TipOut early is safe; out in the white is a riposte; still in it is a hit. Alone the white lasts 0.6 s and 4 stacks break him.

  • 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.

    EnragedMoves every 7 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 (79), in place of the blow multiples below: a move you could dodge 1,427 damage, a hazard 1,248 damage, its signature failed 1,962 damage, burning ground 428 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.

  • Ice Roses

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

    When7 s into the fight, then every 13 s.

    EnragedEvery 10 s.

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

  • Into the mirrors

    The twins go into the mirrors and come out with reflections (1/2/2): a blow on a reflection bites back (1,962 damage, Frost). The true ones cast their shadow right-down and breathe out frost; a reflection does neither. The first blow on a true one: both reel 2 s and the reflections crack. From 50% they step through twice as often; from 25% the reflections ape the shadow too. Mirror beams (1/2/3) cut the gallery: 2 ×. One health for the two.

    When9 s into the fight, then every 20 s.

    TipLook for the breath and the shadow (and the sword in the right hand); say which one is true before you strike.

  • 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.

    EnragedIce Roses every 10 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 (79), in place of the blow multiples below: a move you could dodge 1,427 damage, a hazard 1,248 damage, its signature failed 1,962 damage, burning ground 428 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.

  • Frozen Ink

    Ink spatters under 1/2/3 of the party (radius 1.9 tiles); 1.5 s later it pools there for 10 s: whoever stands in it is hurt every 1 s, 0.4 × a normal blow, slowed, and the dark closes in on their eyes.

    When6 s into the fight, then every 12 s.

    EnragedEvery 9 s.

    TipNever fight standing in the ink: you will not see the next mark coming.

  • Sealed Letters

    He is sealed (1/2/3 seals): while one stands 70% of every blow does not get through. A sealed letter lies on each of the three letter chests, its wax showing the burden it puts on whoever opens it (stand by the chest 1 s): Silence (no skills, 6 s), Weight (half your pace, 8 s), Name (his ink arrows at you alone, 8 s, 0.6 × every 1.5 s) or Frost (3 Ayaz). Each opened letter breaks a seal; one already carrying a burden opens no second. From 50% each letter carries two. Every seal broken: SEAL BROKEN!, for 8 s every blow counts 40% more and he casts nothing. Letters not opened in 20 s fall on someone of you at random.

    When8 s into the fight, then every 25 s.

    TipChoose who carries what: the tank the Name, never the healer the Silence, a melee fighter not the Weight.

  • Page Storm

    By turns a circle 5 tiles round him (get out) or a ring from 5 tiles to 8 tiles (get in), marked 1.8 s ahead: 1.8 ×.

    When11 s into the fight, then every 13 s.

    EnragedFrom 25%: every 10 s.

    TipCircle: out. Ring: in, to his feet.

  • 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.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

Selvira

Lv 80 · Health 310,588

Chest: see the boss's page

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (80), in place of the blow multiples below: a move you could dodge 1,515 damage, a hazard 1,325 damage, its signature failed 2,083 damage, burning ground 454 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.

  • Icicles

    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); 1.8 s later all of them strike at once, 1.5 × a normal blow to whoever is inside. It calls out: "Icicles fall!"

    When6 s into the fight, then every 11 s.

    EnragedEvery 8 s.

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

  • You in the Mirror

    A mirror line runs across the top (north to south; east to west once she turns). She raises her hand mirror for 2.5 s: each of you sees your reflection across the line, as far from it as you are, following you; then each bursts 2 tiles round: whoever stands in one takes 2,083 damage and gains 2 Frost. A burst that takes her in cracks her Mirror Shield (1/2/3 cracks; while it stands 30% of every blow does not get through). Broken: MIRROR BROKEN!, she reels 4 s, for 8 s every blow counts 25% more.

    When10 s into the fight, then every 22 s.

    TipStand where your reflection falls on her, not on a friend; the tank keeps her by the line. Alone one crack breaks it, the burst 2.3 tiles, warned 3 s.

  • Acolytes and the Blizzard

    Her acolytes (1/2/2) fight by her. At 60% she turns: her blizzard draws sight in to 6 tiles for 12 s, and her Frost arrows come every 4 s; never while her mirror is up.

    WhenAt 60% health.

    TipThe tank keeps the acolytes; keep close in the blizzard; fire and cleanses take the Frost off.

  • The Flight

    At 20% she flees into a mirror; the top collapses, and the tower's inside with it: the outer stair is the only way down, and the collapse runs down it behind you at 3.4 tiles a second. Caught (anywhere inside, or on the stair behind it), you lose 50% of your health and are set down on the stair ahead of it.

    WhenAt 20% health.

    TipRun down the outer stair, not the inside; her chests wait at the tower's foot.

  • Hard Enrage

    At 12:00 it goes berserk whatever its health: its blows 3 × as hard.

    WhenAfter 12:00.

    TipBring it down before then.

  • 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.

    EnragedIcicles every 8 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.