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Hornridge

World boss

  • Levels 68–70
  • Sized for 5–40 players
  • Frostmere

A giant ram of rime and ice on the snowfield under the peaks. It butts the slope and brings the mountain down on you: push its avalanche's snow back into it.

Getting in

Wakes at Hornridge, north of Frostmere.

Loot and the daily lock

Everyone who did at least 2% of the fight gets a chest of their own, once a day for each boss (the day turns at 04:00), however far above it your level is. A chest left unopened goes into the bag after 10 minutes.

Bosses

The Rimehorn

Lv 70 · Health 480,000–3,840,000

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 (70), in place of the blow multiples below: a move you could dodge 1,156 damage, a hazard 1,012 damage, its signature failed 1,590 damage, burning ground 347 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.

  • Horn Ring

    It draws a red ring round itself (radius 6 tiles); 2 s later it hits everyone inside for 2 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Horn Charge and Horn Ring; one move every 8 s, the first 5 s into the fight.

    EnragedMoves every 6 s. The ring grows (radius 6.5 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 7 tiles in 2 s, enough even from right beside it. Then come back and keep hitting.

  • Horn Charge

    It lowers its head and marks a lane through the player farthest from it (2.3 tiles wide, 8–16 tiles long); 1.8 s later it runs the lane (18.8 tiles a second) and hits everyone in its path for 2.5 × a normal blow.

    WhenIn turn: Horn Charge and Horn Ring; one move every 8 s, the first 5 s into the fight.

    EnragedMoves every 6 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; 1.1 tiles sideways is enough.

  • Avalanche

    It marks 6 lanes down the slope, one after another, 0.6 s apart; 3 s after its mark the avalanche comes down that lane, hitting whoever stands in it for 4 × a normal blow and slowing them.

    WhenFrom 66% health every 40 s; from 33% every 30 s.

    TipStand on the snow between the lanes; when yours is marked, step sideways out of it: running downhill ahead of the snow doesn't help.

  • The Herd

    It calls its herd (Rime Ram): 2 come running in from the edge of the arena, one more for every 8 players in the fight (at most 6), each at someone else.

    WhenFrom 66% of its health, then every 45 s.

    TipBring the herd down quickly: they charge too. Whoever holds the boss keeps it turned away from them.

  • Stampede

    Its charge turn becomes 2 charges back to back, each marked 1.8 s ahead, each at another of its foes.

    WhenFrom 100% of its health.

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

  • Snowball

    Its avalanche leaves 1–4 snow heaps at the lanes' feet (twice as many from 33%). Walk into one and you push it: it rolls your way, quicker the more of you push (1.3 tiles + 0.8 tiles a pusher a second, a walk at most), and grows as it rolls (to 3.5 tiles across over 20 tiles). Rolled into the ram it stuns it 2 s / 4 s / 6 s by its size, its blows taken 30% harder; a rock or the rim breaks it, a player it runs into is knocked down 1 s.

    WhenFrom 66% health every 40 s; from 33% every 30 s.

    TipMelee fighters push, ranged fighters strike; a long roll makes a big ball, a long stun.

  • It Minds the Balls

    Its horn charge goes at the pushers of the biggest ball. A ball under half size shatters on it; one of half size or more stops it, and the ram rams itself (2 s more).

    WhenFrom 33% health.

    TipPush a big ball between yourselves and its horns.

  • Hard Enrage

    At 15:00 it goes berserk whatever its health: its blows 3 × as hard.

    WhenAfter 15:00.

    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.

    EnragedMoves every 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.