The tribe holding the season first on the newest raid boss and difficulty marks its base on every
player's map, at the spot its leader stands — from the tribe box on the leader's profile.
One base per realm: when another tribe takes the season first on newer content, the marker moves to them.
Season firsts
The first tribe to fell each boss at each difficulty, every season and on every realm. Every raider at the
kill gets the Season First achievement, the kill is announced on Discord, and the tribe is listed on the
Toplist and the Race to Season First.
Spoils
Every raider at a kill — the fallen too — earns 5 stacks of anything within their
own progression. Redeem them on the boss's page: name what you want and how many stacks of each, five in all
— 5 of flametal ore, or 3 of coins and 2 of copper ore. Metals are always the ore. They land at your feet in game.
Achievements
A kill gives every raider the boss's achievement for that difficulty — silver on Normal, gold on Heroic,
legendary on Mythic — on top of any season first. See yours under Achievements on your profile.
Tribe Raid · Above the Black Forest
Dvergir
the Traitorous
Once a rune-keeper of the Dvergr, she sold her kin's secrets to Fader's cult for a sliver of Ashlands fire. Now she walks the Black Forest with a staff that bends the storm to her will, and an artifact she was never meant to hold.
How the fight goes
ALL Phases: Dvergir uses her staff to conjure harmful bolts at the target. Stand close and she slams the ground beneath you instead. Both can be dodged, blocked or parried.
Phase 1: Dvergir calls upon the storm, inflicting Thunderstrikes within the nearby area, dealing massive damage.
(Heroic): Wisps are lit around the arena, and each one still standing is a storm of its own. They cannot be broken by hand - bait Dvergir's bolt or slam onto them: stand by a wisp when she targets you and her attack consumes it. Every wisp still standing when the Thunderstrikes land is gone and 3 Trolls rise where it stood, and the next storm lights one more (up to 3).
Phase 2: With the staff she cloaks herself, becoming invisible and immune for damage. While cloaked, her minions become uncloaked and is now attackable. The bigger the tribe, the more minions answer her call.
(Heroic): Thunderstrikes continue in Phase 2 - the storm keeps striking where she vanished.
After Phase 2: Dvergir returns and calls up a 3x star Troll every 40 seconds until Phase 3 - up to 3 on Normal, 5 on Heroic and 6 on Mythic.
Phase 3: With the stolen artifact from Fader, Dvergir calls fire down on every player - five volleys, two seconds apart. A glowing crack opens under your feet; move off it before the fire lands and sets the ground ablaze.
(Heroic): Totems rise in a line. Lure the fire - or her bolt or slam - onto them to destroy them; they cannot be broken by hand. Every totem still standing when the fire ends summons a 3x star Troll, and a new line rises.
Loot
Every raider rolls at the kill, and the boss gives one item for every five raiders (at least one), as in a WoW raid — what you win lands at your feet. On top of your spoils. A chance is each raider's roll.
Normal
Nothing yet
Heroic
Dyrnwyn Blade Fragment1%
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
Mythic
Fallen Valkyrie Trophy5%
Dyrnwyn Blade Fragment2.5%
Dyrnwyn Hilt Fragment2.5%
Dyrnwyn Tip Fragment2.5%
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
How it is sized
Difficulty
Boss HP
Boss damage
Normal
×0.5
×1.25
Heroic
×0.75
×1.5
Mythic
×1.25
×1.75
Built for 3 members. Each raider past three adds health — the game's own toughening for a group is counted in, so the fight lasts about as long for seven as for three.
Health and damage follow the tribe's middle progression: the median boss kill among the raiders, so one geared viking does not make it harder for everyone.
Damage rises 4% per raider past three. Every hit is capped to your progression — read the fight and it is survivable.
Minion phases bring 3 up to four raiders, 4 up to six, 5 from seven — sharing the same health between them.
Before the gate
Three feasts on the table — eat all three.
Two lingering healing meads each, in your bags.
Healed to full when the first viking walks in.
Everything can be dodged or blocked. Which is which is for you to find out.
Fall and you watch from the gallery. Your gear stays with you. All fall, and the tribe is sent home.
First to fell Dvergir
1The FallenStormhold · Normal · 5 Oct
Tribe Raid · Above the Swamp
Hyldemoer
Something old stirs beneath the Swamp. Patient, rooted and always hungry, the mother of the bog has waited a long time for visitors.
How the fight goes
ALL Phases: Hyldemoer is rooted in the bog and never moves. She sweeps the ground in front of her - roots burst across a cone first, then her slam lands on it: step out of the cone or get behind her. At range she sends a wave of rot rolling across the floor at whoever she has left alone longest - sidestep it. Both can be dodged, blocked or parried.
The Mist: the arena fills with mist as she weakens, and thickens again at every intermission. Keep your tribe close.
Grasp (every 25 seconds): a ring of torches lights up around her. Get inside the torch ring - the ground under everyone outside it charges up, and five seconds later her slam lands there with a heavy hit and poison.
Intermissions (75%, 50% and 25%): Hyldemoer sinks into the bog and four Draugr rise - any that fall come back every 10 seconds. Find and smash the three bone piles hidden in the mist; when the last one breaks she rises again. Draugr still standing stay and must be killed.
(Heroic): The Void rises with the Draugr. Kill it first - the bone piles only appear once it is dead, and it does not return until the next intermission.
After the first intermission: the Sinking Bog takes turns with the Grasp. The floor turns to bog except for circles of blue torches, one for every two raiders - get into a blue torch circle. Everyone outside one when the bog swallows (8 seconds) is hit and poisoned.
(Heroic): No warnings are shown - read the torches and the ground. A ring of fire torches around her means come in close; circles of blue torches mean get to one. Rot bubbling and roots under your feet mean you are standing in the wrong place.
Loot
Every raider rolls at the kill, and the boss gives one item for every five raiders (at least one), as in a WoW raid — what you win lands at your feet. On top of your spoils. A chance is each raider's roll.
Normal
Nothing yet
Heroic
Dyrnwyn Hilt Fragment1%
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
Mythic
Fallen Valkyrie Trophy5%
Dyrnwyn Blade Fragment2.5%
Dyrnwyn Hilt Fragment2.5%
Dyrnwyn Tip Fragment2.5%
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
How it is sized
Difficulty
Boss HP
Boss damage
Normal
×0.75
×1.25
Heroic
×1
×1
Mythic
×1
×1
Built for 3 members. Each raider past three adds health — the game's own toughening for a group is counted in, so the fight lasts about as long for seven as for three.
Health and damage follow the tribe's middle progression: the median boss kill among the raiders, so one geared viking does not make it harder for everyone.
Damage rises 4% per raider past three. Every hit is capped to your progression — read the fight and it is survivable.
Minion phases bring 3 up to four raiders, 4 up to six, 5 from seven — sharing the same health between them.
Before the gate
Three feasts on the table — eat all three.
Two lingering healing meads each, in your bags.
Healed to full when the first viking walks in.
Everything can be dodged or blocked. Which is which is for you to find out.
Fall and you watch from the gallery. Your gear stays with you. All fall, and the tribe is sent home.
First to fell Hyldemoer
Unclaimed. The first tribe here is remembered.
Sealed
Tribe Raid · Above the Mistlands
Vaettr
the Shadow
A spirit that walks where the mist is thickest. You will not see it coming — only leaving.
How the fight goes
TBA
Loot
Every raider rolls at the kill, and the boss gives one item for every five raiders (at least one), as in a WoW raid — what you win lands at your feet. On top of your spoils. A chance is each raider's roll.
Normal
Nothing yet
Heroic
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
Mythic
Fallen Valkyrie Trophy5%
Dyrnwyn Blade Fragment2.5%
Dyrnwyn Hilt Fragment2.5%
Dyrnwyn Tip Fragment2.5%
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
How it is sized
Difficulty
Boss HP
Boss damage
Normal
×1
×1
Heroic
×1
×1
Mythic
×1
×1
Built for 3 members. Each raider past three adds health — the game's own toughening for a group is counted in, so the fight lasts about as long for seven as for three.
Health and damage follow the tribe's middle progression: the median boss kill among the raiders, so one geared viking does not make it harder for everyone.
Damage rises 4% per raider past three. Every hit is capped to your progression — read the fight and it is survivable.
Minion phases bring 3 up to four raiders, 4 up to six, 5 from seven — sharing the same health between them.
Before the gate
Three feasts on the table — eat all three.
Two lingering healing meads each, in your bags.
Healed to full when the first viking walks in.
Everything can be dodged or blocked. Which is which is for you to find out.
Fall and you watch from the gallery. Your gear stays with you. All fall, and the tribe is sent home.
First to fell Vaettr
Unclaimed. The first tribe here is remembered.
Sealed
Tribe Raid · Above the Meadows
Gangrividr
Every young viking has swung an axe at him. Gangrividr remembers every single one.
How the fight goes
TBA
Loot
Every raider rolls at the kill, and the boss gives one item for every five raiders (at least one), as in a WoW raid — what you win lands at your feet. On top of your spoils. A chance is each raider's roll.
Normal
Nothing yet
Heroic
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
Mythic
Fallen Valkyrie Trophy5%
Dyrnwyn Blade Fragment2.5%
Dyrnwyn Hilt Fragment2.5%
Dyrnwyn Tip Fragment2.5%
Bear Trophy16%
Warrior Trophy16%
Cultist Trophy16%
Wraith Trophy16%
Vile Trophy12%
Seeker Soldier Trophy12%
Stone Golem Trophy12%
How it is sized
Difficulty
Boss HP
Boss damage
Normal
×1
×1
Heroic
×1
×1
Mythic
×1
×1
Built for 3 members. Each raider past three adds health — the game's own toughening for a group is counted in, so the fight lasts about as long for seven as for three.
Health and damage follow the tribe's middle progression: the median boss kill among the raiders, so one geared viking does not make it harder for everyone.
Damage rises 4% per raider past three. Every hit is capped to your progression — read the fight and it is survivable.
Minion phases bring 3 up to four raiders, 4 up to six, 5 from seven — sharing the same health between them.
Before the gate
Three feasts on the table — eat all three.
Two lingering healing meads each, in your bags.
Healed to full when the first viking walks in.
Everything can be dodged or blocked. Which is which is for you to find out.
Fall and you watch from the gallery. Your gear stays with you. All fall, and the tribe is sent home.