Champion Spawns
Champion Spawns are the shard's big scheduled PvM events: waves of increasingly dangerous monsters pour out of a dungeon altar, and once enough have been slain, a champion boss rises. Defeat it for artifacts, skill scrolls, mastery rewards, a champion skull — and a rain of gold.
Champion Spawns run on the weekly event schedule; about 15 minutes before one starts, an Event Gate appears in Felucca that teleports you to the dungeon.
How a spawn progresses
- When the event starts, a large platform activates and a bloody pentagram progress bar appears showing the current level's kill progress (0–100%).
- Players kill the spawned creatures. Each level requires a set number of kills; when the bar fills, the spawn advances to the next level and stronger creatures appear.
- The spawn climbs through four creature tiers across its levels. Higher tiers spawn fewer but far deadlier monsters.
- When the final level is cleared, the champion spawns after a short delay.
- Kill the champion to trigger the reward phase — then the event ends.
If players stop making progress for too long, the spawn loses ground: a stalled spawn drops back a level, and at the bottom the event simply ends. Champion spawn areas do not allow mounts.
Kill requirements (baseline, 15 players)
| Levels | Kills per level |
|---|---|
| 0–3 | 128 |
| 4–7 | 64 |
| 8–15 | 32 |
| 16+ | 16 |
Creature tiers (baseline, 15 players)
| Tier | Levels | Max creatures spawned |
|---|---|---|
| 1 | 0–4 | 50 |
| 2 | 5–8 | 40 |
| 3 | 9–12 | 30 |
| 4 | 13–16 | 20 |
Player-count scaling
The spawn dynamically scales to the crowd. The baseline is 15 active players; with fewer players the kill requirements, spawn density and loot scale down (to a floor), and with more players everything scales up.
- Scales with players: kills required per level, loot quantities, gold amounts, number of creatures spawned (never below 75% of baseline).
- Scales up only: the champion's hit points grow with a bigger crowd but never shrink below baseline.
- Never scales: individual monster difficulty, the champion skull (always 1), recipe scrolls (always 2), champion artifacts (always 2).
In practice: a small group of 7 players faces roughly half the kill grind for roughly half the loot — the fight stays doable at any turnout.
The four champions
Each of the four boss dungeons hosts its own themed spawn and champion:
| Dungeon | Champion | Theme | Hit points |
|---|---|---|---|
| Crematorium | Morghul | Undead | 25,000 |
| Darkness | Mephitis | Swamp / venom | 30,000 |
| Pyros | Balthazar | Fire | 30,000 |
| Hydros | Thalassor | Water | 25,000 |
All champions share some behavior:
- They are always red (attackable by everyone) and cannot be calmed by bards.
- They smash through obstacles — you cannot block them with furniture or summons.
- At 75%, 50% and 25% health the champion teleports to a random nearby spot and resets its target. Regroup fast when this happens.
- On death, gold rains from the sky across the entire fight area — hundreds of piles.
Champion abilities
- Morghul (Crematorium) — a devastating earthquake that hits everyone within 8 tiles for a large chunk of their current health. Spread out in melee range.
- Mephitis (Darkness) — webs half of everything within 15 tiles, freezing players and pets in place and applying deadly poison. Keep cure potions ready; its melee also poisons.
- Balthazar (Pyros) — a spellcaster who hurls meteor barrages across the area, hitting both targeted players and random ground. Don't stand still in a cluster.
- Thalassor (Hydros) — telegraphs an expanding explosion wave with a 3-second warning, then blasts everything within 10 tiles. When you see the warning, run out of range.

Mephitis down at the end of a spawn in Darkness. The journal shows the placing message every participant gets — damage dealt and where you finished in the damage table.
Rewards
Damage matters — the 4,000 score
The event tracks all damage you (and your pets) deal to spawn creatures and the champion. Most world loot from the champion is protected: you need a damage score of at least 4,000 in that event to pick it up. Check your score history any time with the [ChampionScore command.
What drops
- Champion skull — one unique skull per champion type.
- Champion artifacts — 2 unique items from that champion's reward list (rare décor and armor sets themed to the dungeon).
- Recipe scrolls — always 2.
- Mastery gems and mastery souls — for the Skill Mastery system (quantity scales with turnout).
- Skill scrolls, skill cap increase balls and scroll slot deeds (quantities scale).
- Magic items — weapons, armor, instruments and grimoires (quantities scale).
- Gold — piles on the ground plus the death gold-rain; per-pile amounts scale with turnout.
- Direct reward — every player with looting rights on the champion also gets one random item placed straight into their backpack.
Participating meaningfully (4,000+ damage) also earns achievement credit.
Champion titles
Champion titles reward fighting hard and showing up: every time a champion is defeated,
your entire damage score from that event (the number in [ChampionScore) is added to
your title points for that champion's type. If the spawn fails before the champion dies, no
points are awarded. Your points unlock a three-rank title ladder per champion, and the
title you display is taken from the champion type you have the most points in. Harrower
kills grant their own separate title series.
Each champion has its own themed ladder:
| Champion | Rank 1 | Rank 2 | Rank 3 |
|---|---|---|---|
| Morghul | Foe of the Undying | Slayer of the Undying | Conqueror of the Undying |
| Mephitis | Bane of the Mire | Curse of the Mire | Vanquisher of the Mire |
| Balthazar | Enemy of the Inferno | Scourge of the Inferno | Conqueror of the Inferno |
| Thalassor | Blight of the Deep | Hunter of the Deep | Vanquisher of the Deep |
Earning and picking the title is fully automatic — you never choose one manually. It is hidden by default: open your own context menu (single-click yourself) and select "Toggle Monster Title Display" to show it. When shown, it appears after your name instead of your skill title.
Titles atrophy by 7% of your points every day, so a rank reflects how hard and how often you currently fight that champion. As a rule of thumb — with each champion running about three times a week and you attending every run:
- Average damage sustains rank 1
- Strong damage (upper third of the scoreboard) sustains rank 2
- Top-of-the-scoreboard damage sustains rank 3
Skip a week and your title fades; come back and it climbs again.
Check your progress any time: open [ChampionScore and click the My Title Scores button — it lists your points and current title for every champion, and which one you're displaying. The Top Scorers button next to it shows the current top 10 title holders for each champion (the board refreshes hourly).
Sponsoring a private champion
Between events, the dungeon altar becomes an Altar of Awakening. Double-click it to sponsor a private champion event for 225,000 gold (withdrawn from your bank). The event starts about two minutes later, is announced in gold on the Event Info panel with your name as sponsor, and gets no public Event Gate — only your group knows where to be.
Related pages
- Events Overview — the schedule and the Event Gate
- Skill Masteries — what mastery gems and souls are for