World bosses and dungeons
Two kinds of fight need other cats: world bosses, which wake out in the open for everyone at once, and dungeons, which a party of five clears together.
World bosses
- When. All 4 wake together every 3 hours, on the hour by UTC, after a 5-minute warning. If nobody beats one in 30 minutes, it slips away.
- How tough. Every cat that joins adds 60% to its health, up to 10 times its base, so one geared, on-level cat takes about fifteen minutes and a crowd still gets a fight.
- Rewards. Every cat that does at least 25% of an even share of the damage gets the whole reward on its own rolls: XP worth about ten minutes of fighting at its level, about as much gold, and a chance at the boss's own accessory. Beating each one earns a title.
| Boss | Level | Where | Title |
|---|---|---|---|
| Old Thornback | 25 | Acorn Hollow | the Quill-Proof |
| The Old Ram of Windscour | 62 | Windscour Ridge | the Ram-Breaker |
| The Great White | 98 | The Aurora Wastes | of the White Winter |
| The Dust Bunny King | 150 | Floor 150 | Under-the-Bed |
Tips. Be in the zone when the warning comes. Put your single-target skills first on the bar for a boss. Bring the Sardine Tonic upgraded and a meal. The Hiscores have a world boss board.
Dungeons
- The group. 5 cats: 1 tank, 1 healer and 3 damage dealers. The Clawguard line can tank; the Moonmystic and Choirmane lines can heal, as can a Whiskerseer or Purrbard before they branch. Everyone can deal damage. See the class guides.
- Getting in. Walk in through a dungeon's gate out in the world with your party, or queue in the Dungeon Finder, which puts a group together and takes you in.
- Inside. Three rooms in a row, each your party's own copy: packs of elite monsters, and a boss at the end of each room.
- Rewards. A run pays about what fighting in the open would for the same time, plus gear sets of each dungeon's own. The first random dungeon each day pays a bonus and a piece of the dungeon's set.
Tips. Tanks: put your taunts and area roars first so packs stay on you. Healers: set the low-health threshold so heals jump ahead in time. Damage: area skills first on packs, single-target on bosses.
More guides
- What is Whiskerfall?The game in a minute, and the questions people ask first.
- Your first hourFrom the windowsill to your first class, and what every button does.
- Picking a classThe five paths at level 10, their branches, and dungeon roles.
- How time away worksWhat your cat does while you are gone, and how to get more out of it.
- Making gold, and the ExchangeWhere gold comes from, what other cats will pay for, and how offers work.
- Vessels and the islandsBoarding the ferries, how the timetable works, and what to do aboard.