The Winter Stag
Boss · Native to the RGB Steppe
This article is about the creature. For the region, see the RGB Steppe.
The Winter Stag is a boss creature found in the RGB Steppe. It has 7,000 hitpoints and hits for up to 102, placing it in the top fifty by hitpoints (#48 of 511).
It drops Aurora Longbow and 5 other items, and yields 3,200 experience and 3,600 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 7,000
- DAMAGE
- 102
- DPS
- ~146
- SPEED
- 14 / 30.8
- EXPERIENCE
- 3,200
- COINS
- 3,600
At 0.7 seconds a swing for 102, sustained contact costs roughly 146 health per second. The charge multiplier takes it from 14 to 30.8 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Aurora Longbow | 1 | Always | Weapon |
| Aurora Crown | 1 | Always | Armour |
| Aurora Mantle | 1 | Always | Armour |
| Aurora Leggings | 1 | Always | Armour |
| Glacier Core | 10 | Always | Material |
| Borealis Dust | 14 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Winter Stag spawns inside the RGB Steppe, a region of radius 21 centred on 620, -160. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Aurora Wisp 170 HP
- Frost Elk 300 HP
- Prism Elk 170 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 102 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.