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Creatures · Pixlaria reference

Ashkar, the Sunscourge

An obsidian scorpion plated in sun-gold, with a burning amber sting. His burrow strikes lock onto marked ground before he emerges. Avoid the sweeping tail, spread for venom and expect faster attacks below one-third health.

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Ashkar, the Sunscourge — in-game artwork

Level 250 boss · 269,892 health · Aggressive · The Sunscourge Vault

Boss respawns

Defeated bosses return at :00, :15, :30 and :45 each hour. Living bosses stay alive; the clock does not reset fights. Each lair keeps its own boss.

Where to find him

The Sunscourge Vault (5400, 6100), southeast of Goldmere. The southern approach is outside the arena.

Respawn

Ashkar returns at the next :00, :15, :30 or :45 after defeat, on his own timer.

Health and boss warnings

Warning attacks and hazards hit for a fixed amount: a share of the warning health of a character of your training at this boss’s level, 250. That is Knight 2,970, Ranger 2,505, Mage 1,937. It does not grow with your own health: above level 250 the same blow takes a smaller part of your health, and below it a bigger one, a whole health bar or more far below. Every boss is meant to be fought at its own level or above, in armour to match; a group of low levels cannot outlast it on numbers alone.

The warning and hazard percentages below are of this warning health, before any armour reduction. Fixed bites and close blows still use their listed damage.

The fight in numbers

  • Health: 269,892.
  • Claws and sting: 170–390 damage every 1.6 seconds, before armour and shield.
  • Armour 48 · Defence 54.

Read the sting

The burrow strike marks a fixed landing patch for 2.2 seconds. Leave it before Ashkar emerges; he rests for a second afterwards. His tail sweep marks the rear arc for 1.2 seconds: move clear or around to his front. The three-target venom barrage gives 1.9 seconds to spread and leave the marked patches; overlapping bursts hit a fighter only once. Sidestep the venom fan and avoid its lingering puddle. Every warning stays fixed. He remains a ground encounter, with faster attacks below one-third health. Bring a prepared group, food and potions.

Sunfang Sceptre

One shared chance in 7,500 per kill, awarded by contribution. This exclusive two-handed damage staff requires Magic 90 and gives 60 bolt power, 54 percentage points of damage-spell power, 30 maximum health and 40 maximum mana. Equipping restores neither resource.

Scorching sand

Every 2.2–3.5 seconds, at no set beat, patches of the floor turn to scorching, sinking sand, most often beside whoever fights him or where they are heading. Each is outlined in gold for 1.8 seconds first, then lasts 4–6.5 seconds. Only a tile that has turned hurts: 8–10% of your warning health as it turns, then 6% a second while you stand in it, and it holds your feet: you move 30% slower in it. From anywhere on the floor there is always a clear tile within 2 steps.

Back-line adds

During the fight, he calls tomb scarabs up through the sand: every 22–28 seconds (alone, every 24–30 seconds), beside randomly chosen fighters, including those in melee. The spots are framed on the ground for 1.7 seconds before they rise.

Alone, one comes at a call and at most 2 are about at once; with company, 1 (at most 2).

Each bites for 3.5–4.5% of your warning health every 1.5 seconds and crumbles after 16 seconds, or at once when the boss falls or its fight ends. They give no loot, experience, coins or Journal entry and count for no hunting contract, quest or achievement. They fight back, so they build Rage and Focus.

Loot: one shared hoard

Deal at least 3% of the boss’s full health in contribution to qualify. Damage counts, plus effective healing you give other fighters for injuries caused by this boss. Self-healing, unrelated damage and PvP injuries cannot earn healing credit. Healers can also qualify through effective healing and Shelter protection: help at least three times over ten seconds, restoring or preventing 1% of the boss’s health, capped at twice your maximum health. Only help given to other fighters counts. Stay active in the encounter.

Every ordinary drop and the additional equipment roll is rolled once per kill. Coins and other stacks are divided by contribution; single items, Legendary and Mythic finds too, are awarded by contribution-weighted chance. The denominator includes all fighters’ work, including those below the qualifying threshold; their portion is not redistributed. A fighter contributing 3% therefore earns about 3% of a solo kill’s expected reward, not a full extra loot roll. A larger group does not create a larger hoard.

Credit survives a disconnect or death until the encounter resets. Your awarded items remain reserved for you for 10 minutes beside the defeated boss. Experience comes from one shared pool, divided by damage and effective healing of injuries caused by this boss. Oathbound characters may join boss fights and collect only their own earned shares; their trading and outside-healing restrictions still apply.

Possible drops

  • Gold coins · 3000–4500 · 81% once per kill for the whole hoard, divided among eligible contributors
  • Greater health potion · 6–10 · 81% once per kill, shared by contribution
  • Greater mana potion · 6–10 · 81% once per kill, shared by contribution

Legendary and Mythic finds, rolled once a kill for one fighter:

Ordinary items, coins and rare finds come from one shared hoard. Contribution determines your share or your chance to receive a single item; the 3% threshold grants eligibility, not a full extra roll. Drop rolls are chances, not a promise per trip. Defeat it to record it in your in-game Creature Journal.

Reference entries are generated from the current game data. Artwork comes from the actual game. Pixlaria is in alpha; balance and content can change.