Nivora is the lair boss of the Tundra. She is a huge wyrm of glacier ice who lies coiled in the boss hall at the bottom of every Tundra lair. She bites, sweeps the hall with freezing breath, scythes with her tail and slides across the floor on her belly. Her frost can freeze you solid in a block of ice.
The hall
Her hall has four pillars of glacier ice, two near the north wall and two near the foot of the room, each with a cold rimefire sconce. Braziers of rimefire stand round the walls, a frozen waterfall runs down the north wall, and a ring of frost runes is set in the floor where she waits.
The pillars matter in the fight: they are solid, and neither her Rime Breath nor her Deep Rime can pass through them. A pillar between you and her keeps you safe from both.
Her coils are solid too. If you stand where her body is, you are pushed gently out of it.
Health
Her health depends on the lair's tier and on how many Jewels you hold when you go in (see Lairs). In a Normal lair with no Jewels held it has 575 health.
| Jewels held | Normal lair | Fatal lair | Abyssal lair |
|---|---|---|---|
| 0 | 575 | 863 | 1,150 |
| 1 | 1,610 | 2,415 | 3,220 |
| 2 | 2,875 | 4,313 | 5,750 |
| 3 | 7,475 | 11,213 | 14,950 |
| 4 | 12,650 | 18,975 | 25,300 |
| 5 | 16,100 | 24,150 | 32,200 |
In online play, each extra Wanderer who comes in through the boss gate adds 60% of this in a Normal lair, 72% in a Fatal lair and 80% in an Abyssal lair, up to 5 players.
Moves
Damage below is her base damage, before the lair's tier and the Jewels you hold raise it. When you are more than 165 pixels away, she first slides closer (this does no damage) and then picks a move.
Fang Lunge
A ring of frost appears on the floor under you and follows you while she draws her head back (0.75 seconds). It stops following you just before she strikes. Then she bites down into the ice.
- Her bite does 38 damage.
- Where her fangs hit the ice, a ring of frost bursts out. It does 12 damage and leaves you chilled for 3 seconds.
- After the bite her fangs stay stuck in the ice for 1 second. Her head is open: blows to her head do 50% more damage.
To avoid it, move off the ring of frost just before she strikes, Space over the bite, or parry it with right-click or R. Then hit her stuck head.
Rime Breath
She rears up tall for 0.9 seconds, her chest glowing, then sweeps her breath across the hall for 1.6 seconds, 38 degrees to each side of where she aimed. As it sweeps, she turns slowly after you. The breath reaches 165 pixels.
- The middle of the breath does 12 damage and freezes you solid (see Frozen solid below).
- The edges of the breath do 12 damage and leave you chilled for 3 seconds. They can hit you again every half second.
- Where the breath passes it leaves slick ice for 7 seconds. On the ice you keep sliding the way you were moving, then slide to a stop.
- When she is enraged she sweeps there and back again.
To avoid it, get a pillar between you and her: the breath can't reach you behind one. Running round her also works, because she turns more slowly than you can run. If you parry or dodge through the blow, you are not frozen or chilled.
Tail Scythe
She turns away and winds up for 0.65 seconds, her tail rattling, with the ring it will sweep frosted on the floor. Then her whole body whips round the other way and her tail sweeps out low across the floor.
- The tail does 26 damage.
- When the tail slams down, a ring of frost rolls out across the floor to 120 pixels. It does 18 damage and leaves you chilled for 3 seconds.
The tail and its ring both stay low: Space over them. She uses this move more often when you are close.
Glide
A trail of frost runs out ahead of her, and she slides along it on her belly, charging through where you stand and on past you. If her head reaches you as she slides, it does 30 damage. She uses this more when you are further away.
To avoid it, step out of the trail of frost before she comes.
Ice Cage (Fatal and Abyssal lairs)
She roars, and walls of ice burst up round you. If you were inside when the walls rose, they keep you in; if you were outside, they keep you out. About 2.3 seconds after the roar begins she draws her head back, and a moment later she strikes into the cage. The strike does 48 damage to anyone inside, wherever they stand in it.
To escape, break the cage's front (south) wall: it takes 3 blows, from inside or out. Once it is broken, step out through the front before she strikes.
Deep Rime (Abyssal lairs only)
She rises to her full height. For 2 seconds the floor behind every pillar shows as safe. Then a wave of frost rolls out from her across the whole hall and freezes every Wanderer it reaches who is not sheltering behind a pillar. This freeze does no damage, and parrying doesn't stop it.
Half a second after you are frozen, an ice spike starts to rise under you; it bursts up 1.6 seconds later and does 44 damage to anyone standing on that spot. Break out of the ice and step away before it bursts.
She can first use Deep Rime 5 seconds into the fight, and then no more often than every 20 seconds.
Frozen solid
The middle of her Rime Breath and the wave of Deep Rime freeze you in a block of clear ice. While you are frozen:
- You can't move or attack.
- Push left and right in turn to wriggle free: 9 pushes break the ice.
- The ice breaks by itself after 3.6 seconds.
- Any blow that hits you while you are frozen does 50% more damage and breaks the ice.
- She is much more likely to bite you with her Fang Lunge, and she won't breathe on you while you are frozen.
Being chilled is the same chill the Tundra's cold gives. See Status Effects.
Rage
When her health falls to 35%, the next time she is resting, hurt, dazed or sliding closer she roars and becomes enraged. As she roars, creatures of the lair climb out of the floor round her: 5 when you are alone, and 2 more for each other Wanderer nearby (up to 11).
While enraged:
- Her blows do 20% more damage.
- She takes about 17% less damage from your blows.
- She chooses her next move 30% sooner.
- She turns and slides 30% faster.
- Her Rime Breath sweeps there and back.
- She slowly heals, but never past 35% of her health. Each time you hit her, her healing stops for 2 seconds. How fast she heals depends on how hard the lair is: from about 0.1% of her health a second at the easiest to about 0.3% at the hardest.
Rewards
- 2 Rime Scales, her trophy. Hang one on a Boss Trophy plaque, grind it into Water spirit, or spend 3 at the Augmentation Table to bind her echo to another item (Bind the Echo). See Boss Trophies.
- 1 Endurium.
- Water, Wind and Earth spirits, and experience in Health, Attack and Endurance.
- The first time you clear a Tundra lair, you get the Tundra's Jewel, the Tear of the Glacier. See Jewels.
- When she falls she can mark one item you carry with Rime Forged, if it is a fully spirited weapon, coat or Spirit Book with no mark yet. Rime Forged gear can freeze creatures. See Forged Gear.
How to fight it
- Stay near a pillar. It blocks her breath and, in Abyssal lairs, shelters you from Deep Rime.
- Watch for the ring of frost under your feet. Step off it just before she bites, then hit her head while her fangs are stuck: those blows do 50% more damage.
- When she turns away and her tail rattles, get ready to Space. Jump again for the ring of frost when her tail slams down.
- Keep off the slick ice her breath leaves, or you may slide into her next move.
- If you are frozen, push left and right quickly. A hit while frozen does 50% more damage.
- In a cage, hit the front wall 3 times straight away and step out the front.
- Her rage brings out lair creatures. Deal with them quickly, and keep hitting her so her healing stays stopped.
Drops
When it falls it leaves:
| Item | Amount | Chance | Used for |
|---|---|---|---|
| 2 | ALWAYS | Selling | |
| 1 | ALWAYS | Endurium Ingot, Spirit Book (item), Yeti Tusk Charm, and more |
Spirits and experience
When it falls it lets go of 14 Water and 8 Wind and 4 Earth spirits. You gain experience in: