Instanced Raids¶
Raids are private, group-only boss encounters. When your party enters, you get your own copy of the fight — no one outside your group can wander in, pull the boss, or grief your run. They're built to be hard enough that a group has to talk to each other to win, and they reset every week so they can't be farmed on a loop.
Playtest status: the first raid, the Warden of the Vault, is a test encounter for tuning the mechanics. Expect numbers to change.
Entering¶
- Form a party and make sure everyone is standing together near the raid portal.
- The party leader double-clicks the raid portal (or runs
[raid <name>). - The whole party is pulled into a fresh private copy of the encounter.
[raid on its own lists the available raids and how many copies are currently free.
Entry is checked for the whole group at once — if anyone is offline, too far away, already in a raid, or locked out for the week (below), the leader is told who, and nobody is moved.
Player cap¶
Each raid has a minimum and maximum party size. The Warden of the Vault allows 1–8 players. You can test it solo, but it's tuned for a group.
The weekly lockout¶
The first time you step into a group's copy of a raid, you are saved to that copy for the rest of the week. You can leave and come back to the same copy freely, but you cannot enter a different group's copy of the same raid until the weekly reset — win or lose.
- The lock is committed the moment you zone in. Wiping does not free you — you're still inside, trying again.
- If your whole group leaves or disconnects before finishing (the instance is abandoned), the lock is released so you can try again later — an early bail or a dropped connection doesn't burn your week.
- The reset is weekly.
[raidand the lockout message tell you when the next reset lands. - A full world wipe clears all locks (a fresh world starts everyone unlocked).
This is what stops a raid from being farmed: one group, one clear, per week.
No gear loss — wipe and re-engage¶
Inside a raid all of your gear is protected. You will not drop anything, ever:
- On death your gear stays equipped — your corpse is empty.
- When your whole party falls (a wipe), everyone is pulled back to the start healer, resurrected at full health, mana, and stamina, with all gear still on, ready to charge back in.
- A single death (while teammates are still up) sends just you to the healer and revives you there after a few seconds, so one mistake isn't the end of the run.
When you kill the boss, you get a short window (about a minute and a half) to loot its corpse right where it fell, then the party is sent home automatically. Loot you pick up is yours — carry it home and split it with the Spoils Coffer.
Travel magic (recall, gate, mark, teleport) is sealed inside a raid — the only way out is to win, wipe out completely and leave, or have the whole group log off.
Reading the fight — re-rolled every pull¶
The Warden's attacks re-roll every time, so you can't memorise a script — you have to read the telegraph and call it out live. Each one gives you about 3 seconds to react, and the first mistake is survivable; it's repeated mistakes that out-pace your healers and wipe the group.
| Telegraph | The call | What to do |
|---|---|---|
| "the vault crushes inward — HUDDLE to me!" | STACK | Get close to the boss. Anyone caught out alone takes a heavy hit. |
| "the vault splinters outward — SCATTER!" | SPREAD | Get away from everyone. If two or more of you are clumped near the boss, all of you get hit (worse the more of you stacked). |
| "winds up a sweeping blow — get out of the arc!" | Sweeping cone | The boss turns to face a random direction and sweeps a wide arc that way. Step out of the arc. |
| "the ground erupts at range — HUG the boss!" | Ring (inner-safe) | Danger is the outer ring. Get in close to the boss. |
| "it slams the ground around it — get to the EDGE!" | Ring (outer-safe) | Danger is right around the boss. Run to the edge. |
Because STACK-vs-SPREAD is a coin flip and the cone/ring safe-zone moves every time, a group that can't communicate quickly will eat hit after hit. A group on voice (or fast in chat) clears it.
After the fight¶
[bossresultsopens the post-fight scoreboard — every player's damage, healing, damage taken, deaths, and DPS. (It works for normal open-world bosses too. See Boss Encounters.)- Take the loot home and split it with the Spoils Coffer:
[stamprosterstamps the coffer with your fight's party, then[spoilsrostersplits everything among exactly those players — even the ones who already logged off.
Related¶
- Boss Encounters — the
[bossresultsscoreboard and the shared fight history. - Spoils Coffer — one-click fair loot splitting, roster-locked to your fight.
- Party panel — live group health and meters during the fight.