Reckoner

Big targets

Raid and world bosses

The raid bosses your guild rotates through and the world bosses every tier fights at once.

Raid bosses

Each boss is soft against a different element, so the rotation moves who in the guild hits hardest without changing how much has to be dealt. The Knight has no bad week - physical damage has no resistance anywhere in the game.

Bastion Warden

Bastion Warden

UndeadL60
health
6,000,000
hits with
PhysicalDeath
weak to
Holy
resists
Death
wards
PhysicalDeathIce
Forge Tyrant

Forge Tyrant

FirebornL60
health
6,000,000
hits with
PhysicalFire
weak to
Ice
resists
FireHoly
wards
PhysicalFireEnergy
Rimecrown Colossus

Rimecrown Colossus

FrostbornL60
health
6,000,000
hits with
IceEarth
weak to
Energy
resists
IceHoly
wards
IceEnergyEarth
Radiant Seraph

Radiant Seraph

CelestialL60
health
6,000,000
hits with
HolyPhysical
weak to
Death
resists
Holy
wards
HolyPhysicalEarth
  • The fight runs in phases, and each phase changes what the boss hits with - the element you warded against in phase one is not the one waiting in phase three.
  • Boss levels. When a boss falls, the next boss of the rotation rises at once - same week, boss level II: x1.6 the health and hitting x1.25 harder, up to x1.5 from level III on. Level IV brings the week's boss back a second time. Every level that falls pays a share, and the highest level down decides the week's top rewards. Monday 0:00 UTC resets every guild to level I.
  • Everyone who struck a level that falls (at least 15,000 damage on it) gets its share: gold and exp worth hours of hunting at their level, plus elixirs - more for a higher place in Contribution, up to x2 for places 1-3. When the week ends, places 1-4 in Contribution each get a war, ward or bulwark scroll (the type is random) of the rank of the highest level down - I for levels I-II, II for III-IV, III from V - and that level's red and gold gear chests go by place, best first: 6 rows from 2 red chests on level I to 3 gold and 1 red from level VI. Scrolls and chests need 10 players who hit the boss that week. A scroll is a personal buff for 3 days that plays in the Descent and at the raid: War Scroll I +10% damage to elites and bosses, Ward Scroll I +5% to every resist, Bulwark Scroll I -5% damage from elites and bosses. Scrolls come in ranks I-III - a higher boss level pays a higher rank (up to +20% / +10% / -10%). Scrolls cannot be traded.
  • Attempts are rationed daily. A raid is a week of small commitments, not one long evening.
  • The wall hits as hard as the elite of your own band, so a fresh guild member is not erased in the first seconds - but the pool is shared and counted in raw damage, so a stronger character still contributes more.

World bosses

Cerberus

Cerberus

Fireborn
stands for
one weekly window; every tier fights its own copy
soft against
one element, drawn each week - two others are resisted
World Serpent

World Serpent

Beast
stands for
one weekly window; every tier fights its own copy
soft against
one element, drawn each week - two others are resisted
  • One element is this week's weak spot and two others are resisted, drawn anew every window - so who hits hardest changes from week to week.
  • Charges are daily - one per character - and the boss stands for a week. Only charges count towards it; missing a day is not missing the boss.
  • The Warden takes the boss's blows on screen while you charge - he is there for the show, and every number comes from your own attempt.

What they have in common

Neither boss is content you can be locked out of by a schedule. Both are pools of health that a week of daily attempts chips away at, and both pay in things you cannot buy: scrolls, chests and standing on a board that resets when the next one arrives.