Reckoner

Big targets

Raid and world bosses

The three raid bosses your guild rotates through and the world bosses the whole server shares.

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
16,800,000
hits with
PhysicalDeath
weak to
Holy
wards
PhysicalDeathIce
Forge Tyrant

Forge Tyrant

FirebornL60
health
16,800,000
hits with
PhysicalFire
weak to
Ice
wards
PhysicalFireEnergy
Rimecrown Colossus

Rimecrown Colossus

FrostbornL60
health
16,800,000
hits with
IceEarth
weak to
Energy
wards
IceEnergyEarth
  • 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.
  • Clearing pays war, ward and bulwark scrolls: timed guild-wide buffs that last days, so a kill is felt by people who were not in the fight.
  • Attempts are rationed daily. A raid is a week of small commitments, not one long evening.

World bosses

Cerberus

Cerberus

Fireborn
stands for
one weekly window, against the whole server
soft against
Ice
World Serpent

World Serpent

Beast
stands for
one weekly window, against the whole server
soft against
nothing - pure power decides
  • A day favours one family. The kills you were already making count for more when they match the affinity of the day - it rewards paying attention, not changing your plans.
  • Attempts are daily and the boss stands for a week. Missing a day is not missing the boss.
  • The Warden holds the gate in the opening stretch, so the first hours of a window are not simply a race for whoever logged in first.

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's worth of ordinary play 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.