
Bastion Warden
- health
- 6,000,000
- hits with
- weak to
- resists
- wards
Big targets
The raid bosses your guild rotates through and the world bosses every tier fights at once.
Raid bossesEach 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.




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

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 commonNeither 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.