Valiant

Raids

Raids are Valiant's 20-player guild endgame. One raid is live — The Nethrax Vigil, nine encounters deep, level 60 and up. It is the only source of artifacts, ancient inscriptions, and ascension points.

Forming a roster

A guild leader or officer opens a roster. They choose the loot rule and visibility up front, so everyone knows the terms before they commit a seat.

RequirementDetail
Seats20 total
Minimum to launch15 filled
Guild members requiredAt least 12 from the hosting guild
Outside pickups allowedUp to 8
Level60+
Run length3 hours (twelve 15-minute ticks)

Guild members are seated instantly; outside pickups must accept an invite or apply to a public roster. Empty seats are legal — a 15-strong raid can still launch, it is simply harder.

The ten roles

Unlike the rest of the game, raid roles are mechanically distinct. Each one owns specific checks:

RoleWhat they do
Main tankHolds the boss, makes the positioning check
Off tankSecond threat holder, handles adds mechanics
PullerMakes the pull check; a bad pull brings a train
CallerAssists everyone else's mechanic checks
Crowd control (x2)Locks part of a trash train out of the fight
Main healerMakes the triage check
Backup healerRedundancy when the main healer is pressured
Raid healer (x2)Sustains the raid through unavoidable damage
Buffer (x2)Throughput support
DPS (x8)Kills things; must pass discipline and enrage checks

Tip

Every one of these seats makes World Sense checks. A raid stacked with damage but no awareness fails at the pull and dies at the enrage. See Raid Combat.

The Nethrax Vigil

Nine encounters: four trash segments alternating with five bosses, escalating in level and cruelty.

BossWhat defines the fight
Warden of the First TerraceA positioning-gated sweep; punishes a bad tank read
The Choir UnboundCorruption damage and a refrain that locks healing entirely
Keeper IlvessA floor redraw every raider must answer, plus summoned adds
The Sixth WatcherCorruption and fire resistant; wipes the threat table mid-fight
Vessel of NethraxUnavoidable corruption, and a gaze that kills outright on a failed call

Tuning is honest about the wall: a fresh level 60 roster is not expected to clear, a prepared at-level roster clears sometimes, and a well-geared roster clears reliably.

Rewards

RewardHow much
Artifacts4 per boss, with a chance of a 5th (final boss always 5)
Ancient inscriptionsExactly 1 per boss kill
SigilsPer trash wave and per boss; split among the raid
Ascension point1 for a full clear, once per raid tier
Experience and goldNone - raids pay in gear and prestige

Artifacts are the sixth and highest rarity: six affixes, four of them fixed at the very top of their band, plus a unique ability. They bind to you. Ancient inscriptions are tier-5 and the only ones that fit an item's reserved sixth socket — and unlike artifacts, they are tradeable.

Loot rules

The host picks at roster creation: fair random (every drop assigned randomly and verifiably) or leader decides (the leader distributes, with anything unassigned after seven days auto-assigned so loot can never be held hostage).

Ascension points

Every talent's rank 5 costs an ascension point rather than a talent point, and a full raid clear is the only source: one per raid tier, three in a character's lifetime. Raiding is the only path to a fully-realized build.

Lockouts

Killing at least one boss locks every participant and the hosting guild out of that raid for seven days. Wipe without a kill and there is no lockout — you are free to regroup and try again. Pickups never burn their own guild's lockout, so guilds can trade help freely.

Questions this page didn't answer? Ask in the Discord — and we'll add the answer here.

Play Valiant Free