Raids
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.
| Requirement | Detail |
|---|---|
| Seats | 20 total |
| Minimum to launch | 15 filled |
| Guild members required | At least 12 from the hosting guild |
| Outside pickups allowed | Up to 8 |
| Level | 60+ |
| Run length | 3 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:
| Role | What they do |
|---|---|
| Main tank | Holds the boss, makes the positioning check |
| Off tank | Second threat holder, handles adds mechanics |
| Puller | Makes the pull check; a bad pull brings a train |
| Caller | Assists everyone else's mechanic checks |
| Crowd control (x2) | Locks part of a trash train out of the fight |
| Main healer | Makes the triage check |
| Backup healer | Redundancy 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
The Nethrax Vigil
Nine encounters: four trash segments alternating with five bosses, escalating in level and cruelty.
| Boss | What defines the fight |
|---|---|
| Warden of the First Terrace | A positioning-gated sweep; punishes a bad tank read |
| The Choir Unbound | Corruption damage and a refrain that locks healing entirely |
| Keeper Ilvess | A floor redraw every raider must answer, plus summoned adds |
| The Sixth Watcher | Corruption and fire resistant; wipes the threat table mid-fight |
| Vessel of Nethrax | Unavoidable 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
| Reward | How much |
|---|---|
| Artifacts | 4 per boss, with a chance of a 5th (final boss always 5) |
| Ancient inscriptions | Exactly 1 per boss kill |
| Sigils | Per trash wave and per boss; split among the raid |
| Ascension point | 1 for a full clear, once per raid tier |
| Experience and gold | None - 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.
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