Dungeons & Raids

Raids

The three raids, built for big groups - their levels, the Squad they need, and what makes them different from mission dungeons.

Raids are the game's big-group instanced content. There are three, and they follow different rules from ordinary dungeons.

RaidBossTiersLevel
Snow Dragon's NestSnow Dragon PakedaNormal, Hero40
Caucasus Rock PitPrometheusNormal, Hard54
Temple of AgonyEvil EyeNormal, Hard75

The second tier is chosen with the Hero / Hard button in the raid entrance window, beside the normal one. Every raid plays with a fixed camera.

Built for big groups

  • A raid is entered as a Squad. Form one and walk to the raid's Dungeon Gate.
  • Up to 30 players can enter one raid; the bosses are tuned for about twenty.
  • The bosses and the monsters on the way hit hard and take a long time to bring down. A small party will not get through.

The result window

When the raid is cleared, one result window opens - the same one mission dungeons use - with each member's damage dealt, healing given to others and damage taken, and each player's share of the damage. Buffs are not counted, so a support player's contribution is only partly on it. Its Exit button leaves the raid.

Level sync

The raid entry window has the same Level sync checkbox as the dungeon window: tick it and a character above the raid's level is scaled down to it. See Dungeons.

What is different from a mission dungeon

  • Entry costs 3 dungeon coins, three times a mission dungeon, and again every member pays.
  • There is no clear grade. The EXCELLENT-to-F ladder does not apply to raids, so raid rewards are not rank-gated.
  • The second tier is genuinely harder, not a reskin. Its boss hits 30% harder and is 20% tougher, and Snow Dragon's Nest's Hero tier adds two patrol packs of Little Snow Dragons flanking the boss arena. In exchange the Hero/Hard boss also drops a Hero Chest, which always holds one random finished piece of the raid's set, for any class.

Raid gear

Each raid crafts one whole set - weapons, off-hands, armour and jewellery - paid with that raid's own relic:

RaidSetLevel
Snow Dragon's NestMythic Pakeda40
Caucasus Rock PitMythic Prometheus55
Temple of AgonyMythic Evil Eye75
  • Each raid has one craft entry per bench, named after the raid: weapons at the anvil, armour at the armour bench, jewellery and magic weapons at Beryl.
  • Five armour pieces of one set - helm, body, gloves, boots and cape of the same class - give a set bonus that grows at 2, 3, 4 and 5 pieces. It covers what each class lacks, in small amounts: plate adds magic defence, robe adds physical defence, leather adds HP and both defences.
  • The boss drops four boxes of its raid, each holding a stack of one of that set's fragments.
  • Every piece is at least 1.10x the same-level blue set.

Before you queue

  • Bring the level, the coins and a full Squad. A member short on coins silently blocks the whole entry.
  • Rewards pay on the clear. A raid abandoned near the end pays nothing.

Where to go next

Reviewed 2026-10-15