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Mechanics

Raid Bosses

They return in monstrous form. A month to bring one down.
Coming After Launch

Raid Bosses are a planned post-launch feature — fully designed and ratified, not yet built. Everything on this page is the locked design. Exact numbers (HP pools, kill rewards) are marked where they're still subject to final tuning.

A Raid Boss is a monstrous, month-long version of a boss you already know. It runs alongside your weekly boss — two enemies active at once — with a massive cumulative HP pool that carries across four weeks. Kill it before the month ends, or it escapes.

Every point of damage you deal to your weekly boss also hits the Raid Boss, at full value. You don't split your effort — every Rune earned, every task completed, every workout logged wounds both. Even if your weekly boss dies mid-week, the raid keeps taking damage all week long.

The Shape of the Month

Difficulty Tiers

Raid Tier Unlock Kill Reward*
Standard RaidTarnished — Level 6+~40,000 Runes + Uncommon-minimum loot
Veteran RaidChampion — Level 21+~60,000 Runes + Rare-minimum loot
Legendary RaidErdtree Knight — Level 31+~100,000 Runes + Rare-minimum loot

*Reward values are provisional — final numbers are set during pre-release balance tuning. Every raid kill also drops that boss's Great Rune. If it's your first-ever kill of that boss in any mode, you earn its Remembrance, Echo, and kill title too.

The Stirring — How a Raid Boss Fights Back

A Raid Boss does not attack you every night the way your weekly boss does. It is something worse: a sleeping giant that wakes as the month wanes. The month has a shape — a safe opening, rising danger, and a deadly finale.

Raid Week State What It Means
Week 1 SLUMBERING The boss cannot enrage. A free week — deal all the damage you can while it sleeps
Week 2 STIRRING Its rage trigger becomes live, at the same thresholds as its weekly version
Weeks 3–4 HUNTING Hair-trigger — its rage now fires one bad day sooner than normal. A raid you let linger becomes dangerous to live with

Rage — the provoked beast

Each Raid Boss has the same rage trigger as its weekly version — the same bad habits provoke it. When it fires, the boss wakes and attacks you every night (at its tier's damage, multiplied for rage) until you calm it with two consecutive Burning-or-better days. After it calms, only new bad days can provoke it again.

The Feeding — missed goals have teeth

Each Monday, your closing raid week's goal is judged:

The Feeding can happen at most three times per raid (weeks 1–3) — and every one of them is avoidable by hitting your goals. On the final Monday it doesn't strike; it simply escapes.

Cornered Beast — the desperate finale

When a Raid Boss falls below 30% HP, it turns desperate. Its portrait turns ashen and bleeding — and it attacks you every night until it dies or escapes. The final stretch of a raid is a race: kill it before it whittles you down. A cornered boss wakes even in week 1 — wound it deeply enough and there is no more slumber.

Warning

The most dangerous possible state is an enraged, cornered boss in week 4 — nightly attacks at rage-multiplied damage while you're trying to close out the kill. Keep your Vigor healthy going into a raid's endgame, and keep Flasks in reserve.

If It Escapes

When the fourth raid week closes with the boss still alive, it escapes. There is no punishment for a failed raid — but there are consolation outcomes based on how far you got:

Outcome Condition Result
Near VictoryLeft it at 30% HP or below25% of the kill reward + a 12.5% loot roll
Valiant EffortDealt 31–69% of its HPHonored in the Chronicle — no Runes
EscapedDealt less than 31%It slips away. Next month, another chance

Which Bosses Can Raid

14 of the 28 weekly bosses are raid-eligible — each with its own four-week goal ladder and its own Great Rune. See All Bosses for the eligible list and Great Runes for what each kill earns you. The 14 ineligible bosses never appear as raids.

Notes & Tips