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Mechanics

Raid Bosses

The Stirring. Twenty-one days, and it wakes as you weaken it.

A Raid Boss is assigned to you the moment you reach Level 6, and runs alongside your weekly boss for 21 days — two enemies active at once. Every point of damage you deal to your weekly boss also hits the raid, at full value — landing the instant you log it (and if you uncheck a task, the raid heals by exactly what that check dealt). The raid boss itself only answers at night. Its health is sized to you — about 30% more than a strong three weeks would deal — and it advances through four phases as you beat it down, never by the calendar. A great three weeks always kills it. An ordinary three weeks doesn't, and it escapes, wounded, remembering you.

The Four Phases

The raid has one health bar, divided into four zones. It moves through them by damage dealt, not by day count — beat it to a line on a Wednesday and Wednesday night it changes form. Killing it on day 15 is a legend, not a bug.

Phase HP Zone What It Does
Slumbering100% → 80%Every raid, including the first, starts here — no head start. It can't hit you. A clue every other day (every day if you took the Pact), and only mild curses if you miss one.
Stirring80% → 60%Awake. A clue every day. Rages after two bad nights in a row; hits only while enraged.
Hunting60% → 30%Hunting you nightly, whether enraged or not. Rages after just one bad night. Heavy curses; its Bane matters most now.
Cornered30% → 0%Desperate. Hits every night, harder; deadly curses; the boss shows its true form.

Phases are one-way — regeneration can never un-break a line you've already crossed. If the raid is still alive at 10% HP or less on the night of day 21, it gets a Final Stand: one more night, one final all-or-nothing clue — reach Blazing Grace that day. Land it and the raid dies; miss and it escapes wounded. See The Final Stand below.

Assignment

Health — Sized to You

A raid's HP pool isn't a fixed number by tier — it's built from your own recent output: about 30% more Rune-earning power than you'd typically produce across three weeks, based on the median day of your last 14 days of play (nothing skipped; raids dealt from October 19 on are sized this way, and a raid already running keeps its size). Only your permanent damage counts toward it — your weapon, class and strength, never a grease or a timed boost — and each of those days is priced as a hit on the very boss that was drawn, so that boss's Bane counts too. A single spiked day can't skew it. It's rail-clamped between 0.8× and 2.5× three of your tier's weekly bosses, so it can never be trivial or impossible regardless of a rough patch.

The target: a player who finds every clue and meets every week's goal kills by around day 19. A player who finds most clues and hits two of the three week goals is roughly a coin flip by day 21. An ordinary three weeks escapes having dealt 70–80% of the bar.

At each Monday boundary the raid regenerates 10% of its max HP — 20% if that week's goal was missed, plus one retaliation strike to your Vigor (the Feeding). The Feeding strike takes 20% of your max Vigor — bigger than any ordinary nightly hit — but is still bound by the night law below.

The Daily Clue

Every morning the raid strip on your Quests screen shows a clue — one behavior it fears today. (The New Day Card shows yesterday's clue and whether you found it.) A clue is only dealt if you have met it on at least two of your last 14 judged days, in every phase, so it is never an impossible ask. In Slumbering it comes every other day; from Stirring onward, every day. As the raid weakens the clues get harder, and in its last phase some clues stay whispered until you've done 3 tasks.

The card flips to FOUND the moment you log the behavior, and that night squares up the whole day again at full damage — though a clue about your own Grace can only flip once night falls. The 2am engine is the final authority. A dead night, a Last Rites night, or a night you've already Staggered the raid deals no clue and no attack at all — the boss simply waits.

The 21 Clues

The raid draws from 21 clues, in three sets. Which sets it can draw from depends on its phase: Slumbering draws only early clues, Stirring early and middle, Hunting middle and late, and Cornered only late clues. A “real workout” always means a logged workout that is not a rest day.

SetThe clue asks you to…Note
Early
(7 clues)
Complete 3 tasksAny tier
Complete a Tier 3 task
Earn 7,500 Runes from tasks, workouts and mealsRunes you won or found elsewhere don't count
Complete a Tier 3 task and a companion task
Complete a Tier 2 task
Log a meal
Complete a task the boss namesOne of your Tier 1 or Tier 2 tasks (see below)
Middle
(6 clues)
Complete a Tier 3 and two Tier 2 tasks
Log a real workoutA logged rest day makes the night Not counted
Complete two Tier 3 tasks
Log three meals
Log a quarter of your protein targetThe app shows the grams
Complete a Tier 3 task the boss namesOne of your Tier 3 tasks (see below)
Late
(8 clues)
Complete 8 tasks
Log a real workout and complete 7 tasksA logged rest day makes the night Not counted
Hit a macro goal (log enough calories for it to count)Checked at 2am; it won't show Found during the day
Lift with 4+ exercises, or do 20+ minutes of cardio
Earn 20,000 Runes from tasks, workouts and mealsThe same Runes as the 7,500 clue, with a bigger bar
Complete a weekly task
Complete a task you haven't touched in 7+ daysForgotten Rite (see below)
Complete your most-skipped taskNemesis (see below)

Clues That Name Your Task

Four clues name one of your own tasks, and the ask reads “Complete” followed by that task. The boss picks one of your Tier 1 or Tier 2 tasks (early) or one of your Tier 3 tasks (middle); Forgotten Rite picks a task on that day's list that you haven't completed in 7 or more days; Nemesis picks the task you completed on the fewest days of the last 14 (only tasks you've had the whole time). If no task qualifies, that clue isn't dealt. A named clue is found when you complete that task that day. Forgotten Rite is the one clue that is exempt from the two-of-your-last-14 rule above, since it asks for something you haven't done lately.

Whispered Clues

In the Cornered phase, a clue has a 25% chance of being whispered. A whispered clue stays hidden on your Quests screen — it reads WHISPERED CLUE and “Complete any 3 tasks to hear it” — until you've done any 3 tasks that day (Tier 1, 2 or 3, weekly and companion tasks all count). Then it speaks and shows its ask. Whatever you do before it speaks still counts at night.

Clues That Could Not Be Asked

When a clue could not fairly be asked of your day — a workout clue on a day you logged a rest day, or a named task that is gone or isn't on that day's list — the night reads NOT COUNTED instead of Missed. It is not a miss, and all of that day's damage counts. A night judged before October 5, 2026 keeps the label it already had.

Posture

A second bar on the raid strip tracks your posture for the day — it fills as you finish today's Tier 1 and Tier 2 tasks. Clear every one of them and your posture breaks: at tonight's rest, the raid takes a critical hit worth an extra 25% of everything you dealt it that day. The bar resets every morning.

Damage: Bane and Stagger

Every boss has a Bane — the habit family it hates most (workouts, meals, or tasks, depending on the boss). Damage from that family lands at ×1.5 against the raid, same as against its weekly self.

Each raid boss carries its own three week-goals (weeks 1–3, judged the closing Monday of each). Hit a week's goal and the raid takes a bonus blow worth 10% of its max HP and is Staggered for 3 nights — no hits, no moves, and everything you deal lands at ×1.5 as the critical blow. Week 3 is judged as the raid closes, so a met goal there gives the bonus blow only: no Stagger, and no regrowth after it.

The Threat Ladder

The raid hits with a fixed band for its tier, regardless of your own Grace that night — it's punishing you on its own terms, not amplifying a bad night the way your weekly boss does.

PhaseNightly HitRage Fires AfterA Missed Clue Draws
SlumberingNoneNeverA mild curse
StirringNone while calm; ×1.5 the band while enraged2 bad nightsMild or middling curse
HuntingA quarter of the band, every night; ×1.5 that while enraged1 bad nightMiddling or heavy curse
CorneredHalf the band calm; ×1.5 the band while enraged1 bad nightHeavy or deadly curse, or a blow

Rage calms only after two Burning-or-better nights in a row. A found clue cancels tonight's extra hit and any curse, but never the rage itself. A landed vigor-loss move replaces that night's base hit rather than stacking on top of it. Two bosses never both enrage on you the same night — if your weekly boss is enraged, the raid's rage is suppressed that night, and vice versa. Every ounce of vigor loss from both bosses combined is still capped by the night law: the weekly hit lands first at full strength, and the raid's entire share for the rest of the night — hit, Feeding strike, curse tick — is capped at 80% of whatever Vigor remains after the weekly hit. It genuinely cannot kill you by damage alone.

The Curses

The raid knows 30 curses: nine Mild, eight Middling, seven Heavy and six Deadly. Tap any curse in the app to read what it does and how to cure it. It may curse you in every phase — the odds simply rise as it goes.

Your day sets the severity: find the clue on a Blazing day and it lands as the mildest possible curse (the raid is always doing something); find it on an ordinary day and it lands a tier milder than the phase calls for; miss it and it lands at the phase's full tier, or a tier heavier if the night was already bad. Up to three curses can be active at once — a fourth bumps out whichever has been active longest. Every curse names its own cure and shows as a chip on the raid strip, and the curse meter (three pips) tells you at a glance how much is stacked up. “Burning+” below means Burning Grace or better, and a “real workout” is a logged workout that is not a rest day.

TierCurseEffectCure
MildHungerEvery night it holds: 10% of that day's Runes from tasks, workouts and meals are taken.A found day
MildChillEvery night it holds: −0.5 from that night's Grace Ember.Complete a task, log a real workout and log a meal, all in one day
MildDreadWhile it holds: your companion's loot bonus is off.Complete a companion task
MildFogOnly half your raid damage lands today (your weekly-boss damage is untouched).A real workout that day lifts it, and the day counts in full
MildBleed−10 Vigor a night for up to 3 nights, never below 10 Vigor.A real workout
MildDim LuckWhile it holds: every loot drop chance falls by a quarter (20% becomes 15%).Two Tier 3 tasks in one day
MildFamineEvery night it holds: half of that day's Runes from meals and the macro bonus are taken.Three meals in one day
MildSlothEvery night it holds: 10% of that day's Runes from tasks, workouts and meals are taken.A real workout
MildFaithlessWhile it holds: your Faith adds no Ember.Complete a task, log a real workout and log a meal, all in one day
MiddlingTainted FlaskFor 2 days: all your healing is halved — the Flask, Rest at Grace and healing items.Three meals in one day
MiddlingDull BladeYour weekly-boss damage lands at 75% for 2 days.Two Tier 3 tasks in one day
MiddlingBurdenFor 2 days: your companion's bonuses are off.Both companion tasks in one day
MiddlingHollowingMax Vigor −10 a night, up to −30. It stacks: one stack the night it lands, one more each uncured night, three at most.A real workout, or a Site of Grace (either clears every stack at once)
MiddlingTarnishFor 2 days: every loot drop lands one rarity lower, never below Common.Two Burning+ nights in a row
MiddlingForswornWhile it holds: Trial wins pay half their Runes.A real workout
MiddlingSecond WindEvery night it holds: your weekly boss heals 5% of its max HP.A weekly task
MiddlingSleepThe first 3 things you log today earn nothing and deal no damage (a rest day counts, and so do steps). Undo one and its slot comes back.None — you wake after the 3rd, and it ends with the day
HeavyRotStacks to 3 while it holds: 1 stack = Burning-or-better nights earn half their Grace Ember; 2 = none; 3 = no Grace Ember and all Runes −25%. Faith and gift Ember are never touched.Hit a macro goal on a day you log enough calories: one stack clears.
HeavyVeilToday's clue is hidden — you fight blind (a found day still counts if it happens to line up).None — it ends with the day
HeavyEmber DrainEvery night it holds: takes 0.25 from your Ember total.Complete a task, log a real workout and log a meal, all in one day
HeavyPilferEvery night it holds: the boss steals one Common or Uncommon consumable from your Pouch, or 10,000 Runes if it finds nothing.A real workout
HeavyClumsyWhile it holds: your Dexterity adds nothing to your Runes.Two Tier 3 tasks in one day
HeavyBlackoutWhile it holds: no everyday loot drops, and Lazuli Shards can't fire. One-time rewards are still given.Two Burning+ nights in a row
HeavyDeep SleepThe first 5 things you log today earn nothing and deal no damage (a rest day counts, and so do steps). Undo one and its slot comes back.None — you wake after the 5th, and it ends with the day
DeadlyBlightOne stack per missed night in Cornered; decays one per found night. Four stacks is death (never on a night your weekly boss is enraged).Found days clear stacks
DeadlyGorgeThe raid heals 5% of its max HP each missed night.Weightlifting with 4+ exercises or 20+ minutes of cardio
DeadlyBlood TitheEvery night it holds: 25% of that day's Runes from tasks, workouts and meals are taken.8 tasks in one day
DeadlySnuffEvery night it holds: takes 1 from your Ember total.Two Burning+ nights in a row
DeadlyRuin10% of your Runes when it lands, 10% more the next night, then 50% the night after; then it is spent.A found day
DeadlyDoomOne Burning+ day before the deadline, or you die at the 2am run. The app names the day: “One Burning+ day by Saturday, or you die at 2am Sunday.”One Burning+ day

Deadly curses (and the Cornered blow) only draw in the Cornered phase, and only on a night you missed the clue.

The Curses That Work Differently

When the Raid Can Kill You

Two curses can kill you outright, and both are timed rather than sudden. Blight adds one stack for each missed night in the Cornered phase and loses one for each found night; at four stacks you die at the 2am run (never on a night your weekly boss is enraged). Doom gives you three days to land one Burning+ day. The card names the last one — “One Burning+ day by Saturday, or you die at 2am Sunday” — and on that last day it reads “Today is your last chance.” If no Burning+ day comes, Doom kills you at 2am. Dying costs half your Runes; see The Death System.

The Last-Chance Banner

When tonight's 2am run will kill you unless you act today, a LAST CHANCE banner appears at the top of every tab and leads the New Day Card. It has no close button. That happens in two cases: Blight at 3 of its 4 stacks in the Cornered phase (not on a night your weekly boss is enraged), and Doom's last day. It reads YOU DIE TONIGHT and tells you what saves you:

There is no banner on a Final Stand day, because nothing can kill you that night.

The Final Stand

If the raid is still at 10% HP or less after day 21, its last night is the Final Stand. On that day your Quests raid strip becomes the Final Stand screen, with one ask: THE LAST CLUE — Reach Blazing Grace today.

The Pact — Your Own Difficulty Dial

When a raid begins, the boss offers The Pact, once — to every hunter, and only while the raid still Slumbers, before its first health line breaks. The Pact is best taken on a hot streak: Burning-or-better Grace on at least 10 of your last 14 nights. If you are not on one, the offer still appears, but it carries a red NOT RECOMMENDED RIGHT NOW line with your own count (Burning+ on only so many of your last 14 nights). Accept, and everything gets harder: the pool grows 20% bigger, hits land at ×1.5, curses draw a tier heavier, and clues come every day starting on day one — even in Slumbering. In exchange, a kill pays double the Rune reward, 2 Skill Points, and +2 Ember, plus a unique title. You get the raid's Great Rune either way. It's an offer, not an obligation — the normal hunt is always the default button. Nobody has to take it.

Rewards and Escape

Raid TierUnlockKill Reward
StandardTarnished — Level 6+75,000 Runes
VeteranTarnished — Level 6+125,000 Runes
LegendaryWarrior — Level 16+200,000 Runes

Every kill also pays 1 Skill Point, +1 Ember, double loot (a guaranteed Rare-or-better plus a bonus roll), that boss's Great Rune (see Great Runes), a title, and — if it's your first-ever kill of that boss in any mode — its Remembrance and Echo. Every raid kill also gifts every other player in the realm +1.0 Ember, announced with its own realm-wide blessing.

Zone crossings pay their own bounties along the way (10% of the kill reward at each of the first three phase lines), plus guaranteed phase loot at Stirring and Hunting.

If the raid survives to day 21:

Which Bosses Can Raid

14 of the 28 weekly bosses are raid-eligible; the other 14 never appear as a raid and have no Great Rune. See All Bosses for the eligible list, each boss's three week-goals, and its Great Rune.

Notes & Tips