Raids

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CBRaidIcon.png

Raids are team-based activities for high-level players that involve clearing randomly selected challenges and fighting a boss at the end. Introduced in the 1.20 Gavel Reborn and revamped in 2.1 Rekindled World, they are designed as "team focused Dungeons" that greatly relies on cooperation and cannot be attempted alone. They are the main source of
Aspects and
Mastery Tomes, and also a great source of
emeralds.

Players can sign up for the activity by speaking to the Raid Chief on the right wing of the Silverbull Trading Company Headquarters, east of Cinfras; while players under Combat Level 65 can participate in Raids without signing up, past that point they must.

Overview

Starting a Raid

The 'Raid Interface'

Interacting with a Raid's respective Raid Keeper or using Party Finder, one can access the Raid interface. Similar in vein to Dungeon Keys, Raids require the player to have
Runes to access the Raid, but unlike Dungeons, Raids can only be attempted with exactly 4 players. If there are less than 4 players in the current party, the server will put the party into a 'queue' for that specific raid where it will match and temporarily merge parties together to match the 4 player requirement. The original party will be restored after the raid.

For more information on the individual requirements for each Raid, see §List of Raids.

Structure

All raids have 3 instruction rooms, 3 challenge rooms, 3 buff rooms, and 1 boss room. Before each challenge room is an instruction room giving a brief overview of the room's challenge. Players have to complete challenges in each challenge room in order to proceed to the next room. If a player dies in a challenge room, the other players will have to complete the challenge without them, and they will respawn at the next buff room. Completing challenges while staying alive grants an Aspect Pull and 3 Reward Pulls while dying only grants 2 Reward Pulls. Following the last buff room is the transition room to the boss fight. After the boss has been slain, the Raid is completed and the Reward Chest may be opened.

Time only counts down when players are in challenge and boss rooms.

Every buff room grants each player the ability to pick one buff to receive from a random group of 2 buff chests (3 buff chests if Rookie III and above), and also holds a Blacksmith for item repair. For more information on each Raid's various challenge rooms and buffs, see their individual pages.

Scaling

Mobs are scaled to each player client-side. For example, a level 60 player will fight a mob that has 40,000 HP while a level 100 player fights the same mob with 90,000 HP. Each player's damage is also scaled to each raider, so if a level 100 player deals 15%' of the mob's HP as damage, the mob for the level 60 player will have 34,000 HP left while the level 100 player's mob has 76,500 HP left. With this, players will have the same impact on mobs no matter what level they are.

Other Mechanics

  • Disconnecting during a Raid and rejoining will still let you participate in it, however:
    • You will be considered "dead" when rejoining at any point during the instruction room or in the challenge room.
      • The only exception is Boss rooms: if you reconnect in the room before or in the boss room, you will be placed in the room alive. However, this does not apply if you disconnect while already in the boss room.
    • When rejoining in the Buff room, you can still pick a buff as spectator. Though, the alive party members might deny you a chance to do so by going to the exit.
    • Rejoining after the boss is already defeated does not give you the credit to open the rewards chest.
  • Starting a Raid in a world with another party already in the same Raid will put your party into another world free of charge.

List of Raids

Raid Icon & Name Player Level Minimum Quest Requirements Rune Cost Boss
NestoftheGrootslangsIcon.png
Nest of the Grootslangs
54 Realm of Light I - The Worm Holes 1
Az Rune
Grootslang Wyrmling
Orphion'sNexusofLightIcon.png
Orphion's Nexus of Light
79 Realm of Light V - The Realm of Light 1
Uth Rune
Orphion, Fading Light
The Parasite
TheCanyonColossusIcon.png
The Canyon Colossus
95[1] The Breaking Point 1
Tol Rune
The Canyon Colossus
TheNamelessAnomalyIcon.png
The Nameless Anomaly
103 A Journey Further 1
Tol Rune
The Nameless

The Raid Division

The Raid Division is a branch of the Silverbull Trading Company and the second Silverbull Syndicate to be released. The Raid Division tracks the players' progress in their activity, allowing them to level up and unlock new perks for future Raids.

100 Raiding Experience is given upon completion of any Raid. Failed Raids do not reward any experience.

An extra 60 Raiding Experience, 5 Reward Pulls, and 2 Aspect Pulls is also given as a 'Daily Bonus' on the first raid completion of each Raid for the day. Daily Bonuses refresh every 12:00AM (EST).

Raid Division Ranks
Rank Title XP Required Total XP Perks
1 Rookie I 0 0 Access to a Raid Gambit slot
2 Rookie II 150 150 +1 Aspect Pull from Guild Raids
3 Rookie III 300 450 +1 Raid Buff Choice
4 Sentinel I 500 950 +2 Base Reward Pulls, +1 Raid Gambit choice
5 Sentinel II 750 1,700 +1 Aspect Pull from Guild Raids
6 Sentinel III 1,150 2,850 +1 Aspect slot
7 Admiral 1,700 4,550 +1 Raid Gambit choice
8 Commander 2,400 6,950 +2 Base Reward Pulls
9 Master 3,400 10,350 +1 Raid Gambit choice
10 Grandmaster 10,350 20,700 -

Silverbull Gambits

RaidSigil2.png

Silverbull Gambits are optional modifiers provided by the division that a player can apply to themselves in a Raid. They are accessible through the banner in the Raid interface, visually represented as 'gambit crystals'. Clicking on one of these crystals would enable the Gambit, clicking it again will disable it. The Raid sigil would visually progress based on the amount of Gambits enabled.

From left to right: an inactive gambit, an active gambit and two empty gambit slots.

Four randomly selected Gambit options are available each day, from which the player can take 3, the 4th being just an extra option to choose from. They are the same for everyone; refreshed every 1:00PM (EST). The first gambit slot is unlocked as soon as the Raid Division is joined; the second, third and fourth are unlocked at Sentinel I, Admiral and Master ranks respectively.

Each Gambit enabled increases the Reward Pulls and Aspect Pulls earned after defeating the Raid; enabling multiple Gambits will provide exponentially increased rewards per Gambit. For details, see §Rewards.

List of Silverbull Gambits
Name Description
Anemic's You cannot heal more than 10% max health over 1 second.
Arcane Incontinent's Main Attacks now cost 5 mana to use.
Bleeding Warrior's For each 1% health you lack, make your attacks 1% weaker.
Burdened Pacifist's For every 1 mob killed, reduce your buff durations by 10% or 4 seconds, whichever is greater.
Cursed Alchemist's Cannot use more than 3 consumables throughout the raid.
Dull Blade's Your attacks cannot deal more than 30% of a mob's max health per hit.
Eroded Speedster's Lose 3% of your max health every 25 seconds while in a challenge room.[gambit 1]
Farsighted's You cannot damage mobs that are 3 blocks or less away from you.
Foreseen Swordsman's Hitting a mob 4 times will grant it 90% resistance to your attacks for 0.4s.
Glutton's Picking up 3 buffs will remove -6 reward pulls.
Hemophiliac's Every hit you take will deal at least 5% of your max health as damage.
Ingenuous Mage's Your mana can only regenerate by up to +10 per second.[gambit 2]
Leaden Fighter's For each 2% health you have, increase your spells mana cost by +1%.
Maddening Mage's Your spells will misfire every 10 spells, instead casting another random spell from your class.[gambit 3]
Myopic's You cannot damage mobs that are 12 blocks or more away from you.
Outworn Soldier's Your spells cost at least 20 mana.[gambit 4]
Shattered Mortal's Each time you die, deal -15% damage for the rest of the raid.

Note: The severity of a gambit's effect can heavily depend on the class, archetype and/or build. A good example is Bleeding Warrior's being completely against the playstyle of Fallen Warriors.

  1. Exponential. Persists between challenge rooms. Timing is paused while dead.
  2. Only Mana Regen is limited, Mana Steal functions as normal.
  3. A sneeze-like sound effect will play whenever a spell is misfired; Misfired spells still use the mana cost of the intended spell; Despite triggering the misfire sound, movement spells never actually misfire, but other spells can misfire into a movement spell; Spells casted by Madness and Sorcery can also misfire, giving Madness the ability to cast movement spells.
  4. Can be bypassed by Transcendence. Does not apply to Madness.

Guild Raids

GuildRaidSigil.png

Guild Raids are a harder version of a Raid that can be initiated if all members of the party are from the same Guild. If conditions are met, the Raid sigil will change to reflect this, and enables the Guild Raid by default. Clicking on the sigil will allow the player to opt in/out and toggles the Guild Raid.

Currently, enemies gain 30% more health and deal 15% more damage in Guild Raids, along with some bosses having special attacks and abilities.

It is also notable for rewarding SR and Aspects for the respective guild, as well as 0.1% of the xp needed to lvl up as guild xp.

Guilds can hold a maximum of 40 Aspects at a time. Similarly to Guild Tomes, they can be distributed to members by Owner or Chiefs at their discresion.

Rewards

RaidRewardChest.png

Successfully completing a Raid will allow players to get rewards from the Reward Chest. The Reward Chest gives out pulls based on the following factors:

  • Current Combat Level.
  • How many challenges were completed without dying. Challenges completed without dying give +1 Aspect Pull and +3 Reward Pulls, while dying only gives +2 Reward Pulls.
  • If Gambits were enabled. Gambits give out rewards depending on how many were enabled:
    • 1 Gambit taken: +1 Aspect Pull, +1 Reward Pull
    • 2 Gambits taken: +2 Aspect Pulls, +3 Reward Pulls
    • 3 Gambits taken: +3 Aspect Pulls, +5 Reward Pulls
    • Note: These rewards add up, with all 3 Gambits enabled, you would net +6 Aspect Pulls and +9 Reward Pulls.
  • If it was a Guild Raid.

Aspects

Aspects are a Raid-Exclusive rewards separate from the rest of the others in the reward chest, instead being found at the top of the UI. Aspects give benefits to existing abilities each Class has. Aspects are not physically present in the inventory, but are instead stored in the Ability Tree.

Aspect pool on each Raid rotate on a weekly basis, always consisting of 3 Mythic Aspects, 5-6 Fabled Aspects, and 8-9 Legendary Aspects.

Reward Pool

Each raid's rewards can be viewed from any raid. The rewards are unaffected by Loot Bonus and Loot Quality. They are static and will not cycle out; i.e. The Canyon Colossus will always reward Defensive, Marathon and Mysticism Tomes and The Nameless Anomaly will always reward Combat and Expertise Tomes.

The rewards include various items listed here from highest to lowest priority:

Notes

  1. While The Breaking Point is a level 97 quest, completing it on one character unlocks it for all others on an account.