Raids
Co-op boss fights for a party of two to five, from level 5.
Start a raid or join an open party on the Raids page. Members take turns (a missed turn counts as Guard). Normal opens at level 5, Hard at 20 and Nightmare at 40. Full rewards come once per raid per UTC day; repeat clears pay a tenth.
Enemies answer the build of whoever they fight: their Endurance comes from your Brawn, their Cunning from your Agility, their Brawn from your Endurance and their Agility from your Cunning. Normal copies 35% of those stats, Hard 50% and Nightmare 75% (counted up to 100 million total stats). Normal is the gentlest, Hard and Nightmare have more health and hit harder, and The Gauntlet is tougher still. A bigger party faces more enemy health, and bosses take at most a quarter of their health from one blow and never skip a phase. Clear it and you walk out at full health; if the party is wiped out, everyone goes to hospital.
Short of players? A minute after recruiting starts, the leader can hire mercenaries: a Knight, Rogue, Mage or Cleric at 90% of the party’s average strength. They play their turns at once and take no share of the loot. A hired Cleric heals whoever is lowest and can revive a fallen member once per raid.
The Gauntlet is the master raid: ten waves with little rest, a miniboss on wave 5 and the Undefeated at the end. Wave tasks (take down a named enemy first, clear fast, or nobody falls) heal the party when completed. Each week raids carry a mutator, and every raid keeps a board of its fastest clears.
In the game: Raids