|
Raid
|
Location
|
Rarity
|
Description
|
| Orshabal |
Edron North West |
Avg. once a week |
Orshabaal is an infernal overlord, combining crushing melee with massive fire pressure and a devastating energy beam. This fight is not overly complex in shape, but it is very punishing if you underestimate its targeted fire attacks and large burning zones. Physical and fire are the defining forces, with energy adding a deadly infernal spark. It may also summon demons, ensuring the battlefield never truly belongs to you. Orshabaal fights like a lord of the abyss who believes the room itself should burn in his presence. |
| Ferumbras |
Ferumbras Tower top floor next to Goroma Ents Island |
Avg. once a week |
Ferumbras is an old tyrant of the arcane, layering constant magical pressure over a surprisingly brutal melee core. The fight is full of bursts, ranged spells, and dark magical punishment that can wear a group down even when no single hit seems overwhelming. Physical damage remains the largest threat, but lifedrain, fire, energy, and death all play strong supporting roles. He can also summon demons, making the field feel increasingly hostile the longer the battle goes on. Ferumbras does not fight like a mere sorcerer — he fights like a calamity that has had centuries to perfect its cruelty. |
| Jotunn |
East of the town Tindra is a tall tower right above the Minotaur's cave. Enter the teleport(Level 80+) on top of the tower to come to an island. |
Avg. once a week |
Jotunn is a colossal frost giant that overwhelms foes with raw strength and glacial force. Its melee hits are brutal, but the danger does not end there, as it also throws strong ice attacks that make the area around it unsafe. Physical and ice are clearly the dominant elements here, making the fight feel like a blizzard wrapped around a giant's fist. Jotunn may also call frost dragons or frost giants to reinforce it, turning the battlefield into a frozen warfront. It is not elegant, but it does not need to be — a mountain rarely does. |
| Dreadshadow |
Deeper Catacombs, Goroma |
Avg. once a week |
Dreadshadow is a nightmare made flesh, cloaking the arena in deathly bursts, heavy physical pressure, and punishing self-centered explosions. It mixes ranged AoEs with a dangerous beam, so this is a fight where positioning matters far more than raw toughness alone. Physical and death damage are the heart of the encounter, with a touch of fire and energy adding to the chaos. It can also call demons to the field, turning an already oppressive battle into a siege of shadows. Dreadshadow feels like a curse that learned how to wear armor and strike back. |
| Jaul |
Underwater, Deeplings behind the stones, Tindra |
Avg. once a week |
Jaul is a savage close-range predator, built around punishing melee and strong ice-based follow-up attacks. It has several beam-style threats, so the battle is not only about surviving its reach, but also about reading where the next freezing line will strike. Physical and ice damage dominate, with a little earth mixed into the hunt. Jaul feels like a winter beast with fangs of iron and breath of frost. The closer you remain, the more it turns the fight into a mauling. |
| Zerathis |
Deeper Banuta, Port Hope |
Avg. once a week |
Zerathis is a venomous serpent-lord whose battlefield is shaped by poison waves, toxic bursts, and repeated lifedrain pressure. This is one of the clearer dodge-pattern fights, as many of its nastiest attacks come in lines and spreading fronts that punish poor movement. Poison is its defining element, supported by lifedrain and a strong physical base in close combat. It can also summon serpent spawn and medusas, surrounding intruders with scaled servants while its venom closes in. Zerathis feels like an ancient jungle curse, coiling tighter the longer you resist it. |
| Ashfang |
Drakens, Top floor of the Castle, Canary |
Avg. once a week |
Ashfang is an aggressive war-beast that loves close combat, smashing with melee while mixing in fire, earth, and physical pressure around itself. It also uses waves and a beam, so this is not a boss you simply face-tank without paying attention to angles. What makes Ashfang especially dangerous is its host of summons, calling draken and lizard warriors to swell the battlefield into chaos. Physical damage leads the charge, with fire close behind as its most savage elemental trait. Ashfang feels like a scorched pack-lord, never hunting alone and never giving prey room to breathe. |
| Vorgrath |
Roshamuul North, Canary |
Avg. once a week |
Vorgrath is a blood-soaked warlord that thrives in close combat, mixing brutal physical hits with lifedrain and wave-shaped attacks that punish careless positioning. It is not only the boss itself you must fear, but the constant pressure of its many summons, especially silencers and frazzlemaws, which can quickly flood the fight. Physical and lifedrain dominate the encounter, giving it a predatory rhythm of maul, drain, and press forward again. The longer the battle lasts, the more it feels like being swallowed by a living army. Vorgrath fights like a tyrant who feeds on the chaos around him. |
| Xeyra |
Asuras, Canary |
Avg. once a week |
Xeyra is swift, elegant, and lethal, favoring ranged fire and energy attacks over raw brute force. She mixes beams, targeted bursts, and disruptive effects like mana drain and paralyze, making her dangerous to players who stop moving or lose focus. Energy and fire form the core of her damage, with physical pressure only playing a smaller supporting role. She may also summon asuras, turning the encounter into a dance of speed, magic, and mounting distraction. Xeyra feels like a flame-lit storm in mortal shape, beautiful for one second and deadly the next. |
| Maligor |
Warlocks, Edron, Eremo |
Avg. once a week |
Maligor is an arcane destroyer whose strength lies in energy magic, line attacks, and controlled ranged punishment. Several of its most dangerous abilities reward bad positioning, especially if you stand too long in obvious lanes or fail to spread properly. Energy is its strongest force, backed by physical blows and smaller traces of fire and death. Maligor can also summon warlocks and infernalists, making the battle feel like an assault led by a master of forbidden rites. It fights like a mad lord of lightning and malice, hurling ruin with cruel precision. |
| Glacirion |
Underwater, Seacrests, Tindra |
Avg. once a week |
Glacirion is a frostbound titan whose strength lies in crushing physical force backed by cold elemental surges. It uses both beams and sweeping attacks, making frontal positioning dangerous and sloppy movement costly. Physical damage is slightly ahead, but ice is the true soul of the encounter, with poison lurking beneath the frost like venom under snow. It may also call serpents of the sea to aid it, adding more pressure while the storm builds. Glacirion feels like a glacier awakened, ancient, patient, and lethal to those who stand in its path. |
| Kryovarn |
Winters, Tindra |
Avg. once a week |
Kryovarn is a cold and disciplined hunter, relying far more on ranged frost pressure than on pure brawling. Its icy blasts, beams, and repeated ranged hits make it a fight that rewards movement and awareness more than stubborn trading. Ice is overwhelmingly its main element, while physical damage serves as a secondary threat. It may also summon crazed winter warriors, keeping pressure on the group while its frost magic keeps falling. Kryovarn feels like a storm given a will, patient, silent, and merciless. |
| Cerakar |
Roshamuul Prison, Canary |
Avg. once a week |
Cerakar is a cruel hybrid of brute and caster, equally happy to tear into nearby enemies or flood the field with waves and line attacks. This fight has several wave-shaped spells to dodge, plus a dangerous mana-draining beam that can punish slow reactions. Fire, death, and earth dominate its damage profile, giving the battle a hellish, plague-soaked feel. Cerakar can also summon infernal servants, turning the fight into a trial of control as much as endurance. It feels like an ancient war-priest whose rage is carried by flame, rot, and ruin. |
| Oozegor |
Glooths, Canary |
Avg. once a week |
Oozegor is a slow, suffocating horror that wins through steady physical punishment and bursts of earth corruption. It is less about fancy patterns and more about wearing players down while the arena grows foul around it. Physical damage is its main threat, with earth acting as the swamp-poisoned aftertaste of every exchange. It can also call glooth bandits and brigands, filling the fight with extra bodies and more room for mistakes. Oozegor feels like a living bog, ugly, heavy, and impossible to fight cleanly. |
| Dreadknight |
Heroes, Canary |
Avg. once a week |
Dreadknight is a straightforward executioner, built around heavy physical punishment and relentless pressure in close quarters. It has only limited area coverage compared to the more spell-heavy bosses, so the danger comes from letting it stay on top of you for too long. Expect a mostly physical encounter, with little trickery but very little mercy. It may call in heroes and squires to support it, forcing you to manage more than just the boss itself. Dreadknight fights like a fallen champion who still remembers only one law: crush what stands before you. |
| Archivor |
Secret Library, Carlin |
Avg. once a week |
Archivor is a living vault of forgotten magic, striking with fire, earth, energy, and ice in rapid succession. This is a heavily ranged encounter, filled with targeted blasts, small detonations, and several beams that punish careless movement. It does not rely on raw melee as much as on overwhelming the arena with layered elemental pressure. Fire and earth feel slightly strongest, though every major element is present. Face Archivor as if you were trespassing in an ancient library where every page has learned to kill. |
| Voltraxis |
Rosha, Canary |
Avg. once a week |
Voltraxis is a radiant storm of judgment, striking with both holy and energy magic in relentless waves of light and thunder. This is a highly mobile, dodge-heavy encounter filled with beams, ranged bursts, and dangerous holy detonations across the field. Voltraxis can also teleport and swap positions, making the fight feel slippery and unpredictable even when you think you have the pattern under control. Energy is slightly stronger overall, but holy damage is nearly just as important and ever-present. Voltraxis feels like a celestial executioner, descending not to hunt, but to pronounce a sentence. |
| Tuskovar & Mossfang |
Rosha, Canary |
Avg. once a week |
Tuskovar is a brutal juggernaut delivering monstrous physical blows backed by lifedrain, earth pressure, and dangerous ice beams. Mossfang fights alongside it, blending savage melee with lifedrain, death magic, and corrupt waves of force. These two are bound together in the same encounter — Mossfang stays close to Tuskovar, so you are not fighting one boss with support, but a bonded pair built to overwhelm space and attention. The longer the battle lasts, the more the arena becomes a shared storm of pressure with no clean angle to exploit. |