Getting There
From Begin to the staging spot: the 2 minute gathering window, teleport or walk, the buff round, and the walk to the boss.
On this page: Begin and the gathering window · Between towns · Teleport or walk · Every hop waits for you · At the rally · The buff round · Moving to the boss
Raids guide: Overview · Finding and joining · The Raid Plan · Begin and getting there · The fight · After the kill · Refresh bars and Raid Cams
Begin and the gathering window
A raid starts in a town. Begin Raid is greyed elsewhere: Start a raid in town. It needs a non-empty plan, a
rally point near the boss, a party range other than Free Roam, and a raid that is
not unreachable.
Begin does not send the group off. It opens a 2 minute gathering window:
| Time | What happens |
|---|---|
| Begin | A system line: Raid begins in 2 minutes. The Begin button becomes Pause, and the Plan tab counts down |
| First seconds | The sim side parties walk in from out of sight and gather on you. They do not appear next to you |
| About 10 seconds in | Party chat gives the plan: where the group goes, and the travel question if a teleport is on offer |
| During the window | Your buffers and the side parties’ buffers cast the travel buffs: movement speed, and the defence and health buffs that last through the trip |
| 30 seconds left | A system line: Raid begins in 30 seconds. |
| Departure | Party chat: Let's go. The group leaves when the timer is done and the travel buffs are out. After the timer the buffs may hold the group for 60 seconds at most |
- Pause stops the countdown and the button reads Resume. End Plan releases the group.
- The circuit is frozen while the group gathers. You can still change the size of the force.
- If you teleport away during the window, the group does not chase you. It finishes gathering and buffing, says
See you there, we follow in 1:20., and follows at departure.
On departure the party enters Raid Mode: it goes where the plan says and fights only what attacks it. Party chat names the rally: “Everybody go to Town and teleport to Place. We meet there.” It also names other teleports that reach the same boss. If the landing is unsafe, the party meets at a safe spot near it and says how far.
The rally point is a gatekeeper destination near the boss. Noblesse-only teleports count only when every player in the party is a noble.
Between towns
Travel from one town to another is always by gatekeeper. The raid’s route starts at the gatekeeper landing nearest the boss, then walks the rest. Nobody plans a walk across several towns, and the sims never path between towns on their own: they follow your teleport, or your arrival.
Teleport or walk
The setting below decides only the local leg, from the gatekeeper landing to the boss. The standing choice is on the Settings tab of the Raid Plan, under Travel at gatekeepers.
| Setting | How the force travels |
|---|---|
| Ask me (default) | At each gatekeeper where a teleport is on offer, one sim asks in party chat. You answer |
| Teleport | The sims say they are teleporting and wait for you to port, up to three town gatekeeper hops in a row, whenever a hop saves more walking than the stop costs |
| Walk | Free. The sims say they are walking and about how long. It is offered only when the walk is short enough to be worth it, and no gatekeeper hop follows the first landing |
| A friend’s party in your plan | Travels by the commander’s setting |
| Cruma Tower raids | The way in is a gatekeeper hop, so Walk is not possible there. The group stages in the hallway outside the boss room |
| Tower of Insolence raids | Walked floor by floor all the way up. The dimension vortex ports cost about 100,000 adena and are an optional shortcut, never the planned route. If you take one, the sims come to you and carry on from there. The group stages in the hallway outside the boss room |
The sims speak once per hop, and only at a gatekeeper where a teleport is on offer.
Teleport to <place> for <fee> adena, or walk about <N> min? Type .raid teleport or .raid walk, or just port and we'll follow.
| You want | Type |
|---|---|
| Teleport this hop | .raid teleport, or teleport in party chat, or port yourself |
| Walk this hop | .raid walk, or walk in party chat |
| Ask at every hop again | .raid ask |
| Set it for the whole run | .raid travel ask, .raid travel teleport or .raid travel walk |
The travel line on the Raid Plan shows the adena cost and how far is left on foot. If Walk has no route from the landing, the line says “not possible here” and why.
Zombie Lord Farakelsus from Elven Village: one hop to Elven Fortress, about 820 adena each, turns a 36 km walk into about 10.7 km.
Side parties follow your teleport. When you port to a spot on the course, every sim side party follows to it, under Walk too. If a side party’s walk has no route, it takes the gatekeeper hop instead.
Every hop waits for you
The force gathers at the gatekeeper and goes after you take that same hop yourself.
- Teleporting somewhere else (a scroll to a clan hall, the wrong gatekeeper choice) does not count. The force keeps waiting.
- Party chat names who it waits for.
- After about 14 minutes the wait ends and the force goes on with whoever is there. If you disconnect, it holds for you under the same limit and never ports ahead of an absent player.
A member a hop refuses.
- Cruma Tower’s gatekeeper refuses level 56 and up, and any hop refuses someone short of the fee.
- The Raid Plan names that member before Begin, with your choices: walk instead where a walking route exists, a way everyone can take, another raid, or go without them.
At the rally
The party holds until every player in it is alive within 1,500 units of the meeting point and enough parties are there. Sims do not count toward “everyone”. Party chat names who it is still waiting on.
| You teleport to | The party |
|---|---|
| Another accepted way in, while gathering | Moves the rally there and follows |
| A town | Stages at that town’s gatekeeper |
| Anywhere else | Holds where it is and tells you where the plan meets |
A run that waits 10 minutes at the rally ends: “We waited 10 minutes for …, so the plan ends here.”
The buff round
The travel buffs get the group to the rally. When everyone is there, party chat says “Say go when you are ready”. Press Go; pressed earlier, the round starts as soon as everyone arrives. The buffers and healers of your party and the sim side parties buff everyone, players included. Songs, dances and chants reach only their caster’s party. Sim healers low on mana then sit until they are back up, and the force leaves: “Let’s roll! Follow us to Boss.”
The round ends when everyone is buffed, or on a time limit of never more than 10 minutes. Party chat reports the count: “Buff round done: 16 of 18 buffed.” or “Buff round timed out … We go anyway.”
Moving to the boss
The walking route ends at the boss. Its last waypoint is inside a circle of about 900 units around him, on his own floor, and that is where the group stages. Each sim side party gets its own spot. Your own teleports are ignored during the walk: the sims move on the plan, not on you. On arrival: “We’re in position at Boss. Say the word and we engage.”
Next: The fight.