The Raid Plan
The Raid Plan window: its four tabs, how big a force to bring, your job, the raid curse, circuits, and how to bring more parties.
On this page: The four tabs · Risk levels · Your job in a raid · The raid curse and level range · How big the force is · More than one party · A friend’s party · Circuits · Editing in town · Not yet beaten and greyed raids
Raids guide: Overview · Finding and joining · The Raid Plan · Begin and getting there · The fight · After the kill · Refresh bars and Raid Cams
The four tabs
Open it from the Raids tab, .dashboard raidplan, or .raid in a party. Only the leader changes it; other
members read it. You do not need a party to open it. Without one, the first button is Find Raid
(Finding and joining).
| Tab | Holds |
|---|---|
| Plan | The raid you are going for, the main buttons (Find Raid or Begin Raid, Circuits, Fill, Job; once begun, End Plan, Pause and Resume, Engage, Next Raid or Approve), the Risk row, the Parties row, and the groups forming near you |
| Circuit | Your plan as a table: order, boss, level and place. Up, Down and Drop change it; Why opens the reason a boss is on it |
| Details | Your party’s raid range and a table of the risk levels |
| Settings | Travel at gatekeepers: Ask me, Teleport or Walk. See Teleport or walk |
On the Circuit tab:
| On the page | Means |
|---|---|
| “Boss sets the size: N parties” | The hardest boss on the plan decides how big the force is. Drop it to shrink the force |
| Not yet | Raids your levels allow and your power does not |
| Not eligible | Raids outside your raid range, with the member levels that would fit each |
| “Kill this: plus N percent” | What that kill adds to the refresh bars of downed bosses, for your force |
A plan built for you puts the raid with the lowest curse line first: your levels outgrow it first. A circuit keeps its own order, and your own order stands.
| Button | Does |
|---|---|
| Fill | Before Begin: fills open seats with nearby sims. Keeps your Constant Party and never takes another player’s sims. Says how many sim side parties Begin will bring |
| Parties: Auto, Fewer, More | Set the number of parties by hand. Auto goes back to the number the risk level gives. Reset rebuilds the plan |
| Next Raid | At the boss or in the fight: drops this raid and heads to the next |
| Pause / Resume | Holds the party where it stands, then carries on. Before departure they pause and resume the gathering countdown |
| End Plan | Stops the run and gives the party back the stance it had before Begin |
Risk levels
The Risk row sets how big a force the sims bring. The lit button is the level your group’s power sits in; a line under it says the power the level needs and what you will have after Begin fills the party.
| Level | Force |
|---|---|
| Risky | Fewer parties than the standard size. Expect deaths |
| Standard | The size the game rates for the raid. The default |
| Easy | More parties than standard, at most 2 more |
| Custom | Lit when you set the party count by hand. Pressing it only tells you so; pick Risky, Standard or Easy to re-size |
Your job in a raid
Pick your job with the job chips on the Raid Plan, or .role <job>. The sims plan around you: they heal,
buff, raise and tank around the job you hold. The Plan tab shows one line for you before Begin: the job the plan seats you in, and what the sims do around it. More on jobs: Party jobs.
| Rule | Value |
|---|---|
| Jobs offered | Only the jobs your class can fill. Any other is refused with the reason, and you are seated as your class |
| Example | A Paladin who declares DPS gets a sim tank beside them. A Paladin on auto is the tank, with no sim tank |
| Two players as tank | The first to declare holds it. A second is refused and told who holds it |
| You declare tank | The sim that was tanking switches to damage |
| Your declaration | Holds only in the party where you made it. Leaving the party or logging out clears it, and .role tells you |
| You are dead or gone, holding the tank or healer seat | After about 2 seconds a sim that can fill it takes it, and hands it back about 2 seconds after you stand again. The party is told both times |
The raid curse and level range
A character more than 8 levels above a raid target is turned to stone the moment they hit it, heal someone fighting it, or buff someone fighting it. A boss’s minions are raid targets at their own level.
A level 33 boss with level 24 minions curses anyone over 32, not over 41.
| Edge of a raid’s window | Rule |
|---|---|
| Top (curse line) | The lowest level among the boss and its minions, plus 8 |
| Bottom | Boss level minus 10. Below it, the kill pays you no experience |
Your party’s raid range:
-
Floor: your highest member’s level minus 8. Ceiling: your lowest member’s level plus 10.
-
A party more than 18 levels apart has no raid range.
-
Your plan offers only raids whose window covers every member. The rest are under Not eligible.
-
The curse rule decides who is seated, which sims fill in, who may join, and the check between raids.
-
Drop line: the lowest boss level that still rolls full items and full adena for the leader’s level. A boss further below rolls fewer drops.
How big the force is
Each boss calls for its own force, shown as a number of parties. Entry raids often call for 2 parties (18), harder ones for 3 (27) or more. The risk level moves it up or down from there. Sims fill every seat your players do not, picked to suit the boss:
- Every ranged side party seats a chanter, and every side party has a source of the party-wide speed buffs.
- Bards are picked by the buffs they know, to fill what the party lacks.
- A boss that brings minions gets a Warcryer in each party. An Overlord is clan-only in Interlude, so his seat counts as a Warcryer’s, not as party supply.
More than one party
When the plan’s raid needs several parties, your party is the first. The rest come from:
| Source | How it joins |
|---|---|
| Sim side parties | Begin brings them. They travel to the rally and fight under your plan, and leave when the run ends |
| A friend’s party | .dashboard raidplan addparty <name>. Their leader presses Join on their Raid Plan |
| A person leading their own party | .raid join <leader> adds their party, no invite needed |
| Your clan or friend list | A party led by a clanmate or a friend that stands at the rally counts |
- Up to 9 parties in one raid. At the rally the force waits until enough parties stand there.
- A friend’s party that joins means fewer sim side parties.
- Your party and the sim side parties become one command channel, so their healers and buffers support every party in it.
- The sim side parties follow the leader’s teleport, wherever it lands on the course.
A friend’s party
A friend can bring their whole party, their Constant Party included. It shares the rally and the plan and fights with you. The offer lasts 90 seconds. The friend sees your plan read-only and can press Leave Plan. A friend who logs out leaves their party in the plan, led by a sim.
| Case | What happens |
|---|---|
| Their party joins | Raids one of their members is over the curse line for, or too low to earn from, drop off, and the line names who. If no raid fits with them, they are not added and you are told why |
| You press Begin, Next or Approve | The whole force is checked. A friend’s member who does not fit stops it, with their name and who to ask |
| Their Constant Party sims do not fit a raid | They sit it out and a fitting sim of theirs takes the seat. Their people and other sims are asked through the friend, never removed |
| Their party stays away from the rally for about 45 seconds | Marked not following. You are told once, with how far away they are. The raid does not wait. The mark clears when they come back |
| A member of their party moves into yours | Their party leaves the plan and you are both told why: one body is counted once |
Directions. Their leader presses Directions (or types .dashboard raidplan directions) and their
party hears where to go now, the way there, the next raid, and whether the plan has marked them. A friend
never gets control of your plan.
[raid] Now: hold at the staging point. Kaelen presses Engage when everyone is ready.
Circuits
A circuit is a ready-made list of raids that fit together by level, so one group can fight every boss on it without the curse. Each has 3 to 8 raids in a ten-level band. Add, remove and reorder freely; it keeps its own order otherwise, since it is a walk. Cooldowns are per boss, never per circuit.
Press Circuits on the Plan tab before Begin, or type .raid circuit. The list is for your raid range,
best fit first, greyed circuits last with the reason. Look shows a circuit’s raids and why any does not
fit. Pick makes it your plan. Add puts one raid from it on your plan and Only makes a plan of that one raid.
Editing in town
You build and start a raid in town. Begin Raid is greyed elsewhere with the line Start a raid in town.
- After Begin, changing the circuit (Add, Only, Up, Down, Drop, Pick) or the size of the force (Risky, Standard, Easy, Fewer, More) works only while the leader stands in a town. Outside one those buttons are greyed and the page says
Edit your circuit in town. - Pause, Resume and End Plan work anywhere.
Not yet beaten and greyed raids
| State | Meaning | Can you add it |
|---|---|---|
| Open | The group can reach it | Yes |
| Not yet beaten | Reachable, and the game has not seen a force kill it yet | The automatic plans skip it. You can add it yourself with Add anyway on the circuit list |
| Greyed | The group cannot get there on its own: the way in is broken or has not been walked yet | No. Begin and Approve stop on it |
- The reason is shown in plain words.
- Greyed means unreachable only. A raid is never greyed for being hard.
- Raid Cams leaves a greyed raid out of Recommended and counts it.
- You can still fight a greyed raid by hand, and its kill still fills the other bosses’ refresh bars.
- A raid that is not on the open raid list at all is treated the same way:
Remmel is not on the open raid list yet, so it is not in the raid plan. You can still go and fight it by hand.
Next: Begin and getting there.