
Guild Raid Information (early design)
- Only one guild can activate the raid at a time.
- Once inside no one else can enter.
- Anyone who leaves can not re-enter.
- Once activated a guild will have 5 hours to complete the raid.
- When a raid is activated all players who will partake must have a raid ticket, be within 10 tiles of the raid activator, and be in the same guild OR alliance of the person activating.
- When activated all valid players will be teleported to the Valley of Eodon starting location.
- The raid is "open world" with 5 specific bosses that must be defeated.
- Once completed a raid reward item will be shown to all players. Players can then choose to roll or pass on the item.
- A successfully completed raid will always reward an item.
- Knowing raid mechanics and boss fights will be critical to successful completion.
Boss Fights
- When a boss is engaged the boss area is closed off and all raid participants will be summoned inside.
- Bosses will be difficult and use mechanics that target all players.
- Once inside it will not be possible to leave until the encounter is over.
- Once inside it will not be possible to resurrect if killed by any means until the encounter is over.
- If everyone inside the encounter dies the raid is considered over and all players will be resurrected and moved out of the raid.
Earning Raid Tickets
- Players can earn raid tickets by completing various systems that already exist in the world.
- Example:
- One way to earn a raid ticket might be a quest:
- Complete one champion on any facet, a peerless, and a Renowned in 24 hours.
- One way to earn a raid ticket might be a quest:
- Example:
- Raid tickets are bound to the specific player that earned in. They cannot be traded between other players or other characters.
Raid Open World

- In the open world portion of the raid players can be resurrect per normal. However, if at any time all players are dead, the raid is considered over, and everyone will be ejected.
- Make sure to spend some time exploring the generated raid world because:
- Special quest givers will be spread throughout the open world raid. They will offer special quests that reward Raid Points.
- These quests can only be obtained and completed while in the raid zone.
- Some quests may take multiple raids to complete.
- Raid quest progress will save and transfer between raids.
- Raid points can be used to purchased special items from the Raid Merchant located in Luna.
- Unique colored tameables will have a rare chance to spawn throughout the world on raid creation.
- Unique "lesser bosses" will have a very rare chance to spawn on raid creation.
- When the raid is generated, there will be a very rare chance for a unique "lesser boss" to spawn.
- This boss can be killed in the open world and will offer unique decorations and mounts.
- When the raid is generated, there will be a very rare chance for a unique "lesser boss" to spawn.
- Unique stealable items will have a rare chance to spawn throughout the world on raid creation.
- Special quest givers will be spread throughout the open world raid. They will offer special quests that reward Raid Points.
This outline will serve as a basic guide for designing and implementing a raid / raid system on Heritage.
This document will be changed and updated based on feedback, coding outcomes, and in-game test cycles.
This post is unlocked to allow for player feedback.
Have a good idea or a comment on the current proposed outline? Please post it below.