Shardcrown

Guide

Raids

Past level 14 the frontier’s raids open: a faction party summons a dungeon, signs up and fights through its stages to the boss. From level 5 there are short solo raids too. Here is what each asks and pays.

Raids

A raid is a Frontier dungeon run by a party from one faction. The host summons it with materials, members sign up during a window, and the run plays out over real minutes, stage by stage, to the boss.

Three difficulties: Normal, Hard and Mythic. Harder runs need a bigger party and more summoning material, field stronger foes and pay better.

Each member of a clear gets the boss chest (see Chests): bound to you, with better odds on Hard and two prizes on Mythic. Each boss guards gear of its own that nobody knows until someone finds it.

  • A raid that falls short still pays part of its rewards.
  • Every clear counts in your Bestiary.

Difficulties

Raids a day
3
Difficulties
Normal, Hard, Mythic
Boss chest prizes
Normal 1 · Hard 1 · Mythic 2

The Drowned Bell

A bell-tower that sank with its town in the first storm after the Fall. At every high tide it still rings, and the drowned come up to listen.

At Thunderkeel (The Stormglass Isles). Boss: The Bellwarden.

DifficultyLevelPartySummonMinutesPays
Normal1434× Reefwyrm Scale20₥420, 250 XP
Hard1658× Reefwyrm Scale25₥630, 375 XP
Mythic18714× Reefwyrm Scale30₥1,050, 625 XP

The boss guards:

??? Legendary??? Legendary

The Sunless Barrow

The tomb of the last western king, under the fen. He was buried with his legion, and none of them were dead yet.

At Barrowfen (The Duskward Marches). Boss: The Hollow King.

DifficultyLevelPartySummonMinutesPays
Normal1745× Umbral Silk25₥630, 400 XP
Hard19610× Umbral Silk30₥945, 600 XP
Mythic21816× Umbral Silk40₥1,575, 1,000 XP

The boss guards:

??? Legendary??? Legendary

The Umber Gate

A gate of black glass at the end of the world. Behind it lies the hollow the star's shadow left, and the thing that grew there.

At The Umber Gate (The Duskward Marches). Boss: Vael, the Starless.

DifficultyLevelPartySummonMinutesPays
Normal1966× Duskiron30₥900, 600 XP
Hard21812× Duskiron40₥1,350, 900 XP
Mythic231020× Duskiron50₥2,250, 1,500 XP

The boss guards:

??? Legendary??? Legendary

The Thunder Formations

Rings of black fulgurite on the Charred Isle, where the God of Thunder's minion keeps the storm turning. Break the formations and Thunder Cloud comes down to mend them.

At The Charred Isle (The Lightning Isles). Boss: Thunder Cloud.

DifficultyLevelPartySummonMinutesPays
Normal2566× Fulgurite Shard30₥1,150, 750 XP
Hard27812× Fulgurite Shard40₥1,725, 1,125 XP
Mythic291020× Fulgurite Shard50₥2,875, 1,875 XP

The boss guards:

??? Legendary??? Legendary

Mercenaries

The Wayfarer who posted a raid may hire NPC hirelings into its free slots while it musters, standing at the dungeon. They fight like a Wayfarer of the raid's level requirement, a little weaker (92%), and take no marks, XP, loot or chest. A raid with hirelings never counts for world firsts or the faction clears board.

The fee is paid when you hire and is not refunded if the raid fails; it comes back only if the raid is called off before it starts or you send the hireling home. On Normal a lone Wayfarer with two or three hirelings clears about two runs in three.

Hirelings a raid
Normal 3 · Hard 2 · Mythic 1
Fee
(15 + 5 × the dungeon's level) × 1 / 1.5 / 2.5
HirelingLeaning
ShieldbearerBig shield, short sword, stubborn. Outlasts what it can't outfight.
BladeA sell-sword who hits hard and asks for the fee first.
StrikerBow, knives and quick feet. Finds the gap in the armour.
Field MedicA camp surgeon with a cudgel. Weak in a fight, but the whole party regroups better.

Solo raids

Short dungeons for one Wayfarer of levels 5-18: no faction, no summon, no muster. Start one where it stands and it runs at once, revealed stage by stage like a raid.

Normal opens once a day per dungeon (00:00 UTC), Hard once a week (Monday). At most 2 solo raids a day. A clear pays marks, XP and the dungeon's materials, sometimes its region's chest (Normal 25%, Hard 100%); above the band the purse shrinks 15% a level. The top band's dungeons drop the summons of the Drowned Bell and the Sunless Barrow.

Solo raidWhereLevelNormal paysHard pays
The Deep DelveDeepshaft5-8₥135, 80 XP₥203, 120 XP
The Wreckers' HoldWrecker's Maze7-10₥165, 100 XP₥248, 150 XP
The Gilded VaultGilded Ruin9-12₥195, 120 XP₥293, 180 XP
The Cinder CraterStarfall Crater12-15₥240, 150 XP₥360, 225 XP
The Brinefire GrottoBrinefire Reef14-17₥270, 170 XP₥405, 255 XP
The Stonebough DenStonebough Wood17-20₥315, 200 XP₥473, 300 XP

The Deep Delve

The lowest gallery of Deepshaft, walled up when the slag broke through. Something has been digging from the other side ever since.

Solo raid at Deepshaft (Ironmaw Hills), levels 5-8. Boss: The Slagheart.

Its hoard:

The Wreckers' Hold

A drowned warehouse at the heart of the Maze, where the wreckers kept what the sea gave them. The sea wants it back.

Solo raid at Wrecker's Maze (The Drowned Coil), levels 7-10. Boss: The Hold's Hulk.

Its hoard:

The Gilded Vault

The old empire's treasury under the ruin. The looters never got past the second door, and they are still there.

Solo raid at Gilded Ruin (Sunken Crown), levels 9-12. Boss: The Vault Sentinel.

Its hoard:

The Cinder Crater

A crater where a splinter of the star came down still burning. Things crawl out of the glass at its bottom.

Solo raid at Starfall Crater (Ashen Waste), levels 12-15. Boss: The Crater Colossus.

Its hoard:

The Brinefire Grotto

A sea cave under the burning reef, lit green by the brinefire. A wyrm sleeps in the deepest pool, on a bed of its own scales.

Solo raid at Brinefire Reef (The Stormglass Isles), levels 14-17. Boss: The Grotto Wyrm.

Its hoard:

The Stonebough Den

A hollow under the petrified oaks where a barrow knight made his last camp. The dusk weavers have been at him since.

Solo raid at Stonebough Wood (The Duskward Marches), levels 17-20. Boss: The Stonebough Knight.

Its hoard:

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