Turn order is strictly enforced. Only the current fighter may roll with /raid, unless they are a mod character. KO'd fighters stay in the order — when it is their turn they have 1 minute to use a Fairy or choose Leave raid. Everyone else has 1 minute to roll; missing your turn increments a skip counter, and two skips removes you from the raid with no loot, even if you dealt damage earlier.
High-tier monsters hit hard. If a monster's counterattack drops your character to 0 hearts, they are KO'd and cannot attack until revived. Only a Fairy removes KO status — other healing items cannot revive a KO'd fighter. Recipe items and Fairies can restore hearts before a KO happens.
Village raids use a tier-based timer: 10 minutes at tier 5, 20 minutes at tier 10, scaling linearly between. If time runs out, every participant is KO'd, no loot is awarded, and the village takes tier-scaled damage. The embed countdown updates as turns progress.
More fighters means more turns of pressure, but parties of 6 or more increase the monster's max hearts (+2 per fighter beyond 5), and each extra participant slightly penalizes individual combat rolls. Balance rallying allies with the tougher fight a large party creates.
- Victory loot — fighters with 1+ damage or 3+ rounds participated; skip-removed players get nothing
- Loot quality — scales with damage dealt (2+ damage improves rarity; 8+ damage targets legendary-tier drops)
- Leave raid — voluntary leave via
/raid action; eligible leavers still receive loot on victory - Gloom Hands — after a successful Gloom Hands raid, eligible recipients have a chance to contract Blight