Link facing a Lynel during a raid

Raids

High-tier monsters threaten the villages — rally fighters in turn order before the timer runs out.

What is a Raid?

Village-wide fights against high-tier monsters

Raids are events in which high-tier monsters threaten the villages in Roots of the Wild. Raids are most common during Blood Moons, but can also trigger randomly from server activity or village raid quotas. Fighters must be in the raid's village and work through a shared turn order to bring the monster down.

Beware! Raids can offer rare materials and powerful weapons, but failure to defeat the monster in time KOs every participant, grants no loot, and damages the village under attack.

Quick reference

  • Tier 5–10 — village raids; /loot during a Blood Moon can roll tiers 1–10, but only tier 5+ opens a raid
  • Raid role ping — when a raid thread opens, the server's Raid opt-in role is pinged in the thread
  • Raid threads — keep /raid and /item in the raid thread when possible; /item also works in town hall threads
  • Raid ID — starts with R plus a 6-digit number (e.g. R482917)
  • Time limit10 min at tier 5, 20 min at tier 10, scaling between; timeout KOs everyone and damages the village
  • Turn order — strictly enforced with a 60s roll timer; 2 missed turns removes you with no loot
  • Loot — need 1+ damage or 3+ rounds fought; higher damage improves loot rarity
  • Cap — up to 10 fighters per raid; 6+ fighters increases the monster's max hearts

Raid Command Masterlist

Use these in the raid thread when possible

When a raid triggers, the bot posts to the village town hall and opens a dedicated raid thread. Use /raid and /item there so the fight stays organized. /item is also allowed in town hall channels and their threads, but the raid thread keeps everything in one place.

/raid

Join a raid or take your turn. New joiners are added at the end of turn order. You only roll when it is your turn — joining mid-fight does not attack immediately unless the turn is already yours. Optional action: Leave raid (eligible leavers can still receive loot if they had 1+ damage or 3+ rounds).

Discord command

/raid raidid:[Raid ID] charactername:[character]

Examples

/raid raidid: R482917 charactername: Tingle | Rudania | Adventurer

/raid raidid: R482917 charactername: Tingle | Rudania | Adventurer action: Leave raid

/item

Heal during a raid with Recipe items, or revive a KO'd fighter with a Fairy only. In village raids, using /item does not consume your turn — you can heal and then /raid on the same turn. Debuffed characters cannot use items unless boosted by a Healer.

Discord command

/item charactername:[character] itemname:[item] qty:[amount]

Examples

/item charactername: Tingle | Rudania | Adventurer itemname: Baked Apple qty: 1

/item charactername: Tingle | Rudania | Adventurer itemname: Fairy qty: 1

Starting & Joining a Raid

How raids begin and how to sign up your OC

A raid is most easily triggered by a /loot roll during a Blood Moon that lands on a tier 5+ monster. Lower tiers still resolve as normal loot encounters, not raids. Raids can also appear from random server activity or scheduled village raid quotas.

When a village raid starts, the bot announces it in the town hall and creates a raid thread. The thread pings the server's Raid opt-in role so members who want raid alerts can jump in. Your OC must be in the raid's village (current village must match) — residents and visitors in that village can join, but characters on an active expedition cannot join village raids.

Open the raid thread. The embed shows the monster, tier (5–10), monster hearts, time remaining, and Raid ID. Enter /raid, choose the Raid ID and your character, and send. You are added to the end of turn order. If it is already your turn, you attack immediately; otherwise you wait until the turn reaches you.

  • Blight stage 3+ — cannot participate (monsters no longer attack them)
  • KO'd — cannot start an empty raid alone; can join if other fighters are already in (use a Fairy on your turn or leave)
  • Blight Rain — joining during Blight Rain weather can infect unblighted characters
  • Blood Moon loot — the character who rolled the tier 5+ monster is auto-joined when the raid opens

Turn Order, Damage, and Time

Strict turns, KO recovery, timers, and rewards

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

High-Tier Monsters

The foes that threaten villages during raids

Golden Monsters

More powerful than their Red, Blue, Black, and Silver counterparts, Golden Monsters pose a serious threat to the village when they attack. Beware their swift and powerful strikes, and never let your guard down against these powerful foes.

Wizzrobes

None are certain of why certain Wizzrobes carry more powerful magic than others. But rest assured, when a Wizzrobe strikes a village on the night of a Blood Moon, they leave elemental destruction in their wake.

Regional Exclusives

  • Meteo Wizzrobe
  • Blizzard Wizzrobe
  • Thunder Wizzrobe

Talus

Large boulders that spring to life amidst the ruins of Hyrule. Possessing neither blood to spill, nor bone to break, Talus lumber sluggishly towards the village gates. What they lack in strategy they make up for in brute force. One should be glad that monster hunters have long since discovered their critical weak point…

Regional Exclusives

  • Igneo Talus
  • Luminous Talus
  • Frost Talus

Hinox and Stalnox

Great lumbering giants that possess far more strength than brains. Hinox are known to rip up trees by their roots and use them as weapons against swarms of fighters. Its Stal version, Stalnox, is known to be more fragile, but no less formidable.

Lynels

None can argue that the apex predator of monsters are Lynels. Sporting powerful bodies capable of wielding weapons ranging from bows to swords to clubs, they are some of the most dangerous foes to attack the villages. Their speed is unparalleled, and the act of taking one down is a feat of great courage, wisdom, and power.

Molduga and Molduking

Hailing from a faraway region in Hyrule, Molduga and Molduking are known for their ability to emerge seemingly from nowhere from the depths of the sand. Their arrival shakes the ground and surrounding cliffs, and it's said that by the time you spot it, it's already too late.

Regional Exclusives

  • Gerudo

Boss Bokoblins

Boss Bokoblins are rarely seen without a squadron of regular Bokoblins. They often hide behind their allies, protecting themselves while they issue their orders. A Boss Bokoblin's squadron will risk everything to protect their leader and are unusually organized, leading this monster to be one of the most dangerous to encounter.

Gloom Hands

Malice, taken shape. Gloom Hands appear from the Blight itself, attacking indiscriminately. Due to its nature of emerging from Blight, this foe is capable of infecting those that fight it with Blight — especially after a victorious raid.