Ryan 903 Posted November 25, 2025 ToA Raids Release We're happy to finally debut the release of ToA! With our flagship semi-custom twist, this raid type introduces a fusion of the invocation system and our custom affliction system. It also introduces unique custom upgrades to the traditional gear rewards, offering a better fit for the server's existing metas. Invocations & Raid Level For ToA, your "raid level" is determined by: The invocations you choose for the raid Raid difficulty (+25/+50/+75/+100 for adept/expert/master/grandmaster) Raid afflictions (+20 for each affliction) Invocations can also be selected and saved as presets, which each player has 5 slots for The following invocations are currently available for TOA: Supply Chain: Supply bundle is not given for the raid Overlay Draining: All special attacks consume 100% special energy Deadly Prayers: Prayer is smited by 20% of damage taken Dehydration: Prevents drinking any potions that restore hitpoints On a diet: Prevents consuming food of any kind Overclocked [..]: Each boss has an overclock invocation, adding or buffing its mechanics Insanity: Requires all overclock invocations enabled, and increases the Warden's final phase difficulty Your party's raid level will also determine what reward tables are unlocked: ToA Afflictions This raid type does have a unique exception with afflictions, having the Piercing affliction disabled for ToA exclusively. Based on the feedback from our testers, it was too overwhelming in conjunction with high level raids (e.g 4A 600+ GM) ToA Boss Mechanics Our semi-custom version of this raid involves similar but slightly altered & simplified versions of the fights. In addition, we've not included things like puzzle rooms. We prefer for a more fast-paced and straight-to-action style! Akkha Mechanics For his standard attack, akkha will switch between three different forms (indicated by his color, and overhead) Melee attack form (normal color, protects against range & melee) Range attack form (green color, protects against range & magic) Magic attack form (blue color, protects against magic & melee) At 80% and 40% HP thresholds, he will summon clones at different arena quadrants While the clones are active, Akkha can not be dealt damage directly The amount of clones spawned is dependent on the HP threshold, party size, and the overclock invocation Clones will target players with ranged attacks, and can be attacked with any style Attacking clones based on color (white = melee / green = range / purple = magic) will reflect some damage to Akkha despite his invulnerability (unless he has reached the min-capped HP for his next phase) At 60% HP, Akkha will fade out and party members will be required to memorize the order of the tile symbols at the center of the arena. Once four tiles are counted, the arena will begin to apply AoE damage to all quadrants except for the tiles that were indicated. This attack also occurs again at 5% HP if the Overclocked Akkha invocation is enabled At 20% HP unstable orbs will begin to spawn and roam around the entire arena for the remainder of the fight Players who collide with them will take typeless damage The amount of orbs that spawn scales up with the raid's difficulty level (adept, expert, master, grandmaster) The Overclocked Akkha invocation will also guarantee a small number (5) of unstable orbs to be in the arena during the entire fight (the count for these do not scale by raid difficulty) Zebak Mechanics The standard attack for Zebak involves a projectile being shot to the center of the arena. Ranged attack: Boulder chunk that breaks into fragments Magic attack: Jug that breaks into red orbs With the Overclocked Zebak invocation enabled, his attacks are 1 tick faster At 80% HP and 50% HP, zebak will shoot poison across the entire arena, forming venom splat tiles in the arena. Standing on these tiles will deliver damage very tick With the Overclock Zebak invocation his poison attack includes more tiles, and standing on them will also disable your active prayers NOTE: The water jug mechanic is not included (nor is it necessary) on our version of this fight After the poison attack at 80% HP, Zebak will summon boulders at a random location in the arena A few seconds afterward, a shockwave attack is sent throughout the entire arena The only safe location for this attack is behind the aforementioned boulders At 35% and 20% HP, Zebak will summon tidal waves from a random side (east or west) of the arena There will only be 2 tiles among the row of waves that will be safe When the Overclock Zebak invocation is enabled, this attack will also activate at 60% HP Kephri Mechanics Her standard attack involves a vorkath-style meteor strike that will impact a 3x3 tile grid of its original target tile. With the Overclocked Kephri invocation enabled, her meteor attack is 1 tick faster. At 75% HP and 50% HP, she will enter an invulnerable incubation stage and fire eggs at random locations around the arena If the eggs are not destroyed in time, they will hatch into scarabs which will deal typeless damage At 75% HP her eggs hatch Small scarabs and at 50% they will hatch Large scarabs (greater HP and damage) When the Overclocked Kephri invocation is enabled, she will also incubate large scarab eggs at 25% HP (and her eggs hatch 25% faster) When Kephri is at 25% HP or below, her standard attack will switch to a Dung meteor instead of the aforementioned fire meteor A dung meteor is sent to the tile of up to 5 players in the arena, and a few will also be sent to random tiles in the arena Once they land, they will leave a pile of shit at that tile -- which stuns players it lands on (and leaves a clipped tile for the remainder of the fight) Ba-Ba Mechanics Ba-ba's standard main attack is simply a melee strike When the Overclocked ba-ba invocation is enabled, all her attacks are 1-tick faster At random periods (or if no players are in melee distance) she will send her Rock fall attack, sending boulders from the sky A boulder will target each player, to which players must step away from or be dealt very high damage 1-2 boulders will land at random arena spots, which will result in a rock spawning in its place If there is already at least 1-2+ boulder in the arena, she will send her Rock throw attack instead In order to avoid damage from this attack, players must stand next to a boulder If done correctly, the boulder will take the damage instead of the player(s) When the Overclocked ba-ba invocation is enabled, her rock throw projectile travels faster (giving you less time to reach a boulder) At random points in the fight, she will summon Baboons in the arena They deal typeless damage, so you're better off killing them quickly to avoid chip damage! One baboon is spawned for each player in the party (up to 5) When the Overclocked ba-ba invocation is enabled, she will always spawn +2 extra baboons as well At 66.6% and 33.3% HP, she will commence her Rolling stones special attack All players are forced / knocked back to the other end of the arena Ba-ba will begin to throw rows of rolling stones from the other side of the arena Each row has only one "cracked" boulder which can be one-hit destroyed with ranged weapons Reaching ba-ba and attacking her with melee will force her to end the special attack Warden Mechanics On our version of ToA, Warden only has two phases (rather than three) The first phase of the fight starts with his awakening, which will always occur on the western side of the arena Warden (Phase 1) Warden starts with a full protection to melee & ranged, requiring you to primarily use magic for the beginning of this fight. His standard attacks are: Magic projectiles (electric skull projectile) Range projectiles (metal projectile) With the Overclocked Warden invocation enabled, his attacks are 1 tick faster His special attacks are: Divine projectile: Disables your prayers and sends a typed projectile (red scimitar = melee / white arrow = ranged / blue spell = magic) Imprisonment: Sends out a tile-based projectile that will stun players on impact if they don't move to a different tile Warden's Obelisk Attacks In midst of the warden fight, the obelisk in the center of the room will also commence its own attacks simultaneously. These attacks rotate in a cycle, between three different attacks Lightning skulls: Skull projectiles shoot out of the obelisk, creating a 7x7 grid of lightning on tile impact. There is a set of safe tiles within the cardinal directions of its 2x2 inner grid (seen below in the GIF example) Windmill: Dangerous tiles rotating in a clockwise direction around the arena Converging beams: Dangerous tiles slowly converge toward the center obelisk, coming from each direction of the room Core Ejection Once you deal enough damage to Warden's "yellow bar" to charge it fully, warden will eject a core that players must attack. Your max hit is guaranteed against the core, and a multiplier of damage is sent to Warden's true HP (green bar) which is displayed during this phase Players can continue attacking the core until a timer is reached. If Warden's true HP does not reach 0 he will go back to his charge (yellow bar) phase. He will also rotate his protection prayers from Melee & Range to Melee & Magic (or vice versa) when returning to his charge phase. Once players manage to fully eliminate his true HP bar from attacking the core, the party will be sent to Warden's final phase. Warden (Final Phase) During this phase, warden will raise/slam the ground tiles of the arena, alternating between the right/left/center of the arena When the Insanity invocation is enabled, this attack is 2 ticks faster NOTE: This GIF demonstrates the attack with the Insanity invocation enabled Energy Siphons At 80/60/40/20% HP, he will create an amount of Energy siphons in the arena. Players must attack the siphon skulls with melee in order to "turn" them before the siphon timer ends The siphon skulls can be 1-tick attacked (ignores combat timers / delays) Once the siphon timer ends, damage will be distributed between Warden and the player If you manage to turn all of the skulls, warden takes all the damage If you manage to turn some of the skulls, warden takes some of the damage & your party takes some damage too NOTE: There is a different pattern / layout for the siphons in solo parties as opposed to grouped parties Phantom Bosses Warden also summons phantoms during the fight: At 60% HP, Warden will summon a Zebak Phantom which will send Zebak's range/magic attacks At 40% HP, Warden will summon a Ba-Ba Phantom which will send Baba's rock fall attack (must avoid the tile) When the Insanity invocation is enabled, both of these phantoms attack 1 tick faster Enraged Phase Once he reaches 5% HP, he will heal back up to roughly 20% HP and enter Enrage phase Tiles will begin to rip away from the arena, row by row Red lightning will start to spawn at random arena tiles, dealing damage if players are on the tile once the lightning strikes When the Insanity invocation is enabled, tiles rip faster and the red lightning strikes faster NOTE: This GIF demonstrates the enrage phase with the Insanity invocation enabled ToA Rewards Keris Partisan & Upgrades The Keris partisan is available as a purple reward at any raid level It has a passive effect that deals +45% damage against beetles, scarabs, kalphites. Vespula is included as well! The following jewels can also be obtained to upgrade the partisan to stronger variants: Breach of scarab (Keris partisan of breaching) Buffs the default keris partisan passive from +45% to +75% damage Eye of the corruptor (Keris partisan of corruptor) Additional effect: Hits have a 10% chance to inflict bleed against any PvM opponent Jewel of the sun (Keris partisan of the sun) Additional effect: Heals you for 1/8 damage dealt to any PvM opponent (15 tick cooldown) Tuneken's Spear This spear can be obtained by combing all three variants of the keris partisan with the Rage of Tumeken via enchantment chest The Rage of Tumeken is an ingredient obtained via 4+ Afflictions reward table with Level 500+ raids Lightbearer Ring Purple rare reward at level 200+ raids Acts as a ring of vigour Restores special attack by 5% every minute Increases special attack damage by +5% in PvM combat Osmumten's Fang Purple rare reward obtainable at level 200+ raids Rolls twice for accuracy if first hit is blocked Guarantees damage between 15% and 85% of your true max hit Osmumten's Fang (or) The upgrade ingredient, Cursed phalanx, is a red rare reward (4+ affliction raids) obtainable at Level 600+ raids Stronger variant of the Osmumten's Fang Guarantees damage between 25% and 90% of your true max hit Gain +1 attack speed. Masori Armor The pieces for the masori set are rare purple rewards obtainable at Level 100+ raids Set effect: +3 flat range max hit in PvM This armor set can also be recolored with the Blood masori dye (level 600+ raid reward) (The blood masori set is purely cosmetic) Crest masori set This set is now the current best-in-slot PvM range armor set! It is obtained by enchanting three masori pieces with one crest root piece (respectively) Inherits both the crestroot and masori passive effects & set effects This armor set can also be dyed with the aforementioned Blood masori dye And, due to it being a crestroot set, it can be dyed by the Araxyte dye as well! Tumeken's Shadow This autocast staff is a rare purple reward obtainable at Level 300+ raids Tumeken's Shadow (i) The staff can be upgraded by combining it with a Tumeken fusion stone (4+ Affliction, Level 500+ raids) When imbued with the stone, the staff will gain +1 attack speed. It can also be dyed with the Moonlight warlock's dye (rare drop) for a cosmetic change! Masori Crossbow This crossbow is crafted by combining Masori's limbs with a Zaryte crossbow The masori limbs are a rare red reward (4+ afflictions) obtainable at Level 500+ raids Boosts range PvM damage and accuracy by +5% per masori piece equipped Special attack deals 2X Damage and inflicts bleed Inherits the effects of the Zaryte crossbow Additionally, this crossbow can be cosmetically changed the the Blood masori dye and the Araxyte dye Masori Assembler This assembler is obtained by combining an Ava's assembler with the new Masori crafting kit The masori crafting kit is a rare purple reward obtained at Level 300+ raids Elidinis' Ward This magic off-hand is obtainable as a rare purple reward obtainable at Level 200+ raids It can later be upgraded by combining the ward with the Intrinsic arcane spirit shield as well as an Ancient relic This enchantment has a 100% success rate And lastly, the shield can receive a final upgrade by combining the enchanted variant with a Menaphite ornament kit The ornament kit is a rare purple reward, obtainable in Level 500+ raids. This upgrade changes its aesthetics, and also grants it a new effect: Grants +3 flat magic damage in PvM combat ToA Ascension Pets While the standard pets for this raid (Level 400+ purples) are standard legendary pets, they can be ascended like CoX and ToB pets! You can obtain the Tombs ascension chest as a rare red reward (4+ afflictions) at Level 500+ raids Ascended Zebak Pet +15% damage and accuracy with crossbows +15% drop rate bonus Ascended akkha pet +15% damage and accuracy with spears +15% drop rate bonus Ascended ba-ba pet Hits have a 10% chance to grant +30% damage in PvM +15% drop rate bonus Ascended kephri pet Flings fireballs at PvM enemies, dealing up to 25 damage (12 tick cooldown) +15% drop rate bonus Ascended warden pet +25% boost to Osmumten's fang minimum damage (including the upgraded fang) +10% magic accuracy with Tumeken's shadow +10% magic accuracy with Eldinis' ward +15% drop rate bonus Other Content & Patch Notes Now that we finally have ToA released, we'd love to start gearing toward more (much needed & overdue) patch work for RX Nonetheless, this update still includes some patches & additions unrelated to ToA Shadow Nihil Trials New special "trial" featuring nihilism demi-bosses, offering customizable difficulties They can be fought using the Trial of Nihils scrolls which is obtained uncommonly from Nex Wandering Merchant Storage You can now store task items in the coffer by speaking with the Wandering Merchant. You are prompted with a warning in-game that states: You can NOT withdraw items unless they are your active task There is also a right-click "storage" option that you can select on the merchant to quickly access this coffer Araxytes (NEW Slayer Mob) New wilderness teleport slayer mob that can be fought at level 92+ slayer Their drop table is similar to the Araxxor common drops, with a 1/2000 chance to drop Aranea boots This monster is now available for Mythic+ players in the VIP/Cosmic zone spawners New Celestial Collectibles We are releasing the first new collectibles set since the Radiant collection, the Dream Collection This collection will last for 31 days and have a limited stock Includes the following cosmetics: Dream reaper set (mask/top/bottoms) Dream infinity set Dream chompy hat Dream moon helmet Secret dream present (offhand) Dream soul cape Dream partyhat Dream dragon mask Dream jad plush Crystal of dreams (Dyes black crystal armor and tormented halo) Dream flowers Dream goggles Dream dye (Dyes scythe of sanguinesti) This dye is only available as a rare reward from the dream mystery box All collectibles are also now giftable by using them on another player This feature works the same as the radiant mystery box works/worked, simply use the item on a player to confirm & gift it to them Verdant Treasures New events have been added to verdant treasures! Alchemical pools (Event) An alchemical pool, and alchemical wizard will appear at the treasure location. By speaking with the wizard you can obtain free flasks -- which can then be used on the pool to gain a random elixir The kind of elixirs that can be collected from the cauldron are: Commons: Luck, Greed, Dragon Fortune Uncommons: Grand (u), Knowledge Rares: Infernal (u) Verdant Statues (Event) This event involves a mysterious mound that appears, and works similar to the Shooting star event Simply clicking on it will start an AFK action that grants: Crafting & construction experience Shards of blessings Once the statue is complete, you can offer shards of blessings to it for rewards (verdant fragments, construction materials, and prayer experience) Rock Paper Scissors (Event) New simple event where you play rock/paper/scissors with an NPC (+1 bonus verdant casket if you win) Verdant Fragment Exchange We've also made adjustments to the verdant fragment exchange: Increased verdant scroll I/II/III prices from 15->20 / 20->25 / 40->45 (respectively) Decreased pet mystery box price from 45 to 20 Decreased mystery chest price from 50 to 25 Decreased grand crest price from 75 to 40 Donation Changes Shooting stars have been buffed in all zones: Stardust amount increased from 1-6 to 2-8 Zone token amount increased from 10-15 to 10-20 Increased chances for mboxes/chests by 2X Increased chances for point mboxes by 25% Mythic weekly shop changes: x3 Mysthic dragon sigil added to weekly mythic shop stock for 2.5K tokens each AFK elixir weekly stock increased from 2 to 4 Cosmic bonus system: Implemented a new system that provides bonuses for having over 10K total (type ::czb to view them in-game) Drop rate bonus in cosmic zone increased by 1% per 500 over 10K (cap of +30%) Damage dealt in cosmic zone increases by 1% per 1K over 10K (cap of +10%) +1 promo coin earned from the donation cart per 5000 over 10K (cap of +3) Promo coin shop: Added boost pack IV for 1 promo coin Added support pack IV for 1 promo coin Added Raid pack IV for 1 promo coin Regular promo package cost reduced from 5 to 2 promo coins New weekly promo coin shop: Stock of x5 $100 bonds (3 coins / ea) Stock of x1 $100 vouchers (10 coins / ea) Stock of x1 $300 vouchers (20 coins / ea) Stock of x1 $500 vouchers (30 coins / ea) Profile Viewer (PFV) Added a "profile likes" system where players can upvote your profile (once every 24 hours) Added a "tagline" system where cosmic+ donator players can set a tagline for the top of their profile You can use scrying orbs on players again to view their profile Collection log and time online displays fixed You can now plainly type "::pfv" to view your own profile Patch Notes Added minor anti-leech guard railing for raid rewards Luck protection activation (both for counter and proc) now require at least 2,500 points in the raid Purple / red reward tables in all raids now require players to have 1,000-1,500 points (depending on the table) in order to be rolled Fixed ground markers plugin, where tile markers sometimes did not appear on certain login sessions (especially for instanced areas) Fixed bug where the superior cerberus spawn rate was 1/500 for Perk II and 1/250 for Perk I (flip-flop oopsie woopsie) And no, this bug did not apply for any other bosses -- we checked! Added x5 epic luck tokens to the chat duel daily money activities Added new items and power-ups to Hunger Games Book of arms can now be previewed at all chapters, even if the subsequent chapter is not completed This will allow players to "peek" at what gear upgrades are on the horizon for them Added new tasks to the Book of Arms that include the new ToA items (most are bonus tasks in the later chapters) Darkened the purple yell text color for sponsor donator rank, making it more readable / easier on the eyes Fixed bug causing super shooting stars to only last 20 minutes Fixed bug preventing grand xeric / sinhaza to work sometimes Fixed bug causing radiant scythe to be 1 tick slower Fixed bug allowing warped crossbow to use a spec & activate enchanted bolt effects Resource tokens now work on harvesting during farming Exotic loot scrolls are now displayed on ::unlocks Verdant boots (i) now correctly gives the devout boots effect Mayhem net now correctly gives mayhem coins from implings during Mayhem event Cosmic icon now hovers over head for players wearing a cosmic halo Rune diamond value increased for ancrestral pieces Rune diamond value added for Amulet of Rancour Vespula and Scarab mages are now classified as a Beetle (in light of the new ToA keris weapons) Nurse spec restore timer is now 15s for Mythic, 5s for Cosmic (defaults to 30s if player was recently in combat) Barrelchest backpack damage boost increased from 15% -> 25% Barrelchest backpack (i) damage boost increased from 25% -> 35% Gamble scrolls can now be broken down into 500 majestic tokens (simply click redeem on it if you already have the gamble status) Share this post Link to post Share on other sites
Spoondaddy 29 Posted December 1, 2025 What a beautiful update, thank you guys 😻 Share this post Link to post Share on other sites
Voicemail 2 Posted December 3, 2025 Cool to see the unique twist on each room. Almost got me back with the 5x epic luck tokens from cdf. I'll wait for ::cdf dyes. Share this post Link to post Share on other sites