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The Flamebrand

The 8-player Eddga raid — eight mechanics on a six-minute timeline.

Eight players against Eddga in a sealed 39×39 chamber with nothing walkable outside it — no kiting. The fight runs to a timeline, not to boss health: every mechanic lands at its minute whether you are ready or not. The boss's health is gated — it cannot drop below 70% until Tiger Family ends, 35% until Ash Matrix, 25% until the Time Bombs and 2% until Family Fire — so out-gearing the fight does not skip it.

⏱️ The timeline#

TimeWhat happens
0:08Emberfall starts · repeats every 10 s
0:30First Fire Call · then every 45 s
1:00Tiger Family
2:30 – 3:00Ash Matrix
3:00Ticking Time Bomb, round one
3:30Ticking Time Bomb, round two
4:00Ravage
4:30 – 5:30Family Fire · unfinished by 5:30 wipes the raid
5:30Enrage · boss swings for triple
6:00Enrage goes hard

🔥 The mechanics#

Emberfall — the healing check

Unavoidable raid-wide hit, roughly 3,200 to 6,500, drawn on impact. No floor marker: the cast bar is the warning, and the only answer is healing through it.

Suppressed for the whole of a Fire Call.

Parting / Gathering Fire — the formation call

Two phases. The name says which half comes first; the second is its opposite and starts the instant the first resolves.

CallOrder
Parting Firespread → resolve → stack → resolve
Gathering Firestack → resolve → spread → resolve
  • 6 seconds to get into formation each time.
  • Spread hits about 4,000; the stack about 8,400, split between whoever is in it.
  • Shares are never lost — always eight, however many are alive. With seven up, somebody carries two and is hit twice.
Ravage — five hits on the nearest player

Five hits, one a second, about 8,400 each, on whoever is nearest when the 3-second cast ends — you can still trade places while it runs.

  • Hits are never wasted — if the target dies partway through, the rest pass to a random living player.
  • Chains off every Fire Call, and runs on its own at 4:00.
Tiger Family — 1:00

Eddga pins itself in the middle; four of its kin land around it and breathe every 15 seconds.

Kill all four before the fourth blast or it kills the raid outright — three breaths of room. The breath is a uniform line, not a cone: the dodge is the same wherever you stand. Each breath that clips you leaves you Scorched for a few seconds, and a second beam while Scorched kills outright — never stand where two lines cross.

Ash Matrix — 2:30 to 3:00

The floor turns to ash and burns everyone standing on it every second — unavoidable, uncleansable, about 2,100 a tick.

Nowhere is clean at the start. Meteors scour the ash off a patch at a time and every patch struck stays clean, so the safe ground is where a meteor has already hit. The ash reaches every cell of the sealed room. A meteor kills whoever it lands on, and a few each wave fall on ground that is already clean — cleared ground is free of ash, not of meteors.

Ticking Time Bomb — 3:00 and 3:30

Two players a round get a 15-second countdown over their head — four across both rounds. At zero they detonate: everything near them dies, the carrier survives.

Each blast leaves a tower that needs two bodies inside it within 12 seconds; the pair take 60% of their max HP each. Carriers come out with Vulnerability Up for 20 seconds and take three times that, so the soaking falls to the other six. A tower nobody answers hits the whole raid for 75% of max HP — drop two and it is a wipe. Sort out roles before the fuse runs down.

Family Fire — 4:30, wipes at 5:30

Four kin land, one of them the Emberborn, which no weapon can touch until it is opened.

  • The raid splits into three red bombs and one stack — exactly eight people once the stack has its four helpers.
  • A red takes half an ordinary kin's health.
  • The Emberborn stays sealed until the stack lands on top of it, then is an ordinary target.

Anything still standing at 5:30 wipes the raid.

Enrage — 5:30

The boss swings for triple and the last thirty seconds are a deadline: an Emberfall every 8 seconds and a Ravage every 12. Whatever is still alive at 6:00 is wiped — kill it before then.

🧪 Two things worth knowing#

  • Safety Wall stops Ravage and nothing else; Pneuma stops nothing. DEF softens every hit, Kyrie Eleison can absorb an Emberfall, and fire resistance only helps against Ravage.
  • Raid potions work here despite the arena's item restriction, and the map regenerates SP faster than normal.

🎲 Loot#

One weekly claim per account — not per character, not per computer. The week turns Monday 04:00.

ClaimerYour account's first clear of the week, on any character — the weekly pack and a seat at the chest
Weekly pack1 HD Elunium Fragment · 1 Moonturn I · 1 Flamebrand Coin — mailed to you if your bag is full
HelperAny later clear that week, on any character of the same account — nothing: no pack, no roll
Spent by clearingWin or lose at the chest, the account is locked until Monday 04:00
Chest4 bonus items with no helpers in the room · 3 with one or two · 2 with three · 1 with four · none with five or more
  • Your alt is a helper. Clear on one character, lose the roll, come back on another — that run pays nothing. The week is gone until Monday, however the dice fell.
  • Every helper in the room shrinks the chest, so a party of first clears rolls for the most.
  • The limit is per account: two accounts each get their own weekly claim.
  • The Flamebrand raffle has ended — clears no longer hand out tickets.
Chest pool (each drawn at most once per clear)Chance
[Mid Charm] Special Flamebrand (3 Days)25%
+5 Armor Refine Ticket · +5 Weapon Refine Ticket15% each
HD Elunium Fragment · HD Oridecon Fragment10% each
Acc · Garment & Shoes · Weapon · Armor Card Album5% each
Costume Tiger5%
  • Costume Tiger — a Middle costume headgear with EXP +5%.
  • Special Flamebrand charm — Weight +25, Drop Rate +2% and +5% damage to Fire monsters for 3 days; Drop Rate +3% more on a Costume Tiger. Middle costume only; the Charm Weaver fits it for 100,000z.
  • Flamebrand Coins are bound to your account — no trade, drop or sale.

🪙 Flamebrand Exchange#

prontera 326,309 — spend Flamebrand Coins on the chest's prizes, no dice needed.

ItemCoins
Acc · Garment & Shoes · Weapon · Armor Card Album4 each
Costume Tiger4
HD Elunium Fragment · HD Oridecon Fragment2 each
+5 Armor Refine Ticket · +5 Weapon Refine Ticket2 each
[Mid Charm] Special Flamebrand (3 Days)1

The chest rolls one item at a time — 30 seconds an item, roll 1–100, highest takes it, one win per player per chest — see End-Game Raids.