Raid Guide
The only creature hunt where you set your own risk: the tier is yours, and so is the reward balance.
Raids differ from Kanveay's other hunting content on one decisive point: you decide who you face. On the hunting grounds the prey comes at random, and in the dungeons the rooms open in sequence; in a raid a list of five creature tiers is laid before you and you choose which one to march on. Pick a low tier and victory is almost assured but the loot is modest; climb to a high tier and the chance of defeat grows, but when you win your hands are far fuller. This guide takes apart every gear of the raid one by one, from choosing a tier to the hunt of the day, from the day's first three victories to the bestiary.
🎯 The basics and the cost
The cost varies by tier — the creature at the bottom is cheap, the one at the top expensive. The table below is read from the game's own tier definitions, so it is always current:
| Tier | Cost | Win rate | Gold multiplier | Item chance | Health needed to enter |
|---|---|---|---|---|---|
| 🧟 Hungry Ghoul | 1 ⚡ + 1 ⚑ | ~%78 | ×1. | %10 | up to 11.6% of max health |
| 💀 Bone Digger | 5 ⚡ + 2 ⚑ | ~%62 | ×2.87 | %14 | up to 14.4% of max health |
| 🐍 Misty Serpent | 10 ⚡ + 3 ⚑ | ~%45 | ×6.77 | %40 | up to 20.0% of max health |
| 👤 Shadow Warden | 15 ⚡ + 5 ⚑ | ~%28 | ×20.66 | %70 | up to 28.4% of max health |
| 🐲 Ancient Beast | 20 ⚡ + 10 ⚑ | ~%10 | ×132. | %100 | up to 40.0% of max health |
Energy refills naturally at 1 per 60 seconds; quest points, filling 1 every 10 minutes, are a far more precious resource. The upper tiers are limited mainly by quest points: an Ancient Beast asks 10 ⚑ for a single attempt, a significant slice of your daily allowance. That is why it is wise to play raids not because "my energy is overflowing, let me spend it" but at the moments when your quest points will earn their keep.
A second important rule: enemy creatures scale to your level but do not get harder as you fight. Doing ten raids in a row does not make the eleventh tougher. Being wounded does not lower your win rate either — at half health you win at the same rate as at full. Every attempt is an independent fight within that tier's own difficulty band. This makes raids plannable: whatever rate you won at on a given tier today, you will meet roughly the same table tomorrow.
❤️ Health: both ticket and price
Your health does two jobs in a raid. First, it is your ticket: to enter a tier you must have at least as much health as the most you could lose there (the last column of the table above). Second, it is the price: you lose a little on a victory and up to that cap on a defeat.
This rule has a pleasant consequence: you always finish on your feet the fight you entered. A single defeat cannot zero your health and end your day. From full health you can absorb eight defeats against a Hungry Ghoul and two against an Ancient Beast. So what holds the balance of "the riskier the tier, the fewer attempts you get" is your health — weigh it alongside the gold multiplier when choosing a tier.
🐺 Five tiers: from the Hungry Ghoul to the Ancient Beast
At the bottom of the list stands Hungry Ghoul: the chance of winning is around 78 per cent and it pays its loot at the base multiplier (×1.). At the top waits Ancient Beast: the chance of victory falls to 10 per cent, but in exchange the gold reward rises to 132. times the base value. The three tiers in between are arranged step by step across that span — the higher you climb, the lower the win rate and the larger the victory multiplier.
The gap is bigger than it looks: on the top tier only about one attempt in ten is won, but that single victory is worth hundreds of wins on the bottom tier. Even so, for steady income the lower and middle tiers are more reliable — the top tier demands both more quest points and more health, which means far fewer attempts a day. The real value of the upper tiers lies elsewhere: filling the bestiary, striking the day's bonus hunt at a high multiplier, and enjoying one enormous burst of loot in a single blow. In short, the lower tiers are a salary and the upper ones a bonus.
🌙 Hunt of the day: one target for everyone, a quarter more reward
Every day one of the creatures is declared the hunt of the day. The choice is derived from the date, which means every player who logs in that day sees the same hunt of the day. Beat it and your reward rises by a quarter. The nice thing about this bonus is that it gives the community a shared agenda: in clan chat the question "which one is today's hunt?" has exactly one right answer, and that day everyone marches on the same target.
Tactically there are two ways to read the hunt of the day. If it is one of the lower tiers, you can comfortably work it all day and swell your steady income by a quarter. If it is one of the upper tiers, a decision arrives: the creature you normally consider risky is today paying better than usual. If your character is strong and your resources are in order, lining your upper-tier attempts up with the bonus day is the most efficient route.
🥇 The day's first three victories: half again as much
The raid's second daily bonus is even more generous: the first three victories you win that day pay half again as much. The critical word here is "victories" — not attempts. So if you want to lock in the first-three bonus, it makes sense to take the day's opening raids on a tier where your chance of winning is high. Once those three bonus victories are in your pocket, you can save the rest of your attempts for higher tiers with a clear conscience.
A day when both bonuses coincide is a small feast: if the hunt of the day is a creature you can beat safely, you take your first three victories from it and stack the two bonuses on top of each other. On days like that the raid becomes one of the best-paying pieces of content for the quest points it spends.
📖 The bestiary: the first time you beat each creature
The bestiary on the raid screen sets your long-term goal. The first time you beat a creature it is recorded there; beat the same creature a hundred times more and the entry does not change. When the bestiary is completely filled — that is, when you have managed to beat every creature on the list at least once — you receive a one-off large reward.
The bestiary's real function is to pull players out of their comfort zone. You could farm the bottom tier forever, but the last pages of the book are always written on the upper tiers. Low-probability targets like the Ancient Beast take patience: a one-in-seven chance does not mean "it will fall in a few tries"; you may hit a bad streak. Spreading those attempts across days when your character is stronger and the bonuses line up is healthier for both your resources and your morale. Once the bestiary is full the reward is a one-time payment; after that the raid becomes pure income and quest content for you again.
⚔️ Preparing for battle: stats and timing
Raid battles are resolved by the game's general combat system: the clash lasts at most 30 rounds and the side with higher intelligence strikes first. The roles of the five stats can be summed up like this:
- Strength — sets the base damage you deal; the first place to look if you want to move up a tier.
- Defence — reduces the damage you take; a buffer against the hard blows of upper-tier creatures.
- Accuracy — raises your critical hit chance; the architect of lucky rounds.
- Endurance — enlarges your health pool; keeps you standing in long fights.
- Intelligence — grows your critical damage and gives first-strike priority; the hidden hero of every balanced build.
On the timing side, the best-known trick is going in with a ritual: bank your race's ritual power and set it off right before a demanding raid session, and you fight with a temporary boost written into all your stats for 30 minutes. The 30-minute stat potions from the shop work in the same window. Squeezing your upper-tier attempts into a boost window like that visibly lifts your win rate. The way to grow your stats permanently is training; for the cost curve and gold planning, see the Economy guide.
🧭 Where do raids sit next to the other content?
The table below places the raid's cost and character side by side with the game's other core PvE content:
| Content | Cost | Distinguishing feature |
|---|---|---|
| Raid | 1-20 energy + 1-10 quest points | You choose the tier; hunt-of-the-day and first-three-victory bonuses |
| Hunting | 10 energy | Spends no quest points and risks no health; steady base income |
| Dark Lair | 12 energy + 1 quest point per room | A run that deepens room by room; the steepest reward curve |
| The Well | 10 energy + 1 quest point per floor | A depth run on a gentle curve; the first floors are easy for new players |
| World Boss | 25 energy per attack | Clan content; the reward pool is split by damage share |
Looking at that table, the raid's identity becomes clear: a notch more expensive than hunting, a notch cheaper than a dungeon run — but it alone gives you something neither of those does, the right to choose your level of risk.
📋 Where raids fit into the quests
Raids are a fixture of the periodic quest lists: right now 35 raid targets await you in the weekly package and 140 in the monthly one. (These numbers are not fixed — the game's balance engine tunes them to the period length and to player behaviour, which is why the values here are read straight from the game.)
The period reward pays for what you did: you do not have to finish the whole package — when the period closes you receive a share matching the quests you completed, so a half-finished week is not wasted. Even so, closing the entire package is the most efficient route. A player who makes a few raids a day part of the routine fills the weekly target without strain; saving the counter for the end of the month, on the other hand, creates a quest-point bottleneck. For the quest system and the period structure as a whole, see the general game guide.
Common mistakes
- Chasing the day's first victories on a high tier. The bonus of half again as much depends on victories; if you lose your first attempts the bonus waits, but your quest points do not come back.
- Choosing a tier by the loot multiplier alone. The top tier's multiplier is dazzling; but multiplied out against a low win chance, a high quest-point price and a heavy health cost, it can fall behind the lower tiers over the long run. The right measure is not the multiplier but the expected gold per quest point.
- Making bestiary attempts unprepared. Waiting for a ritual window and potion support before going after upper-tier entries sharply reduces the number of wasted attempts.
- Not counting your quest points. Energy fills fast, quest points slowly; the resource that actually limits raids is usually quest points.
- Starting without checking the hunt of the day. The bonus target is sometimes exactly the creature you beat comfortably; starting without looking leaves a quarter of the reward on the table.
Got the hang of raids? The next stop is the backbone of your income, the Hunting and Dark Lair guide; if you feel ready for competition, the Arena and PvP guide is waiting. For the small questions on your mind, the FAQ page is always open.