Kneeshaw Developments

3 raids · 27 Proving Grounds bosses

The fights you read about before you fight them.

Region-bound world bosses on real-time timers, plus hand-authored Proving Grounds bosses with bespoke mechanics. Strategy first, swords second.

World raids

20 total

Region-bound boss fights with real-time phase timers and multi-phase rewards. Solo viable; alliance-friendly.

The Hollow King

A spectral monarch haunts the deepest forest ruins. His crown pulses with void energy, and his court of shades obey his every whisper.

Forest· 300 pwr· Ch. 2

Ironscale Wyrm

A massive drake clad in natural iron armor nests in the Shattered Peaks. Its breath melts stone, and its tail crushes fortifications.

Mountains· 500 pwr· Ch. 3

Void Harbinger

An entity from beyond the titan veil. Reality warps around it, and its mere presence drains the essence of living things.

Desert· 800 pwr· Ch. 4

The Drowned Crown

He went under with his court still seated. Centuries on, the mire holds them upright — bog-bloated, crown-bound, and patient. The water around him does not freeze, no matter the season.

· 600 pwr· Ch. 3

The Storm Throne

Above the cloud sea, a titan built a chair from iron and grief and sat down to wait. The waiting hasn't ended. Lightning gathers in the seams of the throne, hoarded against the day someone climbs the long stair.

· 700 pwr· Ch. 3

The Salt Liturgy

A buried priesthood still sings the noon-hour rites beneath three hundred years of sand. The salt that bleached their robes never stopped flowing — and now it stands like a tide above the ruin, waiting for the next verse.

· 550 pwr· Ch. 3

The Frozen Spire

It is not a mountain. It is a thing that wears mountain. The wind at its peak does not match the wind at its base — and climbers who reach the saddle report two skies, one above and one below.

· 650 pwr· Ch. 3

The Wickerwoods Witch

She does not chase you. She walks ahead of you, calling in your own voice — and the path she leaves open stays open just long enough for one mistake.

· 600 pwr· Ch. 3

The Sleepless Banner

A standard half-buried in the wastes that never falls, never weathers. Approach it three times and something starts looking back from underneath the cloth.

· 720 pwr· Ch. 4

The Pale Pilot

The wreck washes up on a different shore each storm. The crew never disembarks. The signal lantern always burns, and the pilot in the wheelhouse turns when he hears you board.

· 580 pwr· Ch. 3

The Counted Steps

The thing on the watchtower has been counting since the steppe was named. Each step a traveller takes toward it, it has already accounted for — and adjusted what it will do when they arrive.

· 620 pwr· Ch. 3

The Forge That Lights Itself

No fire has been laid in the great forge for two centuries. The fire is still there. The hammer rests on the anvil exactly where it would be set down — and lifts only when it has reason to.

· 680 pwr· Ch. 4

The Whispering Path

Step onto the lane that has always been here, and the whisperers come out from between the trunks. They greet you by name. The fastest way back is forward — they do not let walkers turn.

· 570 pwr· Ch. 3

The Listening Stone

It does not move while you watch it. But when you turn — even a half turn, even just to listen — it has moved closer. The position it takes is always the one you would have chosen to flank yourself.

· 640 pwr· Ch. 3

The Shallow Graves

Each grave is open already, and shallow — as if dug for one shift, then left. They have been left for a long time. They are not empty.

· 660 pwr· Ch. 4

The Glass Wind

Sand fused to glass, lifted on a current that belongs to no season. The wind cuts skin without touching it — and the longer you press the assault, the harder it remembers your shape.

· 620 pwr· Ch. 3

The Tide That Counts

How many steps did you take, climbing the bluff? The tide knows the count. It is rising now to match it — foot by foot — and the line of foam below the headland keeps perfect time.

· 590 pwr· Ch. 3

The Ash Choir

When the wind comes from the right quarter, the vents at the broken coast sing in chord. Voices that have been practicing since the eruption — and they want one more.

· 600 pwr· Ch. 3

The Cold Verdict

Three judges sit in the cold. They are not the same three each season. They have never returned an acquittal — and the bench has been adding weights to the same scale for longer than the mountain has had a name.

· 600 pwr· Ch. 3

The Black Lighthouse

The light has been black for eighty years. The lens still turns. The keeper still walks the catwalk on the half-hour, and he has been counting longer than the light has been dark.

· 580 pwr· Ch. 3

Proving Grounds

27 bespoke bosses

Hand-authored milestone bosses on the climb. Each comes with a unique mechanic — read before you push.