What Counts as “Dungeons & Raids” in Where Winds Meet (2025)
Where Winds Meet uses several “instance-style” activities that function like dungeons and raids, even if players sometimes call them different things.
The most important ones for group prep are:
- Sword Trial: a five-player repeatable activity used to farm strong gear; rewards are claimed using Energy.
- Hero’s Trial: a weekly 10-player activity described as the hardest PvE content due to complex mechanics and required cooperation; rewards can be claimed once per week.
- Weekly Dungeon / “mini-raid” style runs from the Wandering Path menu (often discussed as a weekly centerpiece), where you clear trash, handle mechanics, defeat bosses, and then spend Energy to lock in the weekly payout.
- Campaign Challenges: boss battles unlocked through campaign side quest chains; these are described as boss fights “in dungeons,” and they commonly cost Energy to claim rewards.
If your goal is “dungeon/raid readiness,” you’re preparing for team coordination + boss mechanics + Energy efficiency, not just raw DPS.

Where to Queue and How to Form a Group Fast
Group prep starts before you even enter the activity.
- Multiplayer unlock is widely reported to open after reaching level 10.
- You can invite friends by using the Mode Switch interface and choosing Invite Visitors, and you can generate a co-op code to share with cross-platform players.
- Maximum co-op party size for a typical session is five players, including you.
A practical approach for fast group creation:
- Pre-make your party (especially for Sword Trial) so you don’t rely on random matchmaking roles.
- Use a quick “role roll call” in chat/voice before queueing: Tank / Healer / DPS / Flex / Utility.
- Decide who is “lead caller” for mechanics so callouts don’t overlap.
The One Rule That Prevents 80% of Dungeon Drama
Before any run begins, every player should answer two questions:
- “Do you have Energy to claim rewards?”
- “Do you know the mechanic that wipes groups here?”
Because in Where Winds Meet, many instance rewards are tied to Energy spend (sometimes at the claim chest), and endgame modes are designed around mechanics and cooperation rather than “just outgear it.”
Dungeon & Raid Entry Requirements You Should Check Before You Queue
If your group can’t enter (or enters underpowered), the run becomes a waste.
Key requirements and “soft gates” that show up in current guides:
- Weekly Dungeon requirements are described as being accessible from Wandering Path once you hit the required level and Martial Arts score—often summarized as around level 50+ and 9000+ score in current builds.
- Endgame access is tied to your overall progression state (gear enhancement levels, martial arts levels, inner ways, mystic skills), and many endgame activities require sufficient “Martial Mastery.”
- Hero’s Trial is weekly, 10-player, and mechanics-heavy—treat it like a true raid: you’re expected to cooperate.
If someone is slightly below the “recommended” score, you can still succeed with coordination—but the checklist below becomes non-negotiable.
Mental Energy and Reward Claims (Don’t Accidentally Burn Double)
Energy is not just “stamina.” It’s the gate that determines how many meaningful dungeon/raid rewards you can claim.
Confirmed Energy behaviors from guides:
- Sword Trial reward claims can cost 20–60 Energy depending on the specific challenge.
- Campaign Challenges and Outpost Challenges are frequently described as 20 Energy to claim.
- Energy regeneration is commonly listed as 1 point every 9 minutes, and a full refill example is “about 2 days to refill 300 from empty” (in that guide context).
- Some players report optional x2/x3 reward claim choices that increase Energy cost to 40 or 60 (double/triple claim), which can feel like “it charged more than the menu said” if you click too quickly. Treat this as a common UI pitfall: always read the final claim screen.
Group rule for Energy:
- Nobody starts a weekly dungeon/raid if half the party can’t claim rewards.
- If your group wants to “help clear” without claiming, say it out loud upfront so nobody feels tricked.
Group Prep Checklist (Copy-Paste Ready)
Use this as your “ready check” before Sword Trial, weekly dungeon, or Hero’s Trial.
Group Prep Checklist: Lobby and Roles
- ✅ Party size matches activity (5-player for Sword Trial; 10-player for Hero’s Trial).
- ✅ Roles assigned: Tank, Healer, DPS, Flex/Utility (for 5-player, at least one tank + one healer is strongly recommended in co-op).
- ✅ One player is the mechanic caller (the person who talks first when something happens).
- ✅ Everyone agrees on the goal: first clear, weekly reward, gear farm, or practice.
- ✅ Everyone confirms Energy status and whether they plan to double/triple claim (if available).
Group Prep Checklist: Builds and Loadouts
- ✅ Each player is using a build that makes sense for group content (not five glass-cannon duelist setups).
- ✅ The team has at least one reliable healer weapon/player. A dedicated healer/support playstyle is heavily supported by game systems and even sect identity (example: Silver Needle is described as a healer/support sect using fan martial arts).
- ✅ Every player equips at least one “safety” tool: shield/mitigation, escape mobility, or emergency heal.
- ✅ Everyone understands their job during Exhausted/Execute windows: burst damage first, then execute at the end (so you don’t waste the stun window).
Group Prep Checklist: Power and Progression
- ✅ Gear slots are being enhanced (permanent stats) through the Develop → Gear system; this is repeatedly recommended as one of the most impactful progression boosts.
- ✅ Players who are level 41+ gear progression are at least aware of tuning and recycling for tuning materials (tuning adds passive bonuses like health/damage/defense/affinity rate).
- ✅ Everyone has checked Oddities buffs with Qi Sheng (oddities exchanged for buffs such as health, physical attack, defense, endurance, and more).
- ✅ If someone is undergeared, they bring a more defensive role instead of pretending to be top DPS.
Group Prep Checklist: Utility and “Quality of Run”
- ✅ Voice chat or quick text macros are ready (“Stack”, “Spread”, “Stop DPS”, “Execute last”).
- ✅ Controller/keybind issues are solved (especially Execute inputs on console—don’t wait until the raid wipe to learn your button combo is unreliable).
- ✅ Everyone knows how to re-enter quickly if disconnected (mode switch, invite visitors, co-op code).
Role Prep Guide (Tank, Healer, DPS, Utility)
A “raid-ready” group doesn’t require perfect meta builds—it requires coverage.
Tank Role Prep (What the Tank Must Bring)
Your job is to make the fight predictable:
- Hold boss attention when possible (or at least position the boss so the group isn’t constantly chasing).
- Stand where the team expects you to stand.
- Survive.
Tank prep checklist:
- Choose a loadout that prioritizes mitigation and stability over flashy duelist damage.
- Equip at least one tool that reduces damage taken or provides shielding (your healer will love you).
- Practice “safe parry” habits: block while parrying to reduce punishment on failed timing.
Healer/Support Role Prep (What the Healer Must Bring)
Your job is to make mistakes survivable and keep the team aggressive.
- Healer mains have strong identity support in the game’s sect system; Silver Needle is explicitly described as a healer/support path focused on curing and helping others, built around fan martial arts.
- In co-op, having at least one healer is strongly recommended to streamline fights.
Healer prep checklist:
- Bring a consistent healing kit (don’t rely on “I can heal sometimes”).
- Know which mechanics force you to stop healing and move (survival first; you can’t heal if you’re dead).
- Save the strongest recovery tools for late phases (when bosses chain more pressure).
DPS Role Prep (What DPS Must Bring)
Your job is not “top numbers.” Your job is “clean damage without causing wipes.”
DPS prep checklist:
- Build for sustained damage that you can deliver while moving.
- Know your burst rotation for Exhausted windows.
- Don’t execute early—burst first, execute last.
- Bring one defensive option (a pure DPS who dies is zero DPS).
Utility/Flex Role Prep (The Wipe Prevention Slot)
The flex player is the group’s insurance.
- If your healer gets clipped, you cover with a shield or emergency support.
- If the team needs add control, you handle it.
- If the run lacks coordination, you become the “second caller.”
Flex prep checklist:
- Carry a tool that helps control the fight (grouping, stagger, debuffs) and a tool that helps save mistakes.
- Track team status: “healer down,” “tank low,” “we need to reset.”
The Most Important Dungeon Habit: Mechanics First, Damage Second
Hero’s Trial is described as the hardest PvE mode because of complex mechanics requiring cooperation.
That means two things:
- If your group insists on tunneling damage, you will wipe even with high gear.
- The teams that clear fastest usually do less reckless damage, not more.
Practical habits that win runs:
- The mechanic caller speaks first.
- Everyone else responds with one word (“stack,” “spread,” “move,” “stop”).
- Once the mechanic resolves, DPS resumes.
Boss Prep That Transfers to Every Dungeon and Raid
Even if your dungeon has multiple bosses, the core boss principles stay the same.
Parry and Pattern Discipline
Bosses reward timing and safe defense habits:
- Parrying “right before it lands” is repeatedly described as a core approach; blocking while you parry reduces punishment when you miss.
- Boss pressure often revolves around a stamina/secondary bar; successful parries help reduce it, and when it empties you get a burst window.
Group coaching tip:
- Your tank calls “parry window” moments for the team early in the week, then by the end everyone knows the rhythm without being told.
Execute Window Discipline
If your group wastes execute windows, your runs feel “harder than they should.”
The common mistake:
- Boss becomes Exhausted → someone instantly executes → the stun window ends → the team loses free damage time.
The cleaner habit:
- Boss becomes Exhausted → everyone dumps damage → execute at the end to finish the window strong.
Companion Assist and Buff Prep (Small Advantages Add Up)
If your group is stuck, stop brute forcing and stack advantages.
- Companion Assist: before many boss fights, you can spend coins to bring a companion that provides buffs (damage buffs, revives, burst damage, and more).
- Oddities buffs: exchange oddities at Qi Sheng to unlock buffs like health, physical attack, defense, endurance, and more—these buffs are specifically recommended to make boss fights easier.
- Gear enhancement: enhancing gear slots is described as a permanent stat boost system accessed through the Develop menu and recommended as often as possible.
- Gear tuning/recycling: recycling and tuning are described as major power increases once you have level 41+ gear, adding passive bonuses that affect damage, defense, health, and more.
If you want the “fastest fix” for a group that’s close but not clearing:
- Enhance gear slots,
- grab oddities buffs,
- bring companion assists,
- then re-run with the same team.
Weekly Planning: How to Not Miss Your Best Rewards
Weekly content matters because it often contains the highest value progression caps.
Confirmed weekly structure points:
- Hero’s Trial rewards are claimable once per week, and it’s designed as a major weekly objective.
- A weekly dungeon is described as a high-value weekly clear, accessed through the Wandering Path menu, and rewards are locked in by claiming with Mental Energy under weekly limits.
Practical weekly plan (simple and effective):
- Early week: assemble a stable group and practice mechanics once.
- Mid week: upgrade gear and buff systems (enhance, tuning, oddities).
- Late week: do the weekly clear when your group is stronger, so the run is smoother. This matches the common guidance that running weekly dungeon later in the week after upgrades can be easier without losing rewards.
Sword Trial Prep: Make Your 5-Player Runs Actually Efficient
Sword Trial is one of the most common “dungeon-like” farms in endgame.
Known characteristics:
- Sword Trial is a five-player repeatable activity used to farm strong gear, and you can claim rewards using Energy.
Efficiency checklist:
- Keep the party stable for multiple runs (fewer re-queues = more loot per hour).
- Use a consistent plan for Execute windows (burst first, execute last).
- Save Energy claim multipliers for “perfect” runs only; don’t triple claim a messy run where two players died repeatedly.
Hero’s Trial / 10-Player Raid Prep: The Real Difference Between Clear and Wipe
Hero’s Trial is described as the hardest PvE content due to cooperation and complex mechanics.
That means your checklist needs one extra layer: coordination.
10-player raid checklist:
- ✅ Two callouts channels: one “main caller,” one “backup caller.”
- ✅ Clear responsibility assignments (“Group A handles mechanic X, Group B handles mechanic Y”).
- ✅ Healer coverage: at least one dedicated healer is highly recommended (and ideally more depending on difficulty).
- ✅ “Stop DPS” discipline when mechanics require it (many raids wipe because someone refuses to pause damage).
- ✅ Agree on the “first priority” target if adds spawn.
Weekly Dungeon Prep: Treat It Like a Mini-Raid
Weekly dungeon is described as: clear trash, handle mechanics, defeat bosses, then claim weekly rewards by spending Mental Energy.
Weekly dungeon checklist:
- ✅ Confirm entry requirements (level + Martial Arts score).
- ✅ Confirm everyone has enough Energy to claim at the end.
- ✅ Bring at least one tank and one healer to streamline fights.
- ✅ Decide whether this is a “clean clear” run or a “practice mechanics” run (so expectations match reality).
Common Mistakes That Ruin Dungeons & Raids (And the Fix)
These are the repeat offenders that destroy group content.
- Mistake: Nobody checks Energy before queue
- Fix: Do a two-second Energy ready check before you enter.
- Mistake: Someone clicks double/triple claim by accident
- Fix: Read the claim screen every time; only use multipliers on clean clears.
- Mistake: No healer, everyone assumes “we’ll dodge”
- Fix: Bring a real healer/support—co-op clears are smoother with at least one healer.
- Mistake: Execute spam the second the boss is open
- Fix: Burst first, execute last (maximize the Exhausted window).
- Mistake: The group never upgrades power systems, only farms
- Fix: Enhance gear slots, tune gear when eligible, and collect oddities buffs; these are repeatedly recommended as major power boosts.
BoostRoom: Turn Your Weekly Dungeon/Raid Into a Guaranteed Clear
BoostRoom is for players who want their dungeon and raid runs to feel clean, consistent, and efficient—especially if you’re tired of random matchmaking chaos.
BoostRoom can help with:
- Building a real group composition (tank/healer/DPS coverage) that clears reliably
- Route planning for Sword Trial farming so you get more rewards per Energy
- Weekly raid prep: mechanic callouts, role assignments, and “wipe prevention” habits
- Power optimization: gear enhancement priorities, tuning timing, and Qi Sheng oddities routes
If you’re under 18, always get a parent/guardian’s permission before spending money on any game service or in-game purchase.
FAQ
What is the difference between Sword Trial and Hero’s Trial?
Sword Trial is a repeatable five-player activity that uses Energy for rewards, commonly used for farming gear. Hero’s Trial is a weekly 10-player activity described as the hardest PvE content due to complex mechanics and cooperation, with rewards claimable once per week.
How many players can join co-op together?
Co-op sessions are commonly described as supporting up to five players in a group.
When do you unlock multiplayer in Where Winds Meet?
Multiplayer/co-op is widely reported to unlock after you reach level 10.
Why did my reward claim cost more Energy than expected?
Some players report optional double/triple reward claim choices that raise Energy cost (for example 20 → 40 or 60). Always read the claim screen before confirming.
What’s the best “minimum” team comp for difficult co-op bosses?
A common recommendation is at least one Tank and one Healer to streamline fights, especially if the group is learning patterns.
What should I upgrade first to become dungeon/raid-ready?
Enhancing gear slots is repeatedly described as a permanent stat boost and one of the most impactful progression steps. After level 41+ gear, tuning and recycling for tuning materials can add powerful passive bonuses.



