"A fractured timeline, looping forever across the sands of a world undone. Iatros, Epoptes, Agraios, Koregos — four fragments of one mind, scattered across one endless moment. Break the loop, or be broken inside it."
The Desert Perpetual is structured around a central hub area that you return to between encounters. Unlike other raids, you choose the order in which you fight the first three bosses. When you arrive, look for the Predestination objective prompt — "Choose your lot in life" — then ascend the spire using the lift at the back.
At the top you'll find three pink platforms, each with a swirling orb. Walk up to any to select your first boss. The interactable text is intentionally cryptic — use the table below to identify each encounter before committing.
Every mechanic you've learned. All at once.
"Dust drifts eternal." The convergence point of all three temporal threads — Constant, Cyclical, Absolute. Koregos does not fight you. It simply continues. The question is whether you can keep up.
Three plates unlock once the opening Hydras are dead. All six players should receive a buff — left plate for Constant, right plate for Cyclical, center plate for Absolute:
Additionally, one player from each Temporality type must jump into a Vex pool on the podiums around the arena to become the Temporal Oculus team (3 members total — one Constant, one Cyclical, one Absolute). These three work together to verify and destroy the correct mines.
The encounter starts immediately with Koregos firing its Time's Arrow beam. Three Hydras guard the Temporality plates opposite spawn — kill them as fast as possible to unlock the plates. Once plates are free, all six players step on their assigned plates to receive their Temporality buff.
The two Only Constant players stay focused on Koregos. Each time the boss charges Time's Arrow, all four cannons (glowing white lights, one at each corner of the body) must be shot down before the beam fires. Destroying the cannons also spawns the Temporal Oculus pools on the arena podiums and resets the Constant buff timer.
The Temporal Oculus Constant player has the same cannon-shooting duty but also gains the ability to see the colour of mines (blue = Cobalt, red = Cinnabar, white = Antimony). Once the Absolute player calls the hoop colour, the Temporal Oculus Constant player locates mines of that colour and signals the Cyclical Temporal Oculus player to confirm whether each mine is active.
Both Cyclical players jump onto the Mine Buff Plates together each run. Each mine the Temporal Oculus team destroys spawns 2 Unobserved Chronons — one per Cyclical player. Both pick one up and jump through the hoop at the same time. That counts as one run (2 Chronons). Repeat three times for 6 Chronons total, which triggers the DPS phase.
The hoop colour changes after each run — there is a short grace period for both players to deposit before the colour updates, but don't dawdle.
The Temporal Oculus Cyclical player gets the Temporal Oculus buff and gains the ability to see whether mines are active (brightly glowing) or inactive (not glowing). When the Constant Temporal Oculus player signals a mine, the Cyclical player calls whether it is active or not. Only an active mine confirmed by both players should be destroyed. Once destroyed, the Cyclical Temporal Oculus player gathers the spawned Unobserved Chronons.
The sole Absolute player is always on the Temporal Oculus team. Their unique ability is seeing the colour of the Chronon Hoop. Call this colour to the team immediately — this tells the Temporal Oculus Constant player which colour mine to look for.
Once both Temporal Oculus teammates have confirmed a mine is the correct colour and is active, the Absolute player destroys that mine, spawning Unobserved Chronons for the Cyclical team. Destroying a correct mine also resets the Absolute Temporality buff timer. If the Cyclical players are struggling to find the spawned Chronons, call out the location of where you destroyed the mine.
Once six Chronons have been deposited (3 runs × 2 Chronons), Koregos spawns jumping platforms. Ascend them — it's a straightforward platforming section. At the top, clear the Imp Swarms, then handle the pylon mechanic before DPS begins.
Assign one player from each Temporality type to the pylon mechanic. Around each fallen pillar, there are three Vex cube positions arranged in a triangle. The two non-Absolute players can each see two of the three cubes — they stand in the gap where their missing cube would be, completing the triangle from their side. The Absolute player then fills the remaining open position, completing the triangle for all three. No callouts needed — it's purely positional. Repeat for each pillar and the boss will become vulnerable.
Wait at the R1 rally point for platforms to appear and ascend. Stop at the first pylon counter-clockwise from where you reach the top platform. The Temporal Oculus team splits at this pylon:
During damage, two rotating beams sweep the arena — move in and out between the three rings to avoid them. Standing toward the outside of the platform gives a better perspective on the beam positions. The beams operate within three rings but can shift rings and change direction. With a Well of Radiance and Arc Resistance mods, you can survive the beams without actively dodging.
Throughout DPS, Koregos spawns a Chronon Hoop and one of each Chronon type. One designated player (we recommend the Tractor Cannon user) collects the correct Chronon and deposits it through the hoop to extend the damage phase. Shoot the red horizontal holes in the central orb as your primary damage target. During beam dodging, Snipers can be used to keep damage going from a distance.
At approximately 10% HP, Koregos enters its final stand — briefly going immune, then changing its spin axis from horizontal to vertical. Group up in a Well of Radiance and unload supers. Aim for the now-vertical red holes.
Once Koregos falls, the encounter ends and The Desert Perpetual is complete. Interact with the Raid Kiosk near the final chest to spend Spoils of Conquest on any Desert Perpetual weapons or armor you've previously earned.
Charge the stators. Align your Temporality. Deflect the shot.
"Interference patterns swell." Three echoes of the same mind, each tuned to a different frequency of time. They cannot be destroyed outright — only turned against themselves.
Clear the initial Goblins until a Hydra spawns in the back right of the arena. Destroy it — this triggers a wave of Time's Burden Minotaurs. Everyone kills Minotaurs and collects their Chronon drops. Run each Chronon through any of the five stators to activate it.
Once all five stators are active, a second Hydra spawns in the back right. Destroy it, then kill the three Wyverns scattered around the arena. Once all three Wyverns are down, your three Temporality players step on their respective plates to receive their buffs.
Once the Temporality players have their buffs, one of the three boss copies becomes active — either randomly or triggered by slow play. The active boss is marked by a massive glowing red light on its body.
While managing Variable Elimination, the three Chronon runners gather Chronons from Minotaurs and run through the specific stators called by the Temporality team.
With buffs in hand, the Temporality players work together. The three boss copies are named by their Temporality type: Cyclical, Absolute, or Constant. If a boss activates before your team is ready, the Temporality player whose buff matches that boss's name must run under that boss and align — this grants the Alignment Charge buff. If your team is fast enough, you can pre-select which boss to align to — the choice doesn't affect the outcome.
While one player aligns, the other two Temporality players examine the stators. Three out of five will be glowing with red/orange lights. Each reader can see two of the unlit stators. Call out the stators that are not glowing — those are the four that need to be activated.
Once all four correct stators have been activated, all stators stop glowing. The final phase before DPS begins.
With all four stators activated, the aligned player now runs through all five stators in sequence. Doing so converts their grenade ability into a detain bubble — your grenade icon will visibly change to show this. The objective: deploy the detain bubble to deflect the active boss's Variable Elimination shot back at it. A successful deflection brings Agraios down and begins the damage phase.
Once the deflection lands, Agraios teleports down to the centre of the arena and the damage phase begins. Dump supers and Outbreak Perfected immediately. The boss will attempt to teleport away during the phase — you can still deal damage with Sniper Rifles or continued Outbreak Perfected fire while it's repositioning.
Shortly into DPS, the Alignment Charge buff returns to the whole team. Watch your character buffs on the left side of your screen. When it appears, a designated runner (does not need to be the original aligner) runs through all five stators again, then returns to the team to deflect the next incoming Variable Elimination shot. A successful deflection briefly makes the boss immune, then brings it back down to continue damage.
Repeat the full mechanic cycle for each damage phase. Once Agraios reaches zero HP, the encounter is complete.
Build the platforms. Climb to the node. Keep the hourglass full.
"Axion is axiom." A Vex mind folded inward through its own logic — trapped in a loop of self-reference. The only way to reach it is to build the path yourself, one beat at a time.
When the encounter begins, six Time's Burden Minotaurs spawn behind the boss. The whole team converges and kills them as fast as possible to collect six Chronons.
To deposit a Chronon: hold your interact key near a Chronon to pick it up, then jump through the large hoop in the centre of the arena. Once all six are deposited, a Vex pyramid spawns beneath the hourglass. Destroy it to officially begin the encounter.
Once the pyramid is destroyed, a buff called Diastole appears beneath your health bar. This is the encounter's heartbeat — every fourth beat launches the whole team into the air. You can avoid the launch by jumping just before the fourth beat.
The three pillars around the arena (left, middle, right) each have three Vex cubes stacked vertically — bottom, middle, and top, corresponding to platform levels 1, 2, and 3. All three builders must shoot the same level of cube at the same time. Use the Diastole beat as your sync cue.
Two Time's Burden Minotaurs also spawn on each builder's side during this phase. Call out your Minotaur immediately so the roamer can come handle it. If you have spare time between shots, help the roamer deposit Chronons.
The hourglass in the centre of the arena is your team's lifeline. It depletes over time and whenever builders misfire. Keep it full by continuously killing Minotaurs and depositing Chronons through the hoop.
The active buff plate's colour is shown by the colour of the Chronon hoop in the centre of the arena:
Both climbers stand on the active plate to receive Absolute Temporality. The plate activates once the Vex pyramid beneath the hourglass is destroyed. Once the builders shoot the first cube and the bottom platform set spawns, climbers begin ascending.
Each platform level has a Vex node with an "Activate" prompt. Interact with it to spawn the next node further up. The activation takes a couple of seconds and is interrupted by taking damage — make sure Imp Swarms are cleared before activating.
Once the top node is activated, Iatros retreats to the active buff plate and damage begins. The boss's position during DPS depends on which plate was active:
Iatros walks toward the middle of the arena during DPS.
Iatros walks up the ramp to the spawn plate.
Once the damage phase ends, the Neomutation wipe timer disappears automatically. Repeat the full mechanic cycle — Chronon collection, building, climbing, DPS — until Iatros reaches zero HP.
Reading, calling, and breaking — two teams, two rooms, one Hydra.
"All are entangled." A Vex Hydra entombed in recursive causality, its shields looping back through time unless unravelled by those who can read the shape of possibility itself.
Split into two teams of three — one on the Left side, one on the Right side. Each team assigns the following roles internally:
When the encounter starts, both teams split left and right and clear the initial add wave. Shortly after, a chat message will appear:
Once the plates are unlocked (white conflux-like visual hovers above them), both Readers step on their side's plate simultaneously — you need both plates active to receive the buff. This grants Temporality (either Cyclical or Constant — the type doesn't matter here, only that they are different between the two Readers).
With buffs in hand, Readers (and Support) head inside their rooms. The room entrance is right next to the plate — you can't miss it.
Inside, you'll find the Hydra surrounded by a shield with six lenses arranged in a ring (plus a central one). These must all be destroyed to reach damage — but in the correct order, determined by cross-communication with the other side's Reader.
On your structure inside, you'll also see six diamonds in an identical layout to the other side's shield lenses. One of your diamonds will be glowing. That's your call — it tells the other Reader which of their lenses to shoot.
The loop runs as follows:
After several reading cycles, a wipe mechanic triggers:
Outside players step on the buff plates (destroy any re-spawned Cyclops first if needed). Once buffed, they stand in the beam of light from Epoptes's shield in the central area. This reveals their side's triangle of three spheres above the Hydra — two will be glowing, one will not.
Once all inside and outside players have destroyed their assigned diamonds/spheres, all Temporality buffs drop and the wipe mechanic is interrupted.
Inside players re-grab their Temporality buffs (kill any re-spawned Cyclops first), head back inside, and continue the lens-reading ping-pong until all six lenses are destroyed. Completing this grants the inside Reader the Probabilistic Lancet buff.
With Probabilistic Lancet, Readers can now destroy the central lens on Epoptes in the main room to break its shields. Stand in the beam of one of the remaining lenses before shooting the central lens — that beam is yours to own during damage.
Epoptes has three damage phases total. You need to deal roughly 33% HP per phase to ensure a clear. Once HP hits zero, the encounter ends.