Events

What the world sends while you explore, what each event asks, and what it pays.

7 events

  1. Gather 25.5% A resource node. Work it or walk past.
  2. Encounter 32.7% A wandering enemy from the zone's tier pool.
  3. Dungeon entrance 10.9% Six rooms: five fights and a boss.
  4. Stronghold entrance 5.5% A 10–15 room dungeon built for four or more.
  5. Camp 16.4% A mob family's camp, cleared in pulls of the size you choose.
  6. Caravan offer 1.8% Escort a caravan across the map for a fixed gold purse. The rarest event.
  7. Nothing 7.3% A quiet tick. No decision.

Chance per tick in a tier 1 zone. Other tiers are at the bottom of the page.

Rules

Gather

25.5% per tick

A resource node. Work it or walk past.

Vote · Each turn
Gather / Ignore — Per member. Silence = Ignore.
Rewards
Materials and Gather XP per unit. Ore also trains its tier's Gatherer knowledge; trees do not.
  • The card shows the node, its required Gather level, material remaining and yield per pull. Which nodes appear depends on the zone tier.
  • Each member who votes Gather takes one pull and keeps the materials. Gather loot is never split.
  • If pulls run short, the highest Gather level goes first; equal levels tie-break at random.
  • If material remains and anyone gathered, the node returns next turn. If nobody gathers, it is abandoned.

Encounter

32.7% per tick

A wandering enemy from the zone's tier pool.

Vote · On sight
Fight / Escape / Split — Silence and ties = Escape.
Rewards
Drops and Slayer XP for living fighters who dealt at least 5% of the enemy's max health.
See also
Mobs →
  • Aggressive enemies always fight. Passive enemies try to escape; if both sides escape, nothing happens.
  • Fight needs a strict majority of non-split voters. Ties go to Escape.
  • Escaping an aggressive enemy is a roll on the agility gap. Fail it and you fight anyway.
  • Split voters leave before the fight. A bot restart mid-fight cancels it: no rewards, no penalty.

Dungeon entrance

10.9% per tick

Six rooms: five fights and a boss.

Vote · Entrance
Enter / Pass / Split — Silence and ties = Pass.
Vote · After each room
Continue / Rest / Leave / Split — Plurality. Ties: Leave > Rest > Continue.
Rewards
Loot and XP per fight, plus one dungeon chest split evenly among the boss finishers.
See also
Mobs →
  • Entering takes over the adventure. Nothing else rolls and a queued move is cancelled.
  • After each room the party votes Continue, Rest, Leave or Split. Plurality decides; ties pick Leave over Rest over Continue.
  • Rest restores health and mana. Leave takes the whole remaining party out. Split voters leave alone.
  • A wipe ends the run and forfeits the chest. Per-kill loot is already banked.

Stronghold entrance

5.5% per tick

A 10–15 room dungeon built for four or more.

Vote · Entrance
Enter / Pass / Split — Silence and ties = Pass.
Vote · After each room
Continue / Rest / Leave / Split — Plurality. Ties: Leave > Rest > Continue.
Rewards
Everything ×3: kill XP, mob drop rolls and the end chest.
See also
Mobs →
  • The dark-red card names the family, tier and exact room count, and warns parties of three or fewer.
  • Nothing gates entry or scales with party size. A solo player can enter and will wipe.
  • Every enemy gets ×3 max health and attack on top of tier scaling. Defense, mana and mana regen scale by tier only.
  • Rests, room votes and wipe rules are the same as a normal dungeon.

Camp

16.4% per tick

A mob family's camp, cleared in pulls of the size you choose.

Vote · Entrance
Enter / Pass / Split — Silence and ties = Pass.
Vote · Each round
Pull Small / Pull Medium / Pull Large / Rest / Leave / Split — Silence and ties = Pull Small.
Rewards
Mob loot and XP per pull. Clearing the last mob opens a camp chest, split among the finishers and scaled by camp size.
See also
Mobs →
  • One of five families, in small, medium or large. No bosses or elites.
  • Entering takes over the adventure like a dungeon.
  • Each round the party votes a pull size. The exact mob count is rolled when the vote resolves, drawn from what is left.
  • Pull sizes: Small ≈ 4 mobs, Medium ≈ 8 mobs, Large ≈ 12 mobs (1, 2, 3 rolls of 3–5).
  • Rest restores health and mana. Leave abandons the camp and forfeits the chest.
  • A bot restart mid-camp ejects the party: chest lost, banked loot kept.
Size Chance Chest roll Camps
Small 50% 35% Hatchery Mound, Wolf Den, Shallow Graves, Goblin Campfire, Rat Nest
Medium 33% 50% Buzzing Colony, Predators' Hollow, Forsaken Graveyard, Goblin Warcamp, Vermin Warren
Large 17% 70% Great Hive, Alpha's Hunting Grounds, Necropolis Ruins, Goblin Stronghold, Plague Burrows

Caravan offer

1.8% per tick

Escort a caravan across the map for a fixed gold purse. The rarest event.

Vote · Offer
Escort / Decline / Split — Silence, ties and an all-Split vote = Decline.
Vote · Each beat
Stay / Abandon / Split — Abandon needs a strict majority. Silence and ties = Stay.
Rewards
Bandit drops, kill XP and strongboxes bank on the spot. The purse is all or nothing: paid to whoever stands at the destination, forfeited by abandoning, wiping or a bot restart.
See also
Bandits →
  • The card draws the full route on the map with each zone's tier and quotes the exact purse. The quote is binding.
  • Routes are 3–6 zones, each with one or two bandit ambushes. Ambushes cannot be fled: no vote, straight to row-picking.
  • A 30-second beat precedes every ambush and carries the Stay / Abandon / Split vote.
  • Hops are instant and the party's zone moves with the caravan. The last ambush is led by the Bandit Captain.

Nothing

7.3% per tick

A quiet tick. No decision.

Rewards
Regen only.
  • A flavour card posts and the next event arrives on schedule.
  • Every tick, quiet or not, restores the normal between-event health and mana.

Chance by zone tier

Non-gather events use the same weights in every tier. Only the gatherable nodes change, so a tier with fewer nodes tilts the rest up.

Tier GatherEncounterDungeonStrongholdCampCaravanNothing Gatherables
1 25.5%32.7%10.9%5.5%16.4%1.8%7.3% Tree, Copper Ore
2 25.5%32.7%10.9%5.5%16.4%1.8%7.3% Copper Ore, Bronze Ore
3 25.5%32.7%10.9%5.5%16.4%1.8%7.3% Bronze Ore, Silver Ore
4 25.5%32.7%10.9%5.5%16.4%1.8%7.3% Silver Ore, Iron Ore
5 25.5%32.7%10.9%5.5%16.4%1.8%7.3% Iron Ore, Steel Ore
6 25.5%32.7%10.9%5.5%16.4%1.8%7.3% Steel Ore, Mythril Ore
7 14.6%37.5%12.5%6.3%18.8%2.1%8.3% Adamantine Ore