Events
All times are server time (now 09:35). Experience and loot events switch on by themselves; the daily boss and arena events are also announced in the game chat. The same schedule is in the game, in the Events window and under !events.
Today
!event join)
!event join)
!event join)
Tomorrow
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Tuesday 27.10
!event join)
!event join)
Wednesday 28.10
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!event join)
Thursday 29.10
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Friday 30.10
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Saturday 31.10
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Daily boss - today
Morshabaal · at 20:00
the great desert east of New City
Nearest city: New City · position 31745, 32318, 7
Arena events (Warfield Isle)
Arena events take place on Warfield Isle, an island used only for events (guild wars are fought on its twin, Ironfield Isle). You sign up with a command in the game; at the start the game moves everyone to the island. In PvP events it draws two teams - Crimson Bastion (red) and Azure Bastion (blue) - and dyes the outfits in the team colour; in PvE events everybody plays on one side.
Every day there is one PvE event (sign-ups at 19:15) and one PvP event (sign-ups at 20:15). The modes change every day in fixed pairs, one after another:
- Monster Waves + Tower Siege
- Arena Survival + Team Deathmatch
- Boss Rush + Domination
- Arena Survival + Capture the Flag
PvP events
All PvP events are played in rounds: up to 5 rounds, and the first team to win 3 rounds wins the event. Between rounds (30 s) everyone returns to their bastion with full health and the mode starts again - the towers stand again, both flags are at home and the control points are neutral. A round has no time limit, but the whole event lasts at most 20 minutes. A new round does not start if it would have less than 2 min left after the break - the event ends right away. When time is up, the team with more rounds won wins, on a tie the one further ahead in the current round (towers, score or captures), and then the one with more kills in the current round. During the event your own team is hidden from the battle list.
Tower Siege
Each team has three targets along the road to the plaza: an outer tower, an inner tower and the Heart in front of the bastion gate. A tower attacks enemies in range and cannot be damaged while the one in front of it stands. Destroying the enemy Heart wins the round. The towers stand on the island only during the event.
Team Deathmatch
The first team to reach the kill limit wins the round - one kill per player of the larger team (5-20), the game tells it at the start.
Domination
Three control points stand on the axis of the battlefield: on the fountain plaza and in the open field to the north and to the south - both teams are equally far from each of them. A point is captured by the team with more living players on it than the enemy; on a tie or when nobody is there, the point stays with its current team. Every point held gives the team 1 score per second. The first team to 300 wins the round. The owner of a point is shown by the effect on its corners. Standing on a point your team holds, you see a floating +1 above your head every second; the status bar tells you the score, or how many more players you need to capture the point.
Capture the Flag
Each team has its flag on a base in front of its bastion gate. Take the enemy flag by standing next to its base and carry it onto any bridge of your own bastion - the bridges flash in your team colour, and a capture counts even when the enemy holds your own flag. The carrier wears a Knight outfit with both addons in their team colour and walks at 50% of their normal speed and cannot cast haste; when the carrier dies or leaves, the flag returns to its base. The first team with 2 captures wins the round.
PvE events
Monster Waves
Everybody together against 10 waves of monsters and a boss at the end. Every wave is drawn at random from 35 kinds of monsters - dragon lords one time, frost dragons the next, juggernauts in the last wave or a few Orshabaals of the same strength - some waves are mixed, from wave 8 a leader comes with an escort, and sometimes there is a twist (swarm, armoured, swift, from the fountain, encircled). Monsters and the boss appear anywhere on the plaza, even inside the fountain railing. The fighting area is closed with fire and grows with the number of players - outside it you lose 10% of your health every second. Every wave has more monsters for more players, so it takes about as long with 4 players as with 20. After each wave there is a 20-second break and fallen players come back. The event ends when everybody falls, when the boss is defeated or after 25 minutes.
Boss Rush
5 bosses one after another, drawn every time from 28 - from Grorlam to Ghazbaran. Every next boss is stronger, whichever it is, and its health and the strength of its hits grow with the number of players, but no single hit takes more than 30% of your health. Each boss has a time limit of 6 minutes. Fallen players return for the next boss. A boss appears anywhere on the plaza, even inside the fountain railing, and the fighting area is closed with fire - outside it you lose 10% of your health every second.
Arena Survival
Every player alone, 8 rounds: Firestorm and Zombie Survival take turns, four of each. The fire always falls at random. The last one standing wins the round; after every round there is a 15-second break and everybody is back on the plaza. Every round winner gets the winners reward at the end, and the most rounds won bring the top 3 bonus. Dying costs nothing.
- Firestorm - a square that is about to burn flashes a moment earlier. Whoever is hit or leaves the shrinking plaza is out - when the plaza shrinks, its outer ring flashes and burns too. Spells and runes do not work, everybody walks at the same speed. Next to every player there is always at least one square without fire.
- Zombies - a zombie that reaches you infects you: there is no health to watch, only distance. Everybody runs at the same speed, without spells, runes or attacks. The zombies of the horde are slower than you, infected players are as fast as you. The zone around the fountain closes in square by square (the flashing ring goes next) - whoever is left outside is infected. Whoever is infected rises as a zombie after 3 seconds and hunts the survivors.
Rules
- Sign-ups open 8 minutes before the teleport to the arena:
!event joinfrom anywhere (as long as you are not PZ locked), level 50 or higher. One character per account and one per IP address. At the moment of the teleport you have to stand in a protection zone or be out of combat (no battle sign) - whoever is in combat is left out and can join again from a protection zone until the gates open. Players taken from outside a protection zone return to their town temple after the event. After the teleport you get 2 minutes in your bastion to shop and plan your tactics, then the gates open and the fight lasts 20 minutes. - You can also join after the teleport - during the 2 minutes of preparation, until the gates open:
!event join(or Join in the Events window) puts you in the team with fewer players. Once the gates are open, nobody can join any more. - A PvP event starts with at least 6 players signed up, a PvE event with at least 4.
- Teams have the same number of players (at most one more) and the vocations are split evenly: knights, paladins, sorcerers and druids - each vocation at most one more on either side. Only then does the game even out the sum of levels. You cannot hurt your own team - area spells included - and nobody can heal an enemy or a tower.
- In PvE events everybody is on one side and fights at the same arena level, and the bastion stays closed during the fight. At the start everybody lands on a random spot of the battlefield around the fountain - the more players, the bigger the area - and monsters appear away from the players. In Monster Waves and Boss Rush a fallen player waits in the temple and returns for the next wave or boss; in Zombie Survival and Firestorm a fallen player is out, but still gets the participation reward if they lasted at least 2 minutes of the fight and stay on the island until the end. In these two modes logging out during the fight counts as being out.
- Arena level: everybody fights as a character of the same level - 300 - with the health, mana, speed and spell power of that level of their own vocation. Skills, magic level and equipment stay your own, so a level 100 and a level 300 both count. The smaller team (odd number of players) fights a few levels higher.
- Dying in the event costs you no items and no experience: you return with full health and mana to your team's temple. In Tower Siege and Capture the Flag death is still a penalty - the bastion gate lets you out only 15 seconds later, and a countdown shows above your character. Because mana there is free, mana spent in the event does not train magic level and conjuring (runes, ammunition, food) is disabled. There are no skulls and no frags on the island.
- For the event everybody gets a red backpack with 20 runes, 10 of each: sudden death, heavy magic missile, great fireball, explosion, soulfire, envenom, fire, poison and energy fields (field, bomb and wall), paralyze, magic wall, destroy field, ultimate healing and mana rune. The stacks refill every second, so the runes never run out and nobody has to buy them. The backpack and the runes cannot be dropped or moved off your character, and they disappear after the event. The magic level a rune needs still applies.
- Paladins also get a red event quiver with gold fittings, holding power bolts that refill every second and 100 infernal bolts per round: at the start of every round unused infernal bolts are taken and you get the full 100 again (without rounds - 100 for the whole event). Infernal bolts are shot first; drag the power bolts to the top of the quiver to save them. The quiver goes to an empty ammunition slot - if your own ammunition is there, it lands in your backpack and you have to move it. Your own ammunition does not fit into the event quiver, and event ammunition does not fit into your own quiver. It disappears after the event together with the bolts.
- Reward: winners get 7 tokens, 10 crystal coins to their bank account and experience worth 60% of a level; everybody else (also in a draw) gets 3 tokens, 5 crystal coins and 30% of a level. The three players with the highest contribution (from both teams) get 4, 2 and 1 extra tokens. Only players present at the end with at least 500 contribution points who never went 3 minutes without contributing get a reward - damage dealt to enemies and towers, healing of your team, every enemy defeated whom you hurt in the last 10 seconds, and every second on a control point. Standing in the base gives nothing.
- PvE rewards: in Monster Waves and Boss Rush the reward grows with the progress, from the participation reward up to the winners reward; in Arena Survival rewards are given once, at the end of the event: everybody who won at least one round gets the winners reward, everybody else the participation reward, and places 1-3 (most rounds won, then the longest total survival) get +4, +2 and +1 tokens. You do not have to fight to earn the participation reward in PvE: moving around the arena for at least 30 seconds in total also counts (in Monster Waves and Boss Rush instead of 500 contribution points, in Arena Survival instead of 2 minutes survived). Standing still AFK does not.
- After the event the game sends everybody back where they came from, with the mana they had before the event - also after a logout or a server restart.
Commands
!events– the schedule in the chat!event– the next arena event or the state of the running one!event join/!event leave– sign up and leave (during sign-ups); after the teleport, until the gates open - join the running event
Latest results
| When | Event | Score | Winner |
|---|---|---|---|
| 24.10 20:45 | Capture the Flag | flags 3 : 5, kills 57 : 61 (13 vs 13) | Blue |
| 24.10 19:36 | Arena Survival | still standing at the end: 1 (37 players) | - |
| 24.10 15:22 | Monster Waves | waves defeated: 11 (22 players) | completed |
| 23.10 20:45 | Domination | score 711 : 457, kills 52 : 52 (9 vs 10) | Red |
| 23.10 19:32 | Boss Rush | bosses defeated: 5 (38 players) | completed |
| 22.10 20:43 | Team Deathmatch | kills 5 : 15 (5 vs 7) | Blue |
| 22.10 19:39 | Arena Survival | still standing at the end: 1 (34 players) | - |
| 21.10 21:24 | Tower Siege | towers 9 : 11, kills 10 : 9 (9 vs 9) | Blue |
| 21.10 19:20 | Monster Waves | waves defeated: 10 (26 players) | completed |
| 20.10 21:30 | Capture the Flag | flags 2 : 0, kills 25 : 21 (7 vs 6) | Red |