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Events
Every day has its events, on Aldhearth's clock. The line under the minimap always says what comes next for you ("Next: Wane Pit in 8 min": the next one that suits your level) or what is on right now, and the Events window (H, or the calendar on the menu) lists the whole day by your own clock. Chat warns 10, 5 and 1 minute before each one, and a small card under your portrait says when it begins (see announcements).
Every Grown you cut down in an event gives event points: 1 for most, 5 for an elite, more for the big ones. Kill quickly and a streak counts up in the middle of the screen: from 10 kills (each within two and a half seconds of the last) your points count double, from 25 triple. The first time each day you finish each kind of event you also get half as many points again and an Event Chest (open it from your bag: gold, a jewel or two, and finds).
The day
| When (Stockholm time) | Event | Kind | |
|---|---|---|---|
| Every hour, at a quarter past | Last Light | instanced | |
| The even hours, on the hour | Beacon Run | instanced | |
| The odd hours, on the hour | The Wane Pit | instanced | |
| Every three hours, at a quarter to (0:45, 3:45 ...) | Wane Mirror | instanced | |
| 20:00 (19:00 on Sundays) | Hold the Line | world | |
| 21:00 | A Dragon Wakes | world | |
| Sundays, 20:00 | Crown of Aurelmark | guilds | |
| Wednesdays and Saturdays, 18:00 | [[raid | The White Flame]] (the raid, level 40+) | instanced, no ticket |
| Twice a day, at times drawn each day | Greyfall | world | |
| Three times a day | The Gilded Brood | world | |
| Four times a day | A Warband | world | |
| One hour a day | The Pedlar | a small town | |
| All day | Today's Rift | rifts | |
| Every twenty minutes, at :10, :30 and :50 | The Night Raid (level 15 and under) | world |
The Events window lists every event, the ones above your level dimmed, with the level each suits from: the Gilded Brood from 6, a Warband from 18, the Crown from 20, the Dragon from 30, the raid from 40, Hold the Line from 76. It shows only the next Night Raid, to those it is for.
The drawn times come between 07:00 and midnight, never in the evening's big two (nor in the hour round the raid on its days), and at least 45 minutes apart; the Events window has them.
Instanced events
These take a ticket and put everyone who joined on a floor of their own (the isometric view), by level bracket (1-19, 20-39, 40-59, 60-89, 90-119, 120-149, and brackets for reborns): Grown there are about your level. A group goes together: everyone of a group who joined goes to the bracket of the highest of them.
Everyone is matched to the floor. A floor's Grown are the level of those who came (their average, inside the bracket). Whatever your own level, you fight them as you would fight Grown of your own level: your blows and the blows you take are scaled, so a level 20 and a level 39 on the same floor each need about as many blows for a kill and can each take about as many. A level 12 brought along by a level 45 friend hits about four times as hard there and is hit a third as hard. Your gear, your skills and how you play still count; your level does not. This is not so between players (the Crown), and a grey copy in the Wane Mirror is as strong as you already.
A kill counts for everyone who fought. The points of a kill go, in full, to everyone on the floor who hurt that Grown or stands within 13 tiles of it when it falls, each with their own streak. Landing the last blow no longer decides who is paid.
For the reborn the floors fight back. A reborn counts 20 levels more for each of the first ten ranks, as in every fight. On top of that a floor's Grown are as much stronger as the rank of those on it (their mean, up to 60): a rank-20 floor's Grown have about 72% more blow and more life still, so a reborn kills them about as fast as anyone else kills their own. Every point you earn there is worth 1% more for each rank, up to half as much again.
- In the five minutes before it starts, open the Events window and press Join. You need the ticket in your bag.
- When it starts, the ticket is used and you are taken there, from wherever you are (not from a dungeon, a rift or another floor, not out of a duel, and not if you are offline: then your ticket is kept).
- You cannot leave until it is over. At no life you are out, and a card in the middle of the screen says so: you stay down where you fell for a few seconds (press Leave the event now to go at once), then you are back where you joined from, with half your life, no death and no gold lost. Leaving the game counts as out too.
- At the end the way out opens and you are taken home after a little while. If the server restarts in the middle of one, your ticket comes back to you the next time you come online.
Tickets are made at a Workbench, or bought from Tobias for 40 points:
| Ticket | For | Made from |
|---|---|---|
| Pit Invitation | The Wane Pit | an orc tusk, 10 essence, 30 gold |
| Beacon Pass | Beacon Run | 3 old bones, 2 crystals, 30 gold |
| Last Light Token | Last Light | 2 glass, 10 essence, 40 gold |
| Mirror Shard | Wane Mirror | 3 glass, a crystal, 20 essence, 30 gold |
- The Wane Pit (10 minutes): a round, sealed pit, wave after wave climbing out of its edge, each harder than the last (elites from the third wave, a champion every fourth). The next wave comes when a fifth of the last is left, or after 45 seconds. Kills score 1, elites 5, a champion 20, all times your streak. Over 40 points gets a chest; the best three get more on top.
- Beacon Run (15 minutes): a ruined beacon tower of Aurel's line. Cut down the Iron Legion in the yard until the gate gives (50 of them for each of you, two more every half second while the yard holds fewer than 18 and 6 for each of you), smash the Wane crystal on the beacon (it fires a ring of shards every 3 seconds at anyone close, and each time it loses a quarter of its life it calls the Legion: a pack and a Centurion from the keep), then carry Aurel's Ember back to the door (the use key picks it up). Halfway to the door three elite Centurions block the way. The one carrying it cannot fight, and every Grown goes for them: the rest of you keep them alive. If they fall, the Ember drops where they were. Carry it home in time and everyone wins big, with a chest.
- Last Light (8 minutes): up to twenty of you and a swarm of Grown on a shard of old Aurelmark, adrift in the sky: twice the Grown it had, three more every few heartbeats, a tenth of them elite. Every so often the Wane eats the shard's edge: it glows and hurts for five seconds, then falls away, and anyone on it falls with it. Here you can hit each other, and a blow knocks back: knock the others off. Fighting here does not make you an outlaw. The last one standing wins the most; if time runs out, those still standing are ranked by points.
- The last stand. When the last edge falls, only the heart of the shard is left, and the Keeper of the Light rises in it. Every 6 seconds it glows and then lets out a pulse that shoves everyone close away from it (a step back out of its reach is enough), and every 8 seconds Grown climb onto the heart from its rim. Its bar is in the event box. When it falls, everyone still standing gets 20 points and whoever dealt it the most an Event Chest more. Alone, killing the Keeper is the win; with others, the shard decides the last one standing.
- Wane Mirror (12 minutes): a Flame-shard cart rolls down a long, winding tunnel, but only while someone walks beside it. Grown come at it from ahead, behind and out of the walls; its life shows in the event box. A Grown goes for the cart unless you are close to it, or you struck it in the last 8 seconds: then it comes for you, so fight beside the cart and hit what is hitting it. The cart takes half of every blow, mends while you walk beside it and faster with no Grown about, and alone it has half as much life again: one of you can bring it through. Near the end the Wane sends a grey copy of each of you, with your own look and weapon, and each goes for the one it copies. Bring the cart to the end to win.

World events
These happen out in the land, for anyone who comes. Travel there by waystone; the minimap marks where it is.
- The Night Raid (6 minutes, Aldhearth's east edge, every twenty minutes): for new wanderers, level 15 and under. The Grown come at the edge of town in three waves, a minute and a half apart, the last led by a Night captain (an elite). Only those of level 15 and under are warned of it, score points and get experience at the end (and the Event Chest the first time each day); anyone can fight beside them. See Getting started.
- Greyfall (10 minutes, everywhere outside the towns): the sky goes grey and the Wane surges. Grown come three times as thick, with more elites and better drops. Wane-swollen ones (bloated and grey) burst when they die and hurt what stands next to them, so one kill can set off the next. Every kill fills the Greyfall meter; fill it and a Wane-lord comes out, its hoard (experience and all) shared by how much each of you hit it. If everyone leaves it, it waits where it was, as hurt as it was, and rises again when someone comes. Greyfall reaches the Deep too: down there the surge comes at your own depth, of the Grown that live there (in the bands, their swarms as well), and a Wane-lord called by a delver comes out beside them, of the band's own kind.
- The Gilded Brood (15 minutes, a hunting ground named ten minutes before, in the warnings and the Events window): golden Grown hatch all over one hunting ground. They run when hit, and every one drops a Gilded Coffer (open it from your bag). When half the brood is dead a golden dragon comes down, its hoard (experience and all) shared by damage, however often she goes away and comes back.
- A Warband (12 minutes, a frontier town named in the warnings): an Unsworn warband marches on the town from both sides and hits its palisade, group after group. Each group has a standard-bearer with a banner: cut them down and the group breaks and runs. The warlord comes last. If a palisade falls, the town is sacked for an hour: its Trade Post will not trade and its inn gives no rest, until someone kills the warlord who holds it.
- Hold the Line (20 minutes, the Broken Beacons): the grey tide rises against five relit beacons of Aurel's line, wave after wave. Keep at least three burning to the end and the Line holds: until the next day everyone earns a fifth more experience and finds more. Lose it and until the next day a grey haze hangs over the hunting grounds and their Grown are tougher (three levels). The Events window says how the last one went. If nobody comes at all (nobody who scores, stays at the line for half a minute or is there at the end), the Flameguard hold it themselves and nothing changes.
- A Dragon Wakes (an hour, a hunting ground named in the warnings, a different one each day): a bound dragon, one of the old Wardens, answers to its old name. At two thirds and at one third of its life it calls its whelps and fights harder. Its hoard is shared by how much each of you did, for everyone who did at least 2% of the fight (the best three also get an Event Chest), and now and then one of its eggs is found by the best or one who did a tenth (an Ember whelp hatches from it). If nobody brings it down in the hour, it goes back to sleep.
Wane tides (the Deep)
Deep in the bands the Wane rises like water. Where delvers are, now and then the ground trembles and a Wane tide comes: the band's own swarms, in three waves over three minutes, round everyone there.
- Where and when: in the bands only (from the Bone Gardens down), round a delver out in the band, where the most delvers are together. One tide at a time in the world, at least 20 minutes after the last one; while delvers are in the bands one comes about every 45 minutes. It is told to those there (a banner and the chat, and the event line under their map), not to the whole world; the Events window lists it while it lasts.
- Never in a town's ground, on a lit Home's land, in a dungeon or in a kept place (a protected landmark, a delve gate's chamber), and none of its Grown is born in one.
- The waves: a warning, then at 0:20, 1:20 and 2:20 a wave of the band's swarm Grown for every delver within 60 tiles of where it rose: 12, then 20, then 30 for each of you, in swarms of the band's size (more swarms where more of you are, up to 150 of them at once). The last wave is the crest: an elite of the band's family comes with it for up to three of you. Every one of them is a Grown of its depth, with its Might, and while the tide is on its swarm Grown pay ten times what a band's swarm Grown pays (its experience, the Rush on top and its gold): a tide is worth standing in.
- The score: each kill gives 1 point, an elite 5, times your streak (as in every event). The box on the HUD shows the wave, the next one's time, your kills and your points.
- When it ebbs (after three and a half minutes) everyone who scored gets event points (15, and 30, 20 and 10 more for the best three when more than one fought), an Event Chest for 15 points or more (and the first time each day, as always), and the band's own materials: what a Home raid's chest in that band holds besides the usual (old ivory and elder bone in the Bone Gardens, tide-iron in the Drowned Halls, brass in the Clockwork Under-city, ...), the best score gets all of that share, the others by their score against the best one's, and a score below a tenth of the best gets none of it. The best three are named to everyone.
- What the tide brought that is not fighting anyone fades with it; the rest stay as ordinary Grown, and like every Grown of the Deep they go when nobody is near.
And more
- The Goblin Hoarder: now and then, out in the wilds (more often during Greyfall and the Gilded Brood), a goblin with a sack of gold on its back. It runs; every hit spills gold (until its sack runs dry), and after about 25 seconds it gets away. Bring it down and it bursts into gold.
- Today's Rift: each day one kind of rift pays double, and its floors have a lord of their own (stronger, with a Wanestone for everyone inside when it falls). Monday Crimson, Tuesday Frost, Wednesday Ember, Thursday Thornwild, Friday Hollow, Saturday Storm, and on Sundays all of them (the Gilded ones too). The map marks them with a star.
- The Pedlar: for one hour a day he sets up in one of the small towns (the warnings say which) and sells Sealed Boxes for gold (60 gold and 4 more for every level you have; three per visit). What is inside is anyone's guess.
- Crown of Aurelmark (Sundays, 20:00, half an hour): the guilds fight over the ruins of the old capital. Any guild member of level 20 or more can go in from the Events window. Guild fights guild (your own guild cannot hurt you, and nobody becomes an outlaw); fall and you are back on your feet at your guild's gate ten seconds later (or leave the ruins at once with the button on the card that says you fell). The guild with the most people standing on the throne dais holds it, and the one that held it longest keeps the Crown for a week: a crown by its members' names, and a cut of the Market Board: while a guild holds the Crown, everyone else's sales there pay 5%, shared out among the holders every ten minutes.
Tobias the Town crier
On the Grand Plaza of Aldhearth, Tobias sells for event points: every ticket (40), a Jewel of Ascent (90), an Event Chest (150), a Warding stone (350), a Wanestone (500), and wing dyes you cannot find anywhere else: Wane grey (400) and gilded (550), as well as sun gold (300) and starlight (1600). Talk to him and choose Event rewards: buy one, or 5 or 10 at once.