Wiki / Things to do
Town Defence
A five-wave event that walks a horde into the town, and the quartermaster who repairs the damage.
What happens
Five waves of monsters spawn at a muster point outside the town and march a long route into the portal at the centre of town. They do not attack you. Nothing they do is aimed at a player — they walk, and if they reach the portal the town loses health.
| Wave | Size | Damage if one gets through |
|---|---|---|
| 1 | 8 | 2 |
| 2 | 14 | 4 |
| 3 | 20 | 6 |
| 4 | 26 | 8 |
| 5 | 32 | 10 |
The town has 100 health.
What you do
Kill them before they arrive. Every hit you land takes one chunk off a monster's progress regardless of how hard you hit it — so the event is about how many of you are swinging, not how well geared one person is.
Waves get bigger and the deadline gets shorter. Wave 5 is thirty-two monsters walking a long route.
Town health stays down
The town does not heal between events. Its health is where you left it, and the next event starts from that number. If the town is at 4 health, one leak ends it.
Repairs are the quartermaster's job. Upgrades and repairs cost money, and they are how the town gets back on its feet. Starting an event at zero is refused outright.
Why it is shaped this way
The horde ignores players entirely — it never targets, never damages, and cannot knock you back. That is what makes it an event rather than a fight: the monsters are a clock, and the players are the ones racing it.
The route was drawn to go around the town's obstacles rather than through them, and the event holds the chunks it walks through so the horde keeps moving even where nobody is standing — without that, a column of monsters freezes mid-stride as soon as it leaves the crowd.
Rewards
Everyone who turns up and fights gets paid. It is one of the few things on the server that pays coins as well as money, and it is the best reason to be in town when the muster call goes out.