Codex / The world

Events

Some fights you start. Others start around you. These are the things that pull players into the same place at the same time.

Tension War

When enough players are defeated in one zone in a short time, that zone goes to war. Only player defeats count; creatures never do.

  • Everyone hears about it. The server is told, and the zone flashes on the world map.
  • One zone, exactly. A war locks a single map tile behind a visible wall.
  • Getting in is a choice. Walk into the wall and you are asked to confirm before you are counted in.
  • Getting out is hard. The only way is to stand still at the boundary for a full minute without taking damage. Portals are closed.
  • Everyone inside is visible on the map to every participant.
  • It ends when every combat timer in the zone has run out. Those still standing roll for rare spoils.

Zone control

Every zone can be held by a faction. Each has a capture circle with a flag, defended by guards.

  • Clear the guards, raise the flag, and hold the circle for the zone's set time.
  • Twenty fighters hold no faster than one. If two factions stand in the circle, progress freezes.
  • A held zone gives its faction faster progress in that zone's element. It never gives combat power.
  • After a capture the zone cannot be contested for a while, though it stays hostile ground.

The Knowledge Artefact

There is one in the world. The faction that keeps it in its headquarters earns double experience for every member.

  • A player of another faction can walk in and steal it. The whole server is told who took it and from whom.
  • The carrier must bring it home. If they fall, it drops where they fell, and anyone may pick it up.
  • It is visible on everyone's map at all times.
  • Once delivered, it cannot be stolen again for about fifteen minutes.

Arena events

Through the day the server opens team events in their own arenas. Teams are built by age and rank, so a young Initiate is never matched against an old Vanguard. A loss costs you nothing, and the losing side is still rewarded.

ModeHow it is won
Team DeathmatchFirst team to the kill target.
Capture the FlagOne flag appears at a random spot. Carry it to your own base to score.
Collect EssencesEssences keep appearing. You carry what you collect, and a knockout scatters all of it. The team holding more when time runs out wins.
Capture ZoneHold the zone against the other team.

The Challenge Arena

Any player can challenge any other to a ranked duel. Challenges are announced in their own chat channel, and one that goes unanswered for 30 seconds is declined. The winner earns gold and tokens, and the result goes on both records. A loss here is a real defeat, with everything that costs. You can switch challenges off entirely.

Bounties

Win fights in the wilds without falling and a bounty builds on your head.

  • At the first threshold you appear on the Mission Board as a target.
  • At the second, the whole server is told you are wanted.
  • Only a hunter who has taken the mission can track you on the map.
  • One defeat in the wilds wipes the bounty.

World bosses

Great creatures of the wilds that take many fighters to bring down, with rivals arriving to take the kill from you.

Written from the game's design on 2026-10-08, before the closed beta. Details can change; numbers on generated pages come from the game itself.