Where you stand
The post you choose decides how much damage you deal, how likely you are to be carried off, and what share of the spoils you see first.
The Gate
Where they come through first. Most damage dealt, most blood spilled.
Damage ×1.25Risk ×1.5Loot ×1The Wall
Spears from above. You will probably walk home. You will not be the hero.
Damage ×0.85Risk ×0.6Loot ×1The Tunnels
You meet them in the dark, before the others do. Whatever they carry is yours first.
Damage ×1Risk ×1.2Loot ×1.35The waves 7
Each wave is tougher than the last. A wave that is not broken in time breaks the line instead.

1. Ash Imps
HP ×0.55Damage ×0.35Something small comes through first. It is laughing.

2. Hellhounds
HP ×0.85Damage ×0.55The sand catches fire where they run.

3. The Risen
HP ×1.15Damage ×0.7You recognise some of the faces. That is the worst part.

4. Plague Bearers
HP ×1.5Damage ×0.95They do not fight. They walk close, and then they open.

5. Bull Brutes
HP ×2Damage ×1.25The gate holds. The wall around the gate does not.

6. Demon Champion
HP ×2.8Damage ×1.6It steps over its own dead to reach you, and it is in no hurry.

7. THE ARCH DEMON
HP ×4.2Damage ×2.1The fire in its chest lights the whole arena. It knows your ludus by name.
Aftermath
The result sticks until the next breach. Holding the line pays the whole server; losing it costs the whole server.
The City Remembers
The breach held. A grateful city pays you back until the next one tears open.
+10% gold from expeditions+10% experience from expeditions+1 gem with every daily claim-10% shop prices-10% forge costsmarket cut down to 6%The Sacking
They got through. The city rebuilds out of your purse until the next breach.
-10% gold from expeditions+20% shop prices+20% forge costsmarket cut raised to 18%