PostsWavesAftermath

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 ×1

The Wall

Spears from above. You will probably walk home. You will not be the hero.

Damage ×0.85Risk ×0.6Loot ×1

The Tunnels

You meet them in the dark, before the others do. Whatever they carry is yours first.

Damage ×1Risk ×1.2Loot ×1.35

The waves 7

Each wave is tougher than the last. A wave that is not broken in time breaks the line instead.

Ash Imps

1. Ash Imps

HP ×0.55Damage ×0.35

Something small comes through first. It is laughing.

Hellhounds

2. Hellhounds

HP ×0.85Damage ×0.55

The sand catches fire where they run.

The Risen

3. The Risen

HP ×1.15Damage ×0.7

You recognise some of the faces. That is the worst part.

Plague Bearers

4. Plague Bearers

HP ×1.5Damage ×0.95

They do not fight. They walk close, and then they open.

Bull Brutes

5. Bull Brutes

HP ×2Damage ×1.25

The gate holds. The wall around the gate does not.

Demon Champion

6. Demon Champion

HP ×2.8Damage ×1.6

It steps over its own dead to reach you, and it is in no hurry.

THE ARCH DEMON

7. THE ARCH DEMON

HP ×4.2Damage ×2.1

The 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%