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Random Events

The game triggers random events at regular intervals, adding unpredictability to gameplay. Event intensity scales dynamically based on your number of adventurers. The built-in tutorial never rolls an earthquake or an event that puts a new structure on the map.

Loan cards carry a sealed-letter icon; a new invitation sounds once, quietly, at the effects volume setting. The Records panel’s Kingdom events tab shows invitations and outstanding loans without pausing the game. Loan cards state the upfront principal, deadline, repayments and maximum loss; declining or ignoring an invitation is free. The map and campaign editors save event pool choices: level settings override campaign settings, then map settings, and inheriting differs from disabling every pool. So far only the Economy and services pool adds a random event, the harvest fair; the other pools add none yet. Loan cards wrap within a narrow sidebar and scroll vertically when needed, keeping every term readable.

When a loan is outstanding, the next-level preview separates current treasury, principal returned without interest, and projected carried gold. The destination’s treasury rule applies; previewing makes no payment.


Setting Value
Opening Grace Period 1500 ticks (~5 minutes)
Check Interval Every 300 ticks
Trigger Chance 60%
Event Cooldown 600 ticks (~2 minutes)

These apply pressure on the player for their duration and require an active response.

Event Duration Weight Effect
Monster Invasion 250 2 Enemies swarm toward the castle!
Plague 200 0 All adventurers take periodic damage
Blood Moon 350 2 Enemies become stronger and more aggressive
Undead Assault 300 2 Skeletons and zombies spawn near the castle
Goblin Raid 250 2 Goblins attack shops and steal gold
Dragon Nest Awakening 450 1 A dragon nest appears and spawns dragons. Destroy it!
Cursed Night 300 2 Enemies move faster, but kill XP is doubled
Earthquake Instant 1 Buildings and the castle take heavy damage, and roads are destroyed
Traitor Instant 1 A random adventurer betrays the guild and becomes an enemy! The turncoat is marked as an Elite on the map.
Rebel Guild 400 2 A hostile guild appears and spawns enemies. Destroy it!
Inflation 350 1 Potion and equipment prices increase by 50%
Mana Seal 250 1 Mages lose all attack power
Sandstorm 300 2 Move speed and ranged damage halved
Dense Fog 250 1 Fog of war re-covers the map, vision reduced
Spy Infiltration 350 2 Waves of enemies disguised as adventurers rush the castle
Corrosive Rain 300 2 Buildings lose HP each tick (about half their max HP over the whole rain), repair speed halved
Soul Curse 300 1 Fallen adventurers rise again as zombies!
Equipment Decay Instant 1 All adventurers lose 1 equipment tier
Memory Wipe Instant 1 All adventurers lose 2 levels!
Desertion Instant 1 A fifth of the adventurers (at least one) abandon the guild!
Cursed Arms 120 2 Adventurers take 30% self-damage when attacking
Champion’s Challenge Instant 2 A champion monster stalks your lands. Dangerous — and worth a fortune
Monster Uprising 350 2 Every monster that appears now is a veteran or worse

These grant the player benefits or power-ups.

Event Duration Weight Effect
Treasure Rain 150 1 Bonus treasure chests appear across the map
Tax Boost 350 1 Tax rate increased to 30%
Building Frenzy 300 1 Building costs halved, repair speed doubled
Temple Blessing 300 1 All adventurers slowly heal everywhere
Double XP 350 1 All XP gains are doubled
Recruitment Wave 300 1 Recruit speed doubled, building capacity +1
War God’s Descent 300 1 All adventurers gain +50% ATK
Iron Wall 300 1 Buildings and castle take half damage
March Order 250 1 All adventurers move faster
Lucky Stars 300 1 Enemy gold and XP drops doubled
Black Market 300 1 No tax income, but equipment prices reduced by 30%
Allied Reinforcements 350 1 Temporary high-level allies join the fight
Forge Blessing 300 1 All adventurers’ equipment tier +1
Holy Barrier 300 0 Enemies are pushed away from the castle
Shared Wisdom 300 1 30% of XP gained is shared with all adventurers
Time Warp 300 1 All timers run at 2x speed — including enemy spawns!

Take effect immediately with no duration.

Event Weight Effect
Elite Mutation 1 A random enemy mutates into a powerful elite! It is marked as an Elite on the map.
Lost Adventurer 1 A high-level adventurer joins from the wilds
Wheel of Fortune 1 A random event is triggered!
Hero Awakening 1 A random adventurer permanently awakens as a hero!
Treasure Map 1 Reveals a hidden area and spawns valuable chests
Fate Intertwine 1 Two random adventurers swap all their stats
Divine Arsenal 1 Several adventurers receive max-tier equipment
Golden Age 1 Receive gold based on the number of buildings
Scatter 1 All adventurers are teleported to random locations
Fortification 1 All buildings fully healed, max HP +20%
Fountain of Life 1 All adventurers fully healed, max HP +10%
Stat Roulette 1 Each adventurer’s stats are randomly shuffled
Level Shuffle 1 All adventurer levels are randomly redistributed
Clone 1 A random adventurer is duplicated!
Heroes’ Welcome 1 Travelling bards sing of your guild — a windfall of renown

Spawn persistent map structures.

Event Duration Effect
Dragon Nest Awakening 450 A dragon nest appears and spawns dragons. Destroy it!
Rebel Guild 400 A hostile guild appears and spawns enemies. Destroy it!
Ancient Ruins 450 Ruins appear on the map. First to arrive gets rewards!
Dimensional Rift 300 Portals appear and randomly teleport adventurers

With the Economy and services pool on, a harvest fair can come to one of your village houses. You hear about it 20 seconds ahead, and it stays open for 120 seconds. You don’t send anyone: heroes who are hurt, short of potions or after an evening off walk over on their own, as long as nothing else holds them (a fight, a flag, a party they’re waiting for). It serves four at a time. Each guest rests for 5 seconds and gets 40 HP back for free, buys the potions it’s missing at the usual price (the fair brings 24 for its whole stay) and pays for an evening off if it wants one. A hero that leaves early pays nothing. While the fair is open, you can keep it open 60 seconds longer once, for 150 gold; the potions aren’t restocked. Its card under Kingdom events shows when it opens and closes, who’s at the stalls and how many potions are left, and Show takes you there once you’ve seen the spot.


A free game may be started with a turning day, with weather, or with both; each is ticked by itself, and neither is an event: nothing has to be answered.

  • A day lasts 12, 24 or 48 minutes of game time, as chosen: dawn, day, dusk and night. The top bar names the day, its part and the weather, and its tooltip says what comes next and when. The forecast is always what comes.
  • Rain and thunderstorms hold anyone walking off the roads, hero or monster, one turn in ten at the most. Roads are dry going.
  • Mist and night shorten what heroes and buildings see by a quarter at the most. Near the castle and the kingdom’s buildings the windows are lit and the night takes nothing; an archer never sees less than it can shoot.
  • Wind takes a tenth of the damage of arrows, bolts and javelins. Spells are not blown about.
  • A sandstorm or a dense fog takes the weather’s place where it rules the same thing: the two are never added together.
  • Monsters keep hours. Skeletons, zombies, wraiths, cultists, spiders and rats are sluggish by day; goblins, orcs, bandits, harpies and the legion’s foot by night. Trolls, wolves and the dragon keep none.
  • Last seen. A monster that walks out of your kingdom’s sight leaves a fading question mark where it was last seen. It is a mark, not the monster: it goes when the monster is seen again or the place is looked at.