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Events

Every custom event: monument takeovers, convoys, raid bases, guarded crates, Zombie Hunt, and the heli, Bradley and raid fights you call in yourself.

Two kinds of fight: the From Hell events you call in yourself, at the level you choose, and shared events that run on their own for anyone to join. Each one shows a panel on your screen with the fight's progress and a damage leaderboard.

Heli, Bradley and Raid From Hell

Written from scratch for this server.

Fights you start yourself. Throw an air supply signal in your base (buy one in /s, or find one in high-tier loot and events), or queue one with /heli get <level>, /brad get <level> or /raid get <level> and then spawn.

  • You must be in a base you are authorised on, at least 300 m from the Town. The heli's fire does reduced damage to your base (building blocks x0.75 at Normal down to x0.25 at the hardest level, deployables less), and anything without a Tool Cupboard is destroyed.
  • Each teammate who joins adds 20% health and grows the loot.
  • Events share a queue. A heli or Bradley gives up on its own after 2 minutes without damage (plus 2 seconds per % of damage it has taken), raiders after 5 minutes, and so does an event whose caller disconnects; /heli surrender gives up by hand. Also: info, levels, cancel, last.

Heli From Hell

Weak spots take triple damage.

LevelHelisHealthDamageRPXP
Normal110,000x1500500
Hardcore125,000x1.51,0001,000
Ultra220,000x21,5002,000
Heli From Hell325,000x32,0004,000

Bradley From Hell

LevelHealthDamageRPXP
Normal1,500x1500500
Hardcore5,000x1.81,0001,000
Ultra10,000x2.21,5002,000
Bradley From Hell25,000x32,0004,000

Raid From Hell

Defend your own base: /raid start <level> at your Tool Cupboard. Only you and your team, within 40 m, can hurt the raiders. Lose the cupboard and you lose. A win drops a crate of rebuilding resources.

  • Normal: two waves, 1,000 RP and 200 XP.
  • Hardcore: four heavy waves, 3,000 RP and 600 XP.
  • Endless: survive as long as you can. /raid top shows the best times.

Air supplies

Air supplies are skinned supply signals from the store and from loot: military, elite, hackable and oil-rig crates and supply drops hold one now and then (the rarer the crate, the more often), mostly normal levels with Ultra and Hell very rare; a monument event can drop one, and day 7 of the login streak pays a Heli signal. Throw one to start that event right away. If it cannot start, you get the signal back.

  • Heli or Bradley: 750, 1,500, 2,250 or 3,000 RP by level.
  • Raid: 1,500 (normal), 4,500 (hardcore), 1,500 (endless).
  • Horde Lure, 500 RP: a horde of 6 growing to 10 where it lands, gone after 30 minutes. Not in safe zones or near the Town.

Monument takeovers

Our own build.

Every 60 to 90 minutes, with a 10-minute warning, a monument is taken over for up to 30 minutes.

Outbreak boss stage panel
An Outbreak at its boss stage.
  • Outbreak: burn the zombie nests from up close, then kill the Brute boss and its escort.
  • Scientist Takeover: take out the snipers, then the commander, then hack his crate and hold it while reinforcements arrive by Chinook or Bradley.

Modifiers such as extra Brutes, Runners, a swarm or night raise the loot. Camping out of the zombies' reach gets you gassed. Loot goes to /loot: bulk resources, ammo and components by tier, weapons and explosives as rare single drops, and a keycard that follows the tier (green at Easy and Medium, blue at Hard and Expert, red at Nightmare).

TierSoldier XPRPBlood
Easy1,50050050
Medium3,0001,000100
Hard5,0001,500200
Expert8,0002,500350
Nightmare12,0004,000600

Convoy From Hell

Convoy From Hell panel
The convoy panel: loot truck, escort and guards left.

An armed convoy rolls out every 45 to 90 minutes. /convoy info shows where it is. Hit it and it stops; it moves on 2 minutes after the fighting ends, and slips away after 30 minutes left alone.

The vehicles cannot be destroyed: kill the crew, turrets and SAM sites. The crates only open while it is stopped, and you win by emptying them all. Shots from more than 12 m above it do not count. Top damage gets an extra 10%.

LevelChanceRPXPEscort
Normal50%500500none
Hardcore30%1,0001,000Bradley
Ultra15%1,5002,000Bradley and patrol heli
Convoy From Hell5%2,0004,000Bradley and patrol heli

Raid bases

The Raidable Bases plugin, with loot tables of our own.

The Raid Bases window
The /raids window: what each tier holds and what a clear pays.

An Easy, a Medium and a Hard base are always on the map, and a new one appears 10 minutes after one ends. /raids lists them. Every base holds Blood and research paper, and a clear pays XP to every raider.

/buyraid <tier> buys your own base that only your team can loot. One bought raid per player, and you get a refund if it cannot be placed within 3 minutes.

TierPriceCooldownXP per raider
Easy250 RP30 min1,500
Medium500 RP45 min3,000
Hard1,000 RP60 min6,000
Expert (buy only)1,500 RP90 min10,000
Nightmare (buy only)2,500 RP120 min16,000

Guarded crates

Guarded crates panel

A new guarded crate site appears every 15 minutes, up to 3 at once, shown as red circles on the map (/crates). The first hit on a guard claims the site for your team, and the claim lapses after 3 minutes away. Clear the guards, hack the crates (15 seconds each), and loot within 8 minutes. Rewards: 300 XP and 250 RP (normal), 600 and 500 (hardcore), 1,200 and 900 (ultra).

Zombie Hunt

/zhunt join, then /zhunt tp to reach the horde. Every 10 minutes it moves to a new grid square. Each round picks a weakness gun that hits hard while other guns barely scratch; melee and bows always work and explosives do nothing. Loot draws grow with your kills (3 items at 1 kill, up to 12 at 200), collected with /loot. /zscore shows the wipe's kills.

Timed challenges

/qc shows the current race: 15 to 30 minutes, every 20 minutes or so, while at least 2 players are online. First, second and third get 5,000, 2,500 and 1,200 Blood and everyone else who scores gets 500, all in full from a score of 15; a lower score pays its share (a score of 5 earns a third).

Power and water

Heavy fuses at the Power Plant light up the island's power lines, and turning the wheel at the Water Treatment Plant fills every water catcher (and doubles crop growth in the Town). Both pay Engineer XP and announce who did it.