Description
World Events appear on the open map near where players are hunting. When one begins, everyone on that floor is told what it is and which way to go, it is marked on your minimap, and it shows as LIVE in the event list. Anyone can join in - there is no sign-up and no party needed.
Gathering
An event does not start the moment someone walks up to it. The first player to arrive starts a short gathering instead - about 30 seconds for others to join. Players nearby are told someone is waiting, the event panel shows how many players are there, and the minimap marker says whether it is waiting, gathering or already being fought. Press Begin now on the event panel to start straight away, or it starts on its own when the countdown ends or when five players have gathered. Nothing can be damaged until it begins.
Where They Appear
Events only appear on floors that currently have players hunting on them, a short walk from one of those players. They never appear on Floor 0 (Threshold) or Floor 5 (Haven), only one runs on a floor at a time, and a floor rests for a while after one ends.
Hold the Circle
A mysterious cursed pylon rises and a large corrupted circle forms around it, its edge marked by a glowing line. Stand inside the circle to purify it - purification takes a few minutes however many of you there are. Waves of that floor's monsters arrive every few seconds, and any monster standing inside the circle pushes the corruption back. Reach 100% purity to win. If purity drops to zero, or time runs out, the circle is lost. The circle does not stay put: every 40 seconds it moves a short distance away. A few seconds before it moves, its new spot flashes blue and everyone is told which way it is going - move with it, because purity only rises inside the circle where it is now. A panel showing purity, the time left and what is happening appears while you are close.
Breach
A rift tears open and spits that floor's monsters out every few seconds - and it never stops. The only way to win is to destroy the rift itself before time runs out. Three seals protect it, at three quarters, half and one quarter of its health. When the rift is worn down to a seal, two fractures tear open some distance away on opposite sides of it. While any fracture is open the rift cannot be hurt, and its monsters pour out of the fractures instead. A fracture is protected while its own monsters live - kill them and it glows red for a few seconds, the moment to strike it before it releases more. Close both to break the seal. Leave fractures open too long and they feed the rift, healing it. The panel shows how much of the rift is left and how many fractures are open.
The Ritual
Channelers stand around an altar, feeding a ritual, while guards arrive in waves to protect them. Every channeler still standing speeds the ritual up - kill them all to break it. The channelers are protected by a ward and take no damage (purple outline). Kill the whole guard wave and the ward cracks for 15 seconds, exposing ONE channeler (red outline) - the most wounded one. Strike it before the ward reforms and the next guards arrive. If the ritual completes, the channelers are consumed and a Ritual Horror rises. Slay it and you still win, but it is a much harder fight.
The Courier
A treasure courier appears and runs. It never fights back, but it never stops fleeing either. Every time it loses a quarter of its health it sheds loot, raising the reward for everyone taking part. Every fifth of its health it blinks away to somewhere nearby and cannot be hurt for a moment, so it has to be caught again and again - a group spread around the area catches it far faster than one player giving chase. Catch and kill it before it escapes - if it gets away, what it already shed still counts. Slowing effects and cutting it off work far better than chasing in a straight line.
Cursed Shrine
A red shrine stone surrounded by five cold braziers. Before the trial starts, anyone can use a brazier to light its curse - use it again to put it out. Each curse makes the fight harder: tougher monsters, faster monsters, bigger waves, waves arriving sooner, or monsters that explode when they die. Each lit curse also raises the reward, so a shrine with every curse lit pays twice as much as one with none. Touch the shrine to begin, or it begins on its own shortly after the first player arrives. Once it begins the curses are sealed - eight waves arrive on a steady rhythm; clear them all to win. Guard the braziers while you fight: every so often snuffers rise beside one of them (it glows purple, and you are told which one). They cannot move, but if they are not killed within a few seconds the brazier falls. A lit brazier goes out and takes its curse AND its extra reward with it; a cold one flares and releases another pack. Lit braziers are always targeted first.
Soul Harvest
A blue Reliquary rises, surrounded by hunting grounds on different sides. Every wave, soul-bearers rise in the next hunting ground - they cannot move, so you must go to them. Each one you kill leaves a soul on the ground, a purple wisp. Walk over it to take it. You can carry five, and souls fade - on the ground and in your hands - so do not wait too long. Bring them into the glowing ring around the Reliquary to bank them. Bank enough souls before time runs out to win. Soul Wraiths rise to hunt whoever is carrying the most souls, and a wraith that catches you tears a soul loose. Some players hunting while others run souls home is the fastest way to win.
Lockbreaker Vault
Iron chests lie scattered on different sides of the vault. Stand beside a chest to break its lock - it takes a few seconds, and more players do not make it faster. Only one lock can be worked at a time (it glows purple), and the moment you start it, it screams and guards pour out. While any monster stands next to the chest the lock is paused - it never resets, so pull the guards away or cut them down and carry on. Each opened chest raises the alarm, making the guards tougher, and raises the reward for everyone. After a chest opens, the other locks reseal for a moment (red outline) before you can start the next one (white outline). Open every chest to win. The easiest way: one player works the lock while the others keep the guards off it.
Gathering Events
Three events turn gathering into the objective. Anyone can take part - you need no pickaxe, knife, rod or worm, although a higher mining, herbalism or fishing skill makes the gauge easier, just as it does out in the world. What you gather here goes into the event instead of your bag, and the event pays everyone. Walking away cancels your gauge but getting hit does not, so gatherers need others to keep monsters off them.
Unstable Vein
The ground cracks, and every half minute ore rocks break the surface on different sides, each with a pack of guards. The ground shakes where they will appear. Use a rock to mine it with the heat dial - a good dig extracts more of the vein, a flawless one more still and raises the reward. Unmined rocks sink again after a while. Never overheat a rock: it quakes, hurting everyone next to it, releases monsters and costs the vein progress. Extract the whole vein before time runs out to win.
Creeping Blight
Blight spreads across the ground from three fronts, and standing in it hurts. Blooms sprout at its edge: pull one with the tension gauge to cleanse the ground around it - the higher you let it climb, the wider it cleanses. Release inside the green band and that front is sealed for a few seconds and the reward rises. Pull too hard and the bloom snaps, the blight surges and thornlings spill out. A bloom left alone wilts and the blight surges too. A front you clear completely breaks out again somewhere else. Keep the blight from covering the ground until the time runs out to win.
Leviathan's Wake
A leviathan swims beneath the ground. Bubbles show where it will come up, then it breathes through a steaming hole for a few seconds. Use the hole to strike it with the fishing bar - the first good strike sets a hook and drags it under. Every time it dives it spits out its brood, more if nobody hooked it, and each time it surfaces somewhere new. After enough hooks it is beached. It cannot be hurt while armoured - wait for it to gasp for air, then strike. Each gasp only lets you take part of its health, so it takes several. Kill it to win.
Rewards
Everyone who took part is rewarded individually - you earn a share by staying close to the event and by helping kill its monsters. Rewards scale with the floor: a large amount of experience, scrap, gold sent to your bank, and a chance at upgrade tokens, stat stones and equipment boxes of that floor's tier. A lost event still pays a smaller share to everyone who fought. Taking part in a great many events within an hour reduces the rewards of further ones.
Strategy Tips
Stay in the circle
Purity only rises while someone is inside, and an empty circle slowly slips back.
Kill what steps inside
A single defender cannot out-purify a full wave standing in the circle. Clear the monsters that reach it first.
Keep moving
No event is won by standing in one place. Watch the panel and the messages: the circle moves, fractures open away from the rift, braziers come under attack, souls wait out in the hunting grounds and vault chests stand apart.
Wait for others
When an event is gathering, a few seconds of waiting often brings more players. Check the number on the event panel or hover the minimap marker.
Bring friends
More players do not make an event end sooner, but they make it much easier: more hands to keep the circle clear, hold the spawn off the rift, or cut off the courier. Waves grow a little with more players.

