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Danger Zones

Every 4 hours, three regions become Danger Zones. They're free-for-all PvP areas with a bonus that makes them worth the risk. Say [danger to see the current zones and their bonuses.

Which regions

Each rotation picks:

  1. one dungeon: Destard, Shame, Deceit, Eventide, Wrong, Glacia, Chaos, Sandstorm or Exile,
  2. one outdoor area: Hidden Valley, Cyclops Valley, Minoc, Skara Brae, Minotaurs Valley, Deadstall Island, Ogre Valley, Pit of Despair, Orc Fort, Shadowkin Camp, Stygian Keep, Frozen Isle or Tranquil Darkness,
  3. one more from either list.

Rules inside

Free-for-all PvP

Anyone can attack you, and you can attack anyone, without becoming criminal. Corpses can be looted freely. Insurance doesn't pay out for deaths in PvP combat, so only bring what you're willing to lose.

  • You're warned when you enter.
  • Fighting another player inside switches you to your combat template (see Templates).
  • Monsters inside take 30% less damage (melee and spells).
  • Expedition rifts opened inside a Danger Zone are lawless.
  • Paladins can heal criminals and murderers here without being punished.
  • Monthly Challenge XP from kills is 25% lower inside.
  • Danger Zones affect rare loot: their treasure bonus applies there, and kills outside Danger Zones get −10%.

Bonuses

Each zone rolls one random bonus. Its strength is set by staff, up to the cap shown:

Bonus Effect Cap
XP More experience from kills +50%
Gold More gold in monster loot +50%
Treasure Bigger rare-loot treasure bonus (kill points and threshold) +50%
Power Scroll Hard+ monsters have a chance to drop a power scroll 5%
Paragon Higher chance for monsters to spawn as paragons +5%
Melee More melee damage to monsters +50%
Spell More spell damage to monsters +50%
Mining Chance for double harvest yield 15%
Luck Better magic item rolls +15%
Fortification Chance for your gear to avoid durability loss +15%