78 events
Events
Between fights the map offers stops that are not fights: a campfire, an altar, a debtor, a puppy from the rift. The game files hold 93 event records under 78 names — several exist in one copy per hero rank — and they fall into two groups. Two dozen are written encounters with a scene, a prompt and choices whose outcomes are worth knowing before you pick; the rest are reward stops that hand you an item, a relic or a stat and need one line each. Both groups are below, with the game’s own wording for every choice and result.
Updated for patch 0.5.6
How many events does Guildrun have?
The game files hold 93 event records under 78 distinct names, because events like Find an Item and Train a Hero exist in one copy per rank. Twenty-four are written encounters with a scene and choices; the rest are reward stops that grant an item, a relic or a stat bonus.
Written encounters
Events with a scene and a decision. The outcome of each choice is on its page, in the game’s own wording.
The Curse of the KissYour guild wanders upon an ornate stone temple. The door to the temple is blocked by the weathered statue of a strange monster. The statue's true form has been lost to time, but its wide mouth and squat frame vaguely resemble that of a frog. The statue whispers something into the minds of your Heroes, not in language they recognize but in a wave of pure intention. "Kiss me. Free me."
The Fairy RingYour guild spots a ring of pulsing mushrooms in a clearing, each one as big as a bear. Spores roll off them in slow green waves. At the center, a slim rift hovers above a pile of treasures.
Three PathsA three-way fork in the road. To the left, a quiet meadow. To the middle, a chasm split with jagged pillars. To the right, a dark forest of bone-white trees.
The Rift PuppyAn adorable rift puppy is surrounded by hungry beasts. It pleads for help with beady, sad eyes.
Strange FruitsYour guild wanders into a large grove of colorful, alien fruits. Upon closer inspection, the fruits are warm to the touch and radiate large amounts of magical energy.
The NestA single egg, big as a barrel, rests in a nest of bones. Something glints inside the shell - an artifact, half-grown into its surface. The mother is nowhere in sight, but it can't be far.- Trial: RematchYour guild discovers a massive creature standing inside a canyon. Even from afar they can clearly recognize the very same {bossname} they defeated not long ago! There are sizzling runes etched around it in a circle.
The DebtorA faceless creature drifts towards your guild. It draws a scroll from its sleeve and unfurls it to reveal a mess of swirling, inky, alien runes. The runes thoughtfully re-arrange themselves into symbols your Heroes can recognize: "I have relic, if you have shard."- Crystalline PrisonThe path ahead is blocked by a large monster encased in crystal up to its neck. The crystals are draining its power, and it seems to take all of the monster's remaining energy to pry open a single eye to gaze sadly upon your Heroes. It seems harmless, and could use your help.
The Slumbering MonsterA giant beast snores away peacefully atop a hoard of precious items it has collected over the eons. Its nostrils bellow smoke with each exhale.- Trial: DemolitionYour guild spots an energy field surrounding a single armored turtle. It's protecting a pile of Shards. It doesn't seem very threatening, but its shell looks incredibly sturdy.
The Ringing FallA majestic waterfall appears before your guild. A high-pitched ringing sound pierces through the crashing water every 15 seconds like clockwork. It seems to be coming from behind the waterfall.
The Void BeastAn ancient being materializes in front of your guild. It hungers not for flesh or Shards, but memories. It conjures 3 long-lost relics before your guild, and offers them in exchange for a bite of remembrance.
The Campfire2 versionsYour guild gathers around the campfire, and your Heroes enjoy a rare moment of calm.
Trial: Single CombatYour guild crests a hill and notices an energy field containing a single monster waiting in the valley below, standing triumphantly over a pile of treasure.
The Reflecting PoolYour Heroes stumble upon a whisper-still pool of bright blue water in a glade. As they gaze into it, its perfectly mirrored surface begins to ripple and swirl with reflections of the past. An object shimmers at the water's surface.- Trial: EnduranceYour guild turns a corner and notices an energy field surrounding a small army of mushroom monsters. They are guarding a pile of Shards, and seem to be surrounded by an impenetrable shield.
- The Well of TemptationsYour Heroes find themselves drawn towards the edge of an old well, the stone worn smooth by age. The water below seems tempting; the deeper they look, the brighter it shines.
The Guild BannerYour guild catches a break between fights. Talk drifts to the guild's banner, which needs a design to be submitted to The Department of Guild Affairs by tomorrow. Each Hero has their own opinion on which design they should choose for the banner.- The Three UrnsYour guild discovers a mausoleum. Once inside, they notice a reliquary with three open urns sitting atop it. As your guild approaches the urns, they slam shut and shuffle themselves, as though guided by the hand of some far-off swindler.
The Etched PathYour guild decides to investigate a crumbling ruin. Inside, they find an ancient map carved directly into its walls. It points to treasures in four different directions.
Find an Item7 versionsGet a common item that increases Max HP.
Train a Hero8 versions
Express DeliveryA figure in a dark uniform skids out of a portal, parcel tucked under one arm. He lands beside your guild, already producing a clipboard.
Reward stops
54 events that hand you something and move on. Full effect text below — no page needed for one line.
| Event | Effect | Choices |
|---|---|---|
| Starter Kit | A clerk from the Department of Guild Affairs leans through the rift's threshold, parcel in hand. She waves your guild over and hands them the parcel before vanishing back to the other side. | — |
| The Abandoned Camp | A camp left behind by an unsuccessful guild, abandoned in a hurry. They didn't die here, but they did leave something useful behind. | — |
| Rest | Your guild finds a secluded location to rest and recover before the next fight. | 1 |
| S-Rank Hero | Get a random S-Rank Hero from one of your 3 most-played classes. | 2 |
| The Fallen Beast | A long-dead beast lies sprawled across the path, swallowed by vines. Its armor is still intact. | — |
| The Altar | A stone altar, mostly reclaimed by moss. Something gleams at its base. | — |
| Retrain | Retrain an upgrade on one of your Heroes. | 1 |
| Choose a Rare Relic | Choose a Rare Relic | 3 |
| Choose an Epic Item | Choose an Epic item. | 3 |
| A Pile of Shards | You found {amount} Shards in a pile by the river. | — |
| Mine Shards | Your guild finds a large node of glowing Shards. | — |
| Random Epic Relic | Get a random epic relic. | 1 |
| Attack Speed Boost | Permanently increase a Hero's Attack Speed by {amount}. | — |
| Increase Endless Score | Increase your endless mode score by 1. | 1 |
| Mana Regen Boost | Permanently increase a Hero's Mana Regen by {amount}. | — |
| Max HP Boost | Permanently increase a Hero's Max HP by {amount}. | — |
| Attack Boost | Permanently increase a Hero's Attack by {amount}. | — |
| Crit Boost | Permanently increase a Hero's Crit by {amount}. | — |
| Defense Boost | Permanently increase a Hero's Defense by {amount}. | — |
| HP/S Boost | Permanently increase a Hero's HP/S by {amount}. | — |
| Magic Boost | Permanently increase a Hero's Magic by {amount}. | — |
| Omnivamp Boost | Permanently increase a Hero's Omnivamp by {amount}. | — |
| 2x Common Items | — | — |
| A Heap of Shards | — | — |
| A Hoard of Shards | — | — |
| A-Rank Hero | — | — |
| B-Rank Hero | — | — |
| C-Rank Hero | — | — |
| Extra Large Stat Bonus | — | — |
| Get 2 Rare Items | — | — |
| Large Stat Bonus | — | — |
| Medium Attack Bonus | — | — |
| Medium Attack Speed Bonus | — | — |
| Medium Crit Bonus | — | — |
| Medium Defense Bonus | — | — |
| Medium Magic Bonus | — | — |
| Medium Mana Regen Bonus | — | — |
| Medium Max HP Bonus | — | — |
| Medium Stat Bonus | — | — |
| One-Time Hero Discount | — | — |
| One-Time Relic Discount | — | — |
| Random Re-Roll (re-do to spec re roll) | — | — |
| Random Relic | — | — |
| Rank Up (B or Re-Roll | — | — |
| Rank Up (C) or Re-Roll | — | — |
| Rare Attack Item | — | — |
| Rare Attack Speed Item | — | — |
| Rare Crit Item | — | — |
| Rare Defense Item | — | — |
| Rare Magic Item | — | — |
| Rare Mana Regen Item | — | — |
| Rare Max HP Item | — | — |
| Specific Relic | — | — |
| Temporary Boost | — | — |
How to play the map
- Read the crossroads line before you commit. The map tells you what kind of stop it is — an offensive item, a relic, a rank up — before you walk in, and that is the only information you get for free.
- Reward stops are not equal. A rare item and an epic relic are both one stop, but the relic changes every fight that follows while the item changes one hero.
- Events that offer a rank up beat events that offer stats on early floors, because a rank carries its own modifier pool with it.
- Some events start a fight. Survival, duel and damage-check events put a board in front of you, and the board is scaled to the floor you met them on.
- The written encounters are worth reading once outside the run. Several hide a cost in the outcome text that the prompt does not mention.