Plunder
A 45-minute city window where abandoned houses can be robbed for a small share of stored gold, and gardens may be trampled, at the cost of honour.

Related in Automatic Events: How Automatic Events Work | Daily Bests | Restless Spirit | Corsair Invasion | Plunder
Plunder is a short city crisis. The guards of one settlement abandon their posts, and every house in that city suddenly becomes a target for thieves.
When it runs
- Plunder lasts 45 minutes.
- Exact weekdays and start times live on the Karadiyar Calendar.
- A global push notification and chat announcement name the threatened city when the event begins.
- On the world map, the target city shows a clear plunder signal so you can find it quickly.
Where it happens
Only one city is chosen each time:
- The city must be normal city geography.
- Illumara is never selected.
- The city must have player houses.
You must be physically in that city to attempt a robbery. Searching for loot elsewhere does nothing.
How to take part
There is no join button and no roster lock. Travel stays open for everyone.
- Travel to the announced plunder city.
- Open the City screen.
- Use the Plunder alert card and press Rob.
The card shows live numbers while the event runs: how many houses are there, how much gold sits in those houses, how much has already been stolen, how many attempts have been made, and how much time remains.
Costs and limits
Every robbery attempt costs 5 honour, whether you succeed or fail. Honour can go negative.
You also need:
- More than 20 health
- A finished personal cooldown of 5 minutes between attempts
Your own house is never chosen as a target.
What can happen
Each press of Rob picks a random house in the event city and resolves one of these outcomes:
- Caught: The owner is home and drives you off. You lose some health.
- Failed: You try to break in but leave empty-handed.
- Success: You steal a small portion of the gold stored in that house.
- Empty: You get inside, but the house has no gold left to take.
If the owner is home in the event city, robbery is much riskier and success is rare. If the owner is away, your chances improve, though failure is still common. Successful thefts never empty a rich house in one try; only a limited share of the stored gold can be taken.
Gardens and crops
Robbery is not only about gold. On Failed, Success, or Empty results (not when you are Caught), if the target house has farming plots there is a 50% chance the thieves trample a plant:
- One random crop that is still growing or needs water loses 10 plant health (never below 1).
- Crops that are already ready to harvest are not chosen for trampling.
- The robber sees which plant was damaged in the result text.
- Homeowners get a push notification for stolen gold, but not a separate alert for crop damage.
So a house with an empty gold stash can still lose garden health during the window.
Protecting your house
If your house is in the plundered city:
- Staying home makes it much harder for thieves to succeed.
- Moving gold out of the house before or during the window reduces what can be stolen.
- A successful theft sends you a push notification with the amount taken.
- If you have crops growing, expect possible trampling even when thieves fail to steal gold.
After the event
When the 45 minutes end, the guards return. Chat announces the total gold stolen during the window and names the player who lost the most. If nobody succeeded, a peaceful return message appears instead.
Tips
- Travel early once the alert fires; the city fills up fast.
- Do not attempt robbery while badly wounded. Getting caught can cost more health.
- Honour is the real price of every try. Plan how many attempts you can afford.
- Homeowners: if your city is chosen, either stay and defend or empty the house stash before thieves arrive. Check your farming plots after the event.
- Thieves: the live card tells you whether the city is still rich. If most gold is already gone, later attempts are less rewarding.
