Town Control¶
A team PvP event fought in the streets of Lyonspyre itself - among the townsfolk, the vendors, and anyone going about their day. Two teams chase a roaming hill around town for ten minutes; the highest score takes the match.
How to play¶
Type [tc join from anywhere - the field, the bank, even a dungeon
mid-farm - or double-click the purple Battle Stone to sign up on the
spot (double-click again to withdraw). Town Control also lives in the
Battle Hub (the Battle top-bar button or [arena): pick TOWN CONTROL for queue
join/leave/start buttons, the live queue count, queued player names, and your match history. The queue fills until someone
calls the fight with [tc start: teams are randomized and split as
evenly as possible (with an odd count, one team fields an extra), and
you are summoned to your team's base with whatever gear you are
carrying. From the moment you are summoned - countdown included -
Recall, Gate, and Mark are sealed until the match ends. When it does,
you are returned to the exact spot you queued from.
| Command | Effect |
|---|---|
[tc join |
Sign up from anywhere |
[tc leave |
Withdraw from the queue |
[tc start |
Start the match with everyone queued |
[tc stop |
End the running match now (scores decide the winner) |
[tc score |
Current score while in a match |
[tc |
Queue status |
[tc start and [tc stop are open to everyone.
The rules of the fight¶
Teams¶
- Everyone fights on the same template. The moment you are summoned, every skill is set to 100 and your stats to 100 Strength, 100 Intelligence, and 25 Dexterity for the duration of the match. Your own skills and stats come back exactly as they were when the match ends (or when you drop out of it). Gear is still whatever you brought, and on top of it every fighter is handed a match kit: ten of each potion (greater heal, greater cure, total refresh, greater strength, greater agility, greater explosion, greater poison, night sight), a halberd, an axe, a katana, a viking sword, a bow and a heavy crossbow with 200 arrows and 200 bolts. The kit is blessed, stays with you through respawns, and is collected the moment you leave the match, so there is no need to pull anything from the coffer before you queue.
- Two teams: Crimson and Azure. Enemies show orange, teammates green, and to everyone NOT in the event, participants show yellow - the mark of someone in the war, who cannot be touched and cannot touch you.
- Nobody bodyblocks the battle. Participants and non-participants walk straight through each other - any stamina, no shove, no cost. Blocking a doorway against the enemy TEAM still works; that is tactics.
The hill¶
- One hill at a time. A glowing ring ignites at one of several known spots, drawn right on the ground. Everyone nearby sees it, and everyone sees the same progress: arrive halfway through a capture and the ring shows its current fill.
- Stand it alone to take it. While only your team stands inside, the zone fills toward capture: 30 seconds of sole presence captures the hill for 100 points. If both teams are inside, progress freezes until the fight settles it. If your team steps out (or dies off it), your banked progress slowly drains away - so a 25-second hold is not lost to one bad moment, but you cannot nibble at a capture either.
- The ring tells you who owns the progress. A fresh, unclaimed zone glows gold, Crimson progress is red, and Azure progress is blue. The ring expands while a team builds its hold. If everyone steps out, it keeps that team's color and smoothly collapses as the banked progress drains. If both teams contest the point, its current size and owner color freeze until the fight settles. Capture rings keep a steady glow, so every movement means real progress.
- Flipping a hill takes real work. If the other team banked progress before you drove them off, standing the hill alone first drains their meter, one second per second, shown in their color shrinking. Only when their hold is broken does the ring flip to your color and your own capture clock start. A 15-second enemy hold costs you 15 seconds of demolition before your 30 begin.
- Then it moves. The moment a hill is captured it goes dark, and a few seconds later a new one ignites at a different spot - the shout tells you where, and the race is on. Eight spots are in the rotation: the Raider Camp, the South Caves, Rat Island, the Moongate, the South East Docks, the Town Center, the Docks, and the Warriors Guild.
- The world map pings the active hill. While a hill burns, every participant gets a marker on the World Map (and the edge arrow) at the live zone, named for the spot. It clears between hills and hands the marker back to your tracked quest when the match ends.
Bases, entry, and death¶
- You stage in a walled team base. When the match forms, both teams are summoned into their own base room. The battle gate on the dais stays cold until the fight begins - nobody enters town early. When the match starts, step on the gate to open a full overview of the battlefield. Pick Moongate, Healer, Rat House, West Crossroads, or East Docks by clicking its map marker or route card. A pulsing ring shows where the current hill is burning before you commit to an entry.
- Death costs you nothing. Your character plays the full death animation and leaves a body where they fell, but no equipment or backpack items are dropped. A moment later you return to your team base alive, fully equipped, and at full health, mana, and stamina. Wait out the short cooldown (30 seconds), then step through your base gate and pick your re-entry point.
- Bring almost nothing. Scrolls are sealed, spells cast without needing or consuming reagents, and bandages work without being used up - one bandage in the pack is all any build needs. Potions follow their own rules: heal, cure, and refresh potions drink freely and are never consumed (carry one of each and it lasts the whole match), while strength and agility potions work but are consumed normally. Every other potion (explosion, poison, invisibility, and the rest) stays sealed.
Scoring¶
- Captures award 100 points to the team that takes the hill.
- Kills award 10 points to the slayer's team.
- Highest score after 10 minutes wins. A tie is a draw.
- The match rides with you on screen. A compact battle HUD sits in the corner for the whole match: the countdown clock, the live score, the burning hill's name, and its capture meter in the capping team's color. It cannot be closed while the battle runs; it leaves on its own at the end. A capture sounds a fanfare.
- A scoreboard closes the show, and it keeps. When time is called, every fighter gets the full accounting: winner, final score, and a ranked table of kills, deaths, damage dealt, healing done, captures stood, and points earned. Click any column header to sort the board by that stat (click again to flip the direction). The scoreboard is saved: your last 100 matches live in the Arena panel's HISTORY tab, and clicking a Town Control row there reopens its full scoreboard any time.
What is (and is not) allowed¶
- Fights between participants are completely consequence-free: no criminal flags, no murder counts, and the town guard looks the other way - murderers can queue and fight in town safely for the duration.
- For the whole match you count as engaged in PvP, even before your first attack: PvM-only talents, automation, and progression conveniences are suspended from start to finish.
- Friendly fire is impossible. You cannot attack a teammate at all, anywhere on the map - the swing or spell simply refuses.
- Outsiders cannot interfere. A player who is not in the match cannot heal, buff, or attack a participant, and participants cannot touch outsiders. Your fight is with the other team only.
- Participants cast freely in town (the usual town casting limits are lifted for them). Recall, Gate, and Mark remain sealed, but the short-range Teleport spell works as long as its destination stays inside the battlefield. The battlefield also has a hard edge: try to step past it in any direction and you are stopped in your tracks ("The battle's edge holds you back!").
- Pets and summons fight with you and inherit your team's colors and rules.
Rewards¶
Every finished match pays a gold purse, as long as at least 4 players were seated when it ended (a 2 or 3 seat match earns standings and achievement progress, but no gold):
| Result | Purse |
|---|---|
| Winning team | 5,000 gold each |
| Losing team | 1,500 gold each |
| Draw | 2,500 gold each |
Town Control also has its own achievement ladder paying Achievement
Points, under the Town Control category in [achievements:
| Achievement | Requirement | AP |
|---|---|---|
| Answer the Call | Fight one match to the final bell | 50 |
| Regular of the Ranks | Fight 10 matches | 100 |
| Veteran of the Streets | Fight 50 matches | 200 |
| A Hundred Battles | Fight 100 matches | 300 |
| Never Misses a Bell | Fight 250 matches | 500 |
| Take the Town | Win your first match | 100 |
| Town Boss | Win 10 matches | 250 |
| Warlord of Lyonspyre | Win 50 matches | 500 |
| Sovereign of Lyonspyre | Win 100 matches | 750 |
| King of Every Hill | 25 lifetime hill captures | 200 |
| Hill Warden | 100 lifetime hill captures | 350 |
| Master of the Hills | 250 lifetime hill captures | 500 |
| Street Sweeper | 100 lifetime kills | 250 |
| Bane of the Banners | 250 lifetime kills | 350 |
| A Thousand Blades | 1,000 lifetime kills | 750 |
| Untouched Crown | Win a 4+ player match without dying | 150 |
When a match ends, the winning team is announced to everyone online.
Standings¶
Match victories appear on the public Town Control Wins leaderboard
([lb). Your lifetime points (captures you stood plus kill points) are
tracked on your profile.