World Event Response Missions
Response Missions let a Hero act on five temporary World Event families:
- Caravan Trade Incident;
- Elemental Disturbance;
- Ancient Knowledge;
- Fortune & Lost Treasure;
- Resource Rush.
You can start the matching Mission from the horse action on an Intel-backed Event card or beside Reconnaissance on a public Rumor card. The Hero picker shows eligible free resident Heroes and the authoritative round-trip timing. Auto-repeat is unavailable.
Cost and Timing
Every Response Mission reserves a 25 Gold cost. The four original families have 30 minutes of base field work; Resource Rush has 120 minutes. Travel time is added in both directions. The Hero's relevant performance skill can shorten field work:
| Mission | Performance skill |
|---|---|
| Caravan Trade Incident | Strength |
| Elemental Disturbance | Resilience |
| Ancient Knowledge | Intelligence |
| Fortune & Lost Treasure | Luck |
| Resource Rush | Strength |
Arrival at the Target
The Event is not reserved while the Hero travels. On arrival, the Mission checks the target again.
- If the Event is still available, the Mission captures it, spends the 25 Gold, performs the field work, and returns with the resolved result.
- If another Mission has already claimed the Event or it is no longer available, the Hero returns immediately. The 25 Gold is not spent and comes home with the Hero.
- If a Rumor reported false coordinates, the original four families still spend the 25 Gold but find no result or progression before returning. Resource Rush instead returns the Gold without progression.
Resource Rush also checks the Hero's Material Carrying Limit at arrival. An underqualified Hero returns without spending Gold or receiving progression, and the Event remains available. A qualifying Hero completes the Event after the Material result is secured, before returning home.
A Rumor expedition creates Intel when it reaches the reported place and finds the Event there. The applicable map view can then replace that Rumor with the known Event. A completed Event is removed from active play after the successful Hero returns.
Successful Results
| Mission | Result |
|---|---|
| Caravan Trade Incident | 100–500 Gold |
| Ancient Knowledge | 5–15 Uncommon Hero XP Scrolls |
| Fortune & Lost Treasure | 20–70 Lucky Coins |
| Elemental Disturbance | up to 150 matching Elementals, limited by what the Hero can control and what the Home Land Vessel can store |
| Resource Rush | 50–100 of the revealed Food, Wood, Stone, or Iron, limited by Hero carrying and Home Land Warehouse capacity |
Coins return to the Profile Treasury. Uncommon Hero XP Scrolls return to the launch-time Home Land. Elementals go into that Land's matching Vessel; any amount beyond the Vessel's available capacity disperses. Resource Rush Materials go to the launch-time Home Land. The Warehouse has an independent capacity for each Material, and any amount beyond current available capacity is lost.
The Mission reports its actual result after the Hero returns, drops off the applicable cargo, and becomes available again.
For the difference among the target, its public report, and what your civilization knows, see World Events, Rumors & Intel. For a knowledge-only expedition, see Rumor Reconnaissance. For Resource Rush qualification, carrying, capacity, and Warehouse upgrades, see Materials, Resource Rush & Warehouse.