Bell Waves

Brandrgarde answers every attempt to ring out. These are the waves it sends — when the warning fires, when the monsters actually land, and what has to be true for each one to pick your team.

How the bell works

Ring the Bell of Return to consume 1 Soul of Return to escape the dungeon and return to the camp. Doing so is what draws the waves below: the game ranks every team by how much Soul of Return it has picked up and works down that list, so the team closest to leaving is the first one a wave looks at.

  • A team is skipped once it holds at least one Soul of Return per living member — the waves chase teams that are still short.
  • Waves only ever spawn at anchors outside the fog, never inside it. Brandrgarde has 1,337 of them, and you can see every one on the interactive map.
  • Each row's timer is the raid clock. The warning comes at the start of the window; the monsters arrive at some moment inside it, so the window is your reaction time, not a delay.

Brandrgarde North · Day

7:50Wave 1
9:50Wave 2
12:20Wave 3
15:20Wave 4
17:50Wave 5
19:35Wave 6

Brandrgarde North · Night

This stage carries 2 server-side wave configurations, but they currently run the same schedule — so it doesn't matter which one your raid draws.

7:50Wave 1

One of these 2 fires, drawn at random:

9:50Wave 2

One of these 2 fires, drawn at random:

12:20Wave 3

One of these 2 fires, drawn at random:

  • 60%Nothing spawnsStandardlands by 12:40
  • 40%1× Returner WoodlingStandardlands by 12:40
15:20Wave 4
19:35Wave 5

Brandrgarde South · Day

This stage carries 2 server-side wave configurations, but they currently run the same schedule — so it doesn't matter which one your raid draws.

7:50Wave 1
9:50Wave 2
12:20Wave 3
15:20Wave 4
17:50Wave 5
19:35Wave 6

Brandrgarde South · Day (new-player matches)

4:50Wave 1
9:50Wave 2
12:20Wave 3
15:20Wave 4
17:50Wave 5
19:35Wave 6

Brandrgarde South · Night

This stage carries 2 server-side wave configurations, but they currently run the same schedule — so it doesn't matter which one your raid draws.

7:50Wave 1

One of these 2 fires, drawn at random:

9:50Wave 2

One of these 2 fires, drawn at random:

12:20Wave 3

One of these 2 fires, drawn at random:

  • 60%Nothing spawnsStandardlands by 12:40
  • 40%1× Returner WoodlingStandardlands by 12:40
15:20Wave 4
19:35Wave 5

Wave types

Every wave runs one of these placement rules. They differ in how close to you the game is willing to put the spawn.

Assisted II50 m search radius
Targets a team directly, spawning at an anchor within reach of one of its members — the widest search of the three.
Assisted III30 m search radius
Targets a team directly, spawning at an anchor within reach of one of its members — at most one spawn per team per wave, then it falls back to random safe-area anchors.
Balanced
Places the wave at a measured distance from the team rather than on top of it, using the spacing bands in the balance table.
Balanced II
Same distance-band placement as Balanced, but it also keeps its distance from every other team on the map, and won't pick the same team twice in a raid.
Standard8 m search radius
Picks free anchors anywhere in the safe area, then fills out each pick with any other anchors inside its search radius.