Oramond Factory Raids

The three raids deep in the factory challenges to the most seasoned adventurers.
The factory raids consists of three spawns, the east (Minotaurs), the south (Mechanical Creatures) and the west (Wild Life) raids. Players can control which raid which gets activated more often by voting at the Magistrate NPC Marvin (see Rathleton Quest). The raids occur once every hour starting synchronized with the Server Save, causing its respective creatures and boss to spawn. The creatures will spawn in several waves for 45 minutes, but they disappear some time afterwards. The bosses, however, do not disappear after spawning unless they get killed, even if another raid gets activated. Keep in mind that the raids can happen while there are players inside the spawn, which can be very dangerous.
== East Raid - Minotaurs ==
The east raid consists of high tier minotaurs. The special thing about this raid is that the minotaurs are virtually invincible when in proximity to the Minotaur Totems, which spawns in random locations throughout the east cave. The player must kill the minotaurs away from these and must make sure that they do not get trapped by the monsters next to a totem since it almost always results in a death. Furthermore, the Glooth Powered Minotaur are also invincible, and must be lured onto Glooth Extractors to be transformed into Depowered Minotaurs. The raid boss is the Moohtant Wallbreaker, which slows moves towards the entrance and must be killed before it reaches the wall, when it explodes. 
== South Raid - Mechanical Creatures ==
The south raid consists of several mechanical creatures. When the raid is active you'll also see Glooth Battery and its boss, the Glooth Bomb. The static buildings use a large Area of Effect spell which deals massive damage (up to 700). It is not uncommon even for high level players to get killed instantly when being hit by more than one Glooth Battery and the surrounding creatures. Most effectively hunted with a mix of Great Fireball Runes and Thunderstorm Runes. However it is quite a bit harder than the other two options, caution is advised.
== West Raid - Wild Life ==
The west raid consists of several animal creatures. This raid differs from the other two in that there is always monsters spawning inside, however when the raid is active there will be massive amounts of Glooth Anemone spawning and "holes" around which monsters will spawn in larger numbers. Mages are advised to hunt in this raid with earth protection equipment, along with Great Fireball Runes and Avalanche Runes depending on the monster composition you are facing each pull. The raid boss, Tremor Worm, doesn't do too much damage but has a lot of health and teleports around the room, requiring a well prepared team to defeat it.