Guild War
In short: The Saturday siege of the guild map, 20:00-22:00: the pole, the gates, siege bombs, the prison, and the weekly prize.
When: every Saturday, 20:00-22:00 server time (Warsaw). Where: the Guild Map, reached through the Guild Admin in Twin City. Who: any member of any guild. You cannot enter without one. At stake: ownership of the Guild Map for the whole week -- a weekly payout for the owning guild's leader, a cut of every enemy's guild fund, and silver bled out of the defenders every time you swing at their pole.
Guild War is the server's one scheduled, guild-versus-guild event. For two hours on Saturday evening the Guild Map turns into a siege: everyone attacks everyone, the guild that batters down the central pole takes the map, and whoever holds it when the clock runs out keeps it until the next Saturday.
(On Aurenfall the war runs in one concentrated Saturday-evening window instead of the classic weekend-long affair -- with our population it is better that everyone fights at the same time.)
1. Getting in and out
- Guild Admin (Twin City, by the Guild Director's plaza) teleports guild members onto the war map, sells Siege Bombs, and will explain the rules on request.
- Gatekeeper (on the war map) sends you back to Twin City whenever you want to leave.
- Teleport scrolls do not work on the war map while the war is running. You leave through the Gatekeeper, by dying, or on foot.
- Conductress (six cells west of the pole) also takes you back to Twin City, so you do not have to cross the whole castle to find the door.
- Not in a guild? The Guild Director in Twin City will found or find you one -- see the guild guide.
The castle is a crossroads
Four stations stand by the entrance, and between them they are the fastest road to the four best hunting grounds on the server. Each is free, each takes one click, and each of those places has a station of its own that brings you straight back to the castle:
| Station | Takes you to | Levels |
|---|---|---|
| Adventure Zone | the Adventure Zone | 102-117 |
| Ice Crypt | the Ice Crypt | 122 |
| Sky Maze | the Sky Maze, first floor | 123-130 |
| Meteor Zone | the Meteor Zone | 100-110, and the richest rare stream in the game |
On foot those four are a long chain -- Far Canyon, then the Adventure Zone, then the crypt, then the maze. From the castle they are one step each, and the way back is one step too. You do not have to be at war to use them: the Guild Admin lets any guild member onto the map at any time of the week.
2. How the map is won
At the centre of the map stands the Guild Pole: a structure with 20,000,000 health.
- Every point of damage your guild deals to the pole is your guild's war score. Score is counted per GUILD, not per player, so twenty members chipping away beat one hero.
- A scoreboard is announced on the map every 30 seconds while the war runs, so you always know where you stand.
- When the pole falls, the guild with the highest score takes the map. The pole immediately refills, every score resets to zero, and the next round starts -- rounds repeat until the window closes.
- Whoever owns the map when the window closes keeps it for the week. The capture is announced to the whole server.
You cannot attack your own guild's pole, nor the pole of a guild you are allied with. Outside the war window the pole cannot be damaged at all.
Defending. The owning guild's leader can deposit silver into the pole as a repair fund (talk to the pole). While the fund lasts the pole heals itself -- 1 health per silver, up to 1,000 health every 10 seconds. A rich defender is genuinely harder to bring down, so raiders should expect to out-damage the repairs, not just out-last them.
3. The gates
Two great gates guard the approach, 10,000,000 health each.
- Weapons and spells wear a gate down. Every blow that lands on an enemy gate takes its damage off the gate's health, exactly as it would on the pole -- swords, arrows and spells all count, weapon procs go off on it, and the auto-attack keeps swinging. The same rules as the pole apply: the war must be running, you must be in a guild, and it cannot be your own guild's gate or an ally's. Gate damage earns no war score -- the pole is the objective; the gates are the way to it.
- A Siege Bomb costs 50,000 silver from the Guild Admin and deals 2,000,000 damage in one blast -- five bombs fell a gate on their own, and a bomb is still by far the fastest way through. Until its health runs out the gate is whole: it looks whole and it stops you. The blow that empties it brings the leaf down, from that moment anyone walks through, and the owners must pay for a new one.
- Using a bomb throws the bomber back to Twin City. That is the classic price of infiltration: somebody has to spend the trip, and the bomb is only consumed if it actually connects.
- A shut gate really is shut. You cannot walk past it and you cannot jump over it -- the whole jump is checked, not just where you land. Members of the owning guild (and its allies) pass through their own gates freely.
- The owning guild's deputies and leader can open and close their gates, and you can see which it is: an opened leaf stands aside exactly as a smashed one does, and everyone on the map is told when it is opened or closed. A gate left open lets anybody walk in, so open it only when your own people need the shortcut. The leader can re-lay a fallen gate for 1,000,000 silver from the guild fund.
4. Fighting on the war map
- The war map is a free-fire zone: you may attack anyone there regardless of the usual PK rules. (Your client still only sends attacks in PK mode, so switch to PK when you arrive.)
- Your own guildmates, your team, and allied guilds are protected -- you cannot hit them.
- No PK points, no flashing blue name. What happens on the war map stays there.
- Dying still hurts. Normal death consequences apply -- you drop loot and lose experience -- and on top of that you respawn in the war prison.
- The Warden in the prison releases inmates in waves: while the fighting lasts, only during the first five minutes of every ten. Outside the war he lets anyone out at once. Falling in battle therefore costs you real time on the field, which is exactly the point.
- Buffs work as everywhere else. Superman's damage multiplier applies to the pole too, so an XP-charged attacker is worth several ordinary ones -- bring your potency bar full.
5. What you get out of it
- Everyone who fought gets paid: when the window closes, every member of the guild holding the pole earns 100 CPs -- but only if you actually hit the pole during the war. Standing on the map earns nothing, and it is paid once per war, not once per captured round. You get it even if you have logged off by the time the siege ends.
- Weekly payout: the owning guild's leader collects 1,000 CPs from the Finance Officer in Twin City, once per week, Monday to Friday. (Not during the war itself -- collect your winnings before the next siege.)
- Live plunder: while you batter an OWNED pole, 1% of the damage you deal is paid to you in silver, drained straight out of the defending guild's fund. Attacking a rich guild pays as you fight.
- On capture: the winning guild loots 5% of the losing owner's guild fund.
- Donation credit: your hits on the pole also count toward your personal guild donation, so the siege raises your standing inside your own guild.
- The castle leader's aura: the leader of the guild holding the map wears a glowing aura wherever they go, so the whole realm can see who holds the castle. It moves with the castle -- take the map and it is yours, lose it and it goes out -- and it follows a leadership transfer. A leader who would rather go unnoticed can switch it off (and back on) at the Finance Officer.
6. A raider's checklist
- Be in a guild, and be online before 20:00 on Saturday.
- Buy Siege Bombs from the Guild Admin before you go in -- there is no shop on the war map.
- Bring potions. Death is cheap in points but expensive in time.
- Charge your XP (potency) bar before the round starts.
- Send bombers at ONE gate together -- four bombs, four trips home, and the rest of the raid finishes the last two million with their weapons; the gate falls and costs the defenders a million to re-lay.
- Keep hitting the pole even when another guild is ahead: the score is cumulative and only the moment the pole falls decides the round.
- If you own the map: keep silver in the pole's repair fund, keep the gates closed, and post defenders on the pole rather than at the gates.
How our version differs
Our siege follows the classic 5065 mechanics -- pole damage as score, rounds decided at the pole's death, prison respawn with pardon waves -- with these deliberate changes:
- The window is Saturday 20:00-22:00, not the classic Saturday-afternoon-to-Sunday-night marathon.
- Gates take weapon damage. Classic gates fell only to Siege Bombs; here every blow wears one down, and the bomb is the fast way rather than the only way.
- The weekly payout is 1,000 CPs (the classic 3,000 is far too rich for our economy).
- The 100-CP fighter's share is ours, not classic. Deliberately below what a DragonBall fetches (215): a window holds several rounds, so a richer share would make one Saturday worth more than a week of playing for a large guild.
- Capture loots 5% of the loser's guild fund (classic 10%), and the live drain is 1% of your pole damage (classic 2%).
- Deaths on the war map carry the full field consequences (drop and experience loss). Only the PK bookkeeping is switched off there.
Guild Stations and the in-client war HUD are not implemented yet.
Where to find them
| NPC | Where | Cell |
|---|---|---|
| Guild Admin | Twin City | 350, 337 |
| Guild Director | Twin City | 398, 392 |
| Gatekeeper | the Guild Map | 354, 345 |
| Conductress | Twin City | 435, 440 |
| Conductress | Desert City | 477, 630 |
| Conductress | Ape Mountain | 566, 622 |
| Adventure Zone | the Guild Map | 351, 330 |
| Ice Crypt | the Guild Map | 355, 338 |
| Sky Maze | the Guild Map | 339, 342 |
| Meteor Zone | the Guild Map | 347, 346 |