Guild War
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.
- Not in a guild? The Guild Director in Twin City will found or find you one -- see the guild guide.
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 cannot scratch a gate. Swords, spells, arrows -- nothing. The only thing that hurts a gate is a Siege Bomb.
- A Siege Bomb costs 50,000 silver from the Guild Admin and deals 2,000,000 damage, so four bombs bring down an untouched gate. A damaged gate visibly cracks as it nears collapse.
- 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.
- Members of the owning guild can walk through their own gates.
- The owning guild's deputies and leader can open and close their gates; the leader can re-lay a fallen gate for 100,000 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
- Weekly payout: the owning guild's leader collects 1,000 CPs from the Finance Officer on the war map, 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.
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, then the whole guild pours in.
- 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, bomb-only gates, prison respawn with pardon waves -- with four deliberate changes:
- The window is Saturday 20:00-22:00, not the classic Saturday-afternoon-to-Sunday-night marathon.
- The weekly payout is 1,000 CPs (the classic 3,000 is far too rich for our economy).
- 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.