King of the Hill
In short: every Tuesday and Thursday at 20:00, the old river sanctuary opens and guilds fight over one altar. While one side stands on the hill it banks a second per second; the moment a second side steps in, nobody banks anything. Longest hold wins. Type
/hillto go.
The rule
There is one altar, a spoked stone platform on the far bank of the river, and a circle of ground around it fourteen paces wide. That circle is the hill.
- One side inside → that side is holding, and banks one second for every second it stands there.
- Two sides inside → the hill is contested and nobody banks anything until one of them is cleared off it.
- Nobody inside → the hill is idle.
So the altar is not a place to stand quietly. Somebody will come, and the moment they set foot in the circle your clock stops.
A side is your guild. If you have none, you are a side of your own — you can still hold the hill and still win, you simply do it alone.
Falling costs nothing
The sanctuary is a consequence-free ground, like the arena: no experience lost, no gear dropped, no PK points, and the client's PK mode does not matter. When you fall you are set back down on the ring you arrived on, twenty-five to forty-five paces out — and that walk back, while the other side banks seconds, is the entire cost of dying. That is the fight.
The altar and its eight spokes are solid stone, so there is cover in the middle of the circle. Use it.
Getting there
While a round is on: type /hill anywhere, or ask the Royal Herald in Twin City. You land somewhere on the ring around the altar — never on the hill itself, so nobody joins a fight by appearing in the middle of it. /hill again takes you home, and the end of the round sends everyone back to Twin City.
When, and what you win
Tuesday and Thursday at 20:00, for twenty minutes, with a five-minute warning across the realm. The standings are called out on the map every few minutes, and the Royal Herald will tell you who is holding at any time.
At the finish the side with the longest hold takes it:
- every one of its members who was there gets 150 CP — you do not have to have stood in the circle yourself. The people who spend the round driving the enemy off the altar never bank a second of their own, and they are the reason their side held it;
- the single player who stood in the circle longest also takes a DragonBall;
- and if the winning side is a guild, 500,000 silver goes into its fund — the prize the banner keeps, not just a row of private wallets.
The runner-up side is paid too: 50 CP to each of its members who came. Turning up against a stronger guild is still worth the twenty minutes.
One prize per person. Accounts that share a connection are treated as one player, so parking a second and third character in the circle earns nothing extra — you are paid once, for whichever of them stood there longest.
Worth knowing
- A round survives a server restart — the seconds already banked are remembered.
- There is no level requirement, but this is a PvP fight: bring friends rather than levels.
- The river splits the map in two. The altar is on the eastern bank, and everybody arrives on that side — the far bank is scenery.