Land your guild can fight for and hold, the war that decides it, what holding it pays, the gates you defend it with, and the hall your guild can rent.
Some maps are land: a guild can declare war on them, fight for them, and hold them. Holding land pays the guild a tax on the gold earned there, and gives its members a bonus while they stand on it.
| Land | Where | Gates |
|---|---|---|
| Sabuk Province | The walled castle in the north of the province, between Serpent Valley and Zuma Province. | Three: East, West and South Gate. |
| Sabuk Keep | The old castle, through the gates of Bichon Town and Banya Village. Once you have been, the teleport stones take you back for 10,000 gold (see Maps and travel). | None yet. |
| Bichon Castle | Out of Bichon Town. Once you have been, the teleport stones take you there for 10,000 gold from level 45. | None yet. |
Each of the three takes a 10% tax and gives its holders +10% experience, +10% drop rate and +10% gold while they stand on it. A guild can hold any number of pieces of land at once.
There is no separate guild-against-guild war that runs anywhere on the map. Guilds fight each other over land, in the war for that land, and nowhere else unless your attack mode says so (see Combat, PK and death).
Press G for the guild window and choose War. It lists every war your guild is in, every open war on the server, and, while you stand on land, the button that declares war on it.
| Part | What it does |
|---|---|
| The header | Your guild's name, level and rates, members and purse. The same on every tab. |
| Declare war on… | Only while you stand on land. Says what a war costs from the guild purse and how long until it would start. Away from land the line says Stand on a piece of land to declare war on it. |
| Declare | Click once and it turns into Sure? 200,000 for three seconds; click again to declare. If the war would be refused, the button is greyed and its tooltip says why: your rank may not, the land is yours, a war is already declared, and so on. |
| Our wars | Every war your guild declared or is defending: the land, who against whom, and either Starts in… or, while it is being fought, At war with the time left and your guild's points, in red. |
| Open wars | Every war on land nobody holds, from anywhere on the server. Any guild may fight in these, so this is where you find land worth joining for. |
A war is declared by somebody standing on the land, it costs the guild 200,000 gold, and it starts a full day later so the other side has time to gather.
| Rule | Number |
|---|---|
| Cost | 200,000 gold from the guild purse. Taken only once everything else has been checked, and not given back if the war is later called off. |
| Notice | The war starts exactly 24 hours after it is declared, at whatever time of day that is. |
| Reminder | 10 minutes before the start, both guilds and everybody on the land are told again. |
| Length | 30 minutes. |
| Waiting wars | A guild may have at most 3 declared wars waiting to start. |
| One at a time | A piece of land has at most one war declared or running. If that war is open, your guild need not declare: it can simply join. |
| Rest | After a war ends, nobody can declare on that land for 24 hours. |
If the declaring guild disbands before its war starts, the war is called off and the 200,000 is gone. If the holder disbands, its land is nobody's and the war becomes open to every guild when it starts.
A war is fought in a copy of the land that only the guilds in it can enter. The ordinary map carries on beside it, with its monsters, shops and hunters.
| Rule | In a war |
|---|---|
| Who fights | Anybody in another guild may attack you, and you them. Your own guild never can. Peace mode does not protect you. |
| PK points | A kill in the war costs no PK points and does not turn your name red. |
| Safe zones | There are none. A town's safe ground is ordinary ground in the war. |
| Monsters, NPCs, shops | None. The war is the guilds and their pets. |
| Dropping | Nothing can be dropped, and nothing falls from your bag when you die. |
| Pets | Come in with you and fight, but score nothing. |
Every second, each member of a guild in the war who is inside and alive earns their guild 1 point. Standing still counts: being there and alive is all it takes. The score at the top of the screen is updated every 5 seconds and lists the top 5 guilds, with your own guild's points always shown above them.
When the 30 minutes are up, the guild with the most points holds the land.
| Result | What happens |
|---|---|
| One guild is ahead | It holds the land from that moment. |
| A tie, holder included | The holder keeps it. |
| A tie on open land | Nobody holds it. |
| Nobody scored | Nothing changes. |
If the holder sends nobody, a single point from the challenger takes the land. The day's notice is there so that holding it is your choice.
The guild window's Estate tab (G) is everything the guild holds, in three sections: Rentals (its rented hall), Islands (see Islands) and Castles, the land it has won. Castles shows one piece of land at a time: pick it from Manage castle at the top, and its controls are underneath, with four pages: Doors, Guards, Tax and Benevolence.
| Part | What it does |
|---|---|
| Manage castle | Which piece of land you are looking at. Click it for a list of every piece your guild holds. |
| Held for | How long your guild has held it. |
| The red line | Only when a war has been declared on it: who declared, and how long until it starts. |
| Give up | Gives the land away to nobody. Click twice (it asks Sure?). Needs the rank that may declare wars and give up land. Its 24-hour rest does not start, so any guild may declare on it at once. Not while its own war is being fought. |
| Doors | The land's castle gates: their health, open or closed, and the buttons to work them (see Castle gates). Land with no gates says so. |
| Guards | Not in yet. The Hire and Dismiss buttons are greyed. |
| Tax | The land's tax rate, the tax waiting to be paid at midnight, and all the tax it has ever paid your guild; and who it taxes (below). |
| Tax guild members | Ticked, your own members pay the tax on what they earn here too. Off at first. |
| Tax non-members | Ticked, everybody outside the guild pays it. On at first. |
| Benevolence | Not in yet: one day a guild will spend gold here to bless its land for everyone who comes. |
Every member can see both tick boxes. Only a rank that may declare wars and give up land can change them; for anyone else they are greyed. A change takes effect on the next gold earned and is written in the guild's journal with who made it. When land changes hands, both boxes go back to how they started.
Two things: a tax into the guild purse, and a bonus for your members while they stand on the land.
While a member stands on land their guild holds, they have the Estate buff: +10% experience, +10% drop rate and +10% gold. It appears on your buff bar as soon as you arrive, goes the moment you leave, and moves to the new holders the moment land changes hands.
A guild loses all its land if it disbands, and loses one piece if its leader gives it up. Nothing else takes land away but a war.
Sabuk Province's castle has three gates, and they belong to whichever guild holds the land. Shut, they close the castle: with all three shut, nobody outside the walls can walk in. They never heal by themselves, and only the guild purse mends them.
| Gate | Where | Health |
|---|---|---|
| East Gate | 234, 127 | 18,000 |
| West Gate | 169, 191 | 18,000 |
| South Gate | 234, 191 | 18,000 |
On the land's Doors page in the Estate tab's Castles section (pictured above). The gates are cards, three to a row: each one's name and where it stands, whether it is Open, Closed or Destroyed, its health bar, and the buttons it allows. A rank without the right to work the gates sees the cards with no buttons; the leader can allow it in Manage. While a war is being fought on the land, Repair and Revive are greyed, with the reason in red on the card.
| Button | What it does |
|---|---|
| Open all | Opens every gate that is whole and standing, in one go. Greyed when there is none to open. |
| Close all | Closes every open gate. Greyed when none is open. |
| Open | Opens one gate. Only a gate at full health can be opened. |
| Close | Closes one open gate. |
| Repair | Mends a damaged gate to full health, still closed. Costs 1,000 gold for each missing point of health, from the guild purse. Click twice. |
| Revive | Stands a destroyed gate back up, closed and at full health. Costs 1,000 gold for every point of its health: 18,000,000 for one of Sabuk Province's gates. Click twice. |
A member who may work the gates can also click a gate itself, from no more than 4 cells away, to open or shut it. The buttons and the clicks share one pause: the land's gates can be worked once every 1.5 seconds, whoever does it, so a gate cannot be flicked open and shut on somebody standing in it.
Sabuk Keep and Bichon Castle have no gates yet.
Some creatures are wider than one cell. A castle gate is the first: its body fills its whole doorway, three or four cells across.
A guild that pays rent has a place of its own: a courtyard and the building beside it, in a copy only its members can enter. Nobody fights for it and nobody can take it. It is in the Rentals section of the Estate tab.
| Part | What it does |
|---|---|
| Guild Hall | The hall, with the map you arrive on at the right. |
| Upkeep | 1,000,000 gold every 7 days, from the guild purse. |
| Rent | Before it is rented: rents it, taking the first week's 1,000,000 at once. Click twice. |
| Teleport | Once it is rented: takes you into your guild's hall. Free, for every member. |
| Leave | In place of Teleport while you are inside: takes you back to the spot you left from. |
| Renews in… | When the next week's rent is due, and how much the guild has paid in all. Turns red, saying how much the purse is short, when it cannot pay. |
| Stop renewing | The hall stays until the time already paid for runs out, then is let go. Nothing is refunded. Click twice. |
| Resume renewing | Changes your mind, free, at any time before the hall goes. |