The player's guide

Wars and conquest

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.

Land a guild can hold

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.

Built, still being tested
LandWhereGates
Sabuk ProvinceThe walled castle in the north of the province, between Serpent Valley and Zuma Province.Three: East, West and South Gate.
Sabuk KeepThe 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 CastleOut 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.

Who can take part

  • Only players in a guild. A player with no guild is never pulled into a war and carries on hunting on the ordinary map as if nothing were happening.
  • Land nobody holds can be fought for by every guild: its war is an open war.
  • Land a guild holds is fought for by exactly two guilds: the one that declared and the one that holds it.
Land wars only

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).

The War tab

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.

Built, still being tested
The guild window on its War tab: a line offering to declare war on Bichon Castle for 200,000 gold with a Declare button, Our wars listing Sabuk Province at war with 12 minutes left and 1,412 points, and Open wars listing Sabuk Keep, declared by Silver Lanterns, starting in 2 hours.
Standing on Bichon Castle, with a war going on Sabuk Province and an open war coming on Sabuk Keep.
PartWhat it does
The headerYour 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.
DeclareClick 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 warsEvery 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 warsEvery 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.
Declaring a war

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.

Built, still being tested
  1. Make sure your rank may declare wars and give up land. Only the leader can at first; the leader can give the right to other ranks in the guild window's Manage tab (see Guilds).
  2. Put at least 200,000 gold in the guild purse.
  3. Go to the land and stand anywhere on it.
  4. Open the guild window (G), choose War, press Declare, then press it again while it says Sure?
RuleNumber
Cost200,000 gold from the guild purse. Taken only once everything else has been checked, and not given back if the war is later called off.
NoticeThe war starts exactly 24 hours after it is declared, at whatever time of day that is.
Reminder10 minutes before the start, both guilds and everybody on the land are told again.
Length30 minutes.
Waiting warsA guild may have at most 3 declared wars waiting to start.
One at a timeA 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.
RestAfter a war ends, nobody can declare on that land for 24 hours.

Who is told

  • When land somebody holds is declared on: every online member of both guilds, and everyone standing on the land.
  • When land nobody holds is declared on: every player in a guild, because an open war is every guild's business.
  • From then on the War tab of both guilds counts down to the start, and the defender's Estate tab shows the war under the land.
Called off

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.

The war itself

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.

Built, still being tested
Red text at the top of the screen: WAR FOR SABUK PROVINCE - 12:30 LEFT, and ANYBODY IN ANOTHER GUILD MAY ATTACK YOU; under it in green, Your guild: 1,412, then Wolves of Ginko 1,690 and Ashen Vow 1,412.
Inside the war: the time left, the warning, your guild's points and the top guilds.
Orange text: A war is being fought for Sabuk Province. Only its guilds are in it.
On the ordinary map while a war is fought there.
Green text: Sabuk Province - held by Ashen Vow.
On land your guild holds, in peace. Somebody else's is grey.

Getting in and out

  • When the war starts, every member of a guild in it who is on the land is moved into the war, on the same spot.
  • Arriving on the land by any route while the war runs (a door, a teleport, a revive, logging in) puts you straight into the war at the spot you arrived on.
  • Leaving the map by any route takes you out of the war. Coming back puts you back in.
  • Nobody can be recalled into a war by a group or marriage recall.
  • Leaving your guild, being removed from it, or the guild disbanding moves you out at once. Joining a guild mid-war puts you in from your next arrival.

What changes inside

RuleIn a war
Who fightsAnybody in another guild may attack you, and you them. Your own guild never can. Peace mode does not protect you.
PK pointsA kill in the war costs no PK points and does not turn your name red.
Safe zonesThere are none. A town's safe ground is ordinary ground in the war.
Monsters, NPCs, shopsNone. The war is the guilds and their pets.
DroppingNothing can be dropped, and nothing falls from your bag when you die.
PetsCome in with you and fight, but score nothing.

Scoring

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.

Dying

  • The revive button waits 60 seconds. Press it early and you are told how many seconds are left.
  • Help does not wait: a guildmate's Resurrection or a Pill Of Reincarnation stands you up at once, so a guild that brings taoists and pills gets its people back sooner.
  • If nobody helps, you stand up by yourself when the 60 seconds are up, somewhere on the land inside the war, never beside your body and never in town.
  • You score nothing while you are dead.
Winning and losing

When the 30 minutes are up, the guild with the most points holds the land.

Built, still being tested
ResultWhat happens
One guild is aheadIt holds the land from that moment.
A tie, holder includedThe holder keeps it.
A tie on open landNobody holds it.
Nobody scoredNothing changes.
  • The result is announced to everybody online.
  • Everyone in the war goes back to the ordinary map on the spot where they stood. Anyone dead is stood up with half their health.
  • The land's 24-hour rest begins.
  • A war cannot be given up while it is being fought. The score decides it.
Turn up

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 Estate tab

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.

Built, still being tested
The guild window's Estate tab on its Castles section: Manage castle set to Sabuk Province, held for 6 days, with a Give up button and a red line saying Wolves of Ginko have declared war on it; below, the Doors page with Open all and Close all, and three gate cards side by side: East Gate open at 18,000 of 18,000 with Close, West Gate closed at 12,400 with Repair 5,600,000, and South Gate destroyed with Revive 18,000,000.
Castles: the land picked from Manage castle, on its Doors page.
The same land with its Tax page chosen: Tax 10%, 18,420 due at midnight, 1,264,300 in all, and two boxes, Tax guild members unticked and Tax non-members ticked.
The same land on its Tax page.
PartWhat it does
Manage castleWhich piece of land you are looking at. Click it for a list of every piece your guild holds.
Held forHow long your guild has held it.
The red lineOnly when a war has been declared on it: who declared, and how long until it starts.
Give upGives 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.
DoorsThe land's castle gates: their health, open or closed, and the buttons to work them (see Castle gates). Land with no gates says so.
GuardsNot in yet. The Hire and Dismiss buttons are greyed.
TaxThe 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 membersTicked, your own members pay the tax on what they earn here too. Off at first.
Tax non-membersTicked, everybody outside the guild pays it. On at first.
BenevolenceNot 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.

What holding land pays

Two things: a tax into the guild purse, and a bonus for your members while they stand on the land.

Built, still being tested

The tax

  • Monster gold. When somebody the land taxes kills a monster there, 10% of the gold it drops goes to the land and the rest drops as usual. No gold is made or lost: it is split.
  • Shop purchases. When somebody the land taxes buys from a shopkeeper on the land, 10% of the price goes to the land. The buyer pays the ordinary price; the share comes out of the shopkeeper's takings.
  • Not taxed: trade, the market, mail, gold piles on the floor, quest rewards and anything a script pays.
  • Paid at midnight. The tax collects on the land through the day and is paid, all of it, to whoever holds the land at midnight, with one line in the guild's journal. Win land in the afternoon and that whole day's tax is yours.
  • If the guild purse is full, what does not fit waits for the next midnight. Land nobody holds takes no tax.

The bonus

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.

Losing land without a war

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.

Castle gates

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.

Built, still being tested
GateWhereHealth
East Gate234, 12718,000
West Gate169, 19118,000
South Gate234, 19118,000

The Doors page

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.

ButtonWhat it does
Open allOpens every gate that is whole and standing, in one go. Greyed when there is none to open.
Close allCloses every open gate. Greyed when none is open.
OpenOpens one gate. Only a gate at full health can be opened.
CloseCloses one open gate.
RepairMends a damaged gate to full health, still closed. Costs 1,000 gold for each missing point of health, from the guild purse. Click twice.
ReviveStands 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.

At the gate

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.

The rules

  • The right to work the gates is Open, close, repair and revive the castle gates, the leader's alone until given to other ranks in Manage.
  • A gate can be hurt only during a war for its land, only while it is closed, and only by players (and their pets) outside the holding guild.
  • The war has its own copy of every gate, but they share one health. Damage done in the war shows on the ordinary map's gate as well.
  • A gate looks more broken as its health falls. A destroyed gate lies on the ground as a wreck and no longer blocks the way.
  • An open gate can be walked through and cannot be attacked. A guild that leaves its gates open when the war starts has let the attackers in.
  • Repair and revive are refused while a war on the land is running: the purse cannot be the wall. Opening and closing still work.
  • A gate pays nothing when it falls: no experience, no drop.
  • Every repair and revive is written in the guild's journal with its cost.

Sabuk Keep and Bichon Castle have no gates yet.

Creatures bigger than one cell

Some creatures are wider than one cell. A castle gate is the first: its body fills its whole doorway, three or four cells across.

Built, still being tested
  • Nothing can walk onto any cell of its body, and nothing can be pushed, pulled or swapped into it.
  • You can hit it from beside any cell it covers, not only the middle one, and spells reach it the same way.
  • A wide swing or a spell that covers several of its cells hits it once, not once per cell.
The rented guild hall

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.

Built, still being tested
PartWhat it does
Guild HallThe hall, with the map you arrive on at the right.
Upkeep1,000,000 gold every 7 days, from the guild purse.
RentBefore it is rented: rents it, taking the first week's 1,000,000 at once. Click twice.
TeleportOnce it is rented: takes you into your guild's hall. Free, for every member.
LeaveIn 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 renewingThe hall stays until the time already paid for runs out, then is let go. Nothing is refunded. Click twice.
Resume renewingChanges your mind, free, at any time before the hall goes.

Renting

  1. A rank that may rent the guild hall and stop its renewal (the leader, until given to others) opens the Estate tab.
  2. With 1,000,000 in the purse, press Rent, then Sure?
  3. Every online member is told, and every member's Estate tab now shows Teleport.

The rent

  • It renews by itself every 7 days, counted from when it was due, whether anybody is online or not.
  • 24 hours before the rent is due, if the purse cannot pay it, every member is told and the journal says so. If it still cannot pay, the hall is lost; rent it again, at the full price, once the guild has the money.
  • A guild rents one hall at a time. Disbanding ends the lease with nothing refunded.

Inside

  • Two maps, the courtyard and the ground floor, joined by a door. No monsters and no NPCs.
  • Nothing can be dropped on the floor.
  • Guild members cannot fight each other here.
  • A rank allowed to build can put houses down in the courtyard from the guild window's Build button (see Guilds).
  • A scroll home or a death takes you to the last town you stood in. Logging out and back in inside the hall puts you back in the hall.
  • If you leave the guild, or the lease ends, you are moved out (when a lease ends, after a 2-minute warning).

When the teleport is refused

  • While you are dead.
  • From inside a dungeon or a war: leave that first.
  • From a map that does not allow a scroll home.