Clan System
Basics
All clans depend on one commodity, Jewels. Jewels are used to pay the lease for the clan hall, to hire guards and to rent
all extensions the clan desires. Jewels can be found in special rooms that are easy to recognize by the blue pedestal they
contain. Any blue pedestal might hold Jewels. Anyone can obtain Jewels, but unless properly stored, they deteriorate very
fast. Storing Jewels in a clan vault keeps them fresh.
If two clans are at war, their members can kill each other - regardless of level - in all clan areas. Clan areas are the
clan halls and other specially marked places. The rooms containing Jewels are marked as arenas, so anyone can kill anyone
else in there, but without loss of items or experience.
If two clans are at feud, all their members within a three-level range can attack each other, no matter where they are. Entering
feud status requires both clans to agree to it, so some clans may choose never to take part in feuds as a matter of policy.
Founding
To found a clan, go to Aston and talk to the Clanmaster. He will ask you for the name you want your clan to bear, and for
a Jewel. Once you've given him both, you'll be the leader of a new clan.
Note that in order to keep your clan alive, you'll need to pay five Jewels per (realtime) week. Unless you're very good at
obtaining Jewels yourself, you'll need a group of dedicated players to help you with Jewel gathering.
Once the clan is founded, you can use any transport station to go to your clan hall.
Raids
Each clan hall rests upon catacombs built by the ancients. Once, these catacombs were training areas, and some of the
magic used for this purpose still remains. Each catacomb is linked to one clan, and attackers may enter that clan through
it. Recently, researchers discovered how to disable the magic of those catacombs, thus securing the clan halls above them,
but also preventing that clan from entering any other catacombs.
Your clan has the option to re-enable the magic and take part in clan raids. Once raids have been enabled they cannot be
turned off again. A clan leader can enable raids by saying raiding on to the clan clerk. The raiding status will
change from OFF to PENDING, and after a waiting time of 48 hours to ON. The change can be canceled anytime during the 48 hour
waiting period by saying raiding off to the clan clerk.
Clan Foundations Inc.
Clan Foundations Inc. has gained enough understanding of the magic of the ancients to offer its services to all clans
who wish to hire defenders for their catacombs. The clans can place an order at Clan Foundations Inc. for various fighters, traps
and locks to protect their treasuries. All orders must be placed through the clan clerks.
Clan Foundations Inc. is currently offering the following services:
| Nr | Item | Max | Price |
| 1 | +0 Warrior | 10 | 1g |
| 2 | +2 Warrior | 10 | 4g |
| 3 | +4 Warrior | 10 | 16g |
| 4 | +6 Warrior | 10 | 64g |
| 5 | +8 Warrior | 10 | 256g |
| 6 | +10 Warrior | 10 | 1024g |
| 7 | +0 Mage | 10 | 1g |
| 8 | +2 Mage | 10 | 4g |
| 9 | +4 Mage | 10 | 16g |
| 10 | +6 Mage | 10 | 64g |
| 11 | +8 Mage | 10 | 256g |
| 12 | +10 Mage | 10 | 1024g |
| 13 | +0 Seyan'Du | 10 | 1g |
| 14 | +2 Seyan'Du | 10 | 4g |
| 15 | +4 Seyan'Du | 10 | 16g |
| 16 | +6 Seyan'Du | 10 | 64g |
| 17 | +8 Seyan'Du | 10 | 256g |
| 18 | +10 Seyan'Du | 10 | 1024g |
| 19 | Teleport Trap | 10 | 128g |
| 20 | Fake Wall | 1 | 512g |
| 21 | Lock/Key | 2 | 128g |
A +0 Warrior will be at the level of the enemy entering your catacomb. If, for example, a level 34 had entered a catacomb defended
by +2 Warriors and +4 Seyan'Du, he'd face level 36 Warriors and level 38 Seyan'Du.
You can buy any amount of each service, but you can only order Clan Foundations Inc. to use up to the maximum given here at any
given time. Warriors, Mages and Seyan'Du will have to be replaced when they have been killed, teleport traps when they have been
triggered, fake walls and keys when they have been found.
To order, tell your clan clerk to: buy <nr> <amount>.
To actually use the ordered items, tell your clerk to: use <nr> <amount>.
Let's setup a simple defense:
buy 2 25 - Buy the services of 25 +1 Warriors
buy 7 20 - Buy the services of 20 +0 Mages
buy 19 5 - Buy 5 Teleport Traps
buy 20 2 - Buy 2 Fake Walls
buy 21 10 - Buy 10 Locks
use 2 5 - Use 5 of the +1 Warriors per Raid
use 7 4 - Use 4 of the +0 Mages per Raid
use 19 2 - Use 2 of Teleport Traps per Raid
use 20 1 - Use 1 of the Fake Walls per Raid (not much choice here, you cannot use more than one anyway)
use 21 2 - Use 2 of the locks per Raid
You should keep an eye on your storage with the /clan command and replace any service when needed.
A successful raid will gain the attacker 10% of the jewels of the smaller clan (but at least one, and a maximum of ten),
which will be directly transfered from treasury to treasury. If clan A had 85 Jewels and clan B had 112 Jewels, a raid between these
clans would result in 8 Jewels being transferred.
Catacomb Guards and Potions
To support your catacomb guards you can supply them with potions. You have to deposit these potions at your clan clerk. You can
deposit all healing, mana and combo potions and a small selection of stat modifying potions (Attack, Parry, Immunity lasting 10 minutes
and Lightning, Magic Shield, Immunity, lasting 10 minutes).
To add all healing, mana and combo potions in your inventory, say add potions to your clan clerk. To add a stat
modifying potion, just hand it to your clan clerk. Members of Rank 1 or better can check the current supply of potions by using
/clanpotions.
Catacomb Master
At the entrance of the catacombs is the Master. There is a fee to attack another clan; say: prices and the Master will list all
the clans and the cost to raid that clan. If you are a clan member and currently at war with another clan, you can start
a raid on that clan by telling the Master: attack <nr>. The Master will initiate the ancient magic which will
create a catacomb below your enemy clan at your level and teleport you into it. Should you wish to take friends along, make sure
that the highest level asks for the catacombs to be created since access will be denied for anyone of a higher level.
You can ask the Master for a list of the catacombs currently in existence so that your friends can find the catacomb
you've just created. To come along, they have to say: enter <nr>.
In each catacomb, you might encounter any of the dangers mentioned above. You might also find a green stone, which, when touched,
will end your raid successfully and transfer the Clan Jewels to your clans treasury.
Clan Bonuses
To attract members, each clan can buy bonuses for them. Each bonus can be set to a level ranging from 0 (bonus is disabled) to
20 (a huge bonus). The cost for each bonus is its level in Jewels per week.
To adjust the bonus levels, go to the clan clerk and tell him set bonus <nr> <level>.
Currently, the following bonuses exist:
| Nr | Description |
| 0 | Pentagram Solve Bonus |
| 1 | Military Advisor Bonus |
No clan may spend more than 25% of its Jewels on bonuses per week. If the cost would exceed this limit, the bonus levels are
automatically reduced.
Maintenance
To keep your clan alive, you'll have to provide it with a steady income of Jewels. The minimum maintenance fee for a clan
is five Jewels per week, but costs can go up to 44 Jewels (you can view the cost using the /clan command).
To add a Jewel to your clan vault, simply give it to your clan clerk.
If you cannot pay for the maintenance of your clan, your clan will eventually be destroyed. The system will automatically
lend you up to two Jewels.
Relations
Each clan is linked to all the other clans. The relations of one clan to another are clearly defined, varying from
alliance to feud. The clan leader can change the status of his clan’s relations with another by going to the clan's clerk
and telling him: relation <clan> <relation>, where <clan> is the number for the clan whose
relations with your clan you wish to change and <relation> is the number for the status of relations you want to set.
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