Features

Auction is be done using the slash command ¡®/auction¡¯ or selecting the auction button from the inventory screen. The slash command and the auction button open up the auction screen and the inventory screen to allow the player to do the following functions.

You can perform the following actions in this screen:

  • View different auction list, default is Amulet List when the auction list is opened
  • Place an item into the auction list for auction
  • Bid on the items placed for auction
  • Collect an auction item from the auctioneer

 

Place an item into the auction list for auction

You open the inventory screen to do this.? Select the item to be auctioned by left clicking on the item in the inventory to pick it up, and then left clicking the selected item onto the Auction button in the Auction screen. A window will pop up where you will key in your Expected Bid Price for the item. If a bid matches or exceeds your Expected Bid Price, the item will be sold to the bidder and the auction ends immediately instead of waiting until the end of the auction period.

The newest addition is immediately listed at the bottom of the auction list.? The default price for the item is the normal selling price of the item if sold to a NPC merchant. If the price has a value of 0, the default price is set at 0.? The auctioning player¡¯s information is noted with the item¡¯s description:-

  • name
  • final date for the bidding
  • the current bid cost for the item (or the default price of the item if there are no bidders)
  • the name of the highest bidder (or ¡°no bidder¡± is shown if there are no bidders).

 

Basically, items in the auction list will remain there for 1 day for any player to bid on it (see bidding on items below); unless if a bid had match/exceed your Expected Bid Price, it will end the auction immediately.? At the end of this period, the item goes to the highest bidder and the new owner can collect the newly purchased item (see collect an auction item below).? The gold placed as the bid is immediately credited to the player that offered the item up for auction with a message informing him about the transaction. A ¡°service charge¡± fee of 10% of the auction price is deducted from the final bid. This is also detailed in the message sent.? If the recipient of the gold is not logged in at that time, he receives the message and the gold when he next log in. If there are no bidders, the owner of the item may take the item back from any auctioneer. Before the auction period is over, the player who puts up the item for auction cannot recall the item. If he wishes to reclaim the item, he must bid for it or hopes that no one bids for it before the auction period is over.

A maximum of 50 items can be placed into the auction list at any one time.? If this limit is reached, you will be told that the auction list is full at the moment. You will also be notified when a space is next available on the list.

Check out the items placed for auction

Use the menu option button to get list of different types of auction list, select the list you wish to view and the items placed for auction will be displayed.

To view an item in the auction screen, simply select the item and the description will appear at the text area of the screen. To make a bid on the item, you must select the item and press the bid button. This pops up a box asking you to enter the amount you wish to bid.? Your bid must be higher than the current bid. If the amount placed is lower than the current bid, an error message will appear, telling you to enter an amount higher than the current bid. If you do not have enough gold, you are informed of the fact. If the bid placed is valid (higher than the current bid), the gold is immediately deducted from your inventory and your bid replaces the old bid. Gold from the old bid is returned to the appropriate character together with a message that so and so has out bided him. If the character is not logged in at the time, the message and the gold is returned the next time he logs in. (Note: you can bid with money from the stash). Each time a new bid is made, the player who put the item up for auction will be informed about the new bid.

Once the auction period is over (1 day from the time the item was placed for auction), a message will inform both the player who puts up the item for auction as well as the successful bidder that the transaction has been successfully conducted.? The gold placed for the bid is transferred directly to the player who placed the item for auction minus a 10% charge (the message should also indicate the amount gained from the bid and the amount deducted for the charges). The item is stored in a special container until it is collected by the player who has successfully purchased the item (see collect an auction item below). If there was no bidder for the item by the end of the day, the owner of the item is told that no bid was made for the item.? He can then collect it from the same container (see collect an auction item below). No other player except for the respective owner (or new owner) of the item can collect the item.

Collect an auction item from the auctioneer.

This option allows you to collect either an item that you have successfully bided for an auction or an item you have put up for auction but was not sold. After the auction period has expired, the item is placed into a container from which the original owner (in the case where there were no bidders) or the new owner (which is the highest bidder) can collect. This container can store a maximum of 50 items.? These items will remain there for a day, after which they are permanently deleted from the world. Each day before it gets deleted, the owner of the item will receive a reminder message of the item with the auctioneer, each time he logs in to the game (not zoning).? To collect the item, you must access the auction screen and select the item with the mouse to pick it up.

 

Chain Power

When a player character reaches level 101 and above, the player character's mastery of the martial arts grants him the ability to combine and execute several powers all at once. Chain powers allow the PC to activate in a single action several different powers, one after the other with no execution time or cool down period between them.

Chain Powers can make characters extremely powerful as with a single blow, the character is able to unleash the effects of several different powers instantly on the opponent. Chain Powers can also be used to quickly activate several buff type powers quickly instead of spending time to execute each buff power one by one.

Forming a Chained Power
To form a chain power, the PC must first open their Chain Power screen by typing /chain in chat bar.
The PC can then select and place any combination of powers he knows from his Power screen into the empty slots which are tagged to the chain power icon above it.

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The maximum number of powers that a player may place into a single chain power is determined by the PC's level:

  • Level 101-129 chain 2 powers together
  • Level 130-159 chain 3 powers together
  • Level 160-189 chain 4 powers together
  • Level 190-200 chain 5 powers together

If the player is of insufficient level to use some of the empty slots, they are crossed out and powers cannot be placed into them.
The absolute maximum number of powers that can ever be chained together is 5.

There are certain rules to observe when a PC form chain powers:

  • Only powers of the same stance can be chained together.
  • Harmful powers may only chain with other harmful powers. Harmful powers may not be chained with Friendly powers.
  • Friendly powers may only chain with other friendly powers. Friendly powers may not be chained with Harmful powers.
  • Range powers and melee powers may be chained together. If one of the powers in the chain is melee and the target is too far away, that particular power will not work but the others will work.
  • Self powers can be chained with other powers but the power will only affect your self and not another target, even if the other powers in the chain affect other targets.
  • You may not add more than 1 of the same power in the same chain.

 

Using and Activating Chain Powers
To use a chain power, simply select the chain power icon and place it into a quick slot.
The chain power can now be activated the same way as a regular power: by hitting the quick slot key or right clicking on the power.
Activating the chain power icon executes all the powers in the row in a single action.

Chain Powers have the following properties:

  • The chi cost (and/or hp cost) is the total of chi cost of all the powers in the chain.
  • The Execution Time is the highest execution time of all the powers in the chain.
  • The Cool down period is the highest cool down period of all the powers in the chain.
  • The Effect is the combination of all the effects of all the powers placed in the activated chain power.
  • The rank of the effects in the chain power is determined by the rank of the powers the effects come from.

When a chain power is activated, it will attempt to activate all the powers in the chain in the sequence it was placed, as a result the effects of the chained powers affect their targets in the order they are chained together.
Powers in a chain may fail to execute if conditions prevents it from executing, such as a melee power in the chain targeting an opponent that is too far away.
When a power in the chain fails, it is skipped and the chain continues activating the other powers in the row.

 

Hero system

Hero Points are special points gained by PC while participating in War Events. A PC may use Hero Points to:

  • Purchase special hero items that cannot be gained anywhere else

 

Obtaining Hero Points

Hero Points are gained by:

  • Killing a PC of equal level to yourself during Friendly Clan vs Clan Matches or Total War: 1 point
  • Killing a PC that is higher level than yourself during Friendly Clan vs Clan Matches or Total War: 1 point
  • Killing a Clan Leader during Friendly Clan vs Clan Matches: 3 points*
  • Killing a Clan Minister during Friendly Clan vs Clan Matches: 2 points*
  • Killing a Clan Master during Friendly Clan vs Clan Matches: 1 point*
  • Successfully stealing the relic from the opposing clan¡¯s relic vault as the attacker and placing it in your clan¡¯s relic vault during Total War: 2 points
  • Successfully retrieving your stolen relic from the opposing clan¡¯s relic vault as the attacker and returning it to your clan¡¯s relic vault during Total War Event: 2 points
  • Clan wins a Friendly Clan vs Clan Match: 4 points per participating player in the Match
  • Clan loses a Friendly Clan vs Clan Match: 2 points per participating player in the Match

* points gained for killing ranking members of the opposing clan is cumulative with points gained from level difference.

 

 

 

 

 

GUILD SYSTEM

The new Guild System introduced the ability to form a group identity for players, and upon forming one, the guild will be able to pledge allegiance to a clan to further provide the guild members the access to all the clan¡¯s benefits. With the Guild System, it also enables players to easily find members to quickly form parties for leveling and adventuring purposes, and also allow new players to tap into the advices and experiences of veteran players.

Attributes of a Guild

Every new guild formed will have a name of its own, assigned by the Guild Leader during its formation, and the name must be unique from others. A guild can have only 1 Guild Leader, and a maximum 10 Guild Ministers, 20 Guild Masters, 60 Guild Seniors, and 409 Guild Members in total. Each of these ranks functions accordingly like to the clan ranking members, but only within their own guild.

Forming and Disbanding of Guilds

There are 3 requirements to form a guild; a group of 10 players in a party, the Party Leader must have exactly 100,000 Gold either in his inventory or stash for the registration fee, and all party members need to gather together around a Monk, because now every Monk will also act as the New Guild Registration NPC.

When the Party Leader talks to the Monk, the Monk will give an option for him to form a new guild. The Party Leader will then proceed to pay the fee and enter the new guild¡¯s name. Once the guild is formed, the Party Leader will be change as the Guild Leader, and the rest of the 9 Party Members will be change as the Guild Ministers.

The guild will be disbanded once if the guild has less than 10 members in it. This means that once if the guild members wish to have the guild disbanded, all they need to do is to leave the guild until the members are less than 10. Once the guild is disbanded, its name will be free to be use by others who wish to form new guilds.

Inviting, Joining and Leaving Guilds

Only Guild Senior ranks and above may invite any players as a member into their guild, provided that the invited players are not a member of other guild or clan. A player can only join one guild or clan at a time, meaning that in order to join another guild or clan, the player must first leave their current guild or clan.

A guild member of any rank may leave the guild or quit his current guild position at any time and there are no penalties inflicted for doing so. If it happens that it is the Guild Leader who wished to leave or quit from his position, he is able to pass his leadership to one of his guild members. If he leaves without appointing a new leader, the system will then appoint the highest level of the highest rank member of the guild to be the next Guild Leader.

Only guild members of Master ranks and above may kick a lower rank guild member out of the guild.

Guilds Forming and Breaking Allegiance to Clan

A guild can form an allegiance with only 1 clan, and a clan can have up to only 20 guilds allied to it. To form an allegiance between a guild and a clan, only the Guild Leader himself must offer allegiance directly to the Clan Leader. Once the Clan Leader accepts the offer, the guild will have an increase in their guild prestige by 50 points, and the guild members will then be able to enjoy all the clan¡¯s benefits such as the relic and town buffs, access to merchants and trainers of the clan¡¯s stronghold and towns captured, and being able to participate in clan related activities such as Total War, Battle Skirmish, Stronghold Assault, and Town Siege. While on the clan¡¯s side, when a new guild had formed an allegiance, the clan will enjoy an increase in their clan prestige points by 25% of the guild¡¯s prestige points, and the clan will have more members to call upon for clan related activities.

A guild or a clan may break their allegiance at anytime, but both will suffer severe penalties if either one breaks. The guild will suffer the loss of all the clan¡¯s benefits, their guild prestige will drop by 100 points, and any clan powers that they had learnt before will need an extra 20% more Chi to activate them. On the clan side, the clan will suffer a drop in their clan prestige points by 30% of the guild¡¯s current prestige points, and they will have fewer members to call upon for any clan related war activities. The allegiance can also be broken during any clan related activities, and the penalties will still remain the same.

Guilds and War Events

Guilds are not in any way allowed to start or challenge on a Total War or any war related activities with another guild or clan. Unless they are alleged with a clan that is currently involve with wars, then they can participate in the activities. Also in any way, Guilds cannot gain prestige points from participating in war activities.

 

 

 

 

player killing

 

Player Killing (PK) Conditions

 

In the game, players can kill any time they want; however they will incur the penalties of PK-ing.

Players can PK without incurring any PK points if their clan is participating in Total War, where a relic is being captured or a town in being taken over. During this time, clan members who are not directly involved in the event level can PK other player of the opponent's clan without incurring PK points.

For recreational/tournament events like Stronghold Assaults and Town Sieges however, only members who are participating and are within the clan level can PK without incurring PK points. Other members of the clans who are not participating in the event will gain PK points for killing other players like usual.

PK Penalties and Gains

A PC suffers a loss of 5 personal prestige points and gains 1 PK Point (see PK Points, PVP Points below) for a PK outside a War Event or in Duel Mode. If the PC is in a clan, that clan will also lose 10 prestige points.

If a PC kills another player while in a War Event, he gains 1 PVP Point. An additional 1 personal prestige point is rewarded for killing a PC that is at least 5 levels higher in a War Event.

If a PC kills another in Duel Mode, he gains Duel Points and 1 personal prestige point for killing a PC that is at least 5 levels higher.

PK Points and PVP Points

Every time players kill another player, they will gain a PK point. If they PK while participating in a War Event or kill a player with a PK skull above his head, they gain a PVP point.

A normal PK outside the War Event or not during Total War will incur a PK Point. Too many points will cause the player to suffer certain penalties.

 

 

PK Points Accumulated

Effects (Cumulative)

0 points

none

11 to 20 points

merchants hike up their prices by 25%

21 to 30
points

10% chance that mobs killed will not drop loot

31 to 40
points

20% higher Death Penalty (XP loss only)

41 to 50
points

5% of penalty on exp. gained

51 to 65
points

Other PCs may PK without any penalties

66 to 80
points

Merchants hike up prices by 25% more (total 50%)

81 to 95
points

10% more that mobs will not drop loot (total 20%)

96 to 110
points

30% more Death Penalty (total 50%) (XP loss only)

111 to 130 points

Town Guards attack on sight

131 to 150 points

5% more penalties on exp. gained (total 10%)

151 to 170 points

Random mob becomes aggressive and attacks PC.

171 to 190 points

When PC dies, a random item (with the exception of Hero Item) from inventory, Quick Slot, Action Slot, Mouse Cursor slot or equipped item slot is dropped for killer to pick up. If killer is a mob or NPC, the item is lost.

191 to 210 points

PC takes double damage from all mobs and NPC

211 points or more

PC takes double damage from all PC

 

 

 

 

PK points can be removed by donating gold and Hero Points to a Monk. 1 PK point will be deducted with each donation.
The cost of removing 1 PK point depends on the total number of PK point the character currently has. The more PK points total the character has, the higher the cost to remove a single PK point.

For every 10 PK points or fraction thereof the character has, it costs 10,000 gold and 2 Hero Points to deduct 1 PK point.

For example:
A character with 7 PK points will have to pay 10,000 gold and 2 Hero Points to reduce his PK point total to 6.
A character with 14 PK points will have to pay 20,000 gold and 4 Hero Points to reduce his PK point total to 13.
A character with 25 PK points will have to pay 30,000 gold and 6 Hero Points to reduce his PK point total to 24.

 

PK Points and Clan Relic Stealing:

For stealing a Clan Relic, the player receives 10 PK points for attempting to take the relic out of the vault unless the theft was performed during a War Event.

Additionally, all PC not of the clan the relic was stolen from who is near the relic vault when the relic is stolen will also receive the 10 PK points.

PK Points and Town Take Over:

 

The player that talks to the mayor to confirm the town take over will ¡®earn¡¯ 20 PK points for taking over the town.

Additionally, all PC not of the clan who controlled the town before it was taken over who is near the mayor when the town was taken over will also receive the 20 PK points.
These PK points are not gained if the Town in question is a neutral town.

 

 

PVp arena

The PvP Arena provides a special level for large groups of players to enter and have fun, hang out, chat, show off items or powers and fight in a free for all Player versus Player environment without fear of being penalized for Player Killing.

Accessing the PvP Arena

The PvP Arena is accessed from Arena Master NPC. The Arena Masters are located near the War Counselor in the Main Towns of the Starter Areas. When PC talk to Arena Master he will offer to allow the player to enter special arena levels where PCs may conduct free for all PvP combat without any PK penalty.

Once the PC is in the arena, the PC will be able to exit by selecting the Arena Master located at the zone in location and select the option to exit the arena.
PC who has been killed in the arena will be spawned back into the game world outside the arena in the vicinity of the Arena Master.
Any PC who exits the arena for whatever reason may re-enter the arena once more by paying the entry fee.

PvP Arena General Rules

 

All PvP Arenas have the following general rules that make them different from playing in the game world:

  • PC may PK and PvP freely without any penalties in the arena.
  • No PK Skull is gained, no PK points is gained while in arena
  • Legendary item do not drop if PK-ed and Legendary Item decay penalty is not reduced if killed
  • No death penalty is suffered by players if killed by NPC/mobs.
  • When kill pc in PvP arena, you get PVP points.
  • No hero points, personal prestige or clan prestige are gained or lost in PvP arena.
  • Unlike war event, PC can enter any PvP arena at any time unless the arena is full.
  • Unlike war event, PC does not need teams in the arena, all PvP and PK is always of 'free for all' in all arenas.
  • Monsters spawned in the Arenas do not give any XP or drop any loot

GM TOURNAMENT

The new Tournament System will let GMs to run leagues/competitions between two teams to battle it out in an arena. These tournaments can only be commenced by GMs and players have no direct access to it. The type of match which will be held is decided and announced by the GM. The 2 Match types are Team Survival Match and Team Death Match.

Team Death Match

  • Objective: To score as many kills as possible from members of the opposing team. Each player who kills a member of the opposing team will gain 1 point to their score.
  • The match will last a total of 15 or 30 minutes depending on GM setting. At the end of the match, all scores for each player in each team are totaled to obtain the team score. The team with the highest score is considered the winner. If the score is a tie, the match is declared a draw.
  • Players who die are re-spawned randomly in the Arena.
  • When a player disconnect or quit the game, their personal score will be reset to 0. If they login before the match over, they can still continue the game but the reset score is lost.

 

Team Survival Match

  • Objective: To be the last team standing in the arena before the time is over.
  • Players who die during the match are not re-spawned in the Arena; instead they return as Spectators in the match.
  • If one team no longer has any participating members in the Arena, the match ends and the other team wins.
  • The match will last a total of 15 or 30 minutes depending on GM setting. At the end of the match, the team with more member survived will considered the winner. If both teams have equal numbers of survived members, the match is declared a draw.
  • There are no score retained from participants who are disconnected or logged out in this match, and their personal score (number of kills) will be reset to 0. They are considered dead and may not return to the match, but if they login back, they will only become Spectators and are not allowed to enter the match again.

Once the Tournament has been announced and activated at the appointed date and time, GMs will teleport players individually or as a party.? Players in a party must be within radius of 3000m to get teleported in. Upon teleporting the players into the GM tournament, both team will be spawned at specific starting points in the arena.

All players in the same team are considered friendly and all other players in the opposing team are considered hostile, ignoring any friendly filters set before.? This will affect friendly and harmful powers accordingly.? There is no PK penalty when killing the opponents during the tournament. Once the match is over, the GM will announce the result (score of both teams and who the winner is).

Spectators for GM Tournament

In order to enter as Spectator, players will need to purchase a spectator token (cost 100 Gold each) from the PvP Arena Master located in the villages. Once a player has a spectator token, they may go to an appointed place at the appointed time to have the GM teleport them into the arena.

Entering as a spectator, the character¡¯s body is rendered and visible to him, but he is invisible to all the participants, even to other spectators. He can do nothing in the level except watch what is going on. The following are what a Spectator can and cannot do:

  • Spectators can use the mouse to target a participant to view its name.
  • Spectators never activate any options from selecting any game object or NPC.
  • Spectators can use the mouse or ESC key to close an open UI window.
  • Spectators can change movement mode and use the tab key to change to mouse look.
  • Spectators can chat with other spectators in the same level, but not with the participants or anyone else outside the level.?
  • Movement in spectator mode is identical as in the game. The player can use both mouse mode and keyboard mode to move.
  • Spectators can type /leave to exit the level at any time to return to the game.? To enter again, it requires the purchase of another token.
  • Spectators cannot change to combat mode or attack anyone or anything in the arena.
  • Spectators cannot use any power, skills or items.
  • Spectators cannot trade or use any of the right click menu commands.

Any legendary items will stop decaying when in spectator mode

 

COMPETITIVE ARENA

The Competitive Arena is an upgrade of the existing PVP Arena system which now provides new events such as the Team Death Matches where the team that kill the most opponents wins and the Team Survival Matches where the winning team will be from the last person standing in the team! The Competitive Arena also introduced the new Spectator feature which allows non-participants to enter and view the actions without getting involved.

Accessing the Competitive Arena

 

Before starting an event, firstly one player needs to talk to an Arena Master and buy an event token. The token will determines which event that the players will be able to participate. After a token had been bought, the player that bought the token can then issue a challenge to another player to the event by right-clicking on him and selecting the challenge option, in which both players need to pay 1000 Gold to finance the challenge.

To start a new event, both the challenger and challenged players need to form a party, and they themselves must be the party leader. All party members of both parties must be around one same Arena Master in order to be transported into the arena. The Party Leader that issued the challenge must then talk to the Arena Master to start the event. Once the Arena Master had confirmed that all conditions to start an event are met, all members of both parties will be teleported inside the event specified from the token bought. Each of these parties will be teleported at different location inside the arena and now known as teams. The team who¡¯s Team Leader was the one that issued the challenge will be the Red Team and they will wear a glowing red-colored shoulder pad, and the other team will be the Blue Team and they will wear a glowing blue-colored shoulder pad.

Viewing a Current Event

 

Anyone can view any current events held by talking to the Arena Master, select which event to join in, and finally selecting the option to join in the event as a Spectator, which will cost 100 Gold per entry.

Competitive Arena Event Rules

 

  • A match of any type will end in 30 minutes, but it also may end if the match objective is met earlier, depending on the match type.
  • Participants may use Legendary Powers and Consumables Items in arena, if the match allows their usage. This is indicated by the token type bought earlier which specify if the match would allow the usage of the powers and items.
  • Legendary Items and Weapons cannot drop in case the owner is killed in the event, but these items do decay while in the arena.
  • Players may buff their own team members, but not to opponent team members in the event. They may also launch power to inflict damage to the opponents, but not to their own team members.
  • Low Hit Points and Chi Points will not be healed to 100% upon entering an event. The same goes with status effects and constant damages that were gained from outside the event would still be carried inside the event, if the effect duration has not yet ended.

When the event ended, all the participants will be teleported back outside to the Arena Master and each will receive a message stating the match result and announce which team had won the match.

Team Death Match for Competitive Arena

 

  • In order to gain points in this event is by killing the opponent team members. When a team member kill one of the opponent team member, the team will score 1 point.
  • The team with the highest points when the match ends will be declared the winner of the event. If both teams have a tie in their score, the event is declared as a draw.
  • The participants who were killed will be re-spawned back at random location in the arena.
  • If during the event, a team member suddenly logged out or disconnects, the points that they gained for the team will be deducted from the total score of the team. When the player returns back, he/she can still continue with the event if it has not yet ended.

If during the event, a team member type the command /leave, the player will be teleported back to the Arena Master, but the points they gained for the team will still be retain in the total team score.

Team Survival Match for Competitive Arena

 

  • The way to win in this event is that when the event ends, the team with the most members alive is declared the winner. The match can also be won if one team kills all the opponent team members before the time ends. If both teams have the same number of members alive when the time ends, the match will be declared as a tie.
  • During the event, when a team member is killed, the remaining total number of members for their team will be updated and displayed to all participants. Any participants that are killed in the event will not be re-spawned to participate again, instead they will turn into Spectator mode and they can only watch the match until the end.
  • If during the event, a team member suddenly logs out or disconnects, the remaining total number of members for each team will be updated and displayed to all participants. If they log into the event again, they will not be able to participate anymore, they will instead changed into a Spectator and can only watch the match until it ends.

If during the event, a team member type the command /leave, the player will be teleported back to the Arena Master, and the remaining total number of members for each team will be updated and displayed to all participants.

Spectator Mode for Competitive Arena

There are 2 types of Spectators:

  • Players that enter an event as Spectators by talking to the Arena Master. In the Competitive Arena main dialog of the Arena Master, there will be an option to enter an event as a Spectator after selecting an event from the ¡°View Current Event¡± option.
  • When the player participate in a Team Survival Match and was killed during the event (before the event time is up), he/she will automatically become a Spectator.

 

Attributes of a Spectator

  • The Spectator cannot talk to any team members.
  • The Spectator cannot attack any team members.
  • The Spectator cannot launch powers to any team members.
  • The Spectator is invisible to every participant in the event.
  • If the player becomes Spectator because he was killed during a Team Survival Match, and when the event ends with no matter which team is the winner/loser, the Spectator will not be teleported out automatically.

The Spectator can only leave the event by typing the command /leave, no matter if the Spectator enters via taking to the Arena Master, or participants that change into Spectators because they were killed in the Team Survival Match.

 

 

 

 

 

TOTAL War

Declaring Total War

When clans wish to fight each other in order to steal relics or capture and control towns, they declare Total War on each other. This is because the control of towns and relics can drastically alter the balance of power between the clans. When clans declare Total War against each other, it means that there will be a no holds barred attack in order to weaken each other by gaining control of each other¡¯s relic and towns. During Total War, the participating clans are free to PK members of the opposing clan, conduct a Town Take Over and conduct a Relic Capture.

Because Total War does not have a set objective that will determine when the War will end, Total War is conducted under a time limit. The time limit of a total war is determined by the Clan who declared the total war and determines the cost that must be paid to pay for the War declaration.

Total War can be declared by a clan leader or clan minister by selecting the option while speaking to the Clan Advisor NPC. The clan who declared the war may then choose how long they wish the total war to last, from 1 day to a maximum of 2 days. Declaring total war requires the clan to pay 500,000 gold per day the Total War will last for War preparations. During the duration of the Total War, clan members of both participating clans may PK each other, capture each other¡¯s towns and steal each other¡¯s relics freely without suffering penalties of any sort.

When declaring total war against a more powerful clan (defined as having more relics, prestige and towns in their control), cost to declare total war is reduced.

Total War declaration costs are reduced for weaker clans in the following circumstances:
- The clan you declared total war on has your clan¡¯s relic in its vault at the point of declaration: -20% cost
- For every 500 points difference in clan prestige between your clan and the clan you declared total war on: -10% cost
- For every village/town controlled by the clan you declared total war on more than what your clan controls: -10% cost

Maximum reduction of total war cost from the above conditions is -80%.

Each clan may only declare a single total war at any one time. If a clan has already declared Total War against one clan, they may not declare a second Total War against another clan. A clan may be involved in more than one total war, if other clans declare total war against them.

Town Take Over

Certain towns can be taken over by clans.? Once a town has been taken over by a clan, the town merchandise will be sold at a cheaper price to members of the clan controlling the town. Additionally, clan members can access their personal stash from the Town Mayor in the towns their clan control.

In order to take over and control a town, you must first fight and kill all the town defenders, then click on the mayor to transfer control of the town to your clan. The town control transfer requires time to be completed and the transfer rules are identical to the rules for taking a relic out of a clan's relic vault.?

While control of the town is being transferred, the countdown is broadcasted to all players in the same area, as well as to all members of the clan that currently controls the town. This broadcast is to alert defenders to the take over attempt and warn other players that an attack is occurring on the town.

When a clan controlled town is successfully taken over by another clan, all Player Characters who is inside a fix radios of the town and who are not in total war with the clan whose town has been taken over will suffer 20 PK points. Players who are dead and non-AFK (away from keyboard for a sometimes) at this moment will not suffer this PK points.

 

Stealing the Clan Relic

During Total War, clans may attempt to steal relics from the other clan participating in the Total War. In order to steal a clan¡¯s relic, you must fight your way into the opposing clan¡¯s stronghold and find their relic vault. Once you have found the relic vault, you can open it by selecting the vault. A player can then steal the relic by following this process:

  • Left-click on the relic you want to steal. You must have an inventory slot empty for this to work.? You need to stand still and wait for 30 seconds to steal the relic. A running countdown of the time remaining will be displayed in the system message box. A warning message will be broadcasted by the system to all members of the clan you are robbing from.
  • If you move or take damage during this 30 second period, the relic stealing attempt will fail. At the end of the 30 second period, the relic will be placed in your empty inventory slot.
  • Once you are successful in stealing the relic, a message will be broadcasted to the victim clan members. Run for your life! The clan members, the clan town guards will hunt down the relic thief.? Note that, whilst you can be attacked in non-PK zones if you are holding a relic, you can not attack back.
  • If you are killed while holding the relic, it will drop in a loot bag.? If not picked up, it will return to its most recent container. If you log out while holding the relic, it will also return to that container.? You can either give the relic to a friend to carry for you, or put the relic in the container of another clan (which will make it into a ¡°Captured enemy relic¡± for that clan).
  • You can only carry 1 relic at a time.
  • You may not steal your own clan¡¯s relic

 

Total War Scoring

Total War Scoring is created to encourage players to participate in Total War activities to gain hero points instead of farming for them.? The system will be keeping track of scoring for accomplishments on each side during the war events, to determine additional rewards of hero points that all members of the clan will gain at the end of the war, and clan prestige that the clan will gain or lose depending on the results of the war.

Scoring of Total War

 

When a Total War starts, the system will start adding or deducting points for both clans on the accomplishment of Total War Objectives, such as:

  • Successfully stealing your enemy¡¯s relic from their relic vault and placing it in your own clan¡¯s relic vault.
  • Successfully taking over a town belonging to the enemy
  • Successfully killing an enemy clan leader, etc.

 

Every 60 minutes after the Total War started, the system will check the Total War score difference of the involving clans and announce a message to describe the war status.

Another set of the announcement message describing the War result will be showed at the end of the war.

Hero Point Rewards

 

  • At the end of the war, the total score from the Total War of the victorious clan is actually converted into Hero Points and reward to its members.
  • All members of the clan, whether they participated in the war or not, and whether they are logged on or not during the war, will gain the Hero Point reward.?
  • The Hero Point reward is gained above any other Hero Points gained during the war.
  • PCs who recently quit or just joined clan (under probation) will not gain the Hero Point rewards. The losing clan in the Total War however, will not get Hero Point deduction for achieving negative scores in the Total War.

The Underdog Clan

 

In a Total War, it is normal to have Underdog clan - A clan that is weaker than its opponent in a Total War, in terms of controlling fewer relics or towns than the opponent clan, or has weaker members in term of number of members. The system will determine the strength of individual clan using the specific measurements to find out which is the Underdog clan at the beginning of the Total War.

However, if there is not much difference between the strength of both clans, the system will recognize the 2 clans as equal in strength.

?Underdog Bonus

 

  • Underdog clan gains the Underdog Bonus scores when achieving certain Total War Objectives regardless of which clan comes out victorious in the Total War, and these additional bonus points are converted separately to Hero Point rewards for the Underdog Clan on top of normal Hero Points gained from the Total War.
  • These bonus points have no impact on the calculation of the result of the Total War.
  • When the war ends, the total score for each clan (after adding Underdog Bonus score if any) is converted to Hero Points and reward to its members.

Clan Prestige Rewards and Penalties

 

The score is also used to determine clan prestige rewards and penalties based on the outcome of the war. This is done to ensure that clans are rewarded based on their accomplishment in war objectives and punished if they aid in exploits.

  • If a clan wins in the Total War, the positive score earned will be converted to clan prestige point reward.
  • If the Underdog clan wins, there is an additional bonus clan prestige reward of 500 points. The opponent of the Underdog who lost the war will be penalized with 500 clan prestige point deduction.
  • Underdog who lost the war will be penalized with 500 clan prestige point deduction.
  • If a clan loses in the Total War, the negative score will be converted to clan prestige point deduction.

 

Benefits of participating in a Total War:

  • Increase Clan Prestige by gaining and keeping another Clan¡¯s Relic or Town
  • Increase participating Player Character's Personal Prestige? and Gain Hero Points (see Hero Points below)
  • Clan may gain control of a town
  • Clan may gain control of another Clan¡¯s Relic
  • Participating Player Characters may PK without any penalty