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Manual

The Clan System

Found a clan, defend its catacombs, raid thy rivals and forge alliances. The full mechanics in one place.

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 any extension the clan desires. Jewels are found in special rooms recognisable by their blue pedestal. Anyone can obtain Jewels, but unless properly stored they deteriorate quickly — storing them 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 include the clan halls and other specially marked places. The Jewel rooms are arenas: anyone may kill anyone 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 anywhere. Entering feud status requires both clans to agree, so some clans may choose never to feud as a matter of policy.

Founding

To found a clan, go to Aston and talk to the Clanmaster. He will ask thee for the name thou wantest thy clan to bear, and for a Jewel. Once thou hast given him both, thou art the leader of a new clan. To keep the clan alive thou must pay five Jewels per real-time week. Unless thou art exceptional at gathering Jewels alone, a group of dedicated members will be required. Once founded, any transport station will take thee to thy clan hall.

Raids

Each clan hall rests upon catacombs built by the ancients. Once these were training areas; some of the magic remains. Each catacomb is linked to one clan, and attackers may enter that clan through it. Researchers have learnt how to disable the magic of these catacombs, securing the halls above — but a clan that does so cannot enter any other catacombs.

A clan may re-enable the magic and take part in raids. Once enabled, raids cannot be turned off again. To enable raids, the clan leader says "raiding on" to the clan clerk. The status changes from OFF to PENDING, and after a 48-hour wait to ON. The change can be cancelled during the wait by saying "raiding off".

Clan Foundations Inc.

Clan Foundations Inc. has gained enough understanding of the magic of the ancients to offer its services to all clans wishing to hire defenders. Clans place their orders through their clan clerks.

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 thy catacomb. If, for example, a level-34 attacker entered a catacomb defended by +2 Warriors and +4 Seyan'Du, he would face level-36 Warriors and level-38 Seyan'Du.

Warriors, Mages and Seyan'Du must be replaced when slain; teleport traps when triggered; fake walls and keys when found.

Commands

To order, tell the clan clerk: buy <nr> <amount>.
To use ordered items, tell the clerk: use <nr> <amount>.

Example: simple defence

  • buy 2 25 — services of 25 +1 Warriors
  • buy 7 20 — services of 20 +0 Mages
  • buy 19 5 — 5 Teleport Traps
  • buy 20 2 — 2 Fake Walls
  • buy 21 10 — 10 Locks
  • use 2 5 — 5 of the +1 Warriors per Raid
  • use 7 4 — 4 of the +0 Mages per Raid
  • use 19 2 — 2 of the Teleport Traps per Raid
  • use 20 1 — 1 Fake Wall per Raid
  • use 21 2 — 2 of the Locks per Raid

Keep an eye on the storage with /clan and replace any service when needed.

A successful raid yields the attacker 10% of the smaller clan's Jewels (minimum one, maximum ten), transferred directly between treasuries. If clan A has 85 Jewels and clan B has 112, a raid between them transfers 8 Jewels.

Catacomb Guards & Potions

To support thy guards, supply them with potions deposited at the clan clerk. All healing, mana and combo potions are accepted, plus a small selection of stat-modifying potions (Attack, Parry, Immunity 10 min; Lightning, Magic Shield, Immunity 10 min).

To deposit all healing/mana/combo potions in thy inventory, say "add potions" to the clan clerk. To deposit a stat-modifying potion, simply hand it over. Members of rank 1 or better can check the supply with /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 clans and the cost to raid each. If thy clan is at war with another, start a raid by telling the Master: attack <nr>. The ancient magic will create a catacomb at thy level below the enemy clan and teleport thee in. To bring friends along, the highest-level member must request the catacomb — access is denied to anyone of higher level.

Ask the Master for a list of existing catacombs so friends can find yours; they enter with enter <nr>. In each catacomb, thou mayst encounter the dangers described above — and find a green stone whose touch ends thy raid successfully and transfers the Jewels.

Clan Bonuses

To attract members, each clan can buy bonuses for them. Each bonus is set 0 (disabled) to 20 (huge). The cost per bonus is its level in Jewels per week. Adjust at the clerk with set bonus <nr> <level>.

Currently:

  • 0 — Pentagram Solve Bonus
  • 1 — Military Advisor Bonus

No clan may spend more than 25% of its Jewels on bonuses per week. If costs would exceed this limit, the bonus levels are automatically reduced.

Maintenance

To keep thy clan alive, provide a steady income of Jewels. The minimum maintenance fee is 5 Jewels per week; costs can rise to 44 Jewels (view with /clan). To add a Jewel to the vault, give it to the clan clerk. Clans that cannot pay will eventually be destroyed; the system will automatically lend up to two Jewels.

Relations

Each clan is linked to all the other clans. Relations vary from alliance to feud. The clan leader changes status at the clerk: relation <clan> <relation>.

  • 1 — Alliance
  • 2 — Peace Treaty
  • 3 — Neutral
  • 4 — War
  • 5 — Feud

Alliance

Allied clans can visit each other's halls. Both leaders must set their status to Alliance. After an alliance, one-sided downgrade takes 24 (real) hours and can only reduce to Peace Treaty. Mutual reduction happens at once.

Peace Treaty

Both leaders must set status to Treaty for it to take effect. One-sided reduction takes 24 hours.

Neutral

The starting point of all clan relations. Going Neutral → War takes 1 hour.

War

Members of clans at war can attack each other in clan areas and steal Jewels via catacombs. Changes from War require consent of both leaders. War is unavailable to clans with raiding turned off.

Feud

Total war. Members within a three-level range can attack each other anywhere. No clan can be forced into a feud — it requires agreement between both leaders. One-sided ending takes 24 hours. Feud is unavailable to clans with raiding off.

Treasury

Each clan has its own bank account. Members ranked 1–4 may view it with /clan. Any member may deposit gold via the clerk: deposit <amount>. Defences are paid from this account. Members of rank 3 or better may withdraw: withdraw <amount>.

Membership

To accept a new member, the leader and the new member visit the Clanmaster in Aston. The leader says accept: <name>; the new member says join: <leader>. Members may leave at any time with leave!. Leaders may dismiss with fire: <name>.

Rank

Each clan member has a rank within the clan, numbered 0–4. The leader names ranks via rank name <nr> <name> and assigns them via rank: <name> <nr>. Rank 4 is reserved for clan leaders — any rank-4 member holds the same powers as the founder, including reducing the founder's rank. Rank 3 grants treasury access; rank 2 grants recruitment.

Logging

All important clan actions are logged and visible to all players via /clanlog. With no parameters, the last 24 hours are shown. Useful flags:

  • -p <name> — only entries for player <name>
  • -c <number> — only entries for clan <number>
  • -x <priority> — only entries of <priority> or lower
  • -s <hours> — entries <hours> old or newer (start)
  • -e <hours> — entries <hours> old or older (end)

Example — all important actions for clan 4 over the last two weeks: /clanlog -c 4 -x 10 -s 336.

/clanlog outputs at most 100 entries per call. Defaults: start 24 hours, end 0 hours.

Website

To make thy clan website appear on the clan overview page, tell the clerk website <name>. The name must not contain the leading "http://". Example: website www.ugaris.com.