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.
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.
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. 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:
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.
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.
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.
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:
|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.
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.
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.
|2||- Peace Treaty|
Allied clans can visit each other's clan halls. Both clan leaders need to set the status of their relations to Alliance for an alliance to be formed. If, after an alliance has been formed, one of the allied clans wants to reduce the status of their relations, it will take 24 (earth) hours for the change to come into effect. The status of their relations can only be changed to Peace Treaty. If both sides agree on diminished (or reduced) relations, the change happens at once.
A Peace Treaty requires both clan leaders to set the status of their relations to Treaty before it becomes operative. One-sided reduction of relations takes 24 (earth) hours to come into effect.
Neutral is the basic status and starting point for all clan relations. Going from Neutral to War takes one (earth) hour.
Members of clans at war can attack each other in clan areas. They can also steal the other clan's Jewels through the clan catacombs. A change from War to Feud or to Neutral, Peace Treaty, or Alliance, necessitates the consent of both clan leaders. War is not available to clans with raiding turned off.
Feud is... total war. All members of both clans within a three-level range can attack each other, no matter where. No clan can be forced into a feud, it requires an agreement between both leaders. A one-sided ending of the feud takes 24 (earth) hours to come into effect. Feud is not available to clans with raiding turned off.
Each clan has its own bank account. Members ranked 1-4 can view it with the /clan command. All members can also deposit money into the account by telling the clan clerk: deposit <amount>. All clan defenses are paid from this account. Clan members of rank 3 or better clan remove money from the clan account by telling the clan: withdraw <amount>
To accept a new member, the clan leader and the new member need to pay a visit to the Clanmaster in Aston, where the clan leader must say: accept: <name of new member>. Then the new member must say: join: <name of leader>. Any member can leave the clan at any time by going to the Clanmaster and saying: leave! (the exclamation mark must be used too). Clan leaders can fire any clan member by going to the Clanmaster and saying: fire: <name of clan member>.
Each clan member has a rank within the clan. These are numbered 0 to 4, and the clan leader can assign names to these ranks by telling the clerk: rank name <nr> <name>. He can also change any member's rank by telling the Clanmaster: rank: <name> <nr>. Note that rank 4 is the rank reserved for clan leaders. Any clan member at this rank becomes a clan leader and holds the same powers as the clan's founder, including the power to reduce the founder's rank. At rank 3 or better, the clan member may access the clan treasury and withdraw money, and buy and use clan defenses. Clan members with rank 2 or better may recruit members.
All important actions of clans and their members get logged, and can be checked by all players. The command to do
so is /clanlog.
A simple call of this command will show all clan activities which occurred during the last 24 (earth) hours. To
search for specific
occurrences, /clanlog can be modified with parameters:
-p <name> - Show only entries created for player <name>
-c <number> - Show only entries created clan <number>
-x <priority> - Show only entries of <priority> or lower
-s <hours> - Show only entries <hours> old or newer (start time)
-e <hours> - Show only entries <hours> old or older (end time)
To get all important actions for your clan use: /clanlog -c 4 -x 10 -s 336
-c 4 restricts the output to clan 4 (you have to change the number to match your clan, of course)
-x 10 restricts the output to relation changes and raids.
-s 336 gets all entries for the last two weeks
To get a history about a specific player use: /clanlog -p Ishtar -x 15 -s 1344
-p Ishtar will restrict the output to this player (change the name to fit your needs)
-x 15 ignores all entries less important than joining or leaving clans
-s 1344 gets all entries for the last eight weeks
You could also use -x 25 to see when that player deposited a jewel in the clan vault.
Please note that /clanlog will not output more than 100 entries per call. If no start time is specified, it will be set to 24 hours. If no end time is specified, it will be set to zero hours.
To make your clan website show on the clan overview page, tell the clan clerk: website <name>.
The name must
not contain the leading "http://".
Example: website www.ugaris.com.