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ALLIANCE INVASIONS
NAME
alliance invasions - defend alyrian townes from invaders and gain rewards.
SYNOPSIS
alliance info [<#>]
DESCRIPTION
Invasions may occur in four Alyrian towns, one on each continent; Pirate's
Cove, Templeton, Sigil, and Xaventry. Invaders come in a variety of forms,
with varied attack techniques and strategies. A town may be defended
against by an alliance that has taken on that town as its hometown.
Hometowns may be granted by retrieving encoded notes for stronghold guards,
who alliance liaisons that exist in each of the four towns, in special
alliance strongholds. The encoded notes are possessed or guarded by
various Alyrian monsters, which must be killed before the notes can be
taken and retrieved in order for a hometown to be granted. Invaders will
only target hometowns that have defenders. To see which town an alliance
has sworn to protect, view its ALLIANCE INFO.
Every invasion is headed by a unique leader. The leader is invulnerable
until all of its minions are killed by members of the defending alliance.
When the leader dies, the invasion has failed and the defenders are
rewarded. When an invasion starts, many invaders infiltrate the town, and
are backed up by gradually diminishing of reinforcements every Alyrian
hour. The stronghold guard gives a warning forty Alyrian minutes before
each wave of reinforcements comes, announcing that they are coming.
Individual invaders do not give rewards for being slain, but rewards are
instead based upon Favor Points (FP), which are granted in direct relation
to the speed with which a given invasion is repelled by the town's
defenders. If all of the minions and the leader are not killed in 9 Alyrian
hours, they successfully finish invading the town, and proceed to pillage
it. Questmasters and shopkeepers are kidnapped, and townsfolk are murdered.
Kidnapped dignitaries are held for approximately six Alyrian hours until
they are released. If an invasion is successful, the defending alliance
falls from favor, losing [500+(200 for every 10 invaders remaining)] FP.
If at any time an alliance has 0 or fewer FP, that alliance is kicked out
of the town, is no longer defending it, is deprived of rewards, and may not
get another hometown for 30 Alyrian days.
PREPARATIONS
Preparations for invasions start eight Alyrian days before the actual
invasion commences. The town's stronghold guard will give a warning at the
eight day mark, and three more times at the six, four, and two day marks
preceding the actual invasion. Anytime between the invasion is first
planned and the actual invasion, any alliance member may NUDGE the
STRONGHOLD GUARD, and he will announce the exact Alyrian time that he was
notified of the plans: eight Alyrian days after that time is when the
invasion proper will ensue. If the time at which the invasion will begin
is inconvenient for the defenders, a clan owner of the alliance may opt to
SAYTO STRONGHOLD "PROVOKE". Doing so will make the stronghold guard provoke
the invaders into attacking immediately.
INVASION
When an invasion is occurring, any member of the alliance may POKE the
STRONGHOLD GUARD, and he will announce how many invaders remain within the
town. If the invaders are all killed within the designated time, FP are
granted at a rate of [.75*(Alyrian seconds remaining before the invaders
triumph)]. If it took defenders exactly an hour to kill the minions and the
invader leader, they would be rewarded with 1550; for two hours, 350 FP.
BRIBERY
At any time, the stronghold guard may be given gold by a clan owner of the
alliance to initiate a conspiracy against a specified alliance's hometown.
At a cost of 2000 FP, the stronghold guard will incite invaders to head
towards another hometown imminently. If the acting alliance has fewer than
2000 FP, they may not initiate the conspiracy.
PENNANTS, INVADER ATTENTION AND REWARDS
Within each stronghold, there exists a pennant on a flagpole that serves as
a sort of barometer for pride and temerity. The pennant has 4 heights, each
correllated to a maximum of rewards granted and gradually increasing
probability of invasion. To alter the height of the pennant, simply PULL
FLAGPOLE; at its highest setting, pulling it will lower it to the bottom.
To prevent tomfoolery, the flagpole may only be pulled once every Alyrian
day, although it may be raised and lowered by any alliance member. At its
lowest, the pennant only attracts 25% as much invader attention as the
highest setting, resulting in infrequent invasions; however, due to
cowardice, only minimal FP rewards may be taken advantage of. As the
pennant rises, the probability of invasions increases faster, and
greater FP rewards are granted accessible.
Neither pennant height nor FP alone are sufficient to gain rewards, but both
must simultaneously be active in order to gain rewards.
Pennant height: highest
18000 FP: +12% regeneration
16500 FP: +26% experience
15000 FP: +26% questpoints
Pennant height: high
13500 FP: -75% resurrection
12000 FP: +8% regeneration
10500 FP: +16% experience
Pennant height: low
9000 FP: +16% questpoints
7500 FP: -50% resurrection
6000 FP: +4% regeneration
Pennant height: lowest
4500 FP: +8% experience
3000 FP: +8% questpoints
1500 FP: -25% resurrection
An alliance with 16500 FP and a pennant at 'low' would only gain rewards up
to the 9000 FP ceiling; similarly, an alliance with 11600 FP at its highest
height only gains rewards up to the 10500 FP ceiling, despite the invasion
frequency raising 25% faster than is necessary to gain maximum rewards.
FLUXUS
A magical spell of yore effectively banned in 1491 by a convention of
sorcerers, the powerful Fluxus spell was later conclusively linked to the
rise of etheric stress that was polluting Alyria. The stronghold guards still
possess this knowledge, having learned the spell before it stopped being
taught to students, and while willing to cast it for the leaders of the
Alliance, it comes at a heavy Favor Point cost.
Fluxus allows stronghold guards to nexus into CPK and other restricted areas,
typically into places secured by powerful necromantic magic or by spells
used by other demonic forces. Stronghold guards may cast the short-lived
nexuses towards a random target for 500 FP, or, in the same breath as the
ordering leader says they accept the consequences of the fluxus' usage, they
may specify where the fluxus will be directed, for 1000 FP.
Available Fluxus locations include: Abacax, Azathoth, Hotel Hello, Isle of
the Sea Hag, the Altered Yaswon, the Proving Grounds, the Laocoon, the Tower
of Art, Old Federation Clanhall, Old Dark Order Clanhall, Vyst, the Chapel
Grounds, the elusive Third Hut of Garbool, or Old Amaunet Clanhall.
SEE ALSO
Clan Alliances, Clans
alliance invasions - defend alyrian townes from invaders and gain rewards.
SYNOPSIS
alliance info [<#>]
DESCRIPTION
Invasions may occur in four Alyrian towns, one on each continent; Pirate's
Cove, Templeton, Sigil, and Xaventry. Invaders come in a variety of forms,
with varied attack techniques and strategies. A town may be defended
against by an alliance that has taken on that town as its hometown.
Hometowns may be granted by retrieving encoded notes for stronghold guards,
who alliance liaisons that exist in each of the four towns, in special
alliance strongholds. The encoded notes are possessed or guarded by
various Alyrian monsters, which must be killed before the notes can be
taken and retrieved in order for a hometown to be granted. Invaders will
only target hometowns that have defenders. To see which town an alliance
has sworn to protect, view its ALLIANCE INFO.
Every invasion is headed by a unique leader. The leader is invulnerable
until all of its minions are killed by members of the defending alliance.
When the leader dies, the invasion has failed and the defenders are
rewarded. When an invasion starts, many invaders infiltrate the town, and
are backed up by gradually diminishing of reinforcements every Alyrian
hour. The stronghold guard gives a warning forty Alyrian minutes before
each wave of reinforcements comes, announcing that they are coming.
Individual invaders do not give rewards for being slain, but rewards are
instead based upon Favor Points (FP), which are granted in direct relation
to the speed with which a given invasion is repelled by the town's
defenders. If all of the minions and the leader are not killed in 9 Alyrian
hours, they successfully finish invading the town, and proceed to pillage
it. Questmasters and shopkeepers are kidnapped, and townsfolk are murdered.
Kidnapped dignitaries are held for approximately six Alyrian hours until
they are released. If an invasion is successful, the defending alliance
falls from favor, losing [500+(200 for every 10 invaders remaining)] FP.
If at any time an alliance has 0 or fewer FP, that alliance is kicked out
of the town, is no longer defending it, is deprived of rewards, and may not
get another hometown for 30 Alyrian days.
PREPARATIONS
Preparations for invasions start eight Alyrian days before the actual
invasion commences. The town's stronghold guard will give a warning at the
eight day mark, and three more times at the six, four, and two day marks
preceding the actual invasion. Anytime between the invasion is first
planned and the actual invasion, any alliance member may NUDGE the
STRONGHOLD GUARD, and he will announce the exact Alyrian time that he was
notified of the plans: eight Alyrian days after that time is when the
invasion proper will ensue. If the time at which the invasion will begin
is inconvenient for the defenders, a clan owner of the alliance may opt to
SAYTO STRONGHOLD "PROVOKE". Doing so will make the stronghold guard provoke
the invaders into attacking immediately.
INVASION
When an invasion is occurring, any member of the alliance may POKE the
STRONGHOLD GUARD, and he will announce how many invaders remain within the
town. If the invaders are all killed within the designated time, FP are
granted at a rate of [.75*(Alyrian seconds remaining before the invaders
triumph)]. If it took defenders exactly an hour to kill the minions and the
invader leader, they would be rewarded with 1550; for two hours, 350 FP.
BRIBERY
At any time, the stronghold guard may be given gold by a clan owner of the
alliance to initiate a conspiracy against a specified alliance's hometown.
At a cost of 2000 FP, the stronghold guard will incite invaders to head
towards another hometown imminently. If the acting alliance has fewer than
2000 FP, they may not initiate the conspiracy.
PENNANTS, INVADER ATTENTION AND REWARDS
Within each stronghold, there exists a pennant on a flagpole that serves as
a sort of barometer for pride and temerity. The pennant has 4 heights, each
correllated to a maximum of rewards granted and gradually increasing
probability of invasion. To alter the height of the pennant, simply PULL
FLAGPOLE; at its highest setting, pulling it will lower it to the bottom.
To prevent tomfoolery, the flagpole may only be pulled once every Alyrian
day, although it may be raised and lowered by any alliance member. At its
lowest, the pennant only attracts 25% as much invader attention as the
highest setting, resulting in infrequent invasions; however, due to
cowardice, only minimal FP rewards may be taken advantage of. As the
pennant rises, the probability of invasions increases faster, and
greater FP rewards are granted accessible.
Neither pennant height nor FP alone are sufficient to gain rewards, but both
must simultaneously be active in order to gain rewards.
Pennant height: highest
18000 FP: +12% regeneration
16500 FP: +26% experience
15000 FP: +26% questpoints
Pennant height: high
13500 FP: -75% resurrection
12000 FP: +8% regeneration
10500 FP: +16% experience
Pennant height: low
9000 FP: +16% questpoints
7500 FP: -50% resurrection
6000 FP: +4% regeneration
Pennant height: lowest
4500 FP: +8% experience
3000 FP: +8% questpoints
1500 FP: -25% resurrection
An alliance with 16500 FP and a pennant at 'low' would only gain rewards up
to the 9000 FP ceiling; similarly, an alliance with 11600 FP at its highest
height only gains rewards up to the 10500 FP ceiling, despite the invasion
frequency raising 25% faster than is necessary to gain maximum rewards.
FLUXUS
A magical spell of yore effectively banned in 1491 by a convention of
sorcerers, the powerful Fluxus spell was later conclusively linked to the
rise of etheric stress that was polluting Alyria. The stronghold guards still
possess this knowledge, having learned the spell before it stopped being
taught to students, and while willing to cast it for the leaders of the
Alliance, it comes at a heavy Favor Point cost.
Fluxus allows stronghold guards to nexus into CPK and other restricted areas,
typically into places secured by powerful necromantic magic or by spells
used by other demonic forces. Stronghold guards may cast the short-lived
nexuses towards a random target for 500 FP, or, in the same breath as the
ordering leader says they accept the consequences of the fluxus' usage, they
may specify where the fluxus will be directed, for 1000 FP.
Available Fluxus locations include: Abacax, Azathoth, Hotel Hello, Isle of
the Sea Hag, the Altered Yaswon, the Proving Grounds, the Laocoon, the Tower
of Art, Old Federation Clanhall, Old Dark Order Clanhall, Vyst, the Chapel
Grounds, the elusive Third Hut of Garbool, or Old Amaunet Clanhall.
SEE ALSO
Clan Alliances, Clans
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