In almost every war there are victims. Those who do not want to be involved in a war either get drawn into it unintentionally or are considered easy prey by war mongers. In order to avoid war victims but still allow guilds to wage war against each other even if they are playing on a game world type with an active skull system, a war system is available.

How does it work?

  • The leader of an active guild may declare war to other guilds via his guild page. Guilds can only be in war with, or declare war to, up to five opposing guilds at a time. Anyone can view the war history of a guild on a sub page of the respective guild page.
  • By declaring war, the guild leader chooses his opponent and sets the conditions: duration (from 7 to 180 days), frag limit (up to 1,000 kills), a penalty payment in case of losing (up to gold coins) and so forth.
  • His opponent may decline the war declaration, change its conditions or accept it. In case he accepts, the previously set penalty payments, and a small war declaration fee amounting to 1.000 gold coins, will be transferred from both guild leader's accounts to a temporary escrow deposit at the next server save. In case the leader's accounts could not be charged for any reason, further attempts will be made at subsequent server saves. As soon as the transfer is completed, the war begins.
  • During the war, the killing of a war opponent will always be a justified kill. However, attacking a war opponent will result in a protection zone block. If the attacked character hits back, he will also receive a protection zone block even though he did not initiate the act.
  • Characters that are currently in war will be marked with special icons. This allows an easy identification of friendly and opposing characters, as well as characters who are involved in other ongoing wars you are not part of.
  • Through guild channel messages you will be informed whenever members of your own guild, or the opposing guild, were killed, and as soon as you won or lost the war.
  • At the end of a war, the leader of the winning guild will receive the penalty payments that were previously transferred to the escrow deposit. In case of a time out, the guild which achieved the most frags will be counted as the winner, but only gets a proportional amount of the loser's penalty payment measured against the frag difference. In case of a draw, the payments will be returned to both guilds.
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