Guild Raid Regulations
Guild Raids
- In order to attack a guild, an open topic must be created at the location of the guild itself.
- Guilds may only be attacked once per 2 months. In addition, a guild must be fully repaired to be raided. It does not matter whether the attack was successful or not.
- Should an Independent or Neutral guild raid the Rune Knights, they will become a Dark Guild. It does not matter if the raid was successful or not.
- Guild raids are considered green topics. The danger can be increased if both parties agree to a different danger setting.
- The attackers are bound by the Fight Regulations preventing them from attacking or casting in their initial posts.
- The attackers can have up to four members, defenders may protect their guild with up to four other members.
- After the last attacker has entered the topic, the attackers must give the defending guild members 48 hours to enter the topic and defend their guild.
- Guild members and allied guild members may defend their allies as long as they are in the same region at the time of the topic creation.
- Rune Knights may defend Legal guilds if they are in the same region at the time of the topic creation.
- Guild members, allied guilds, and Rune Knights, if applicable, are the only eligible defenders and are the only other parties that can join a guild raid to defend.
- It is not possible to enter (Guild Raid) topics outside of being an attacker or a defender.
- Guild raids must include the (Guild Raid) tag in the title, attackers cannot set the danger color of the tag.
- While the topic is locked bounties and contracts can still be acquired from both parties as a result of third-party damage.
- Guild Raids may be performed in a segmented manner with the consent of both parties allowing for multiple smaller fights to determine the outcome rather than a group fight, allowing up to variants of up to 4v4, 2x 2v2, or any other combination. Absent any agreement, battle topics can be at most 2v2.
Guild Building
- Guild buildings have a durability of 10x S-rank before it is considered completely demolished.
- Guild buildings receive at most 1x S-rank damage per post. Should an attacker deal more damage in their turn, only 1x S-rank damage will be applied to the building.
- When a guild is destroyed the Guild Bank will lose 500,000 Jewels and +500,000 Jewels per additional Raider up to 2,500,000 Jewels.
- Guilds are passively rebuilt by 2x S-rank per week. The passive reconstruction begins 1 week after the destruction of the building.
- Guilds may repair their building for 1x S-rank worth of damage for 500,000J.
- Guild members can repair the location by completing a word count equivalent to the damage dealt. Member will receive base request rewards equivalent to the word count completed up to 1x S-Rank, this counts towards their monthly minimum if applicable.
- In order for the Guild Raid to be considered valid, there must be at least one guild member from the defending side defending the guild against the raid.
Guild Raid Rewards
- Upon successfully raiding a guild, the attackers receive a contract or bounty of 1,000,000J depending on the alignment of the guild or organization that they attacked.
- Independent and Neutral guilds may decide whether their attackers get a bounty or a contract.
- Unsuccesful raids result in a contract or bounty of 500,000J being placed on the attackers depending on the alignment of the guild or organization that they attacked.
- Upon successfully raiding a guild, the attackers receive a reward of 500,000J, 10,000XP, and 500RP. Should the defenders defeat their attackers, they will receive those rewards instead.
- Unsuccesful defenders receive a reward of 250,000J, 10,000XP, and 500RP.
- In order to receive a reward for raiding a guild, there must be at least one guild member from the defending side defending the guild against the raid.
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