Clan Castle
The castle is a stone fortress on an island north of the desert, on the west side of the map. Before its gate, between ruined columns and two stone guardians, lies a skull drawn in flowers. You get there by the desert road and a long pier that leads straight to the gate; where the pier begins, a sign tells which clan owns it.
Varg, castle warden waits at the gate. Talking to him opens the castle window: who holds it, the attack room with its formation, and the last battle. «Only five pass, and from the same clan»
Room5
Clan cooldown24 h
Clan level10
Days in the clan3
Reputation per day+200
Losing an attack−600
How it is conquered
- No owner: the first level 10 clan that gathers a room of 5 at the gate takes it without a fight.
- With an owner: those 5 are the Defenders, in the formation they entered with. They keep playing normally and, if attacked, fight with whatever they are wearing at that moment.
- To attack, a room of 5 from the same clan is formed at the gate, each from a different account. Who opens rooms: Leader, Officer.
- Every room spends an attack permit, including the one to claim an empty castle. It is sold at the city shop.
- Opening a room starts a 24 h cooldown for the whole clan, win or lose, even if the room never fills.
- If the room does not fill in 5 minutes, it closes. There is only one room at a time: while a clan has one open or is fighting, nobody else can open one.
- Joining an attack room takes 3 days in the clan.
- The attack spends no energy: attackers stay busy while the battle lasts, and it cannot be stopped.
- If they win, the attackers become the new Defenders. If they lose, the clan loses 600 Reputation, never dropping below zero or losing a level.
- A clan that holds a castle cannot attack it or any other, and an account with a Defender cannot attack that castle.
The battle: five against five
- Each side lines up in 3 lanes and 2 rows: front and back. The front takes the hits first; the back suits those who strike from afar.
- Melee hits the first one in its lane; if its lane is empty, the closest one.
- Ranged and magic aim at their lane and the neighboring ones, and prefer the back row.
- A damage spell hits the whole lane of its target. Heals and shields go to the most wounded ally.
- The first turn belongs to those who fight at range.
- Between players, hits deal 50% and heals and shields work at 50%: that way the battle is not decided on the first turn.
- A cap of 80 rounds: if reached, the side with more life wins, and a tie goes to the Defenders.
- The battle can be watched blow by blow from the castle window.
What the owner gets
- 200 Reputation per day for the clan.
- Members of the owning clan wear a golden name.
- The clan's name on the pier sign.
- The clan's banner, hanging on both sides of the gate.
- The clan workshop.