Contrôle
des Forts & Reliques
(
Source : Camelot Stratics )
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/claim |
With a full
group of people from the same guild in the lords room, they will claim the
keep with this command |
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/upgrade # |
This will
upgrade or downgrade the guards of the keep to the level desired between 1-10 |
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/release |
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/upgrade # |
With the doors
targeted the crafter can upgrade the strength of keep doors between level 1-10. Must have the appropriate amount of
wood |
/repair |
Wood crafter
repairs a door to its appropriate level with the right amount of wood |
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While claiming keeps comes with the gratitude of
crushing the other realms hope of keeping their relics very long, there are
many other bonuses that come along with it in game. They are as follows:
When
a guild has claimed a Keep - all members of that guild and all allied guilds
will gain certain bonuses when in PVP combat
Each
Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's home
frontier close to the home zones are the lowest difficulty (1). Those keeps
deep within enemy territory are the highest difficulty (5). The low
difficulty keeps will give very few bonuses. The high difficulty keeps will
give the most bonuses.
The
guild earns (1000 times Keep Difficulty) Guild Realm Points per hour that
they hold the keep.
When
a guild owns a keep - all guards who spawn in that keep will spawn with the
guild's emblem on their cloaks and the tagged with the guild's name.
A
banner will be placed on the keep with the guild's emblem.
+1%
per enemy Keep conquered by your realm in an enemy
realm.
+2%
times difficulty(1-5) if your guild is currently
holding a keep.
+3%
times difficulty(1-5) if you are defending a keep
that your guild alliance is holding.
The
realm with the most keeps gets access to
Players
now receive an exp bonus when fighting within 16,000 units of a keep
controlled by your realm or your guild. You get 20% bonus if your guild owns
the keep or a 10% bonus if your realm owns the keep.
When
a guild claims an outpost, all guards from that outpost raise one level.
Additionally, as the keep is upgraded - one level is added to every guard for
every upgrade level on the keep. Note that the named guards at the relic
keeps are "from" these outposts and enjoy the same upgrades. Listing of Keep Difficulty Levels: Albion Keeps: Midgard Keeps: Hibernia Keeps: |
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1.3 Benefits of Claiming a Relic |
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There are six relics in the game (2 per Realm):
one is a bonus to melee damage, and one is a bonus to magical damage. Note
that we will be expanding the number of Relics per Realm in the future. Your
Realm's Relics have no bonus to you, but if you go to another Realm and
capture their Relics and bring them back to your Realm's Relic Keep, then you
will get their bonus. Please note that you must have your two Relics safe in
their Keeps before you can take another Realm's Relics and thus acquire their
bonuses. The bonuses for holding each relic to +10% per
relic. Your own Realm's Relics are not longer counted when figuring the
bonuses. Thus, if you have both your Relics, and all four enemy Realm Relics,
you will have a 20% bonus for both PVE and PVP damages for melee and spells.
Note that you are still indented to hold your own relic since you can't claim
another relic unless you have your own. For instance if you have your own
strength relic and one other strength relic, you'll get +10% to all melee
damages. In the worst case, if all your relics are taken, you'll receive no
bonuses (and no penalties). Please note that you can now view this bonus
information using the new "bonuses" button on your character sheet.
Each home Outpost (frontier keep), when
"owned" by the home realm, controls a contingent of guards at each
Relic Keep. For example, if the forces of However, the actual number of "Outpost
Relic Guards" at the relic keep is modified by two factors: Outposts
owned and Relics owned. Relics owned: Outpost Relic Guards are reduced by 25% for
every relic over 2 owned by a Realm. 3 relics owned = 75% frontier keep relic guards Outposts Owned When an Outpost is captured by the enemy, the
guards it controls are not spawned at the relic keeps. |
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2.1 Claiming Keeps |
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1) you must be of a
guild rank that has claim permissions. A message is printed to the realm that currently
controls an outpost when it is claimed or released. Only realm members of
realm level 10 or higher see these messages, or those that belong to the
guild. To retain control of your keep your guild will
be charged 50 Guild Bounty Points per hour for every upgrade level of the
keep. The upgrade level is 1 by default when the keep is claimed. When your
guild runs out of bounty points, your claim on the keep is released. A guild can "step up" the number of GBP's they spend per hour to upgrade the various NPC's of their Keep. The guild master (or anyone of a
realm rank that has Upgrade permissions) can use the /GC UPGRADE command to
upgrade the keep's level. Each Keep will have an "upgrade" level
from 1 to 10. Depending on the Keep's upgrade level, the guards, archers,
patrollers and keep lord have their combat strength upgraded. An upgraded
keep costs additional GBP's to support - 50 per
level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour. To release a claim on a keep, a guild member who
is of a rank that has Release privileges can use the /GC RELEASE command
(from anywhere in the game). This will stop the hourly charge on your Guild
Bounty Points, as well as allow you to claim a new keep. |
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2.2 Claiming Relics |
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Relic Locations:
Midgard: In order to affective take a relic from a keep, the attacking realm should have more than about 50
people with them (at the very least). They have to realize that the relics
are near to the frontier gates and once a relic goes under attack the whole
realm defending will start swarming out of the gates like bees in a honey
comb. Be ready to get death spam and die a lot. Taking relics is not easy for
a good reason. However, if a realm does get lucky and get the
relic the bonuses that come with it are outstanding. In order to claim a
relic there are a few guidelines that must be met. They are as follows:
The
person getting the relic must be guilded
The
guild must own a keep
The
keep that the relic is going to be held in must have been held for
approximately 2 hours or you can not put a relic in the keep.
You
can not take a relic from a claimed keep. You must kill the keep lord to
revert the keep to unclaimed status before picking up a relic. Be sure that the guild taking the relic back to
their keep has enough Bounty points to hold it for a long time. If a Relic is
placed in an guild-controlled outpost, and the guild
controlling that outpost runs out of Bounty Points to maintain it, the Relic
will revert back to its original Relic Keep. |
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