Contrôle des Forts & Reliques

 

( Source : Camelot Stratics )

 

 

1.1 Commands

 

/claim

With a full group of people from the same guild in the lords room, they will claim the keep with this command

 

/upgrade #

This will upgrade or downgrade the guards of the keep to the level desired between 1-10

 

/release

 

 

/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

 

1.2 Benefits of Claiming a Keep

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.
Example: If your realm has conquered 5 outposts in other realms, you'll always receive a +5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you'll get an additional +6% (total of +11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you'll get an additional +9% (total of +20%).

*        The realm with the most keeps gets access to Darkness Falls

*        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:
Note that each keep's difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.

Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2

Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2

Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2

 

1.3 Benefits of Claiming a Relic

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 Albion control the Albion Outpost Caer Benowyc, a number of guards representing Caer Benowyc will appear at the Relic Keeps in the Albion frontier. The number of "Relic Guards" these outposts spawns depends on the location of the outpost - the number is either 2,3, or 4 guards. These are referred to as "Outpost relic guards", and are distinguished from normal guards at the relics by being higher level and having the name of the "controlling" Outpost keep over their heads.

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
4 relics owned = 50% frontier keep relic guards
5 relics owned = 25% frontier keep relic guards
6 relics owned = 0% 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.

 

2.1 Claiming Keeps

1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM

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.

 

2.2 Claiming Relics

Relic Locations:

Albion:
Merlin's Staff - Power Relic -
Snowdonia Relic Castle
Excalibur's Scabbard - Strength Relic -
Forest Sauvage Castle

Hibernia:
Cauldron of Dagda - Power Relic -
Mt. Collory Castle
Lug's Spear of Lightning - Strength Relic -
Cruachan Castle

Midgard:
Thor’s Hammer (aka Mjollnir) - Strength Relic -
Uppland Castle
Horn of
Valhalla - Power Relic - Yggdra Castle

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.