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PVP : Clan wars. Online RPG, Fantasy Game, Free MMORPG DarkSwords

System of clans

Dark Swords game universe role-social context offers ample opportunities of forming associations and alliances: so called Clans, which unite characters with similar interests and aims in game, and, often, in real life. Regarding clans creation questions, players should address to Administration by e-mail: clan@darkswords.com Clans also have an opportunity to get Clan sign-symbol in order, established by Administration, as well as clan store services in existing special locations - Bars (store interface, which is available only for those clan members, which have access privilege; and is opened by pressing action key «Enter», as in other special locations).

Clan administration is accomplished by plenipotentiary clan leader and clan Council members, which privileges are set by leader after addressing to Administration with corresponding inquiry. Clan leader has absolute power, whereas Councils could have different kinds of privileges: from the right to admit new members into clan to clan store access. Gaming process means all clan members full joint responsibility in case of clan wars. Character clan status (joining, exiting the clan) is limited by 1 change in 30 days. The cost of entry/exit/exclusion from clan = 50.000 (50 thousands) of gold.

Clan Wars

Dark Swords world political model provides player creation and participation in structures called clans. Game mechanics provides military and economic co-operation between clans. Within the limits of military co-operation clans can start wars against each other to get clan fighting (rating) experience.

Participation in rating, especially, in its leader positions provides certain stimulation in the form of character clan-member characteristics increase. Clan rating is based on fighting experience, obtained by clan during clan war. In the beginning clan fighting level equals character-creator level. Later it can be changed - both independently at the expense of regeneration and degeneration system, and as a result of war participation against other clan.

The minimum value of clan experience for participation in war (both for challenging rival clan and accepting other clan challenge) is 500.

Clan war process consists of several stages: challenge and clan war call acceptance or refusal, war process and expectation of bilateral truce confirmation or refusal.

Clan leader declares war with the help of command \startwar [“rival clan name”] (for example, \startwar “Legion of Death”). Challenged clan gets 24 hours to accept or refuse the call (call ignore during 24 hours is considered as refusal). To accept war conditions, the command \acceptwar [“challenging clan name”] should be entered, to decline - \declinewar [“challenging clan name”]. Examples: \acceptwar “BoS”, \declinewar “Knights of Honor”. The minimum value of clan experience for declaring war is 500.

In case of refusal, clan, which declares war, won't be able to challenge clan, which refuses to accept conditions, during 48 hours. At the same time, clan, which declines the challenge, also loses the right to declare war to the challenging clan. Moreover refusing clan experience divides by 2.

If challenge is accepted, war enters the stage of fighting operations. The members of clans-enemies get possibility to freely attack each other in zones, which are not peaceful. Clans receive certain clan experience amount for victories in such fights. Victory over enemy-clan private member gives fighting experience, which equals with defeated character level; victory over clan council member - twice as much experience amount; victory over clan leader - three times as much experience. Those bonuses are cumulative with bonuses for higher level in clan, i.e. clan Counsellor, who kills enemy clan Leader, gets 6 times the amount from usual clan experience.

If during fighting operations either clan experience reaches 0 (zero) mark, war automatically ends.

War could be ended by concluding a truce in accordance with participators desire both in one-sided order (command \stopwar [“rival clan name”] - \stopwar “BoS”), and in double-sided order - one side has to make an inquiry for truce using command \ceasefire [“rival clan name”], but other side - confirm truce conclusion (command \acceptcease [“rival clan name”]) or decline in such (command \declinecease [“rival clan name”]).

War one-sided exit is, as a matter of fact, surrender and carries certain penalties in form of clan experience division into half. Both clans, which participated in war, lose the right to declare each other war during 48 hours.




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