Clans and Kingdoms
Clan Basics
At level 100, you may enter a clan. Clans are a group of players united under one banner, controlling a Kingdom with various structures which offer different bonuses. Not all clans are equal as there are different possibilities for structure combinations. If you wish, at level 300, you may form your own clan to conquer the realm of Neflaria.
The Clans signup, creation, and withdrawls are done at 2,2 in Royal University. To signup for clans, it will be an initial cost of 1 million gold on hand, and an additional 1 million footed by the clan (Note: some clans will get recruits to pay all or part of this fee). To create a clan, an initial cost of 10 million is imposed with other costs for structures. It costs you nothing to leave a clan.
Clans are normally run with a Leader and a Co-Leader. They have a special authority over others, as they can accept (1 million gold) and boot (free) any member as they see fit. For the leader, changing the co-leader is costless. Also, these leaders can change the clan bonus to whatever they feel is appropriate. There is a cost of 1 million gold. The leaders appear in italics in clan chat.
One thing that has been implemented is that now you can see whether or not someone you are about to PK are in the same clan as you. They have a (C) between their name and their alignment. As well, if they are an ally of the clan, they would have an (A) between their name and their alignment. If you are not in a clan, then you would not see any of this.
Clan Power
Each member in the clan generates clan power. Clan power depends on the levels of each member. Here is a simple breakdown of levels and powers:
With clan power, clans are able to receive some relatively powerful clan bonuses, of which may be helpful for combat against the creatures of Neflaria, but will have NO EFFECT against other players of Neflaria. Clan leaders receive 1.5 times the effect from the clan abilities. Here is a breakdown of the current clan bonuses, which cost 1 million gold for EACH change taken place:
Kingdoms
Kingdoms were created for those who participate in clans. Each clan can settle one piece of land within Xandor Kingdoms (22,11 Wilderness) and build their structures upon that piece of land. Clan members pay a tax for each creature they fight, no matter the location. This does not apply to the leaders. The tax may vary from no tax to a crippling 99% of gold per kill. This gold is deposited into the clan's treasury and can be freely withdrawn from either leader.
Kingdoms contains the Defensive structure, the clan Mine, and the clan's miscellaneous structure.
Kingdom Defence
The Defensive structure of the Kingdom is the heart and soul of the kingdom. If this fails, the whole kingdom fails and will be overthrown. Currently, this has no effect as kingdoms are invulnerable to attack. Here is a list of Defensive structures (darkened options are not purchaseable as of yet):
Kingdom Mines
The Clan Mine is a clan structure that will allow members to have the possibility of dropping a gem. The drop chance is roughly 1 in 3000. The type and grade is determined by the type of Gem Mine the clan owns. It is random in that sense. For clan mines to drop gems, there is no minimum tax level needed. Here is a breakdown of the available clan mines:
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Kingdom Miscellaneous Structure
Certain clans will have a miscellaneous structure which may benefit melee fighters, casters, or even both types of players in creature combat only (aka, not in duels). The miscellaneous Structures are as follows (darkened options are not purchaseable as of yet):
+1 item class to both weapons | ||
+1 item class to both spells | ||
+15% Spell Accuracy +1 item class to both weapons and both spells | ||
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Kingdom Wars will be implemented in the future, therefore currently all Kingdoms are invulnerable to attack.