Lunar War

Event schedule

Server time zone UTC

EventNext startStarts in
Lunar War6d 05:43
Lunar War

Lunar War

Karus and El Morad meet in the Lunar Valley. Kill the enemy, follow your commanders and bring down the Warders and the Keeper that guard the enemy base.

Joining

  • The war is opened by the game masters at the times shown in the schedule above.
  • Enter through the Lunar Gate in your home land: Luferson Castle for Karus, El Morad Castle for El Morad. The gate only works while the war is open.
  • The first 150 players of each nation get in. Once a nation is full, its gate closes until someone leaves.
  • Ronark Land is closed while the war is running. Players there are sent home when the war opens.
  • You respawn at your nation's base inside the valley and can keep fighting.
  • You do not lose experience when you die in the Lunar Valley. National Points are gained and lost as in any other PK zone.

Score

While you are in the valley, the kill count of both nations is shown at the top of the screen and updates with every kill.

Commanders

  • 5 minutes after the war opens, each nation gets up to five commanders: the clan leaders who are in the Lunar Valley at that moment, from the five clans with the most clan points.
  • Leaders who are not in the valley at that moment are skipped, however high their clan ranks.
  • Your nation sees a green notice with the names of its commanders. Commanders are marked with a green frame around their name and clan name instead of the usual leader underline.
  • A commander types /command followed by the message. The message appears in green at the top of the screen for every player of that nation, wherever they are.
  • Commanders keep their authority when they are killed. It ends when the war ends.
  • While commanding, a leader cannot manage the clan (invite, kick, appoint assistants). Everything is back to normal when the war is over.

Winning the war

  • Each base is guarded by Warder 1, Warder 2 and the Keeper.
  • Every guard kill is announced across the server with the clan and the name of the player who dealt the most damage.
  • When the last guard of a nation falls, the battle is over and the other nation wins. The result is announced to both nations together with the kill count.
  • The battle in the valley lasts 60 minutes. If both bases are still standing when the time is up, the nation with more kills wins. Equal kills mean no winner.
  • If the game masters close the war before a result, it ends without a winner and everyone is sent home.

Invasion

  • The winning nation invades the loser's home land for 60 minutes.
  • When the battle is decided, the losers in the valley are sent home to defend. The winners in the valley are moved straight to their foothold in the enemy land.
  • Winners who are elsewhere can join the invasion through the Lunar Gate in their home land, which now leads to the foothold. The losers can no longer enter the valley.
  • Invaders who die respawn at the foothold. Defenders respawn as usual.
  • When the invasion time is over, everyone is sent back to their own nation and the war is finished.

Monuments

  • Each village in the invaded land has a monument. When the invaders destroy it, a notice tells everyone that the village has been overrun.
  • The monument then blesses the invaders standing within 100 m of it: 50 National Points and 50,000 coins each, once per monument.
  • The main monument in Luferson Castle / El Morad Castle keeps blessing: every 5 minutes until the invasion ends, the invaders within 100 m of it receive 25 National Points and 25,000 coins.
  • Monuments respawn as usual, but a monument that already blessed gives nothing more in the same war.
El Morad baseKarus base
El Morad Keeper
Keeper
Karus Keeper
Keeper
El Morad Warder 1
Warder 1
Karus Warder 1
Warder 1
El Morad Warder 2
Warder 2
Karus Warder 2
Warder 2
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