Clans and Alliances

Clans and alliances: start right at clan level 5, build an alliance and fight for castles and forts. A fast start to clan life.

On this page
  1. Clan
  2. Clan levels
  3. Clan skills
  4. Alliance
  5. Clan warehouse
  6. Territory War wards

# Clan

Initial clan level
5
Join cooldown
6 hours
Creation cooldown
24 hours
Dissolution time
24 hours (can be cancelled)
Leader change
The application is submitted by the leader at the Village Master, and the transfer happens daily at 00:00 server time (UTC+3). Until then, the application can be cancelled the same way.
Recipes at blacksmiths
Not consumed
Craft shop preservation
Yes

# Clan levels

A clan is created straight at level 5: reputation starts accumulating from that moment, and the leader gets access to the academy and siege skills right away. From there, the leader raises the level at the Village Master — the «Clan» button, then «Increase Clan Level.»: that same window lists the requirements for every level, and the button next to it opens the list of reputation sources. On our server the roster requirement steps up by 5 people and the reputation requirement by 5,000 points, so even a clan of ordinary size can reach level 11.

Level requirements

Level Clan reputation Clan members Extra
1 — — 20 000 SP + 650 000 «Adena» Adena
2 — — 100 000 SP + 2 500 000 «Adena» Adena
3 — — 350 000 SP + «Blood Mark» Blood Mark
4 — — 1 000 000 SP + «Alliance Manifesto» Alliance Manifesto
5 — — 2 500 000 SP + «Seal of Aspiration» Seal of Aspiration
6 5 000 30 —
7 10 000 35 —
8 15 000 40 —
9 20 000 45 150 x «Blood Oath» Blood Oath
10 25 000 50 5 x «Blood Alliance» Blood Alliance
11 30 000 55 Territory ownership

# Clan skills

Clan skills aren't granted automatically — not for clan level, not for headcount. The leader learns them from the Village Master: «Clan» → «Acquire Clan Skill.», paying with clan reputation points and crystals. Already at level 5 you can get «Clan Body» Clan Body, «Clan Regeneration» Clan Regeneration and «Clan M. Def.» Clan Magic Resistance — 1,500 reputation and 10 crystals per skill; from level 6, «Clan Spirituality» Clan Spirituality, «Clan Shield» Clan Shield, «Clan Morale» Clan Morale and «Clan Might» Clan Might become available for 2,100–3,000 points.

Where clan reputation comes from

Source Reputation points
Clan academic changed to 2nd class 190–650 per kill
Capturing a castle / holding a castle under siege 1 500 / 750
Capturing a fortress / destroying a ballista 200 / 30
Exchange at the Clan Trader (Illia in Aden, Mulia in Rune) 1 x «Blood Alliance» Blood Alliance — 500, 10 x «Blood Oath» Blood Oath — 200, 100 x «Knight's Epaulette» Knight's Epaulette — 20
A clan member became a hero 1 000
Clan members' placements in the raid boss hunter ranking up to 2,500 per placement
First place at the Festival of Darkness 200
Killing an enemy in a clan war or during a siege 1 per kill

# Alliance

Join cooldown (leave)
6 hours
Join cooldown (expulsion)
6 hours
Clan acceptance cooldown
6 hours
Creation cooldown
6 hours

# Clan warehouse

Items can be withdrawn from the clan warehouse by the leader — and anyone the leader grants access to. The leader types the .clan command in chat (all commands): the «Clan Warehouse Access» page opens in Alt+B. The same entry point is the «Manage Warehouse» button in the clan section of Alt+B, visible only to the leader.

Capacity
450 items (200 in the standard game)
Who grants access
Only the clan leader: the clan member's nickname goes in the field, then the «Add» button. The character doesn't have to be online; if it is, it gets a message that access was granted.
How many people
Up to 10. Removed from the list with the «Remove» button next to the nickname.
Where to withdraw from
From the warehouse keeper, from the storage page in Alt+B, from the clan hall manager, and from the castle manager — same as the leader. No clan rank is required for this.
Deposit into the warehouse
Any clan member, same as before.
Withdrawal log
On the same page: who withdrew what from the clan warehouse and when, over the last 30 days, including the leader themself. Only the leader sees it; everyone else sees a single line via .clan — whether they have access or not.
Academy
Clan academy members aren't granted access.
Leaving the clan and changing leader
A character that leaves or is expelled disappears from the list right away; access is granted again if they rejoin the clan. When the leader changes, the list is kept, and the new leader manages it themselves.

# Territory War wards

A ward (the castle's flag) lying on the ground is an NPC. It is taken with normal attacks: the ward goes to whoever lands the last hit, and they equip it right away. The capture only counts if the ward is carried to your clan's «Outpost» Outpost and the ritual is performed there. War rewards are in the Server Rates section.

Who can attack a ward
A war participant who is in a clan and is not already holding another ward. Skills and damage over time don't work on a ward - only normal attacks.
Whose ward you can't attack
The side whose castle territory the ward currently stands in cannot attack it - no matter whose ward it is. Defenders don't pick up their own ward at the walls of their own castle: their job is to keep it from being carried off.
Height
A ward can only be attacked from roughly its own level. If the carrier died underwater, the ward stays down at that depth - you have to swim to it, an attack won't start from the surface or from the shore.
Ward carrier
The ward gives «Possess Ward» Possess Ward: attack, attack speed, casting speed and run speed drop by 80%. The ward cannot be removed, passed on or dropped, other skills are unavailable, teleports and return scrolls don't work. Any war participant can attack the carrier.
Carrier died or logged out
The ward stays in that spot with full HP and can be taken again. It does not return to its base on its own.
Carrier entered a town
The ward returns to the place it was last taken from.
Capture
The carrier uses «Ward Transport» Ward Transport on their clan's «Outpost». The ritual lasts 3 minutes, and hits on the carrier can interrupt it. The «Outpost» is set up by the leader of a castle-owning clan in another castle's territory, so only a member of a clan with a castle can complete a capture. Defenders bring their own ward back home from another castle the same way, with the ritual at their own «Outpost».
Limit
A castle-owning clan can hold no more than 9 wards.
End of the war
Wards that were not delivered stay with their previous owners.