Clan command
Format: clan
clan info clan clan join clan clan leave clan rank list|name clan members clan donate qp clan bank deposit|withdraw N gold clan catalog clan buy id confirm clan recruiter add|remove name clan kick name clan unban name clan diplomacy list|proposition|set clan number
Everything about your clan in one command. With no arguments it lists the clans of the world, and, once you are in a clan, clan info shows a clan's leader and recruiters, and for your own clan also the treasury and what it has bought. What each clan stands for is told in clans. The Flower Children and the Ghosts keep their old rules, the rest of this article is about all other clans.
JOINING Clans take those who have been reborn at least once or reached level 100, and each clan adds its own conditions. Joining costs 1000 quest points: they go to the treasury and make you rank 1. If you once held rank 1 or higher in this clan, you come back for free. You must leave your current clan first, unless it is the Flower Children.
RANKS Rank grows by itself and belongs to you, not to your membership: leave and come back, and it is still there. Ranks 1 to 4 come from donations to the treasury, 1000, 2000, 4000 and 8000 quest points one after another, and part of a step counts toward it.
Ranks 5 to 8 come from hours played in the clan, 100, 250, 500 and 1000. These are real hours online, counted from the day you join, and they don't tick while you are offline. They start to pay off at rank 4: hours already earned are counted within a few minutes, so you can jump over several ranks.
The higher the rank, the stronger your clan skills, and most of them also get a higher ceiling: even a fully learned skill works below its full power at the lowest rank, a little better with each rank, and in full at the top. After 180 days away from the game a rank above 4 drops to 4, the clan hours start over, and an office is lost.
OFFICES The leader and recruiters hold offices, not ranks. The leader appoints recruiters, sets clan diplomacy and buys from the catalog. The leader and recruiters see other members' full rank cards, take gold out of the treasury and kick members. Only the leader can kick a recruiter. A kicked member can't come back until the leader or a recruiter runs clan unban.
A leader who stays away from the game for 60 days gives the office up: it goes to the recruiter of the highest rank among those who have been in the game within the last 30 days, or, if there is none, to such a member, and equal ranks are settled by clan hours. Fifteen days before that the clan is warned. The old leader keeps the rank, and the gods can hand the office back. With nobody to take it, the clan is left without a leader.
TREASURY Anyone can donate quest points and put gold in. Quest points never come back out: the leader spends them in the catalog.
CATALOG clan catalog lists what your clan can buy. Some clan skills stay locked until the clan buys them, others get upgrades. A purchase works for every member at once. Some items need another one bought first. Only the leader buys, in two steps. First clan buy id, where id is the word at the start of a catalog line, for example clan buy garble+: the game names the price and asks you to confirm. Then, within two minutes, clan buy id confirm. A purchase can't be undone until the epoch ends. What an item does is told in the help of its skill. Leave the clan and its purchases stay with it, while the skill you learned is kept for your return.
DIPLOMACY clan diplomacy shows how the clans stand with each other, and clan diplomacy list names the treaties and their numbers, from alliance to war. The leader changes a treaty with clan diplomacy set. Making things worse takes effect at once. Making them better is an offer: it takes effect when the leader of the other clan offers the same, and clan diplomacy proposition shows what others offer your clan.
