Clans and orders
Clans or Orders are special organisations of players who share common goals. Each of the main clans stands for one of the Eight Paths.
Knights Order [K]nights Defenders of Good and Light Invaders Cabal [I]nvaders Army of Evil from the Unknown Land Shalafi Order [S]halafi Keepers of Magic and Reason Battleragers [B]attleragers Masters of the Martial Arts Rulers Order [R]ulers Keepers of Order Chaos Circle [C]haos Barons and Baronesses of Chaos Artificers [A]rtificers Masters of steam, gunpowder and machines Lions Pride [L]ions Foresters and Nature Wardens
Flower Children Commune [F]lower Children Pacifists and herbalists Ghosts Clan [G]hosts Merciless killers
Type clan to see the clans of the world. Everything the command can do is described in clan.
WHY JOIN A CLAN
- Clans possess powerful skills unavailable to clanless players.
- Members of your clan (clanmates) will help you with equipment and other resources
- Clan healers freely heal and bless all clanmates
- On clan territory you can rest and store items in (near) safety
- Participation in a clan is an excellent basis for your roleplay or fun PK
HOW TO JOIN Players without a clan are called clanless or loners. You join a clan yourself, nobody has to accept you:
Format: clan join clan
Clans take those who have been reborn at least once or reached level 100. Joining costs 1000 quest points: they go to the clan treasury and make you rank 1. If you once held a rank in this clan, you come back for free. Each clan also takes only certain alignments, ethos, classes or races. On top of that, every clan sets a test of its own:
- Knights Order -- slay a hundred evil creatures.
- Invaders Cabal -- kill at least one player in PK. Pets, alts and players from your own address don't count.
- Shalafi Order -- intelligence of 23 or more, and no follower of the gods of Fury.
- Battleragers -- only followers of the gods of Fury.
- Rulers Order -- beat the gangsters at least once. Your application is then reviewed for a day.
- Chaos Circle -- Chaos decides, once a day: if it turns away from you, try again tomorrow.
- Artificers -- know a craft.
- Lions Pride -- bring a beast that follows you: your pet or a charmed animal.
The Flower Children take anyone from level 5 at once and for free, with the same command. You can't leave them, only trade them for another clan: joining one takes you out of the Flower Children. The Ghosts are chosen by the gods.
Multiclanning is frowned upon: your alts in different clans, or one character hopping from clan to clan. It is also a waste of time. Rank is earned by donations and hours in one clan and doesn't move to another: in a new clan you pay the fee again, start from zero, and you can't use the old clan's skills any more. An alt in another clan is one more character doing it all from zero.
CLAN DIPLOMACY Most clans follow one of the Paths and are at war with the clans that are patrons of the Paths opposing their own. But clans are not the same thing as Paths. You can follow the Paths without joining a clan.
Each clan has its own friends and enemies. Players of hostile clans attack each other -- such clans are in a state of war. Some clans help each other if they have concluded an alliance. To see the current clan relations (clan diplomacy), type clan dipl. Details -- via the command clan dipl help.
RANKS AND OFFICES Your rank grows by itself and stays yours even if you leave: ranks 1 to 4 come from donations to the treasury, ranks 5 to 8 from hours played in the clan. The higher the rank, the stronger your clan skills. The leader is appointed by the gods, the recruiters by the leader: these are offices, not ranks. They can withdraw gold from the treasury and expel members, and the leader also runs diplomacy and spends the treasury. An office lost to remort comes back when you rejoin the same clan: if the leader's seat is taken, you return as a recruiter. See clan for the numbers.
CLAN TREASURY Quest rewards aren't shared with the clan: the whole reward is yours. Any member can donate quest points (clan donate) and deposit gold. Quest points never come back out of the treasury: the leader spends them in the clan catalog (clan catalog) on new clan skills and upgrades of the old ones, and a purchase works for every member at once. Gold in the treasury is capped at 100000.
CLAN TERRITORIES Clans have their own territories (clanhalls) with their own healers, pets and other perks. The location of clan territories is kept strictly secret, but it can be learned from experienced players.
The entrance to each clan is guarded by a very powerful guard (clanguard):
- will attack foreign clanmates
- will attack clanless players, unless they are already newbies
- will not attack those who have been issued an invitation
- will not attack foreign newbies
- will not attack Flower Children
- will not attack members of allied clans (alliance only, not peace), including their pets, and greets them
However, even if the guard does not attack, it will politely but firmly escort all outsiders out of the clanhall. Any clanmate can ask their clanguard for an invitation by saying 'I need invitation' nearby.
The clanguard is considered a clanmate, so attacking it (even accidentally!) is an act of war against the clan. Try not to accidentally wander onto clan territories.
The clanguard also guards the key to the clan shrine. If you kill the guard, unlock the clan altar and take the shrine -- all clan skills will stop working.
