Events and guild war

A realm's owner can run a Guild War or a football match when they choose, and bots can play in both.

An event happens only when the realm's owner, staff, or a player the owner has given the command with /grant starts it. Each has a start and a cancel command, also in their GM Commands panel.

Guild War

The Guild War plays by the classic rules on the guild war map: break a gate, get inside, and take the pole. The guild holding the pole when the war closes keeps it.

Starting one

The owner starts it with Start a guild war (/startgw), which asks for:

  • War lasts — 1 to 720 minutes.
  • Jail pardon every — how often the Warden grants a one-minute pardon to those in the jail.
  • Opens in — up to 60 minutes before the war opens; 0 opens it at once.
  • Bombs per attacking side — optional. Each attacking guild and its allies may claim this many bombs between them during the war.
  • Defending guild — optional. A guild named here holds the pole and both gates from the start, and its living members online in the realm are brought inside, round the pole, as the war begins. Nobody leaves the pole to the first guild to win a round. Left empty, the last war's holder keeps it.

The realm is told when the war begins, how long it runs and who holds the pole. Both gates shut as soon as it is announced, and until it begins the pole and gates take no damage. Cancel an event (/cancelevent gw) calls a war off.

During the war

  • Wherever you are in the realm, the top right of the screen counts down the time the war has left; on the war map the guild scores are under it. Before it begins, it counts down the preparation.
  • A round ends when the pole falls, and the next starts ten seconds later with both gates standing again.
  • Someone who dies on the war map and revives at the revive point during the war goes to the jail, and leaves when the Warden next grants a pardon. A Water Taoist's revive where they lie does not.
  • The holding guild's leader can rebuild a fallen gate from its dialog for 2,000,000 silver from the guild's fund, once per gate per pardon.
  • Before the war begins, the gates' Let me in takes the defending guild's members and its allies inside. Once it runs, it takes only the holding guild's Guild Leader and Deputy Leaders: everyone else on their side waits in front of a gate for one of them to open it.
  • The holding guild's Guild Leader and Deputy Leaders can open and close the gates at any time, from the gate's dialog.
  • Only the holding guild defends. Every other guild may attack the pole and the gates, the holder's allies included: an ally can take the pole from its friend.

Tactics

From the moment a war is announced until it ends, a guild's leader and deputy leaders have a GW Tactics button beside GM Commands, or can type /tactics. It opens a tree of your alliance: your guild and each allied guild, their teams with the players in them, and the players in no team. Tick a guild, a team or players, then press an order and it's theirs at once:

  • A guild order for everyone in your guild.
  • A team's order. Teams are the groups the Team menu makes, and they're named Team Alpha, Team Bravo and on as they form; a disbanded team's name goes to the next team formed. A team sits under the guild its leader is in.
  • An order of their own for any one player or bot.

The orders depend on your side. If your guild holds the pole or is allied to the guild that does, you defend: defend the left gate, defend the right gate, rally at the pole or hold the walls. Otherwise you attack: attack the left gate, attack the right gate, storm the pole, regroup or follow the attack. A team or a player can also be told to defend a team or a player of your alliance — a Water Taoist told to defend someone stays by them and revives them first — or to attack a player outside it. Or write your own words.

You command your own guild's players, and every player of an allied guild who is in a team led by one of yours. An allied guild's other players, and its guild order, are theirs to command until their leader or deputy ticks Let our allies' leaders give my guild orders at the foot of their window; it's off until they do, and they can untick it again.

You can also tick up to five of your players who aren't in a team and make them a team: pick its leader, give it a name, and they're in it straight away. They can leave it like any team.

Each player sees the ones meant for them in the top-right of the screen, under the scores, as Guild order, Your team's order and Your own order, and is told in chat when one changes. An order reaches only the players its leader commands, never a neutral or enemy who has joined one of your teams. Every row of the tree shows what that player is doing and why, so you can see your whole alliance at a glance.

Whoever gave an order last is the one that stands for each player, and allied leaders with the window open see each other's orders as they're given. Orders stay until a leader takes them away; when the pole changes hands, an order for the other side is on hold until it fits again. Bots play their personal order first, then their team's, then the guild's, and pass over words.

Bombs

A war started with bombs has a BombMaster standing at the guild map's entrance, beside where the Guild Conductress brings you, from the start of the preparation until the war ends. A war without them has none.

  • Bombs are for the attacking guilds: every guild but the one holding the pole. The holder's allies may claim them too.
  • Only a guild's Guild Leader and Deputy Leaders can claim them, one at a time.
  • A guild shares its bombs with its allies: what the guild and the guilds allied to it now have claimed counts against one number. Break an alliance and each guild counts only its own claims again; make one and the claims are added together, so allies who have already used the number between them get no more.
  • The BombMaster tells you how many your guild, and its allies with it, have used and how many remain.
  • Someone watching with /spectate cannot claim or use a bomb, unless they are staff.
  • Use a bomb beside a standing gate while the war runs and the gate falls, open, for its holder to rebuild. Whoever lit it dies.
  • A bomb works only in the war that gave it out. One kept after the war is taken away when it is used.

Monsters the owner spawned for a guild fight for it: they attack the pole and gates while their guild does not hold them, defend them while it does, and score for it.

Football

A match is started with Start a football match (/football), which asks for:

  • Match lasts — 1 to 60 minutes.
  • Pitch — Mystic Castle, a hall of the castle's flagstones and murals, or Twin City, the same pitch on Twin City's grass inside its wall.
  • Sides — left as Random, everyone in the realm is asked, in the dialog window at the top of the screen, whether they will play, and whoever says yes is drawn into Red and Blue; fewer than two, and the match is called off. Invite open for says how long they have, 1 to 10 minutes; the game time it closes is in the invite. Open Sides to pick the players yourself from everyone online: select them and press Red or Blue, up to 10 a side. A match with picked sides kicks off at once.

Everyone plays in the same temporary build — a Warrior with a shield and Dash — in their own body and garment, recoloured red or blue — a garment the game cannot recolour is swapped for a lent DarkWizard for the match. The weapon is a blade with FastBlade, or a sword with ScentSword for a player whose build wears a sword or a backsword; one who wears neither gets whichever most of their other builds hold, where a backsword does not count. Skills cost nothing on the pitch and nothing there takes damage.

  • A plain attack lobs the ball — over a player's head, and sometimes over the bar. FastBlade and ScentSword chip it low along the ground.
  • A Dash into a player of the other side knocks them down for five seconds, counted over their head, and then they cannot be knocked down again for three. Everyone playing is put in Team mode and kept there; a player who picks PK mode can knock down their own side too. Only players in the match tackle or are tackled, and nobody until the kick-off has been taken. Nobody on the pitch can be in a team.
  • After a goal, everyone lines up again and the side that conceded kicks off, after a count across the screen.
  • The top right of the screen shows the score, the time left, your own accuracy — how many of your swings at the ball, Dashes into it and FastBlade or ScentSword casts kicked it, and the percentage — each side's players by goals scored, and the match's MVPs: the most goals, the most assists — the last pass from your own side before the scorer's touches — the most accurate player, once they have taken a few shots, and the most takedowns, a Dash that knocks down a player of the other side. It keeps up as you play, and the MVPs and your accuracy are said in chat at full time.

The side with more goals when the clock runs out wins, and everyone is then put back in their own loadout, where they were. A player who disconnects comes back still in the match, or back in their own loadout if it has ended. Cancel an event (/cancelevent football) calls a match off.

Bots

Bots can fill out the sides of a football match or fight a whole guild war. See Bots.