Difference between revisions of "Obelisks"
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{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
|- | |- | ||
! style="width: | ! style="width:160px" | Obelisks | ||
! style="width: | ! style="width:170px" | Location | ||
|- | |- | ||
| style="padding-left: 1em;text-align: left;" | Obelisk of Nature || Lithi Island | | style="padding-left: 1em;text-align: left;" | [[#Obelisk of Nature|Obelisk of Nature]] || [[Lithi]] Island | ||
|- | |- | ||
| style="padding-left: 1em;text-align: left;" | Obelisk of True Sight || Argain | | style="padding-left: 1em;text-align: left;" | [[#Obelisk of True Sight|Obelisk of True Sight]] || [[Argain]] | ||
|- | |- | ||
| style="padding-left: 1em;text-align: left;" | Obelisk of Efficiency || Auonab Island | | style="padding-left: 1em;text-align: left;" | [[#Obelisk of Efficiency|Obelisk of Efficiency]] || [[Auonab]] Island | ||
|- | |- | ||
| style="padding-left: 1em;text-align: left;" | Obelisk of Aryana || Koakoa Island | | style="padding-left: 1em;text-align: left;" | [[#Obelisk of Aryana|Obelisk of Aryana]] || [[Koakoa]] Island | ||
|- | |- | ||
| style="padding-left: 1em;text-align: left;" | Obelisk of Moradeim || Ki'lathu Island | | style="padding-left: 1em;text-align: left;" | [[#Obelisk of Moradeim|Obelisk of Moradeim]] || [[Ki'lathu]] Island | ||
|- | |- | ||
| style="padding-left: 1em;text-align: left;" | Obelisk of Sukhder || Bodah Island | | style="padding-left: 1em;text-align: left;" | [[#Obelisk of Sukhder|Obelisk of Sukhder]] || [[Bodah]] Island | ||
|} | |} | ||
==Obelisk Powers== | ==Obelisk Powers== | ||
If an obelisk is being controlled by a [[Nation States|city or council]], all its citizens are able to draw upon its power. Each obelisk grants a different power, which are listed below: | |||
===Obelisk of Nature=== | |||
The Obelisk of Nature allows to harvest 300 more plants per an Imperian month, regardless of the rank in [[Concoctions]] or [[Trailblazing]]. This bonus is not modified by the Gloves of Harvesting, nor by the racial bonus of the Sylayan race. Additionally, the obelisk grants an ability to find plants one month before and one month after their usual growth period, although only in reduced amount. The only exception is that no plants will grow in the winter months. | |||
===Obelisk of True Sight=== | |||
The Obelisk of True Sight enhances the Farsight ability in [[Perception]]. Attempts to locate other adventurers using this ability will not trigger the Warning defence, should your target have it active. | |||
===Obelisk of Efficiency=== | |||
The Obelisk of Efficiency reduces the upkeep cost of obelisks and outposts by 20%. | |||
===Obelisk of Aryana=== | |||
The Obelisk of Aryana grants an increased affinity to the [[Aryana|Moon of Life]]. All citizens will be able to '''REQUEST PASSAGE TO ARYANA''' upon arriving in front of Charon. | |||
This will '''not''' work if you died in an enemy/welcomed city, council, during an obelisk/outpost fight, or a [[Shardfalls|shardfall]]. | |||
===Obelisk of Moradeim=== | |||
The Obelisk of Moradeim grants the power to '''FOCUS MORADEIM <target>''' to travel to anyone located on the same continent and plane. The ability is delayed and you may do nothing else while focusing on the [[Moradeim|Moon of Change]]. The attempt will be ruined if there is a monolith [[Sigils|sigil]] or a consecration in the destination room, or if your target moves to another room. Your target will also be warned about the attempt. | |||
===Obelisk of Sukhder=== | |||
The Obelisk of Sukhder grants the ability to '''FOCUS SUKHDER''' to disrupt a room with the power of the [[Sukhder|Moon of Terror]]. While a room is disrupted, the following effects will not be functional: | |||
* monolith sigils | |||
* consecration | |||
* hazeward stones | |||
* siege weapons located in the room (only affects players' ability to use them, guards will still shoot normally) | |||
A room will stay disrupted for roughly 1/6 of an Imperian day, and it may then not be successfully disrupted again for another Imperian day. Due to the stress of using this ability, you can only use it once per an Imperian day, and you need at least level 50 to successfully focus Sukhder. | |||
==Capturing an Obelisk== | ==Capturing an Obelisk== | ||
===Generator energy=== | |||
Generator energy is required to activate chargebombs, which are used to attack obelisks and outposts (AB ENGINEERING CHARGEBOMB), and also to built new outposts on power nodes (HELP OUTPOSTS). | |||
The power generator has two limits - the overall energy that it can hold, and the amount of energy that it can produce per an Imperian month. CITY OUTPOST ENERGY lists the currently stored energy, both daily and total one. | |||
The generator can be fuelled using corpses of mobiles, or using gold. When using gold, the generator is capable of generating by 25% more than the usual daily energy. If you wish to maximize the generated energy, the most cost-efficient method is to fill the generator with mob corpses up to 100% efficiency, then use gold to bring the efficiency to 125%. 100,000 gold is required to bring the generator from 100% to 125% efficiency, and any excess gold is returned to you. The generator can also be probed to determine its current efficiency. | |||
When operating at 100% efficiency, the generator outputs 200,000 energy in the Imperian month - increasing efficiency to 125% therefore provides you with 250,000 energy. The maximum amount of energy stored in a generator is 1,500,000. Each controlled obelisk and outpost requires 10% of this energy in upkeep, which is 20,000 energy. Controlling the Obelisk of Efficiency reduces this cost to 16,000 energy (8%). Charging up a chargebomb costs 800,000 energy, and building a new outpost requires 1,500,000 energy. | |||
If your city or council does not have enough energy to cover the maintenance cost at the start of an Imperian month, obelisks and outposts that didn't receive the maintenance energy revert to unclaimed status, and any faction can capture them by disrupting the shield with a chargebomb and controlling the structure for 1 minute. If your city or council has enough energy to cover the maintenance cost of some of its structures, but not all of them, obelisks receive the maintenance energy before outposts do. | |||
The current energy status and maintenance costs can be viewed using CITY OUTPOST ENERGY. | |||
===Capturing Obelisks and Outposts=== | |||
When your city or council has accumulated enough energy to charge a chargebomb, anyone with the War citypower can activate it. Any member of the city/council can then use the chargebomb to destabilize the protective shield around the obelisk or outpost of their choice. The syntax is detailed in AB ENGINEERING CHARGEBOMB. If the shield around a structure is being strengthened, the chargebomb cannot be used. You can PROBE OBELISK/OUTPOST to check if the structure is being protected, which outpost is invoking the protection layer, and a rough estimate regarding its duration. | |||
Once the shield has been disrupted, the whole island becomes restricted to members of cities and councils within the attacking and defending circle. All other players, as well as any players under effects of the Divine Grace, will be removed from the island to their home city or council, or to Caanae if they do not have one. Travelling to the island will also be possible only for members of the two involved circles. If there are any other obelisks or outposts on the same island, they will not be able to be attacked until the existing attack is resolved. Structures on other islands can still be attacked normally. | |||
The capture process requires maintaining control of the structure, as well as capture nodes. Capture nodes can be detected using the Powernodes ability in Perception, and they are only available if an obelisk or outpost is under attack on the island. | |||
While the structure is under attack, members of the attacking and defending city can ENTER OBELISK/OUTPOST [NORTH/EAST/SOUTH/WEST/CENTER], and will be moved to the specified room within the structure. If they don't specify a room, they will be moved into a random one. Attackers attempt to disrupt the owner's control to bring it under their control, while the defenders try to stabilize the shield to negate the attack. | |||
Control of the structure is maintained automatically, as long as at least one member of the attacking faction and no member of the opposing faction are present in the structure. Graced, phased, blackwinded and astralformed individuals do not have any effect on this. | |||
Control of the capture nodes is gained by being in the room where a node is located (as determined by the Powernodes ability) and using CAPTURE NODE. This process takes six seconds, during which no other action can be performed. All involved players will be given a generic notification about node capture attempts. Once controlled, the node remains under control of the player's circle until the a member other involved faction captures it. | |||
There are four capture nodes on each island, and their location is determined randomly when the attack is initiated. Each island consists of two separate areas, and each of them will always contain two of the capture nodes. | |||
Once the shield has been destabilized, the attack timer is set to 59 minutes. If the attacking circle controls either all four capture nodes, or the structure and three capture nodes, the timer will be ticking down. Similarly, if the defending circle controls either of those, the timer will be ticking up. If neither circle controls enough nodes, the timer will not tick. The timer will tick at a double speed if the defending circle maintains control, as long as the attackers require less than 45 minutes to win. | |||
While the structure is under attack, all members of the defending city/council who have enabled the CONFIG OBELISKREPORT option will be receiving periodic warnings about the attack. The attackers and the defenders can also see the current status of the attempt using the OBELISKS command. | |||
If the timer reaches 0 minutes, the attackers win and the obelisk or outpost becomes theirs. If the timer reaches 60 minutes, the defenders win and they retain control of the structure. If 8 RL hours pass with neither side winning, the attack is cancelled. In all these situations, the shield is restored and everyone is removed from inside the structure. | |||
==Outposts== | ==Outposts== | ||
Outposts are built by players on power nodes that are not occupied by any other structure. Their purpose and functionality is explained in HELP OUTPOSTS and the relevant commands are listed in HELP WAR. | Outposts are built by players on power nodes that are not occupied by any other structure. Their purpose and functionality is explained in HELP OUTPOSTS and the relevant commands are listed in HELP WAR. | ||
==See Also== | ==See Also== |
Latest revision as of 07:33, 28 December 2013
Obelisks and outposts represent the focal point of the Imperian's conflict system. Cities & Councils fight over control of these structures, which grant various powers to their members.
Both obelisks and outposts are located on power nodes, which can be found on several islands across the continent of Aetherius. As of now, the only way to travel to these islands is to use the Powercall ability in Survival, or to follow someone who possesses the ability. Once there, the PowerNodes ability in Perception can be used to seek out the locations of the power nodes. Each power node may hold either an obelisk or an outpost.
Six obelisks exist around the world, their list can be viewed using the OBELISKS command. Each obelisk grants a certain power to the city or council that controls it.
Obelisks | Location |
---|---|
Obelisk of Nature | Lithi Island |
Obelisk of True Sight | Argain |
Obelisk of Efficiency | Auonab Island |
Obelisk of Aryana | Koakoa Island |
Obelisk of Moradeim | Ki'lathu Island |
Obelisk of Sukhder | Bodah Island |
Obelisk Powers
If an obelisk is being controlled by a city or council, all its citizens are able to draw upon its power. Each obelisk grants a different power, which are listed below:
Obelisk of Nature
The Obelisk of Nature allows to harvest 300 more plants per an Imperian month, regardless of the rank in Concoctions or Trailblazing. This bonus is not modified by the Gloves of Harvesting, nor by the racial bonus of the Sylayan race. Additionally, the obelisk grants an ability to find plants one month before and one month after their usual growth period, although only in reduced amount. The only exception is that no plants will grow in the winter months.
Obelisk of True Sight
The Obelisk of True Sight enhances the Farsight ability in Perception. Attempts to locate other adventurers using this ability will not trigger the Warning defence, should your target have it active.
Obelisk of Efficiency
The Obelisk of Efficiency reduces the upkeep cost of obelisks and outposts by 20%.
Obelisk of Aryana
The Obelisk of Aryana grants an increased affinity to the Moon of Life. All citizens will be able to REQUEST PASSAGE TO ARYANA upon arriving in front of Charon.
This will not work if you died in an enemy/welcomed city, council, during an obelisk/outpost fight, or a shardfall.
Obelisk of Moradeim
The Obelisk of Moradeim grants the power to FOCUS MORADEIM <target> to travel to anyone located on the same continent and plane. The ability is delayed and you may do nothing else while focusing on the Moon of Change. The attempt will be ruined if there is a monolith sigil or a consecration in the destination room, or if your target moves to another room. Your target will also be warned about the attempt.
Obelisk of Sukhder
The Obelisk of Sukhder grants the ability to FOCUS SUKHDER to disrupt a room with the power of the Moon of Terror. While a room is disrupted, the following effects will not be functional:
- monolith sigils
- consecration
- hazeward stones
- siege weapons located in the room (only affects players' ability to use them, guards will still shoot normally)
A room will stay disrupted for roughly 1/6 of an Imperian day, and it may then not be successfully disrupted again for another Imperian day. Due to the stress of using this ability, you can only use it once per an Imperian day, and you need at least level 50 to successfully focus Sukhder.
Capturing an Obelisk
Generator energy
Generator energy is required to activate chargebombs, which are used to attack obelisks and outposts (AB ENGINEERING CHARGEBOMB), and also to built new outposts on power nodes (HELP OUTPOSTS).
The power generator has two limits - the overall energy that it can hold, and the amount of energy that it can produce per an Imperian month. CITY OUTPOST ENERGY lists the currently stored energy, both daily and total one.
The generator can be fuelled using corpses of mobiles, or using gold. When using gold, the generator is capable of generating by 25% more than the usual daily energy. If you wish to maximize the generated energy, the most cost-efficient method is to fill the generator with mob corpses up to 100% efficiency, then use gold to bring the efficiency to 125%. 100,000 gold is required to bring the generator from 100% to 125% efficiency, and any excess gold is returned to you. The generator can also be probed to determine its current efficiency.
When operating at 100% efficiency, the generator outputs 200,000 energy in the Imperian month - increasing efficiency to 125% therefore provides you with 250,000 energy. The maximum amount of energy stored in a generator is 1,500,000. Each controlled obelisk and outpost requires 10% of this energy in upkeep, which is 20,000 energy. Controlling the Obelisk of Efficiency reduces this cost to 16,000 energy (8%). Charging up a chargebomb costs 800,000 energy, and building a new outpost requires 1,500,000 energy.
If your city or council does not have enough energy to cover the maintenance cost at the start of an Imperian month, obelisks and outposts that didn't receive the maintenance energy revert to unclaimed status, and any faction can capture them by disrupting the shield with a chargebomb and controlling the structure for 1 minute. If your city or council has enough energy to cover the maintenance cost of some of its structures, but not all of them, obelisks receive the maintenance energy before outposts do.
The current energy status and maintenance costs can be viewed using CITY OUTPOST ENERGY.
Capturing Obelisks and Outposts
When your city or council has accumulated enough energy to charge a chargebomb, anyone with the War citypower can activate it. Any member of the city/council can then use the chargebomb to destabilize the protective shield around the obelisk or outpost of their choice. The syntax is detailed in AB ENGINEERING CHARGEBOMB. If the shield around a structure is being strengthened, the chargebomb cannot be used. You can PROBE OBELISK/OUTPOST to check if the structure is being protected, which outpost is invoking the protection layer, and a rough estimate regarding its duration.
Once the shield has been disrupted, the whole island becomes restricted to members of cities and councils within the attacking and defending circle. All other players, as well as any players under effects of the Divine Grace, will be removed from the island to their home city or council, or to Caanae if they do not have one. Travelling to the island will also be possible only for members of the two involved circles. If there are any other obelisks or outposts on the same island, they will not be able to be attacked until the existing attack is resolved. Structures on other islands can still be attacked normally.
The capture process requires maintaining control of the structure, as well as capture nodes. Capture nodes can be detected using the Powernodes ability in Perception, and they are only available if an obelisk or outpost is under attack on the island.
While the structure is under attack, members of the attacking and defending city can ENTER OBELISK/OUTPOST [NORTH/EAST/SOUTH/WEST/CENTER], and will be moved to the specified room within the structure. If they don't specify a room, they will be moved into a random one. Attackers attempt to disrupt the owner's control to bring it under their control, while the defenders try to stabilize the shield to negate the attack.
Control of the structure is maintained automatically, as long as at least one member of the attacking faction and no member of the opposing faction are present in the structure. Graced, phased, blackwinded and astralformed individuals do not have any effect on this.
Control of the capture nodes is gained by being in the room where a node is located (as determined by the Powernodes ability) and using CAPTURE NODE. This process takes six seconds, during which no other action can be performed. All involved players will be given a generic notification about node capture attempts. Once controlled, the node remains under control of the player's circle until the a member other involved faction captures it.
There are four capture nodes on each island, and their location is determined randomly when the attack is initiated. Each island consists of two separate areas, and each of them will always contain two of the capture nodes.
Once the shield has been destabilized, the attack timer is set to 59 minutes. If the attacking circle controls either all four capture nodes, or the structure and three capture nodes, the timer will be ticking down. Similarly, if the defending circle controls either of those, the timer will be ticking up. If neither circle controls enough nodes, the timer will not tick. The timer will tick at a double speed if the defending circle maintains control, as long as the attackers require less than 45 minutes to win.
While the structure is under attack, all members of the defending city/council who have enabled the CONFIG OBELISKREPORT option will be receiving periodic warnings about the attack. The attackers and the defenders can also see the current status of the attempt using the OBELISKS command.
If the timer reaches 0 minutes, the attackers win and the obelisk or outpost becomes theirs. If the timer reaches 60 minutes, the defenders win and they retain control of the structure. If 8 RL hours pass with neither side winning, the attack is cancelled. In all these situations, the shield is restored and everyone is removed from inside the structure.
Outposts
Outposts are built by players on power nodes that are not occupied by any other structure. Their purpose and functionality is explained in HELP OUTPOSTS and the relevant commands are listed in HELP WAR.