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Wiki Systems Clans

Clans

Player-run fellowships with their own ranks, permissions, channel, insignia, hall, clan rank, powers and rivalries.

A clan is a fellowship run by its players. It has two colors, a ladder of member ranks, a private channel, an insignia every member wears and a hall of its own. The clan as a whole climbs ten clan ranks through what its members do, gains powers as it climbs, and competes with every other clan for renown.

help clans covers the same ground in game.

Founding a clan#

Players cannot found new clans at present. clancreate refuses everyone but staff under the rules that now apply to every character (type hardmode to read them). You can still be invited into an existing clan and rise within it.

When a clan is founded, the founder chooses its two colors, five member rank names beginning with the leader's, and a short name of up to ten characters that serves as its tag on the channel. The founder holds Rank 1.

A character belongs to one clan at a time. After leaving a clan you must wait a week before joining another.

Member ranks#

Inside the clan, every member holds one of ten places, Rank 1 the highest and Rank 10 the lowest. The founder names only the places the clan uses, with clanmanage rankname <rank> <name>, and members only ever hold named ranks. Rank 1 must always carry a name, and a rank that still holds members cannot be unnamed. Naming a rank none clears it.

New members join at the lowest named rank. cpromote <player> moves a member one named rank toward Rank 1 and cdemote <player> moves them one named rank away from it. Promotion never raises anyone to your own rank or above, and Rank 1 belongs to the founder alone. Demotion reaches only members below your own rank.

clanranks, or cranks, lists every member by rank, online or not.

The founder#

The founder owns the clan. Only the founder names ranks, grants and revokes permissions, changes the clan's colors and short name, sets its fields (appearance, region, disposition and type, with clanmanage set <field> <value>), raises or moves its abode, and hands it on with clanmanage transfer <member>. Transferring moves the old founder down to the next named rank.

A founder cannot resign while holding the clan. They either transfer the clan first or close it for good with clanmanage disband, confirmed with clanmanage disband confirm within a minute. Disbanding removes every membership, the insignia, the hall, the treasury, favor, powers, pacts and challenges, with no refund, so empty the vault and lockers first.

Permissions#

Each rank carries the permissions the founder grants with clanmanage grant <rank> <permission> and removes with clanmanage revoke <rank> <permission>. There are eighteen.

Permission What it allows
hear Hear the clan channel
speak Speak on the clan channel
censure Silence members on the clan channel
board Keep the clan's notice board
insignia Wear the clan insignia
initiate Invite new members
exile Cast members out, and pardon them
promote Raise members' ranks
demote Lower members' ranks
abode Enter the clan hall
decorate Engage a merchant to build in the clan hall
herald Set your own arrival and departure lines
treasury Draw coin from the treasury
payroll Set the clan's wages (needs treasury as well)
challenge Issue and answer challenges, and swear or break pacts
muster Sound the clan muster
vault Take from the clan vault and trophy hall
works Spend the clan's favor on its works

Rank 1 holds every permission. Every other rank starts with hear, speak, insignia, abode and herald, and holds nothing more until the founder grants it. clanmanage permissions shows your own rank's permissions and clanmanage permissions <rank> shows any rank from 1 to 10. Clan wages are switched off at present, so the payroll permission does nothing yet.

Joining, leaving and exile#

cinvite <player> offers an invitation; clanmanage initiate <player> does the same. Both need the initiate permission. The offer lasts thirty seconds and lapses if either of you leaves the room first. The player answers with caccept or cdecline. Nobody can be invited who already belongs to a clan or is still weighing another clan's offer, and a clan that has reached its member limit (see Clan rank) must wait until it has room.

cresign explains what leaving costs and cresign confirm (or clanmanage resign confirm) carries it out. You give up the insignia and your place in the ranks.

cexile <player> removes a member below your own rank. It needs the exile permission, and the founder can never be exiled. An exile loses the insignia and cannot be invited back until someone with the exile permission types cpardon <player>, which works whether or not the exile is online.

Censure#

clanmanage censure <member> silences a member on the clan channel without removing them, and clanmanage uncensure <member> lifts it. It needs the censure permission and reaches only members below your own rank.

The insignia#

Every member is given the clan insignia on joining. It cannot be dropped or given away, it stays with you through death, and it is taken back only when you leave or are exiled. Membership is checked each time you log in, so a change made while you were offline shows in what you carry.

The channel and the clan command#

clan <message> speaks on the clan's private channel in the clan's colors. It needs the speak permission, and a censured member stays silent until the censure is lifted. clan alone shows which members are online, each one's reputation and the clan's renown. Standing at your own clan's door, clan alone walks you inside. last clan shows the most recent lines spoken on the channel.

A line that is exactly one of these words opens a screen instead of being said on the channel:

Command Shows
clan rank The clan's rank, members against its limit, favor and what the next rank brings (also clanlevel)
clan powers The clan's powers and how near each is to its next tier (also clanabilities)
clan hall The hall, its rooms, its upkeep and anything owed
clan works What the clan's favor can buy
clan standing How the clans stand (also clans)
clan challenge The challenge your clan has open
clan muster Sounds the muster, for a clan that holds it
clan wartable Rival clans, for a clan that holds the War Table

clanmanage status shows the clan's details in one panel.

Herald announcements#

A member with the herald permission may set a line that announces them to the clan as they arrive and leave: clanmanage herald login <message> and clanmanage herald logout <message>. Leave the message off to clear one. Herald lines are plain text of up to 150 characters, shown in the clan's colors.

Clan rank#

A clan climbs ten ranks. What its members do for it earns favor, and its lifetime favor decides its rank. A rank once reached is never lost. Each rank raises the number of members the clan may hold. Members already in a full clan are never put out, but nobody new can join until there is room. From Great House upward, every rise is announced across the realm.

Rank Name Members Lifetime favor
I Band 8 0
II Company 10 1,000
III Fellowship 12 3,000
IV Order 15 7,000
V House 18 14,000
VI Great House 22 25,000
VII Banner 26 42,000
VIII High Banner 30 65,000
IX Dominion 35 100,000
X Sovereign 40 150,000

How a clan earns favor#

Hunting is the main source: the experience from members' kills becomes favor, more when clanmates fight side by side. Every other kind of deed has its own daily allowance, so a clan that does many things climbs faster than one that repeats one:

Two characters of one account, or of one household, count as one person. A new member earns at half rate for their first days, and once eight people have earned for the clan in a day, each further member adds half as much.

When fewer than two members have been active in the last seven days, the clan's powers sleep. They wake as soon as a second member earns for it. Sleeping powers never cost the clan its rank or favor.

Clan works#

Favor not yet spent can buy the clan's works. Spending it never lowers lifetime favor, so it never costs a rank. The founder, or a rank with the works permission, buys one with clan works buy <work>, and only one of each runs at a time.

Work Cost Effect
Feast 300 favor Every member recovers 5% faster for 24 hours
Banners Raised 500 favor Every member gains 5% more experience from kills for 24 hours
Hall Upkeep 100 favor Pays one day of the hall's upkeep

Clan powers#

Powers are not bought. Each comes with the clan's rank, and several grow stronger at later ranks. clan powers shows what each does for your clan now, and help <power> explains any one of them.

Power From rank What it does
Kinship Company Faster recovery while grouped with a clanmate in the same place
Swift Return Company Shorter wait between uses of abode
Warband Fellowship More experience from kills made grouped with a clanmate
Clan Ledger Fellowship Lower daily upkeep for the hall
Shieldwall Order Less damage taken while three or more grouped members fight together
Muster House Calls the clan home; needs a Bell Tower
Hearthbound House Resting in the clan's Great Hall raises maximum health for half an hour
War Table Great House clan wartable shows how rival clans stand; needs a War Room
Sworn Allies Great House One pact with another clan (clanally)
Tithe of the Hunt Banner Members' kills pay into the clan's Hunt Purse
Rally Banner abode rally answers a muster at the side of whoever sounded it
Guildwork High Banner Gear crafted at the hall's stations may come out a grade better
Trophy Hall Dominion Trophies from boss kills and won challenges lower members' shop prices
Legacy Sovereign Members carry the clan's name beside their own on who
Banner of the Holding Sovereign A won Holding flies the clan's banner over that area for a week

Kinship and Warband grow at three ranks each, up to 15% faster recovery and 10% more kill experience. Swift Return cuts the wait from five minutes to four, then three, then two. Shieldwall rises from 3% to 8% less damage. All the extra kill experience a member can draw from clan sources together is capped at 25%.

The muster can be sounded once every thirty minutes. For five minutes afterward, each member's next abode at the clan door opens at once, and a clan with Rally can answer it with abode rally instead.

Renown and challenges#

Renown is the contest between clans. It rises mostly with the foes members bring down, more so side by side, and with activity, talk on the channel and new members who stay. It falls when members are exiled or leave, and it fades by a tenth at each daily reckoning at 06:00 UTC, so a quiet clan slips. clans and standings show how the clans stand and whether yours is rising or slipping.

The three clans standing first are favored: their members gain 10%, 5% or 2% more experience from kills. The bonus goes only to members who have earned for the clan in the past week. See Factions for how the three standing boards work.

cchallenge <clan> <contest> calls out another clan, whatever its renown. The founder or a rank with the challenge permission issues and answers challenges, and the other clan has a day to cchallenge accept or cchallenge refuse. One left unanswered counts as refused, and refusing costs a little renown, no more than once a week.

Contest Length Won by
The Hunt Three days The clan whose members win the most renown from kills; size gives no advantage
The Holding Five days The same, counting only kills in the named area (cchallenge <clan> holding <area>)
The Bout Three days The first clan to win three bouts in the Colosseum, fought between members within ten levels of each other

The winner takes a tenth of the loser's renown and gains lifetime favor toward its rank, the Holding most of all. The loser's rank is never touched. A clan has one challenge open at a time, the same two clans may meet once a fortnight, and clans that share a player cannot challenge each other. Every challenge and its result is announced across the realm.

Sworn allies#

A Great House may swear one pact with another clan that has also reached that rank. clanally <clan> offers it, clanally accept or clanally decline answers within a day, and clanally break ends it. While it holds, the ally's members count as clanmates for Kinship and Warband, though not for Shieldwall, the channel or the muster. Allies cannot challenge each other, and after a pact breaks both clans wait a week before swearing another.

The clan hall#

A clan's hall begins as a one room Abode, with a clan exit from the room it is anchored to and a notice board for clan business. If none was raised at founding, the founder raises it with clanmanage foundabode. A hall cannot be anchored inside a dwelling, a guild hall, a jail, an arena or a room that bars teleporting, and a clan has only one.

abode takes a member with abode access inside, but only from the clan's door. It does not work from anywhere else, in combat, while rooted or stunned, or while dead. Once used, it needs five minutes before it works again, less with Swift Return. The clan exit itself also leads in, and the hall's way out returns you to the door.

The founder may move the door once a week with clanmanage moveabode, standing in the new room. Only the door moves; the hall and everything in it stay as they were.

Building the hall#

A merchant of the guild raises the hall a tier at a time as the clan rises, and sells the clan deeds to the rooms that do the work. The clan pays from its treasury, and the founder or a member with the treasury permission signs for it in person. See help buildhall.

Hall Rooms Clan rank needed Merchant level List price Daily upkeep
Abode 1 Band None Free None
Lodge 4 Company 35 300 platinum 2 gold
Hall 8 Order 50 1,000 platinum 6 gold
Keep 15 Great House 65 3,000 platinum 2 platinum
Stronghold 25 High Banner 80 7,500 platinum 6 platinum
Citadel 40 Sovereign 95 15,000 platinum 15 platinum

Room deeds are sold by a merchant of level 20 or more. Prices follow the Guild Tariff, so check tariff or buildhall for today's figures.

Room Hall needed What it does
Great Hall Lodge Rest by the hearth (Hearthbound works here)
Kitchen Lodge A cooking station
Lockers Lodge Each member's own storage
Shrine Lodge Relax and gather your wits
Vault Hall The clan's shared goods, taken out with the vault permission
Forge Hall A smithing station
Workshop Hall A woodcraft station
Library Hall Relax and sharpen your mind
Training Yard Hall A practice dummy
Stable Hall Shelter for members' animals
Bell Tower Hall Where the muster is rung
War Room Keep Where the war table is kept
Apothecary Keep An alchemy station
Scriptorium Keep An inscription station
Trophy Hall Keep The clan's trophies, taken down with the vault permission
Bathhouse Keep Relax and restore your body
Royal Vault Stronghold A larger vault
Kennel Stronghold Shelter for members' hounds

Building inside the hall is a merchant's work. A member with the decorate permission engages one, standing in the hall, with invite renovator <merchant>. The merchant then names, describes, links and raises rooms with renovate, using the words of clandecorate; a deeded room goes up with clandecorate build <room> <direction>. Members can still read the layout with clandecorate room list and clandecorate check. Plain rooms raised with clandecorate exit hold the clan but do no work. The entry hall and its way out can never be removed.

Upkeep#

Every hall above an Abode costs upkeep each day, paid from the Hunt Purse first and then the treasury. Left unpaid for two weeks, the hall falls into disrepair: its rooms stop resting and refreshing members, the muster cannot ring and the war table cannot be read until the debt is paid. Nothing is torn down. clan hall shows the upkeep and anything owed.

The treasury#

clantreasury shows the clan's coffers and what you carry. Any member may pay in with clantreasury deposit <amount>. Drawing out with clantreasury withdraw <amount> needs the treasury permission, and nobody but the founder may draw more than a quarter of the coffers in a day. An amount is a plain number of copper or a count and a coin, such as 5 gold. Every deposit and withdrawal is announced to the clan.

A clan with the Tithe of the Hunt keeps that income apart in the Hunt Purse. clantreasury hunt <amount> draws on it, no more than a quarter of the purse a day between everyone, the founder included.