War Games and Raiding
If an IC war is declared between clans, then certain war game rules will come into play to determine winner and loser and to help minimize unfairness due to timezones. Only one formal declaration of war is needed. This is the only way that immortals can validate the results of a war and any resulting treaties.
1.) Characters level 45 and above in either clan that die to the other clan in skirmishes are permdead until the war ends. This includes indirect deaths, such as through poison, plague, assassins, or wizard lock, if the source is a member of the enemy clan. Non-clanned characters (including assassins) assisting one side in a violent attack are permdead if they are killed during the fight. Non-clanned characters can cause a clanned enemy character to be permdead if hired as an assassin or if assisting an ally clan in an attack.
2.) The primary way for war to end is through IC surrender by the clan leader. In the event that the leader is dead, the second-in-command may surrender for his or her clan. If the leader of the clan and the second-in-command of one clan are both permdead, then that clan is declared the loser. All permdead characters will have their permdeath released on the condition that they acknowledge the results of the war. If the clan leader, second-in-command, or both cannot log on a minimum of 10 hours per week during the war, a substitute may be designated. Otherwise, those
leaders are considered “dead”. Each side must OOCly declare their top two
officers to the staff so that we may keep track of this. These two
characters may not be the numerically highest, but they must be reasonable.
We will not reveal the identities of these characters.
3.) A raid is defined as an attack on the enemy clan within its city or
territory. A clan planning to storm another clan’s base must first obtain
IMM approval to ensure that it is not attacking an undermanned defender. An
attacking clan is not guaranteed a fair fight within the enemy territory.
Consequently, a clan’s home base can be considered a moderately “safe” zone
for that clan.
4.) Attacks on the enemy clan outside of its base do not need to go
through IMM approval. Safety while traveling outside of the personal clan
base is the responsibility of each clan member during war time.
5.) Clan members who leave a clan may not assist the same clan in attacks
as an non-clanned mercenary. Leaving a clan signifies IC withdrawal of any
support. This is to limit leaving clans in order to still offer help while
being safer than clan members.
6.) If no conflict occurs for one week, the war is declared over and the
winner decided based on numbers of permdeathed characters on each side, or
if nobody has died, the activity of each clan.
7.) All looting rules will apply in the course of the war. You will need
to rely on your allies to save your belongings if you are permdead.
8.) Your clan must wait one RL month between wars before engaging in war
again.
NOTE: Players who have died as a result of war conflict and would
otherwise be eligible for permdead may instead choose to be flagged with
nopk. Nopk will render them unable to perform any aggressive action against
another player, including debuffs and autoassist. Players who choose nopk
may NOT assist allies with heals or direct support during raids or attacks
on members of the opposing forces. Failure to follow this compromise will
result in a permdead for the duration of the war.
Players who choose nopk will be counted in the total deaths for their
allied clan. Players who choose nopk will not be counted more than once
in the tallies and the opposing clan should refrain from targeting them
again for the purpose of the war. If the nopked player provokes a
member or members of the opposing side then they are liable to
aggressive response. Nopk does not protect you from being killed by
other players. Players with nopk will be listed in HELP CASUALTIES.
See Raid Declaration for Raid Conditions
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