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Events

Lunar War

Four times a week the two nations meet in the Lunar war zone; the map changes in turn with every war. The war lasts 30 minutes; the winning nation invades the enemy homeland for the remaining 30 minutes.

  • event
  • lunar war
  • nation war
  • alseids
  • nereids
  • oreads
Map
Alseids Prairie, Nereids Island, Oreads (in turn)
Day
Monday and Saturday 12:00, 19:30
Level
35 and up
Capacity
200 per nation
War
30 minutes
Invasion
30 minutes
Level
35 – 83

Rewards

Entering

The war is announced 5 minutes before it starts. Choose Lunar Valley at the Warp Gate in Moradon to reach the map of that war.

  • Level 35 and up can enter.
  • At most 200 players of each nation can be in the war zone; when it is full nobody gets in until a place frees up.
  • During the war Ronark Land, Ronark Land Base and Ardream are closed; whoever is there is sent home.
  • The maps take turns with every war: Alseids Prairie, Nereids Island, Oreads. The calendar shows each war's map.

Alseids Prairie

  • Each nation has two Warders and a Keeper; first the two Warders fall, then the Keeper.
  • When all three guards of a nation fall, the other nation wins 10 seconds later and the invasion starts early.
  • The player who dealt the most damage to a guard and his clan are announced to everyone.
  • Otherwise at the 30th minute the nation that felled more guards wins; on a tie the one with fewer deaths, and then the loser of the previous war.

Nereids Island

  • The island has 7 monuments; a broken monument passes to the breaker's nation and earns it 2 points, 10 more while it holds all 7.
  • In the first 15 minutes of the war the nation that takes all 7 monuments and holds them for 5 minutes wins.
  • Between the 15th and the 30th minute the nation that takes all 7 monuments wins at once.
  • Otherwise at the 30th minute the higher monument score wins; on a tie the nation that felled more guards, and then the one with fewer deaths.
  • The score is announced every 75 seconds. The safe areas are wide.

Oreads

  • The newest map: swamps slow you down, traps such as burning logs can kill, and the safe area is narrow.
  • Its guard towers and levers can be used.
  • When all three guards of a nation fall, the other nation wins.
  • Otherwise at the 30th minute the nation with fewer deaths wins; on a tie the one that felled more guards.

Commanders

  • 2.5 minutes into the war the leaders of each nation's 5 highest-ranked clans who are in the war zone become Commanders, announced to everyone.
  • A Commander rides a horse for the war and gives orders to his nation with /command.
  • If his nation wins a Commander gets 500 national points. When the war ends the Commanders are clan leaders again.

Death and national points

  • Killing an enemy earns national points; dying to an enemy costs national points.
  • A player with 0 national points who dies to an enemy loses 1% of his level's experience.
  • Whoever dies or types /town comes back in his nation's safe area.
  • The Inn Hostess and the Sundries can be killed by the enemy nation; the killer earns national points and the NPC comes back 10 minutes later.

Invasion and city monuments

  • The losing nation's players in the war zone are sent home at once; the winners pass into the enemy homeland through the Victory Gate.
  • Invaders cannot use the losers' teleport gates nor set a bind point there; the small area next to the Lunar Gate is the invaders' safe area.
  • If the invaders break a monument in the enemy town it becomes theirs. A minute later, and every 5 minutes after, that nation's players near it are rewarded: the central town monument 200 national points and 200,000 Noah, the other town monuments 50 national points and 50,000 Noah.
  • If the defenders take a monument back, their players near it get the same reward once.
  • The invasion lasts 30 minutes; when it ends whoever is still in the enemy homeland goes to Moradon, and the monuments and NPCs return to normal.

Rewards

  • Everyone in the war zone when the result is declared is rewarded; when a war ends in a draw everyone gets the losing side's reward.
  • Winning nation: NP increase item (5 hours), Premium Potion MP and Premium Potion HP (5000 uses, 3 days).
  • Both nations: NP increase item (10 uses), HP Scroll 60%, Scroll of Armor 400 and Speed-Up Potion (30 uses each), Scroll of Lion Strength (10 uses); all for 1 day.
  • If the bag is full the reward comes by mail.