War System


Overview
This system makes all guilds to be at war with each other, without counting frags for any killings. All guilds are now participating in the war!

Incentive

As an incentive for being in a guild, all guild members will receive 5% bonus on experience rate, which will work on top of other bonuses, such as the bonus of contributors account, and the daily raids bonus exp scrolls.


Joining a guild

If you join a guild, you will not be able to leave the guild for a period of 24 hours.


Leaving a guild

If you leave your guild, you will not be able to join another for a period of 24 hours.
The same applies for disbanding (deleting) a guild, which requires that all the players had joined at least 24 hours before it - It also applies for being able do kick a player from the guild.


Anti Skull Bashing
On our server, if a player without a guild attacks a member of a guild who has a White Skull or a Red Skull, the attacker will receive an Orange Skull visible to all members of that guild who are on the screen, not just the character they attacked. If a guild member attacks the Orange Skull player, the attacker will become visible to the Orange Skull player with a Yellow Skull, allowing them to retaliate without gaining a White Skull or incurring frag penalties.

Skull Types and Rules

Below is an explanation of the different skull types and their implications in the game. Our server uses extra skulls: Blue Skulls and Orange Skulls. Refer to the table below and detailed notes to understand their mechanics.


Skull Types
SkullDescriptionPenalties/Conditions
Green SkullIndicates that the player is in a party or is an allied guild member.Attacking a Green Skull causes no PZ Lock and no frag penalties.
Blue SkullVisible to players if the target belongs to a different guild or any guild while the observer is not in a guild.Attacking a Blue Skull causes a White Skull, PZ Lock, and frag penalties. Guild members attacking Blue Skull players are exempt from frag penalties.
Yellow SkullAppears if a player attacks another player with a White, Orange or Red Skull.Attacking a Yellow Skull does not cause frag penalties but triggers PZ Lock.
Orange SkullVisible to guild members when a non-guild player attacks a guild member with White or Red Skull.Guild members can freely attack and kill the Orange Skull player without frag penalties. However, attacking triggers PZ Lock.
White SkullGiven to a player who attacks another player with blue skull, or without a skull.Players with a White Skull can be attacked without causing unjustified kills. If the White Skull player attacked first (Fight Back), it will not cause PZ Lock.
Red SkullGiven to a player who exceeds the limit of unjustified kills in a day, week, or month.Players with a Red Skull can be freely attacked without causing unjustified kills. If attacked under the Fight Back rule, it does not cause PZ Lock.

Anti-Maker Protection System
You can kill a lower level, specifically, 50% or lower than your level, and don't get any frags with this system.

Also, instead of dying, the low level players will be teleported to temple. They will not lose experience, skills, items or blessings. And you will not have a protection zone lock status longer than 60 seconds.

For the low level player to be protected from death, he cannot have White Skull or Red Skull, if he does, he will die in the usual way.

Conditions

1) The killer must be next to at least 2 members of his guild on his screen, totaling 3 guild members counting the killer.


2) The low level player must have an equal or lower level than half the level of the killer. Otherwise, he will die in the usual way.



If these two conditions are met, the killer will not pick up any frag, and the victim will get protected from death.

Spell Changes: Ultimate Explosion and Poison Storm
The damage of the spells Ultimate Explosion (exevo gran mas vis) and Poison Storm (exevo gran mas pox) will now scale down based on the number of players hit by the spell.

Number of Players Hit Damage Reduction (%) Notes
1 No reduction. -
2 No reduction. -
3 No reduction. -
4 7% Damage reduction starts from 4 players hit.
5 14% -
6 21% -
7 28% -
8 35% -
9 42% -
10 49% Maximum reduction at 10 players hit.
11 49% -

These changes are designed to balance AoE spells in crowded PvP scenarios.