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--- Act 3 - Clan Buildings (http://forum.bloodwars.net/thread.php?threadid=24548)


Posted by Szeszej on 03-22-2011 at14:09:

  Act 3 - Clan Buildings

Here you will soon see the details on clan buildings introduced in Act 3.


This thread is only about clan buildings in act 3.
You can ask any questions about anything that has been confirmed in this thread and of course give your suggestions. Please refrain from further speculations


Thread rules:

  1. Read this post REALLY REALLY carefully. We won't answer a question that has been already answered.
  2. The next post will contain a comprehensive list of Q&A.
  3. Ask questions ONLY about things that are confirmed here. Suggestions for new features will be ignored.
  4. All the changes listed are almost finished and it is almost certain they will make it to act 3.
  5. General act 3 thread: Act 3 - MAIN THREAD.
  6. Evolutions thread: Act 3 - EVOLUTIONS


General Info.


Clan building are in the final stage of development. If you have any suggestions concerning their effect now would be a good time to post them. Of course, we can't guarantee that your ideas will be included when Act 3 goes live.

We are NOT going to introduce buildings to hoard or generate resources.

As many people were asking for it here are the current functionalities of all planned CBs

MIND YOU! These are only plans and they have not been tested so during tests the functionalities might change or some CBs might be removed if they prove to be too problematic.


Rune Keep:
Increases the chance of defending X squares (depending on the level).

This buildings boost the weaker clan in defence.

For each level of difference between the attacker and the defender, the defender gains +X to a random stat during the siege.


Hall of Greater Runes:
Allows you to enchant items.
HGR is connected to the King of the Hill mode (more on this in the main thread)

HGR is capped at lvl 8.

Each level allows you to add a random enchant to an item.

Each lvl of HGR unlocks 1 slot for an enchanted item for each clanmember.

Items from HGR cannot be sold/lent/traded/in CA etc, it belongs only to the player.

You can cancel the enchant so it looses its enchanted status and additional effect. You will be able to enchant it again later.


Example:

A clan has HGR lvl 2.

Each player can add enchants to a maximum of two items.

Each lvl of HGR corresponds to one level of expedition in King of the Hill mode.

If a players successfully defeats ALL opponents on one path in the SLUMS (one of the locations in KH), he'll be able to enchant any of his items in HGR.

The item gains one 1 additional effect from a special list, i.e:
+dmg 1/4 lvl
+5 Perception
etc

WARNING! If you cancel an enchantment you will have to go through the location that provided the enchant again to enchant another items.


Briefing room:
The leader or the deputy will be able to set up TACTICS.
For example:
Defence on higher ground:
The defender gains:
+XX Perception
-XX Agility

A tactic can be chosen on the sieges tab, for each siege individually.


Sewers:
You will be able to siege any square despite the protection period.
There will be some penalties for the attacker
Only usable once every 14 days.
- [to be discussed] We want to allow sieging a permanently banned player if he is banned for more than 45 days.
- [to be discussed] Only the leader and the deputy may use the option (so in practice also any player given deputy status).

Blacksmith:
Allows you to add stones/runes to items.

Chapel:
Protects perfect items from destruction during upgrading and increases the chance for a successful upgrade:

lvl 1 protects items when upgrading to perfect, maximum number of lost level = 3, +20% chance of success

lvl 2 protects items when upgrading to perfect +1, maximum number of lost level = 3, +20% chance of success

lvl 3 protects items when upgrading to perfect +2, maximum number of lost level = 3, +20% chance of success

etc

Kennels:
You will be able to breed Infernal Hounds to help you during sieges.
Before a siege the leader or the deputy will be able to set tactics for them.



Posted by Szeszej on 03-22-2011 at14:10:

 

Q&A

Q. Everything's good, but Can you destroy them? If an enemy takes over your square are the clan buildings permanently destroyed??
A. No, clan buildins are built in clan space and not in any particular square. You cannot take them over and the only way to destroy them is to disband the clan.

Q. Will clan buildings be available to low level players?
A. Yes, the only requirement is for the leader to be in A3.

Q. Will there be a limit to the maximum level of buildings?
A. All CBs are currently capped at some level, depending on the building.

Q. Do CBs have high stat requirements?
A. CBs do not have any requirements at the moment.

Q. If you do not have an A3 leader the CBs are inactive, how will it work ??
A. The leader must nominate a new leader to take over the clan. No one gets to be a new leader "automatically".

Q. How are they going to be built? Every player for himself? Or maybe it's q group effort like resurrecting mobs so everyone can chip in?
A. The requirements will be clan-wide. The clan will have to meet certain requirements to construct a building or upgrade it. If the code works ok everyone will be able to chip in on a building and then the leader or the deputy will construct something. This functionality might change if the code will cause other functionalities to break.

Q. During Night of the Heroes event will clan buildings work for sieges and expeditions?
A. Generally most of the current CBs are aimed to help during sieges. The rest do not have any combat effect, i.e. a Forge (the name might change).

Q. Will HP in sieges be increased by CBs?
A. Maybe, but we don't want CBs to just copy evolution powers.

Q.Will CBs cost stones/nanites/mana on Underworld?
A. The costs are not set yet, currently we are focued on interesting mechanics and effects, like adding special powers to weapons etc

Q. Will there be a new tab with CB graphics?
A. Currently we are planning on a new tab in clan page, but it might change.

Q. Will we be able to expand CA with CBs?
A. There are no plans for it.

Q. Will new members be able to use CBs immediately or is there going to be a permission system like with CA?
A. Immediately.



Posted by smierc on 03-22-2011 at14:12:

 

how are the clan buildings going to be built? is it going to require a collective from all players in the clan to assemble a clan building?



Posted by franz on 03-22-2011 at14:15:

 

quote:
Originally posted by smierc
how are the clan buildings going to be built? is it going to require a collective from all players in the clan to assemble a clan building?


I reckon it would be a clan effort.

I also have a question?
I assume these buildings will benefit clan sieges/expedition?

Such as, bonus HP, etc etc.



Posted by Szeszej on 03-22-2011 at15:16:

 

I've added Q&A from PL boards, should answer your questions.



Posted by npc on 03-22-2011 at16:44:

 

I hope clan building not only active if premium active but also active when premium expires.

edit : remove unnecessary sentences



Posted by smierc on 03-22-2011 at16:46:

 

quote:
Originally posted by Szeszej

Q. During Night of the Heroes event will clan buildings work for sieges and expeditions?
A. Generally most of the current BKs are aimed to help during sieges. The rest do not have any combat effect, i.e. a Forge (the name might change).


BK's is this a typo or referring to black knights?



Posted by Szeszej on 03-22-2011 at16:52:

 

Typo, fixed



Posted by darc on 03-22-2011 at17:10:

 

well if we are to give suggestions how about telling us what they do?

Otherwise how can we express what we think before it goes live



Posted by Unholy Emperor on 03-22-2011 at17:29:

 

quote:
Originally posted by darc
well if we are to give suggestions how about telling us what they do?

Otherwise how can we express what we think before it goes live


You can express what you think til you're blue in the face, the Devs have a set plan for A3 if you don't like it, there's nothing you can do about it.



Posted by Malle8398 on 03-22-2011 at17:50:

 

quote:
Originally posted by Unholy Emperor
quote:
Originally posted by darc
well if we are to give suggestions how about telling us what they do?

Otherwise how can we express what we think before it goes live


You can express what you think til you're blue in the face, the Devs have a set plan for A3 if you don't like it, there's nothing you can do about it.


What are you talking about? Szeszej clearly stated that this is the time to come with suggestions...


quote:
Originally posted by Szeszej
Clan building are in the final stage of development. If you have any suggestions concerning their effect now would be a good time to post them. Of course, we can't guarantee that your ideas will be included when Act 3 goes live.



Posted by darc on 03-22-2011 at18:22:

 

exactly he asked us but we cant say what we think till they tell us what they do.

So far all we know is they help in seiges but in wot way

extra dam, extra hp, reg hp



Posted by Szeszej on 03-22-2011 at18:32:

 

Well, the suggestions are up to you, nothing is set in stone yet. More details on the possible effects of the building are unfortunately not available yet. For now feel free to express your ideas, wishes, desires etc Wink



Posted by darc on 03-22-2011 at18:51:

 

ok lets start with the forge i think it should increase weapon damage in seiges lvl 1 gives +10 then increases by 1 for every lvl



Posted by Warlord on 03-22-2011 at19:00:

 

quote:
Originally posted by darc
ok lets start with the forge i think it should increase weapon damage in seiges lvl 1 gives +10 then increases by 1 for every lvl


Overpowered much, a clan of level 60 + gunners would pwn

Maybe +10% hp as a whole spread out evenly across players but then coudnt call it a forge but could be called field hospital



Posted by Malle8398 on 03-22-2011 at19:06:

 

hmmm. well the only suggestion i can come to think of right now would maybe be if a CB could help lower the time for pilgrims quests... maybe 20-30 seconds could be cut of the time for each lvl?? this was just an ex. It all depends on what the cost´s is and how many lvl´s one could upgrade it off course...

I think this could come in good use sins many ppl have restricted time with luck unless you own your own luck gear.. and i dont think to many ppl do that sins Runic and luck pretty much is an standard CA Item...

I have not putt alot of thought into this it just popped into my head now Smile so any feedback would be great Smile

Also I want to add.
Thx Szeszej for finaly letting us remove all the speculations Big Grin



Posted by Nooblar on 03-22-2011 at20:07:

 

quote:


You can express what you think til you're blue in the face, the Devs have a set plan for A3 if you don't like it, there's nothing you can do about it.


Is this an official dev notice? That the players can essentially either chew swallow and grin, and shouldn't bother speaking up about parts of the game that they feel make it less fun than it could be?

Or is this simply a player bashing another player because the second player is a staunch supporter of what we happen to have on our plates now, and feels that the notion of discussing what else we might have is slanderous?


That said, in other games i've played there are semi-similar options. A group owning an area can make 1 or two buildings, out of a choice of three buildings, for different effect. I'd like to see options for buildings that boost various combat factors, but don't boost them all. For example, if you had an option between a building that gave a slight reduction to perception, for a moderate boost to agility, OR one with a slight reduction to agility, for a moderate bonus to perception, you'd have to make a call as a clan on if you want to go perception, or agility. This would create an interesting duality, because while a gun clan with high perception would beat other gun clans, an agility clan wouldn't need to worry as much about their attacks being dodged.

Perhaps an option between increased critical chance, versus a dodge chance similar to the thoughtcatchers, that would allow you to dodge criticals would also create some interesting battles.

And as long as we're suggesting a building that would let you get bonus damage, one that would reduce damage would null out a gun clan by the same factor as a building that adds damage would boost them.



Posted by Unholy Emperor on 03-22-2011 at22:15:

 

quote:
Originally posted by Nooblar
quote:


You can express what you think til you're blue in the face, the Devs have a set plan for A3 if you don't like it, there's nothing you can do about it.


Is this an official dev notice? That the players can essentially either chew swallow and grin, and shouldn't bother speaking up about parts of the game that they feel make it less fun than it could be?

Or is this simply a player bashing another player because the second player is a staunch supporter of what we happen to have on our plates now, and feels that the notion of discussing what else we might have is slanderous?


No its not a notice its niether. Its my opinion on how things will pan out. The Devs havent really listened to us in the past and now with A3 on the horizon I'm guessing that they don't need our input. I mean if they wanted ideas wouldnt they have asked us sooner? All I was saying is that we can type, express, shout and scream for our ideas to be implemented but you've got the same chance as a snowball in hell.



Posted by Malle8398 on 03-22-2011 at22:46:

 

quote:
Originally posted by Unholy Emperor
quote:
Originally posted by Nooblar
quote:


You can express what you think til you're blue in the face, the Devs have a set plan for A3 if you don't like it, there's nothing you can do about it.


Is this an official dev notice? That the players can essentially either chew swallow and grin, and shouldn't bother speaking up about parts of the game that they feel make it less fun than it could be?

Or is this simply a player bashing another player because the second player is a staunch supporter of what we happen to have on our plates now, and feels that the notion of discussing what else we might have is slanderous?


No its not a notice its niether. Its my opinion on how things will pan out. The Devs havent really listened to us in the past and now with A3 on the horizon I'm guessing that they don't need our input. I mean if they wanted ideas wouldnt they have asked us sooner? All I was saying is that we can type, express, shout and scream for our ideas to be implemented but you've got the same chance as a snowball in hell.



Are you kidding me??????

The Devs havent really listened to us in the past???
yeah so how do you explain this:
*
increase the capacity of Clan Armoury. 20 more items can be stored and any member of the clan can use premium to activate it.
*
you will be able to leave an expedition, but only before your application is accepted. If you do so you will only regain half the blood invested.
*
when spying, clicking on "Finished" will take you to the report.
*
Clan buildings.
*

All of this have been discussed here as an improvment to the game so i would say the devs have listen to us moore then i had expected!!!! Or do you mean that the devs only should do what we say and not what the other servers have to say, for you to say that they have listen to us?

And if they dont want our help, why the hell did Szeszej write it then??? Riddle me that pls...



Posted by Unholy Emperor on 03-22-2011 at22:51:

 

I'm just very pessimisticly opinionated when it comes to stuff like this. If people are going to carry on quoting me, this is my last post in any of these a3 topics.



Posted by Cthulhu on 03-22-2011 at23:17:

 

Szeszej, obviously the clan buildings are intentionally there to benefit all the members of a clan in whatever ways you can come up with, and it is great that the Devs are willing to listen to ideas - tell them all thanks. Wink

I like the idea of a CB helping with luck on quests (I think Malle said that?) - that would be beneficial if you could have a building that acted like the "Stroke of Luck" event. But maybe the increase could be spread in such a way between the levels of the clan members, so that actually the lower levels benefit more from it rather than the higher members? (not sure how that could be done, but would be most useful)

Maybe something like:
CB level 1 -- clan members who are level 25 - 45 get 5% increased chance, level 45 - 65 get 2.5%, level 65+ get 1%.
CB level 2 -- percentages increase by 1%
And so on until:
CB is level 5 --- level 25 - 45 get 10%, level 45 - 65 get 7.5%, level 65+ get 5%

How's that sound? Smile



Posted by calilean on 03-23-2011 at03:24:

 

one question :

Will players be able to spy the level of the CBs ( ennemies) ?

four Propositions :

Training center :

each level of train center give to all mate in siege +5% HP ( limit at 10 lvls)

Shooting range :

Each level of SR give to all mate(clan member) in siege +2% Of damage in each weapons ( limit to 10 or 20 don't know)


The Forge:

Each level give +3% of defense in siege ( limit to 15 lvls)


The Dojo :

Each level give +1.5% to critical hit in siege ( limit to 5 and the most expensive).

I have an another question :

Will the leader see the member's gift/don in the "pool of ressource" ?



Posted by TheKid on 03-23-2011 at04:06:

 

Alls Good To Me But People Will Still Complain There's Somthing Wrong With It Somone Always Does People Need To Put All Sugestions in Now Insted of Later I Don't Mind What Come's Out Eather Way ACT 3 is Coming Were We All Wanted For A Long Time So Put All Your Idea's Forward And Don't Complain Because They Have Put Yours In


Szeszej

Open A Poll On What Buildings And Stuff And What They Should Do And Let The People Vote On Somthing Or A Thread Like This One To Add Idea's And Look Thourgh Them All And Decide What To Implant It Make Things Easyer



Posted by darc on 03-23-2011 at11:19:

 

what about a building that increases the poh you get in seiges 5% for 1st lvl then increases 1 for every lvl after that might help start seiges again. Not sure what to call it

And obilisk of light deals damage to every enemy and gives all friendlys hp back.
Clan leader or deputy can choose what round it actives at and happens at end of round

Of course no poh is gained this way. Also cost 100k l of blood taken from ppl in seige

Just a quick question will theses buildings also get used in task seiges and arenas?



Posted by Clemenza on 03-23-2011 at17:24:

 

Dear Szeszej these are my ideas, wishes and desires: Tongue

<Combat Academy> effect: +3 chance to hit per level (max lvl. 10-20) [working in expo/siege/ambush]

<Fitness Centre> effect: +3 base HP per level (max lvl. 10-20) [working in expo/siege/ambush]

<Forge> effect: +3 character defence per level (max lvl. 10-20) [working in expo/siege/ambush]

<Weaponsmith> effect: +3 base damage per level (max lvl. 10-20) [working in expo/siege/ambush]

<Biolab> effect: +0.5% chance for critical hit per level (max lvl. 10-20) [working in expo/siege/ambush]

<Training grounds> effect: +0.5% experience per level (max lvl. 10-20) [working in expo/siege/ambush]

<Armourer> effect: +0.5% ignore defence per level (max lvl. 10-20) [working in expo/siege/ambush]

<Genelab> effect: +1 to all attributes per level (max lvl. 3)

<Clinic Centre> effect: +1 poh / h per level (max lvl. 10)

<Intelligence Agency> effect: +3 initiative per level (max lvl. 10-20) [working in expo/siege/ambush]

<Casino> effect: +0.1% increased chance for successful quest per level (max lvl. 10)

<Shrine of Souls> effect: +0.1% increased chance in Well of Souls per level (max lvl. 10)

<Kindergarten> effect: production of Employment Agency increased by 5% per level (max lvl. 20)

<Guild Bank> effect: ability to set resource taxes deducted from each ambush (max lvl. 1)

<Town Hall> effect: ability to see list of clan member contributions to Guild Bank (max lvl. 1)

<Inventor> effect:
Lvl.1> +0.1% chance to get stone back when upgrading without Ritual of Blood
Lvl.2> +0.1% chance to get 50% of mana/nanites back when merging
Lvl.3> +0.05% chance to get 50% stones back when upgrading using Ritual of Blood

<Private stash> effect: +1 to maximum number of items in Clan Armoury per level (max lvl. 10) [players only]

<Temple of Gods> effect: You can pray to your preferred god and receive once per day their blessing: (one god will give blessing to 1 randomly chosen praying player) (max lvl. 1)
Konrad's Honour: 10 poh
SushiMaker's Stone: <random stone>


Hope it doesn't sound soooooo crazy,
thx Big Grin



Posted by TheKid on 03-23-2011 at17:42:

 

quote:
Originally posted by Clemenza
Dear Szeszej these are my ideas, wishes and desires: Tongue

<Combat Academy> effect: +3 chance to hit per level (max lvl. 10-20) [working in expo/siege/ambush]

<Fitness Centre> effect: +3 base HP per level (max lvl. 10-20) [working in expo/siege/ambush]

<Forge> effect: +3 character defence per level (max lvl. 10-20) [working in expo/siege/ambush]

<Weaponsmith> effect: +3 base damage per level (max lvl. 10-20) [working in expo/siege/ambush]

<Biolab> effect: +0.5% chance for critical hit per level (max lvl. 10-20) [working in expo/siege/ambush]

<Training grounds> effect: +0.5% experience per level (max lvl. 10-20) [working in expo/siege/ambush]

<Armourer> effect: +0.5% ignore defence per level (max lvl. 10-20) [working in expo/siege/ambush]

<Genelab> effect: +1 to all attributes per level (max lvl. 3)

<Clinic Centre> effect: +1 poh / h per level (max lvl. 10)

<Intelligence Agency> effect: +3 initiative per level (max lvl. 10-20) [working in expo/siege/ambush]

<Casino> effect: +0.1% increased chance for successful quest per level (max lvl. 10)

<Shrine of Souls> effect: +0.1% increased chance in Well of Souls per level (max lvl. 10)

<Kindergarten> effect: production of Employment Agency increased by 5% per level (max lvl. 20)

<Guild Bank> effect: ability to set resource taxes deducted from each ambush (max lvl. 1)

<Town Hall> effect: ability to see list of clan member contributions to Guild Bank (max lvl. 1)

<Inventor> effect:
Lvl.1> +0.1% chance to get stone back when upgrading without Ritual of Blood
Lvl.2> +0.1% chance to get 50% of mana/nanites back when merging
Lvl.3> +0.05% chance to get 50% stones back when upgrading using Ritual of Blood

<Private stash> effect: +1 to maximum number of items in Clan Armoury per level (max lvl. 10) [players only]

<Temple of Gods> effect: You can pray to your preferred god and receive once per day their blessing: (one god will give blessing to 1 randomly chosen praying player) (max lvl. 1)
Konrad's Honour: 10 poh
SushiMaker's Stone: <random stone>


Hope it doesn't sound soooooo crazy,
thx Big Grin




I Agree These Idea's Sound Good XD



Posted by Born2Kill on 03-23-2011 at19:12:

 

<Shrine of Souls> effect: +0.1% increased chance in Well of Souls per level (max lvl. 10)
<Casino> effect: +0.1% increased chance for successful quest per level (max lvl. 10)

What would be the point of building those buildings?
coz i dont see anyWink
RNG would not like you more if you will have 1% chance of succesful quest/merge more than you have now ;P

Could be 1% per level but with higher price of building it Wink



Posted by Clemenza on 03-23-2011 at19:29:

 

quote:
Originally posted by Born2Kill
<Shrine of Souls> effect: +0.1% increased chance in Well of Souls per level (max lvl. 10)
<Casino> effect: +0.1% increased chance for successful quest per level (max lvl. 10)

What would be the point of building those buildings?
coz i dont see anyWink
RNG would not like you more if you will have 1% chance of succesful quest/merge more than you have now ;P

Could be 1% per level but with higher price of building it Wink


hehe I know that 1% would be a lot better than 0.1% but if you think they are going to implement a building to increase our chance of success by 1% you are more dreamer than me Wink I just want something, a minor improvement is better than nothing right? Also if your clan works together and you build the 10 levels at the ends it's 1% Wink



Posted by Born2Kill on 03-23-2011 at21:19:

 

quote:
Originally posted by Clemenza
but if you think they are going to implement a building to increase our chance of success


Well i dont believe that at all Wink Smile



Posted by Discordian32 on 03-24-2011 at00:20:

 

Ideas Tongue

Stone temple lodge : reduces the requirements needed in the building site by 0.25 % per clan member helping 2 clan members help per level (max level 4) Character Level 45+ to help.

Hope that makes sence.

Red cross center: allows blood donations weekly from clan members OR 5%+- per ambush goes into the Red Cross Center. Once per week 10%+- can be requested by clan member. (possable add red cross center to siege loot allowing % of blood to be stolen in sieges.)

Dueling pit: (This one is just for fun) Allows two members of the same clan to fight eachother for th fun of it. Both players have to enter to fight (like a one on one siege) Clan items are allowed, no buildings or events effect this. There are no gains from this. More for just bragging rights.

will edit and add more if I think of any.



Posted by Foxy on 03-24-2011 at01:26:

 

quote:
Originally posted by Discordian32
Dueling pit: (This one is just for fun) Allows two members of the same clan to fight eachother for th fun of it. Both players have to enter to fight (like a one on one siege) Clan items are allowed, no buildings or events effect this. There are no gains from this. More for just bragging rights.


I want that now Tongue

That would be fun as hell



Posted by dooz on 03-24-2011 at13:28:

 

Trophy room, really this should have been there to begin with:

Basilisk, a mythic beast whose head will be your clan trophy.
!!XR12-yV, a mythic beast whose head will be your clan trophy.

and so on.

All those mythic beast heads need big storage building Smile

Maybe combine with some bonus, i.e collect 25 white dragon heads to get some white dragon related bonus, this clan is now experienced white dragon hunters Tongue



Posted by Szeszej on 03-24-2011 at13:41:

 

Just as a sidenote, if you have an idea try for it to be as original as possible as, believe me or not, it's really easy to design a building with pure +stat effects. Besides, CBs are not designed to give you a stat boost, evolutions do.



Posted by digitelis on 03-24-2011 at13:42:

 

i would like to see this;

University: gives access to the various races act 2 arcanas at an inflated bp cost, and each level of the building either reduces the bp cost slightly or give access to a new arcana

and a building that reduces the duration of pilgrimages or increases luck or stats for quests would be sweet too



Posted by LucifersAngel on 03-24-2011 at13:48:

 

quote:
Originally posted by Szeszej
Just as a sidenote, if you have an idea try for it to be as original as possible as, believe me or not, it's really easy to design a building with pure +stat effects. Besides, CBs are not designed to give you a stat boost, evolutions do.


When are we going to hear about Evolutions? Theres been loads of news about everything except them and the page is dangling there to tempt us with no information. Surely you have more information on them that you can tell us? Even if it's just vague?



Posted by Szeszej on 03-24-2011 at13:49:

 

Q&A updated.

EDIT:
As for the evolutions, we should have more info to share this or next week.



Posted by Ba_al on 03-24-2011 at13:52:

 

werewolf den:here the vamps breed werewolvwes to fight and hunt

max lvl 1

clan leader can seige his/her own square and the clan can fight a seige against

an equal number of werewolves......their lvl would depend on clan leaders lvl



Posted by LucifersAngel on 03-24-2011 at13:59:

 

quote:
Originally posted by Szeszej
EDIT:
As for the evolutions, we should have SOME info to share this or next week.


Corrected for you Szeszej Wink



Posted by Szeszej on 03-24-2011 at14:02:

 

Well, I have dropped a few hints here and there Wink



Posted by npc on 03-24-2011 at14:11:

 

quote:
Originally posted by dooz
Trophy room, really this should have been there to begin with:

Basilisk, a mythic beast whose head will be your clan trophy.
!!XR12-yV, a mythic beast whose head will be your clan trophy.


this are really good and can be a showcase on clan page.
I'm not sure about bonus because its only "showcase" to advertise the achievment clan it self.


Expedition monster tavern building : we can hire mob to fight at siege with price (poh+people). will help small clan.


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