|
What is a clan? A clan is a group of players which share a certain
special bond. Also, most clans will decide to buy a hideout, that can
contain some special things. The clan members may also do some special
commands (such as communicate with other members only). For a complete
list, type "help clans" when you are connected. Clan members
also have their clan name listed in their who title. Clans can be created for 5,000,000 coins, and some reason of existence and forethought
will be expected. A clan that is created just because it sounds cool, and
has only it's creator as a member will be denied. You must be level 50 or
higher to create a clan.
If the clan leader is absent (has not logged in) for more than 30 days, a
new clan leader can be picked by contacting Belgarath. If there are
multiple lords, an election will be held, otherwise the lone lord will be the
new leader. The new leader must be over level 50, unless none of the
higher ranking members are.
Clans have 6 levels of members; the leader is the all-powerful and the
lowly plebs have very little power at all. The clans are organized so the
2nd rank from the top, the lords, have all the powers of the leader so they can
manage the clans while the leader is away. The only power the lords do not
have is the ability to demote another leader, or to change leadership.
Emails for things to be done from lords will be accepted; it is up to the
leader to discipline his clan members if they do something he / she does not approve
of.
Initial hall costs 5,000,000 gold coins, and
25,000 rent (on top of the cost for the clan). This includes:
| a goon room, at the entrance, that prevents non-members from entering with
5 guards is included. You will want to upgrade the guards. |
| A bulletin board (note: currently unavailable). |
| If you're interested in starting a clan, see What
you need to make a hall. |
| Note - Belgarath reserves the right to augment the base price of the clan
if the location chosen is special. You will be informed if it is.
A clan hall in Midgaard will cost 1,000,000 more, and 100,000 rent more. |
Cost |
Rent cost |
Item |
3,500,000 |
50,000 |
a treasure chest which keeps it's contents over reboots. Initially
holds 8 pounds. |
2,000,000 |
50,000 |
upgrade the treasure chest to hold 10 pounds more (max 500 pounds per
clan, may be spread over a few chests). |
item cost * 500 |
0 |
Add an item to the store. The item must be for sale in another
store. Minimum price of 10000. Note: A maximum of 5 items can
be in stock. Additional items will only sold once. If the
leader does not specify which items are in stock, the immortal will do his
"best guess". |
100,000 |
2000 |
Regeneration room. Resting in this room will regenerate more hit
points and mana points. |
1,000,000 |
0 |
5% Shopkeeper price cut (starts at 200%, minimum 105%). |
20,000 |
0 |
Shopkeepers can see invisible persons. |
50,000 |
2000 |
Additional rooms, decorated to your liking (leaders can order these with
the command "clan addroom"). |
20,000 |
0 |
Existing furniture (list to be determined - but if you see an object
somewhere, you can probably get it, if it has no useful properties). |
50,000 |
1000 |
Custom furniture (including signs that "exist", items you can
pick up and move). |
50,000 |
0 |
Fountain (water only) |
0 |
0 |
Redecoration of room (if done by leader) |
50,000 |
0 |
Doors |
200,000 |
0 |
Secret door (can only be detected with the search skill). Specify
the keyword that opens the door. |
50,000 |
1000 |
Locked door (with key). |
5,000,000+ |
1000 |
A receptionist. Note the price varies according to the location of
the clan, since you're basically adding a receptionist to the area (if
only for the clan). |
1,000,000 |
0 |
Shopkeeper. Comes with bread. |
Goon upgrades
Cost |
Rent cost |
Item |
500,000 |
0 |
Warrior special procedure added to guards. |
50,000,000 |
0 |
Mage special procedure added to guards. |
5,000,000 |
0 |
Cleric special procedure added to guards. |
- |
- |
Thief special procedure: To have a mobile backstab, give them a pointy
weapon to wield. See below. |
100 * rent cost |
2000 |
Weapon provided to a guard. Cost 100 * rent cost of weapon.
You must provide the weapon. If the weapon is pointy and wielded,
the cost is 300 * rent cost of weapon with a minimum of 2M. |
5,000,000 |
0 |
10% resistance to an element/weapon type (minimum of 50%, per element).
Elements are fire, cold, acid, electricity and energy. |
1,000,000 |
0 |
immunity to poison. |
4,000,000 |
0 |
Add one damage (per hit) to the guards. |
varies |
0 |
Add 50 hit points to add guards. |
Portal destinations
Cost |
Item |
500,000 |
Portal to Midgaard (most rooms - some exceptions) |
5,000,000 |
Portal to New Thalos |
5,000,000 |
Portal to Mordilinia |
500,000,000 |
Portal to Astral plane (You had to ask. It's a shortcut to 18
other places, many without any receptions, so it's expensive). |
50,000,000 |
Portal to beginning of Undersea |
varies |
Ask? |
Before you ask the Immortals to create you a hall, you should have the
following ready:
| A description for the goon room. Note the room title must always be
something like "Entrance to the <clan name's> clan hall". |
| A room and a direction to place the clan hall. Note that the
direction must not already exist. |
| The cash required (see top). |
| Preferably, the clan already made, but if you supply a name (max. 11
characters) it can be made then. |
|