A war lets two clans fight anywhere without karma, and an alliance joins up to three clans under one name and one chat. This page explains how a war is declared and ended, what changes when it becomes mutual, how an alliance is created and left, and how alliances behave at sieges.
Declaring a clan war
Both clans must be of level 3 or higher and have at least 15 members. The war is declared by the clan leader, or by a member to whom he gave that right, with the command /clanwarstart and the name of the enemy clan, or with the Declare War button of the clan window (Alt+N). The consent of the other side is not needed; everyone online in both clans sees a system message.
- A clan may declare up to 30 wars. The number of wars declared against it is not limited.
- War cannot be declared on a clan of your own alliance, and a clan cannot join an alliance while it is at war with one of its members.
One-sided and mutual war
- One-sided: only one clan has declared it, and a single fist is shown over the names of the enemies. The usual rules of PvP and PK stay in force, with one difference: members of the clan that declared the war lose only a quarter of the usual experience on death. Clan reputation does not change.
- Mutual: both clans have declared it, and two fists are shown. Killing an enemy never makes you a player killer, even when his name is white: the kill adds one to your PvP counter and one point to the reputation of your clan.
Ending a war
A war is called off with /clanwarstop and the name of the clan, or with the End War button of the clan window, again without the consent of the enemy. It cannot be stopped while any member of your clan is in combat. When both sides have withdrawn, the clans are no longer enemies and the ordinary penalties for killing return.
- /attacklist shows the clans you have declared war on, /underattacklist the clans that have declared war on you, and /warlist the mutual wars. The War Info button of the clan window shows the same lists.
Creating an alliance
The leader of a clan of level 5 or higher may found an alliance at the NPC that registers them. The name may have up to 16 letters and digits, without spaces or special characters. An alliance holds at most three clans, the founding one included. How a clan reaches level 5 is described in Clans and alliances: creation, levels and structure.
- A clan that is already in an alliance can neither found one nor join another.
- Clans at war with each other cannot form an alliance, and during a siege a clan of the attackers cannot ally with a clan of the defenders.
Leaving, dismissal and dissolution
- A clan that leaves an alliance cannot join another one for 24 hours. The alliance it left may accept a new clan at once.
- When the leader dismisses a clan, both sides wait: the dismissed clan cannot join another alliance for 24 hours, and the alliance cannot accept a new clan for 24 hours.
- The alliance leader may dissolve the alliance without asking the other leaders, and it disappears at once together with its chat. He cannot found a new one for 10 days and pays an experience penalty equal to one death. An alliance registered for a siege cannot be dissolved.
What an alliance gives
- A chat of its own, separate from the clan chat.
- A crest shown in front of the clan crest. The leader registers it with /allycrest: a picture of 8 by 12 pixels, a BMP file with 256 colors.
- One side at sieges: allied clans stand together and cannot attack each other there.
- Commands: /allyinvite invites the clan of the selected leader, /allyleave takes your clan out, /allydismiss with a clan name expels it, /allydissolve ends the alliance, /allyinfo shows its clans and how many of their members are online.
Alliances at a castle siege
- A clan allied with the defender cannot register as an attacker, and a clan allied with an attacker cannot register as a defender of the same castle.
- When the siege starts, members of an allied clan that did not register for the defence are moved out of the castle.
- If the castle changes hands in the middle of the siege, the new owner and its allies that were registered as attackers become the defenders.
- A clan registered for a siege cannot be dismissed from its alliance. An ally that is not registered counts as an outsider in that battle, whatever the alliance says.
The siege itself is described in Castle siege: registration, rules and how a castle is taken; fights outside wars follow the rules of PvP, karma and PK: name colors, penalties and how to clear karma.