Information

Wars

Introduction

On this page you will find more information about all the sorts of wars in Kings of Regnum. On the rules page there is also a ‘War’ section. So make sure to read that as well.

Alliances

During battles, alliances and other kingdoms may help as long there is a good lore reason for doing so. Alliances may jump in whenever they want.

Battlefield

A battlefield is a huge kingdom vs kingdom fight in an open field.

 

Battlefields can be declared if there is a correct roleplay reason. The staffteam together with the loreteam can decide if a roleplay reason is valid.

 

As soon as a battlefield is declared, a message must be sent in-game to the opposing side via a messenger. Battlefields must be discussed with staff before being declared.

For what?

Battlefields can be declared for the following reasons:
– Prisoner, an important prisoner who has an important or dominant role in the roleplay. If the declaring party wins, the prisoner must be released. If the defending side wins, the prisoner must remain in the cell.
– Money, both parties bet a number of coins, the party that declared the war always bets more, in consultation with both parties. The winning party gets all the coins.
– Special lore item, an important item which has an important or dominant role in the declaring kingdom. The winning party gets the special lore item.
– Roleplay conflicts/reasons, (staff can estimate which scenarios are acceptable)

Location(s)

Battlefields are fought in the wilderness on staff-selected locations. These are locations that have been prepared by staff and both parties will be informed in advance of the date and location of the battlefield.

Siege

A siege is a form of war in which you try to take an enemy town, city, castle or fortress.

 

There are a few ways you can win. You have killed every opponent and you are the last kingdom left, everyone is allowed to leave the attack area to take again items such as arrows, new armor etc. If every opponent has been driven out of the attack area for a certain time, the other side has won. Ultimately, the leader of one of the parties can give up by announcing this to the staff team.

 

The attackers only have a certain amount of time to take the area. This time will be announced in advance by staff. To determine the optimal time, staff considers equipment as well as the number of attackers and defenders.

 

As soon as a siege is declared, a message must be sent in-game to the opposing side via a messenger. Sieges must be discussed with staff before being declared.

For what?

Sieges can be declared for the following reasons:
– Prisoner, an important prisoner who has an important or dominant role in the roleplay. If the declaring party wins, the prisoner must be released. If the defending side wins, the prisoner must remain in the cell.
– Money, both parties bet a ​​number of coins, the party that declared the war always bets more, in consultation with both parties. The winning party gets all the coins.
– Special lore item, an important item which has an important or dominant role in the declaring kingdom. The winning party gets the special lore item.
– Roleplay conflicts/reasons, (staff can estimate which scenarios are acceptable)

Location(s)

The locations of sieges are in a kingdom’s town, city, castle or fortress. If there are no town(s), city(s), castle(s) or fortress(es) in the defending kingdom, a siege cannot be chosen as the war method. The spawn location (where both sides are placed at the beginning) for the attackers, is a chosen spot by the leader of the kingdom in the defending area. For the defenders, it is a chosen spot at least 300 blocks from the defending area. These are locations that have been prepared by staff and both parties will be informed in advance of the date and location of the siege.

Extra rule(s)

1) Max amount of TNT that can be used during the attack.
2) No lava and water.
3) Max number of ladders.
4) Do not dig through walls or under. You may use TNT to go through the wall or gate.

Conquest

A conquest is a form of war where you attack multiple control points and try to capture them from an enemy.

 

There are usually at least five of these control points scattered around the attack area, and are usually found in key strategic locations. Each side starts on the outside side of the attacking area on different sides. The idea is that as a kingdom you have to conquer all control points, then you have won. You have conquered a control point as a kingdom if you are the only kingdom on a control point for a certain time.

 

For example, if your kingdom has taken control point 1, 2 and 3, the other kingdom can only try to take control point 3 before they can continue trying to take control point 2.

 

In total, everyone in each party may respawn 2x and grab new gear.

For what?

A conquest can be declared for the following reasons:
– Prisoner, an important prisoner who has an important or dominant role in the roleplay. If the declaring party wins, the prisoner must be released. If the defending side wins, the prisoner must remain in the cell.
– Money, both parties bet a ​​number of coins, the party that declared the war always bets more, in consultation with both parties. The winning party gets all the coins.
– Special lore item, an important item which has an important or dominant role in the declaring kingdom. The winning party gets the special lore item.
– Roleplay conflicts/reasons, (staff can estimate which scenarios are acceptable)

Location(s)

The locations of a conquest are in a kingdom’s town, city, castle or fortress. If there are no town(s), city(s), castle(s) or fortress(es) in the defending kingdom, a conquest cannot be chosen as the war method. The spawn location (where both sides are placed at the beginning) for the attackers, is a chosen spot by the leader of the kingdom in the defending area. For the defenders, it is a chosen spot at least 300 blocks from the defending area. These are locations that have been prepared by staff and both parties will be informed in advance of the date and location of the siege.

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