Realms of Elynia Wiki

Guild Wars

Once a week your guild is paired against another and the two settle it on the sand. What you win there buys things gold cannot.

The week

WhenWhat happens
Through the weekMembers register and set their defences. Both can be changed freely until the lock.
Friday 18:00Registration and defences lock, and pairing is decided. Scouting opens: you can see what you are walking into.
Saturday 12:00Battle opens.
Sunday 12:00Battle closes and rewards are claimed.

All times are Helsinki time. A guild that has fewer than 3 defences set at the lock is not paired at all that week, so setting yours is the one thing that must not be forgotten. Setting a defence needs level 5.

Your defence is yours to build

A defence is not a snapshot of whatever you happened to be wearing. You build it: gear on the ragdoll, straight from your inventory, with your talents attached. It is the character other guilds have to break, so it is worth the same thought as your own build.

Flags

Each member gets 6 flags for the war and they do not regenerate — a fixed budget, identical in every timezone, which is what makes the total score predictable. Spending one attacks a defender, and the fight plays out as a turn-by-turn duel.

Scoring

  • Damage (800 points). Split between attackers in proportion to the damage they dealt. Overkill never scores.
  • Kills (200 points). Weighted by how much of the wall fell — so felling a tank is worth more than finishing a straggler — and scaled by the level gap, so beating someone far below you pays what it should.
  • Participation (25 points per flag spent). Counts towards your share of the rewards, not the guild's score. A low-level member who scratches a level-40 wall still earns their cut, so nobody is worth kicking for being small.

A field's value falls each time it is reset within a war — full, then half, then a quarter. Two guilds cannot farm each other indefinitely.

Rewards

Rewards are minted at claim, not taken from anyone's bank. The pot is 1,500 XP and 1,000 gold scaled by your share, paid at 100 % for a win, 60 % for a draw and 35 % for a loss — turning up is worth it even when you lose. A winning guild's bank also gains 5,000 gold.

Valor and the Guild Shop

War is the only source of Valor. It cannot be bought with gold or Aurei. Turning up and spending your flags earns up to 150 a war, and on top of that every guild splits a further 300 between its attackers in proportion to the points each of them scored — so the harder you fight, the larger your share. Both halves scale with the result of the war. The Guild Shop is the only place to spend it.

RewardCost
Elixir of Precision ×3
Three vials of +4 crit for the war line.
90 Valor
Silphium Tonic ×3
The strongest flat-damage tonic the herbalists know.
150 Valor
Aurochs Banquet ×3
Three servings of +12 Strength. The cooks feed the front rank first.
150 Valor
Sturgeon in Wormwood ×3
Three servings of +12 Dexterity, bitter and steadying.
150 Valor
Imperial Roe ×3
Three servings of +12 Intellect, served on the general’s own table.
150 Valor
Vexillum Standard
A portrait ring only guild warriors wear.
750 Valor
Corona Castrensis
The rampart crown, given to the first over the enemy wall.
1500 Valor
Crown of Triumph
The victor’s ring — gold on war-red.
1700 Valor
Vexillarius
The standard-bearer’s face. Not for sale at any price in gold or Aurei.
2500 Valor
Primus Pilus
The first spear of the legion. The guild buffs you raise last ten hours instead of eight.
3000 Valor