Claimen von Keeps + Keep Tore Erklärung hier !!
Leider nur in Englisch, aber ich denke relativ verständlich :
GUILD BONUSES AND KEEP CLAIMING
Guild Bounty Points
Guilds now have a pool of Guild Bounty Points (GBP´s) that it can spend on the claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty Point each player in the guild earns.
GUILDS CLAIMING Frontier Keeps
Player guilds can now claim a frontier keep for their guild.
How to Claim Keep:
1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM
A message is printed to the realm that currently controls an outpost when it is claimed or released. Only realm members of realm level 10 or higher see these messages, or those that belong to the guild.
To retain control of your keep your guild will be charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The upgrade level is 1 by default when the keep is claimed. When your guild runs out of bounty points, your claim on the keep is released.
A guild can "step up" the number of GBP´s they spend per hour to upgrade the various NPC´s of their Keep. The guildmaster (or anyone of a realm rank that has Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep´s level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the Keep´s upgrade level, the guards, archers, patrollers and keep lord have their combat strength upgraded. An upgraded keep costs additional GBP´s to support - 50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP´s per hour.
To release a claim on a keep, a guild member who is of a rank that has Release privileges can use the /GC RELEASE command (from anywhere in the game). This will stop the hourly charge on your Guild Bounty Points, as well as allow you to claim a new keep.
Benefits of Owning a Keep:
- When a guild has claimed a Keep - all members of that guild and all allied guilds will gain certain bonuses when in PVP combat.(see section on Keep Bonuses, below)
- Each Keep has a ´difficulty´ rating from 1 to 5. Those keeps in the guild´s home frontier close to the home zones are the lowest difficulty (1). Those keeps deep within enemy territory are the highest difficulty (5). The low difficulty keeps will give very few bonuses. The high difficulty keeps will give the most bonuses.
- The guild earns (1000 * Keep Difficulty) GRP´s per hour that they hold the keep
- When a guild owns a keep - all guards who spawn in that keep will spawn with the guild´s emblem on their cloaks and the tagged with the guild´s name.
- A banner will be placed on the keep with the guild´s emblem.
Keep Bonuses:
We´ve added bonuses to PvP combat directly relating to the ownership of the various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics, can be viewed by clicking the Bonuses button on your character sheet (this used to be the Resists page).
These bonuses only affect PVP melee damage, PVP spell damage, realm point accrual and bounty point accrual. They are:
- 1% per enemy Keep conquered by your realm in an enemy realm
- 2%xDIFF if your guild is currently holding a keep (DIFF is the outpost difficulty level 1 to 5)
- 3%xDIFF if you are defending a keep that your guild alliance is holding
For example, if your realm has conquered 5 outposts in other realms, you´ll always receive a 5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you´ll get an additional 6% (total of 11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you´ll get an additional 9% (total of 20%).
Listing of Keep Difficulty Levels:
Note that each keep´s difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.
Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2
Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2
Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2
RELIC BONUSES
We´ve increased the bonuses for holding each relic to 10% per relic. Your own Realm´s Relics are not longer countted when figuring the bonuses. Thus, if you have both your Relics, and all four enemy Realm Relics, you will have a 20% bonus for both PVE and PVP damages for melee and spells. Note that you are still incented to hold your own relic since you can´t claim another relic unless you have your own. For instance if you have your own strength relic and one other strength relic, you´ll get 10% to all melee damages. In the worst case, if all your relics are taken, you´ll receive no bonuses (and no penalties). Please note that you can now view this bonus information using the new "bonuses" button on your character sheet.
Celer's Keep Door Guide
Repairing and upgrading keep doors requires Woodworking skill. So to get started, join any crafting order and skill up. If you can, skill up on things that also raise your woodworking. If not, use trinkets to raise it. Remember that it can't go higher than your primary skill level.
How high does my woodworking need to be?
Figure at least 50 skill for each door level, though you'll fail almost every time at this minimum. You start to get reliable after another 50-100 skill. So to upgrade to or repair a level 2 door, 100 woodworking will work, but it'd be best to let someone above 150 handle it. Relic doors (level 8) can be done at 500 in a pinch.
Does woodworking affect speed or amount of wood used?
Nope. A level 1000 woodworker will repair/upgrade at the same speed and use the same amount of wood as a level 50 woodworker. The difference is, the higher level woodworker will fail much less, thus taking less time overall.
Can I lose wood on a failure?
Nope, you only waste time.
How much wood do I need?
Each upgrade/repair requires a specific number of Wood Units (WU). More expensive wood is worth more WU but is less cost-efficient. So use as cheap a wood as you can stand to buy and transport... if you can't carry a lot, you'd save a lot of cash by finding a strong friend to shuttle wood to you. Oh, mixing and matching woods is fine.
What's the best kind of wood to use?
The cheapest you can. When in doubt, bring ironwood. It can upgrade as low as to level 2 without wasting too much money, and can help repair up to a level 10. Plus it can be used in siege weapons. Try not to enter the frontier without at LEAST 100 ironwood on you, ya never know when it could be useful.
Should I upgrade straight to the desired level, or do it in steps?
Always upgrade in steps. From 1 to 3, upgrade to 2 first, repair it to 100%, THEN upgrade to 3 and repair to 100% again. It's much more cost-efficient.
What are the commands?
"/upgrade" will show you the current level of the door. "/upgrade 3" will upgrade to level 3, etc. If you don't have enough WU, it says how much you currently have (which is a good reason to macro "/upgrade 10"). To repair, use "/repair". It will repair about 5% max, but might do a little less (it reports you make "some repairs").
I have many different kinds of wood, which kind will get used on a repair/upgrade?
It starts at the top. It's probably best to put the cheapest wood stacks above your expensive ones, as they will get used first. So bring a stack of oak to go from 1 to 2 and a stack of iron to go from 2 to 3 if you really want to.
How strong is each level of door?
A level 4 door can be taken down without a ram in under 10 minutes (around 5 minutes depending how many tanks are bashing). But if you can repair as it's being bashed on, you can usually keep it up until you run out of cash, die, or they bring a ram. This tactic can be used with a level 1 door as well, for a very cheap barricade. A level 10 door can hold out about 10 minutes even against one ram.
My guild is going to claim a supply/enemy keep, how high should we upgrade?
Since these keeps will probably be retaken pretty soon, use judgement on how much to spend. If you plan on repairing as the doors are getting knocked down (good for supply keeps), keep the inner door under 4 (level 5 doors are much more difficult to keep repaired). If you have a plat to spare, upgrade as much as possible and force them to bring rams.
My guild is going to claim a home keep, how high should we upgrade?
Level 10. You want these keeps to hold out as long as possible. If your guild can't afford to upgrade to 10, you better be keeping a very close eye on it or letting someone else claim. Of course, repairing those buggers are no fun, but that's the price you pay for keeping your relic.
How much time/gold does it take to go from 1 to 10?
If you've got a full group with speed to make runs for you, figure about 2 hours and 3.5 plat. Getting to level 8 should be about a plat, those last 2 levels should be about a plat each.
We just retook a keep, doors are level 1... what should we do?
Upgrading to level 4 is cheap... I use Elm, it's 6.5 gold and weighs about 266. It should only take 2-3 trips with a strong carrier. Rowan can save 4 gold, but that's hardly worth the hassle. Oak costs twice as much for half the weight, and with Ironwood it's 20 gold for only 67 weight.
The doors are level 4, what wood should we use to go higher?
Depends on how many runners you have. Going from 4-5 takes more than it did to go from 1-4 combined. Here you should start using Oak at the cheapest (21 gold @ 219 weight) with maybe a little Elm to offset costs. Ironwood is 10 gold more for half the weight, and Heartwood is 48 gold for 55 weight.
What wood should we use to repair the relic door?
Relic doors are level 8. Do NOT give in to the temptation to run inside and use Dyr/Duskwood. Get a few groups to run and get ironwood. You can make the repair with 17 stacks of 100 ironwood, it costs 123 gold, or 9 stacks of Heartwood for 190 gold. In contrast, using Dyrwood costs 409 gold. If you're still in danger, ask the first couple groups to bring Runewood, even that is 100 gold cheaper than Dyrwood. Here is where it really pays to put your expensive stacks on the bottom of your inventory... save those big WUs for later or to top off your cheaper woods. If you're feeling REALLY thrifty, the repair CAN be done with 34 stacks of 100 Oak, so ask your low-level, cheap, or poor runners to bring that.
Rechner für Tore :
https://www.aros.net/~fumigatr/daoc/doorcalculator.htm