4) ASTRAL CONFRONTATION
A) Introduction & Rules
The Astral Confrontation is a war of guilds for the control of a drifting allod in the deep Astral, which ensures access to one sector or more. To be able to capture an allod, a guild will need first to win an auction (accessible through the guild’s interface) and to succeed in the battle for the allod. You won’t be the only one to fight for this allod, so brace yourself to succeed for these two points if you want to control your own allod.
As you will see in the “Allod” interface, the allods are located in several circles. The higher the circle, the higher the reward and the guild level has to be to attack it.
The first circle of allods contains 6 allods of the lowest quality, they can be claimed by guilds that are not sure of their success in capturing the allod and keeping the control for weeks after weeks.
The second circle consists of 3 allods of better quality, which can be claimed by stronger guilds.
The third quality, as you can imagine, have a special and very precious allod. This is the only one in the circle, but this is the one which is going to give the winning guild Prestige and wealth!
Guild planning to control one of the allods should check the circle if they are going to in the Astral map, to see the proper difficulty of it, and judge better their decision of attacking it. Keep in mind as well that a guild can control only one allod. If the guild capture another allod, the previous allod becomes then uncontrolled until a guild decides to claim it.
The Astral confrontation is a weekly event, we can’t tell you the precise days and time as we are still adjusting it to our servers, but we can tell you the sequence of events, so as to give you a better idea of it. First the auction will start at a specific day and time to last for 24 hours. The guild with the winning bid will be able to teleport on to the allod a few days later and attack the chosen allod for duration of 3 hours. The winner will keep possession of the allod for the next seven days.
Let’s see the auctions more closely now.
B) Auctions
The auctions are accessible through your guild interface. The latest wasn’t described in the first guide so we would be able to do it properly here, as it is directly related to the Astral confrontation.

You can see the list of the different allods, the type, sector, who’s occupying the allod at the moment and who’s plundered it. Then you have the column for the bidding.
On the lower part of this interface you will see the rewards the guild will receive on the different actions taken on the allods.

And, on the very bottom, the betting options. This system doesn’t change much from the regular Auction House.
The minimum bet for an allod is 100 gold coins and the maximum can be unlimited, note as well only the Guild Leader and his officers will be able to place the bets. A 5% tax will be charged for each bet, but won’t be given back if your guild loses the bet. If the player betting doesn’t have enough money for the tax he will receive an in game mail notifying of the lost auction.
When the guild wins the bet half of the bidding is given back, the other half will be lost.
C) Capture and Defend
What happens when the auction is over?
After the guild has taken the decision of which allod to fight for the Astral Confrontation goes to the next phase: the battle for the allod! As mentioned in the introduction the battle can only happen on a set time, which will be given later on.
Before the start of the battle, 300 seconds before to be exact, the guild who won the auction will see a new button appear on the auction interface, thus allowing the guild members to be teleported directly on to the allod. To be able to do so, the guild has to meet some prerequisite conditions, such as: tabards, good allod picked etc...The characters can’t be teleported if the guild already has a raid to complete on the allod.
Note that players that are going to be teleported need to have a tabard. If the characters aren’t already in a raid during their teleportation they will be added automatically to their guild’s raid. The leadership will be also be assigned depending on the overall score of: rank, tabard worn (regular or Warlord), Loyalty and Prestige points. The player with the highest score will be the leader of the raid.
In case of the leadership is then assigned manually, it won’t be given back to the most “suitable” player.
The battle will then start and last for 3 hours.
If the attacking guild wins the battle the raid leader will determine the fate of the captures allod:
•Capturing the allod: the guild takes control on the allod. If the guild controls an allod already, and isn’t contested, it will become neutral. If the battle is taking place for that allod it’ll turn neutral if the defenders win.
•Plundering the allod: the guild takes half of the income generated by the allod, and it will stay under the control of the defenders.
•Burn the allod: the allod turns neutral and no one receives an income from it.
If the raid leader chooses nothing, and the guild doesn’t control any allod, the allod is captured. In the guild has an allod, the allod is looted.
If a guild assaults a neutral allod it’ll be teleported there to fight against another guild, but won’t have rivals, instead they have one hour to capture the allod rather than three.
The income from winning the allod will be given every day to the guild after the capture of the allod.
In a case of a character dying during the battle he will not be sent to Purgatory, but to the Guild camp in which he will stay 60 seconds before his resurrection.
An important note for the players, no Combat Glory will be won during the battle by killing the enemy players.
D) Fight for the Allod
When a raid is teleported to the allod it will choose between one of the two positions. As mentioned in the earlier part you will have one raid attacking and one defending. The allod has two well guarded camps and four checkpoints to be captured. If a raid captures a checkpoint it’ll be a very good advantage, as every checkpoint is guarded by turrets.
Now, more about each raid:
The defending raid is teleported to the allod. It will control the well-guarded camp and all Checkpoints. They will have a Great Mage to assist them in their battle as an ally. His role will be to guard the nearest Checkpoint to their camp and attack enemies. The defenders will need to think carefully though, so to not have the attackers taking control of the Checkpoints, killing the Great Mage or destroying the camp. You will need to prepare you tactics as you will need to destroy the attackers’ camp whilst protecting yours by using turrets.
The attacking raid will be teleported to the allod which is already under control. They have to be fast for their attack and the other guild will be prepared to fight them. The attackers will have only one guarded camp, but though they will be gathered in only one place they still have the advantage, since they can go anywhere to attack the defenders and more importantly capture the Checkpoints.
But some rules have to be followed:
•Checkpoints are guarded by powerful but slow turrets. The priority is to capture the checkpoints and turrets and the more attackers there are the faster the checkpoint will be taken, also a high number of defenders can make it hard to take over the checkpoint.
•Defenders have more advantages, even though the raid leader has to make very wise decisions to win the battle. Strategy will be your friend!
•The defending Great Mage attacks everyone within his range, and believe me his range is quite big. So, attackers be careful not to get too near this one!
To make your objective short: the attackers must destroy the camp of the defenders by capturing every checkpoint until the end. Don’t forget that if you have Warlords in your raid it can make a huge difference in the fate of the battle!
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