OUTPOSTS


Outposts are spread around Atys, built by either tribes or homins. Some are of strategic importance, while others are for more mundane things such as harvesting and hunting and trade. Guilds have the ability to take ownership of the outposts and thus give themselves a home, trade-post, or fort, whatever way they choose to use it. Outposts in the more outer lying lands are harder to get a hold of and tougher to keep.

When you conquer an Outpost, you won't directly get a reward or a bonus. You'll have to actually use the Outpost. Gaurds come with the outpost, a few squads, a guild with more dappers can invest in hireing tougher squads to help repel attacking guilds.

One of the benefits of outposts is often their location, and the resources available around the outpost which are of high importance. Owning guilds will have to be financialy stable, as it seems that many dappers are usually spent in upkeep on outposts.

When a guild gains an outpost, the Kami or Karavan, depending on whom they are aligned to, will offer to put a Forage-Helper on that outpost's land. These forage-helpers, the Tree-Bores, which are Kami; and the Karavan Trepans, they will create an increase in the guilds ability to craft special tools and weapons, with new specialized materials. These materials are originally only available to that guild, who can then do as they please with them.

Guilds will also be able to craft Consumables and what are called Catalysers. Consumables are taken to increase stats a certain amount. Catalysers are xperience enhancers that increase the rate at which you learn for a short time.

Attacking Guilds

Outposts can be attacked by other guilds. Attacking guilds have a certain amount of time to declare war, they will have an attack battle that is up to them to choose when it will take place. The Defending guild has this first war declaration time to get their members together, but all of them aren't obligated to appear for the first attack battle, as the squads are supposed to be able to do their job to a certain extant. Its their job after all.

The next round goes to the Defending guild. If the attacking guild killed a minimum level of the defending squads. The Defenders who after setting a time, must defend their outpost from the attacker's counter-squads, and any that show up of the attacking guild. Defenders must reach the same level of kills as the attacking guild got to, within the same amount of time.

When a guild has succeeded in taking over an outpost, the battle-level the guild reached to conquer it becomes the new minimum threshold for the outpost. It will be the level that any guild wanting to control that outpost will have to exceed.

This threshold decreases over time, offering some protection after the takeover, but it won…t stay long. The threshold will be at its maximum during the first two days, then decrease by one battle level every two days.

Buying squads

Default squads are given to both sides; however, they are relatively weak. It is possible to buy new ones, about two times stronger. Also, their spawn order can be chosen.. When a squad is killed, if it was a paid one, it is lost forever. When there are no more paid squads, the default ones are used.

Squads management

Squads appear in two lists, sorted in the order they will be spawned. The first list allows to select the lists to be spawned at the beginning of the round, the second one the squads to be spawned during the round, thus allowing to setup strategies. A squad is paid when it spawns, and is reimbursed at the end of the round if at least one of its members is still alive.
Authorized persons among those owning the outpost can change this order in the list. Changes during a battle have no effect on the current round, but will be effective for the next round.

Squads power

Squads are considered as level 250, but with a level 50 defence, thus allowing a low-level character to attack them. However, their HP reserve will be larger than the one of a normal character and will depend on the level of the outpost. Also, in each squad, there is always a leader who has a defence corresponding to the outpost level. Thus, a high-level outpost couldn…t be taken by only low-level characters.

Conflict area

The conflict area is limited to the outpost perimeter; when you leave the perimeter, you have to wait a few minutes before quitting the Outpost combat though.