Difference between revisions of "Mine"

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Steps to claim a mine:<br>
 
Steps to claim a mine:<br>
 
'''1) Destroy the Guard Tower'''<br>
 
'''1) Destroy the Guard Tower'''<br>
Utilizing [[Battle Magus]], siege weaponry, or a combination of these, the tower's HP must be brought to zero.<br><br>
+
Choose a mine to attack. Wait for this mine's window of opportunity (WoO). Once the mine is vulnerable, attack it with a trained  [[Battle Magus]], siege weaponry, or a combination of these. The tower's HP must be brought to zero so you may claim it.<br><br>
 
'''2) Claim the mine'''<br>
 
'''2) Claim the mine'''<br>
 
You or someone from your guild with the [[Prospector]] discipline applied must first cast [[Prospector#Prospecting Stance|Prospecting Stance]]. After this has been cast, select the old mine tower's rubble, and then cast [[Prospector#Claim Mine|Claim Mine]]. These spells take 15 and 20 second to cast and will fail if the caster takes damage while doing so. Moreover, while in prospecting stance, the character may not fly, be invisible, or be invulnerable and their defense is greatly reduced. Prospectors are granted these powers with one train, but they may be trained further to reduce cast time.<br><br>
 
You or someone from your guild with the [[Prospector]] discipline applied must first cast [[Prospector#Prospecting Stance|Prospecting Stance]]. After this has been cast, select the old mine tower's rubble, and then cast [[Prospector#Claim Mine|Claim Mine]]. These spells take 15 and 20 second to cast and will fail if the caster takes damage while doing so. Moreover, while in prospecting stance, the character may not fly, be invisible, or be invulnerable and their defense is greatly reduced. Prospectors are granted these powers with one train, but they may be trained further to reduce cast time.<br><br>
 
'''3) Defend the mine'''<br>
 
'''3) Defend the mine'''<br>
Players must defend the claimed mine remains from being claimed by another prospector, the mine will only go to the last guild to claim. When the window of opportunity (WoO) is over, the mine's Guard Tower will respawn with full HP and begin to provide the claimer's guild's warehouse with a selected resource. Mine windows can be set by the [[Nation Leader]] and may only be changed every 72 hours. Mine windows last one (1) hour.
+
Players must defend the claimed mine remains from being claimed by another prospector, the mine will only go to the last guild to claim. When the WoO is over, the mine's Guard Tower will respawn with full HP and begin to provide the claimer's guild's warehouse with a selected resource. Mine windows can be set by the [[Nation Leader]] and may only be changed every 72 hours. Mine windows last one (1) hour.
 +
'''4) Manage the Mine'''<br>
 +
Once a mine has been taken, a friended character can add up to eight hirelings to the mine. You may choose harvesters to increase the mine's resource production, or tower guards to defend the mine. While both types may be ranked to R7, ranking a harvester passed three has no benefit. Next, you will want to visit your warehouse and access the Manage Mines menu. from here you may choose what your mine produces.
 +
 
 +
You will have the mine for at least one day. Your mine will have its own window of opportunity the following day, and others will have a chance to attack it. Your nation channel will tell you if your mine is being attacked. If you successfully defend your mine, you may repair it to 100% hp for free after the close of the WoO.
  
 
=== Harvesters and Guards ===
 
=== Harvesters and Guards ===

Revision as of 22:30, 14 March 2008

General Information

Claiming a Mine

Steps to claim a mine:
1) Destroy the Guard Tower
Choose a mine to attack. Wait for this mine's window of opportunity (WoO). Once the mine is vulnerable, attack it with a trained Battle Magus, siege weaponry, or a combination of these. The tower's HP must be brought to zero so you may claim it.

2) Claim the mine
You or someone from your guild with the Prospector discipline applied must first cast Prospecting Stance. After this has been cast, select the old mine tower's rubble, and then cast Claim Mine. These spells take 15 and 20 second to cast and will fail if the caster takes damage while doing so. Moreover, while in prospecting stance, the character may not fly, be invisible, or be invulnerable and their defense is greatly reduced. Prospectors are granted these powers with one train, but they may be trained further to reduce cast time.

3) Defend the mine
Players must defend the claimed mine remains from being claimed by another prospector, the mine will only go to the last guild to claim. When the WoO is over, the mine's Guard Tower will respawn with full HP and begin to provide the claimer's guild's warehouse with a selected resource. Mine windows can be set by the Nation Leader and may only be changed every 72 hours. Mine windows last one (1) hour. 4) Manage the Mine
Once a mine has been taken, a friended character can add up to eight hirelings to the mine. You may choose harvesters to increase the mine's resource production, or tower guards to defend the mine. While both types may be ranked to R7, ranking a harvester passed three has no benefit. Next, you will want to visit your warehouse and access the Manage Mines menu. from here you may choose what your mine produces.

You will have the mine for at least one day. Your mine will have its own window of opportunity the following day, and others will have a chance to attack it. Your nation channel will tell you if your mine is being attacked. If you successfully defend your mine, you may repair it to 100% hp for free after the close of the WoO.

Harvesters and Guards

To help protect the Resource Mine, you can slot in a Tower Guardsman. These work like Tower Archers as in they do not have hirelings under them but can be ranked up to Rank seven (7).

If you do not want extra protection, you can slot in Harvesters. These can also be ranked up to seven (7) but instead of assisting in protection, they increase production of the Resource Mine. Harvesters increase production (per Harvester) using the following curve:

  • Rank 1 Harvester: +5,717 gold
  • Rank 2 Harvester: +6,430 gold
  • Rank 3 Harvester: +7,145 gold
  • Rank 4 Harvester: +7,860 gold
  • Rank 5 Harvester: +8,575 gold
  • Rank 6 Harvester: +9,290 gold
  • Rank 7 Harvester: +10,005 gold

Ranking a Mine

Ranking mines has been disabled. All mines now have 250,000 HP and 8 hireling slots at rank 1.

The Seneschal

To check on how much gold (or the other resources once implemented), go to the Warehouse and visit the Seneschal there. Clicking on him will show you the current holdings. If you wish to deposit some gold, you just have to select how much you have in your inventory (through the Seneschal's Window) and hit Deposit. Everyone is free to deposit resources into a Warehouse.

You'll note that there is a Withdraw button. Not just anyone can Withdraw. Currently you must be the Guild Leader or Inner Council to do so. Also, there is a minimum balance that must be maintained meaning that if the Warehouse has not met that balance, nothing can be withdrawn. For instance, the minimum balance is currently set to five (5) million gold. If there is less than that in the Warehouse, nothing can be withdrawn. If there is six (6) million in there, only one (1) million of it can be withdrawn.

Additional Notes

  • The further your Mine is from your City, the less it produces meaning try to claim Mines near your city for the most benefit.
  • Your Nation, not Guild, can hold no more Resource Mines than one (1) times the rank of the Nation Tree, i.e. the most a Nation can hold is eight (8) mines if they have a Rank eight (8) Tree of Life.
  • When someone is attacking a Resource Tower that is held by another guild, they will receive a message that the Mine is being attacked.
  • The Window of Opportunity can only be set by the Nation Leader or Inner Council and affects all Mines within that Nation.
  • The Warehouse will automatically pay the Maintenance Fees and Wages of all Fortress Assets (Barracks, Walls, Towers, etc) and Structures under Runemaster Protection making the Warehouse even useful for cities that do not control a Resource Mine.
    The Warehouse will not pay the Maintenance Fees for Shrines.

Ore Mine

Resources

50000 Gold
100 Stone
20 Truesteel
20 Iron
10 Adamant

Expansion Resources

5 Obsidian

Lumber Camp

Resources

50000 Gold
100 Lumber
30 Oak
30 Bronzewood
10 Mandrake

Expansion Resources

5 Wormwood

Magic Mine

Resources

50000 Gold
30 Orichalk
20 Azoth
10 Antimony
10 Quicksilver
10 Sulfur

Expansion Resources

5 Bloodstone

Gold Mine

Resources

50000 Gold
30 Coal
20 Agate
20 Diamond
10 Onyx

Expansion Resources

5 Galvor

Mithril

Mithril Mithril can only be found on mobs.