Difference between revisions of "Mine"
Line 2: | Line 2: | ||
== General Information == | == General Information == | ||
=== Claiming a Mine === | === Claiming a Mine === | ||
− | + | Steps to claim a mine:<br> | |
− | + | '''1) Destroy the Guard Tower'''<br> | |
− | + | Utilizing [[Battle Magus]], meele characters using siege weaponry, or a combination of these, the tower's HP must be brought to zero.<br><br> | |
+ | '''2) Claim the mine'''<br> | ||
+ | A character from your guild with the [[Prospector]] discipline applied must first cast Prospecting Stance, and then cast Claim Mine with the tower remains targeted. These spells take a long time to cast and will fail if the caster takes damage while doing so. Firthermore, while in prospecting stance, the character may not fly, be invisible, or be invulnurable and their defense is greatly reduced.<br><br> | ||
+ | '''3) Defend the mine'''<br> | ||
+ | Players must defend the claimed mine remains from others so that another prospector does not claim it. 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. | ||
+ | |||
=== Harvesters and Guards === | === 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). | 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). |
Revision as of 20:55, 5 March 2008
General Information
Claiming a Mine
Steps to claim a mine:
1) Destroy the Guard Tower
Utilizing Battle Magus, meele characters using siege weaponry, or a combination of these, the tower's HP must be brought to zero.
2) Claim the mine
A character from your guild with the Prospector discipline applied must first cast Prospecting Stance, and then cast Claim Mine with the tower remains targeted. These spells take a long time to cast and will fail if the caster takes damage while doing so. Firthermore, while in prospecting stance, the character may not fly, be invisible, or be invulnurable and their defense is greatly reduced.
3) Defend the mine
Players must defend the claimed mine remains from others so that another prospector does not claim it. 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.
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 | |
100 | |
20 | |
20 | |
10 |
Expansion Resources
5 |
Lumber Camp
Resources
50000 | |
100 | |
30 | |
30 | |
10 |
Expansion Resources
5 |
Magic Mine
Resources
50000 | |
30 | |
20 | |
10 | |
10 | |
10 |
Expansion Resources
5 |
Gold Mine
Resources
50000 | |
30 | |
20 | |
20 | |
10 |
Expansion Resources
5 |