Just some stuff I wrote down. Keep reading for disguises and locks/passwords.
Resources: +1.
Outposts: +2.
Keeps: +3.
Scrolls: +4.
Refresh Rate: 1 hour.
**When something has been captured, the points gained during a refresh can only be obtained for 5 refreshes (5 hours), and then the points are no longer gained. Second and third place alliances are exempt. The refresh count resets if the flag/scroll is lost.
Farm:
All NPCs at level 50. +1 VR per level. Other bonuses unchanged.
Mine:
All NPCs at level 50. +1 VR per level. Other bonuses unchanged.
Lumbermill:
All NPCs at level 50. +1 VR per level. Other bonuses unchanged.
Keep:
All NPCs at level 50. +1 VR per level of all three resources. Other bonuses unchanged.
Alliance Points:
+1 If nearby enemy player is killed.
+50 upon capturing a flag.
+100 When capturing a home keep.
+500 When a scroll is captured.
Rank Up:
+500 AP required to rank from 1-10 (500 for 1, 1000 for 2, etc.)
+10000 AP per rank from 11+.
Bonuses:
Home Keep Bonus:
+5% Exp, AP and Gold gained.
Enemy Keep Bonus:
+1% Exp, AP and Gold gained per keep.
+1% Max Magicka/Stamina per keep.
Defensive Scroll Bonus:
1: +5% Magic Resistance.
2: +5% Armour.
Offensive Scroll Bonus:
1: +5% Weapon Power
2: +5% Spell Power
Emperorship Bonus:
+25% Health PvE, +10% Health PvP.
Skill Lines:
Assault:
Unchanged.
Support:
Unchanged.
Emporer:
Emporer: Increases Health, Stamina and Magicka by 50%. Increases group members' Health by 15%. Does not affect former emporers.
Scrolls:
Ally players can pick up their own scrolls and transfer them wherever. Only one of the top ten players in the alliance can do so, to prevent exploits.
Disguise:
Chests in certain enemy areas (such as mines) may provide disguises that will change a person's armour to an NPC guard of that faction, and also their IGN to the guard. It is up to enemy players to figure out if they are players or not (race, weapon, suspiciously moving around, anything that doesn't seem right). Disguised players may enter keeps, outposts and gates. Sneaking does not make you invisible while wearing the disguise.
Locks and Passwords:
Guilds can make a keep or gate require a key or password, and make certain NPCs have the knowledge or items. It is risky, because disguised players can investigate to get through, by either discovering the right password among the NPCs near the keep (there can be decoy passwords), or finding the right guard and looting the key (they can only be looted by disguised players who have the infiltration quest). Any enemy player can participate, as long as they wait for the NPCs involved respawn.
Edited by Firellight on November 22, 2014 5:35PM