Play now!
abandonedrealms.com 9000
|
|
|
Cabal Gameplay
|
Cabal gameplay is designed with the goal to be simple and interesting as
a multiplayer experience, without making the independent type of player
redundant and unable to compete.
Cabal gameplay is comprised of two key things:
Shrines
This is the gameplay trade-off for being caballed. A cabal needs to protect its
shrine (a grandiose version of a guildhall) to be able to keep those powers.
Powers
These are extra abilities exclusive to mortals in the cabals. Each
cabal has unique powers. This is an addition to any abilities the mortal
already has. Cabal powers are geared towards helping the cabal members
fulfill their duties, for example, a Justice can call special guards
that attack only criminals.
Holy item
The cabal has a special item which needs to be kept safe, in order to keep
their powers working. If another cabal captures their item, they will lose
them until they regain it. The holy item is kept in the altar of the respective
cabal's shrine.
WARNING: Picking up holy items removes the protection of PK range, and
renders you unable to conceal, use transportation abilities, or attack other
players.

Alert zone
This is an area just outside the cabal itself, with a scout. The scout alerts
cabal members that someone is approaching their cabal, but it isn't required
to return to the cabal ready to defend at this point.
Entrance guard
This is the first line of defence for the cabal and falls quickly. His
job is to yell the cabal has been entered. This is also the mobile to
give any captured cabal items to. Returning to defend is a requirement
once the grounds has been raided.
Altar guard
This holds the key to the altar containing the holy item, and puts
up a stiff fight. It should be kept alive at all costs. This is the
mobile to return a retrieved cabal item to.
Healer
Money can be spent at the healer for sanctuaries, healing, and cures
for some common ailments. This is to help defend the cabal. Once a
cure has been bought once, there is a timer before that person can buy
it again.
General skills
Henchmen
Cabal members of any rank can call henchmen to defend their cabal from
attackers who are outside their PK range. These burly guards will
also attack inside the alert zones, preventing people from just camping
outside the cabal to heal.
Confinement
If DEFENDING a cabal, confinement traps both the user and the victim
inside the cabal, for a while. It is the defender's privilige to decide
to use this ability. Henchmen cannot attack confined intruders.
(This ability does not work when your cabal has an item captured.)
Cabal specific skills
Rank requirement
Cabals are hierarchies. Each cabal has five ranks to provide a pecking
order. The skills available depends on the rank the member holds in the
cabal. Ranks are organised as follows:
1 leader
2 elders
3 exceptional members
4 trusted members
5 initiates
The abilities available above the 3rd rank are administrative, whereas
the low ranks are where the staple cabal skills are found.
Level requirement
This ensures that nobody who is promoted quickly at a low rank gains too
much power early on. There are generally skills for the 30th, 40th, and
finally 50th rank, to reflect the prestige of more experienced members.
Back
|
|