Machinations Siege System
Machinations is the fully custom Nations & Town system, managed by Macus17 & marglorious.
You can read more about how to use Nations on the Nation Help Page
Relics are enchanted artifacts of war, imbued with powerful magicks from ancient Atlian civilizations. They spawn in various quest locations throughout the world, and each Relic respawns to one of those locations randomly when its 1-2 week timer expires.
Each Relic provides a different powerful effect. Capturing a Relic and bringing it back to one of your Towns will activate the effect of that Relic for all members of your Nation (unless otherwise specified) for as long as the Relic remains within your borders.
However - having a Relic inside one of your Towns makes your entire Nation eligible to be sieged by other Nations! The effects of Relics will certainly aid your Nation, but weigh the risks before opting into the Siege system by claiming one.
More info on siege vulnerability is listed in the Vulnerability Window section below. More info on sieges themselves is laid out in the Sieges section below.
Players can type /relics to view info on all Relics at any time, including their respawn timer and their exact coordinates at any given time.
There are currently 9 Relics that will always be spawned in the world of Atlas:
- Might of Shiraxis: The Vantian Goddess of War blesses you with her strength, increasing the melee damage of all Nation members.
- Kairosian Sight: The Mother Tree blesses you with her sure sight, increasing the ranged damage of all Nation members.
- Torvald’s Hammer: Your armor is imbued with the strength of the Valderkal, decreasing armor durability loss for all Nation members.
- Crown Of Karag: The crown of the first Vantian warlord strikes fear into the hearts of monsters, increasing the damage that all Nation members do to mobs on Atlas including guards. (Not in Dungeons)
- Jewel Of Savarunda: This ancient Dravidian artifact empowers you with the grace and speed of the sea.
- Kaldras’ Blessing: The Earthfather blesses your lands with fertility, allowing your Nation to grow all crops, regardless of biome.
- Elefarr's Forge: This relic works tirelessly to produce the finest alloys and metals.
- Heart Of The Ocean: This relic attracts countless schools of fish to the Town it resides in.
- Mystic Lock: This Shen artifact protects your Nation’s chests from raiders, but also prevents your Nation members from being able to raid chests themselves.
A few points about Relics:
- A Nation may only have 1 Relic within each of their Towns at any given time. If a player tries to bring a second Relic into a Town that already has one, it will simply drop outside their borders.
- A Relic cannot be brought into your Nation borders until all 6 hours of your Vulnerability Window are set. If they are not set, the Relic will simply drop outside your borders.
- If you have a Relic and siege another Nation, that Nation will be able to counter-siege you once during the 7 days following your siege. This week-long window persists, even if you lose control of your Relic during that time.
- Right-click on a Relic you are facing to view its info. Shift-right-click on the Relic to pick it up, and Shift-right-click to drop it.
Relics may not be taken within your Nation’s borders until your Nation has set its Vulnerability Window.
To take part in Sieges (and benefit from Relics) your Nation must declare 6 hours during the week that it is vulnerable to being sieged. All Nation members can view their Vulnerability Window by typing /siege vulnerability - however only Nation Leaders may edit the times.
All Nation members can set their own personal time zone by typing /nation timezone - [SPACE] and [Tab]-completing to select their personal time zone. Upon setting this, the Vulnerability Window GUI will automatically translate to that specific player’s time zone when that player types /siege vulnerability.
Nation Leaders can set or unset their vulnerable hours by clicking on specific times in the GUI menu. Once 6 “vulnerable hours” have been set for the week, the Nation may bring Relics within their borders and benefit from their effects. Of course, the Nation will be vulnerable to be sieged by any other Nation during those 6 hours. Vulnerable hours may not be changed within 12 hours of the current time (On the first day of Sieges, this will be set to 6 hours.)Nations that have a Relic and siege another Nation with a Relic, may steal not only the Relic, but up to 10% of the defending Nation’s loot. However, if a Nation without a Relic sieges a Nation with a Relic, they may only steal the Relic itself. (More info on Sieges below.)
A War Camp is similar to a Guard Tower, in that it will spawn guards to protect your Nation members. However, it also creates a spawn point for your Nation members themselves. They are also used to declare Sieges.
War Camps can be purchased from Siege Engineers in any NPC Town.
The “health” of a War Camp is its Magicka. All camps start with 100 Magicka (which can be viewed by clicking the spawner.) Whenever a player respawns at the War Camp, or a spawned guard is killed, its Magicka is decreased - when it reaches 0, the War Camp is destroyed.
While War Camps make for a useful spawn point for Townless players, its main use is to declare Sieges on enemy Towns. If a War Camp is placed near a siegable Town, that Town can be selected as a target from the spawner inside the camp. Once a Siege has been declared, that War Camp is considered “engaged” in the battle (More on Sieges below.)
During a Siege, engaged War Camps will not lose Magicka when its guards are killed - only when it respawns players.
While the Nations system allows for players to claim land that is block-protected, the Siege system allows for Nations to attack each other’s Towns, and temporarily disable those protections to launch brutal, large-scale assaults!
An attacking Nation can declare a Siege on the Town of any Nation with a Relic. For the duration of the battle, the attackers’ goal is to break into the Town by any means possible - digging, climbing, or blasting through the walls - loot as much as possible (up to 10% of the defenders’ loot), and abscond with the Relic!
Note: All block damage done to a Town during a Siege can be reverted by the defenders - for free - at the end of the Siege. The only lasting effect of a Siege is the loot that is stolen.
Stages of the Siege:
1.) Declaring the Siege
The Attacking Nation can declare a Siege by placing a War Camp near the borders of the Town they want to attack. Msut be 8 chunks awar from the border.
Once the attackers have selected the Town from the spawner inside their War Camp, the Prelude begins.
Third party nations are allowed to setup their own warcamp and attack the town at the same time.
Nations who want to help the defenders can setup a warcamp, but not set it to attack.
The Siege has been officially declared! A 45-minute countdown begins - the preparation period before the Town’s block protections fall. During this time, defenders inside the Town cannot move any items in or out of their Town’s borders.
A green progress bar appears at the top of the screen to track the remaining Prelude time. It also shows the number of (Attackers/Defenders) inside the Siege zone.
Once the Prelude ends, block protections for the Town fall, and the Siege itself begins! The attackers may now place and break blocks inside the defenders’ Town, with limitations:
- Can only place 1 block per second
- Cannot place redstone or TNT inside the Town borders - however, players are encouraged to use TNT cannons outside Town borders, to blast through walls
- Cannot place blocks higher than the highest block in the Town
- Only nations who had a engaged warcamp set to attack AND the they owns a relic, at the moment the prelude ended, are allowed to loot
The progress bar at the top will change to red, and track the remaining Siege time - this is the combined Magicka of the attackers’ engaged War Camps. The time will reduce gradually, but the defenders can speed up this process by killing attacking players. Attackers can add more time to the Siege by placing additional War Camps in the Siege zone - up to 1 camp for every 3 attackers. Once the progress bar drops below 50%, War Camps can no longer be added to the Siege.
During a Siege, the attackers will also be able to loot from the defenders’ chests. However, there is a limit - attackers can only take up to 10% of each item type (so if there are 50 diamonds inside the Town under siege, attackers can only loot 5.) Remember, this looting threshold only applies if the attacking Nation also already has a relic. If only the defenders have a Relic, then only the Relic can be stolen.
The Siege is over once the red progress bar drops to 0, or the attackers choose to end the Siege manually from the spawner inside their War Camp. If the attackers end the Siege with time remaining, they will get a partial refund on their War Camp costs (but not the cost of the siege iteself) - so it’s in the best interest of the attackers to get in, loot as much as they can, and get out as quickly as possible!
Once the Siege ends, a number of things happen:
- Exclusion Zone - All defending Nation members within the Town’s borders are protected from ALL forms of PvP for a 1 hour.
- Town Restore - The defenders are prompted with a chat command, allowing them to automatically restore their Town to its pre-Siege state, at no charge. Only blocks are restored, not loot.
- Counter Attack - The defending nation gets the right to counter attack ANY of the nations who attacked them regardless of their current relic status. ONLY IF the attckers had a relic when the preluded ended. (limit 1 week)
A few points about Sieges:
- Blocks that can be broken by attackers during a Siege fall into 1 of 2 categories:
- “Hard blocks” are things like wood and stone - they cannot be broken by hand, and instead must be destroyed with TNT.
- “Soft blocks” - things like sand, glass, and dirt - can be broken by hand. However, players will receive Mining Fatigue when trying to break blocks during a Siege.
- Any player can take part in the actual fighting of a Siege. However, unless that player’s Nation has officially engaged their own War Camp in the Siege, they cannot loot anything and cannot respawn at the attacker’s War Camps.
- Friendly Fire is disabled for Nation members during a Siege. Likewise, Nations in a two-way alliance will not be able to damage each other during a Siege.