Difference between revisions of "Nodes"

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* Karagard
 
* Karagard
 
* Burz'kal
 
* Burz'kal
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Each of these Nation Guilds require Resource Nodes to sustain their NPC Guards and to pay their members.
 
Each of these Nation Guilds require Resource Nodes to sustain their NPC Guards and to pay their members.
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==Resource Nodes==
 
==Resource Nodes==
 
There are two main node types:
 
There are two main node types:
* Static Node: These nodes '''cannot be contested''' and are generally very close to a main city, offering some base resources in order to sustain a small number of guards to their Nation at all times.
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 +
* Static Node: These nodes '''cannot be contested''' and are generally very close to a main city, offering some base resources in order to sustain a small number of guards for their Nation at all times.
  
 
* Dynamic Node: These nodes can be contested by any Nation Guild.
 
* Dynamic Node: These nodes can be contested by any Nation Guild.
  
 +
There are 2 main resource types that a node can be set to:
 +
 +
* Ore
 +
* Lumber
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 +
A combination of these these are needed to hire additional guards. The yield per node usually varies between 1-5, with higher yielding nodes being in more dangerous/isolated locations.
  
  
 
==Contesting a Node==
 
==Contesting a Node==
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 +
  
 
__NOTOC__
 
__NOTOC__

Revision as of 15:58, 12 April 2021

Main Page


Nation Guilds

There are currently 4 Nation Guilds, one for each of the main Racial territories on Regisfall:

  • Mercadia
  • Arandor
  • Karagard
  • Burz'kal


Each of these Nation Guilds require Resource Nodes to sustain their NPC Guards and to pay their members.


Resource Nodes

There are two main node types:

  • Static Node: These nodes cannot be contested and are generally very close to a main city, offering some base resources in order to sustain a small number of guards for their Nation at all times.
  • Dynamic Node: These nodes can be contested by any Nation Guild.

There are 2 main resource types that a node can be set to:

  • Ore
  • Lumber

A combination of these these are needed to hire additional guards. The yield per node usually varies between 1-5, with higher yielding nodes being in more dangerous/isolated locations.


Contesting a Node