ANO Military Info

Titans Valor Military Document

Table of Contents

Use Document Outline for easier access.

Section 1: The Fundamentals

        1.1: What is a war?

Section 2: Alliances

        2.1: Brief Explanation

2.2: Alliances

        2.3: Guild Map

Section 3: Wars

        3.1: Attacking territories and routes

        3.2: HQs

        3.3: In the war and strategies

        3.4: Seasons and Season Rating

Section 4: Economy management

        4.1: Different types of territories

        4.2: Guild Tower

        4.3: Tower Bonuses

        4.4: Extra Bonuses

        4.5: Resource Storage and production

        4.6: Trade Routes and Taxes

        4.7: Treasury Bonus

        4.8: Tributes and in game alliances

4.9: Management conclusion

Section 5: Coming Soon

Section 6: Extra Information

        6.1: War terminology

        6.2: Conclusion

        6.3: A Note for Other Guilds

Section 1: The Fundamentals

  Section 1 is intended for everybody. Reading this section describes the basics to warring and should be read by any ANO member though not necessary. This gives a basic understanding of wars.

Section 1.1: What is a war?

Introduction

     If you are brand new at warring and want to start, you’ve come to the right place. You're probably thinking that wars sound overly confusing and complicated and you aren’t wrong. Warring is a game feature outside of the main storyline of Wynncraft that puts guilds in a head to head fight for dominance.        Because of this, there are a lot of friendships and hatreds formed out of guilds and wars.
   Guilds can own territories on the map and these territories can provide the guild with various benefits and the only way to get territories is by warring.

Default Guild Tower

Entering a War

    Once a territory is attacked by a Captain+, you will be able to see a sidebar labeled “Upcoming Attacks:” listing the territories that your guild is attacking and the time until the war occurs. You will also be notified by the chat once the territory is attacked. You will have the amount of minutes listed to get to that territory on the map. The time is determined by how far away this territory is from the rest of your territories, the farther the longer.
   Before the war occurs, make sure to let others know that you are joining as there is a limit of 5 players allowed in a war at the same time and those 5 slots could have already been filled up. Don’t be upset or mad if you aren’t able to join the war, this is probably because the team has already been decided.

The Upcoming attacks sidebar to the right and the chat notification that a territory has been attacked

    Once you are near the territory you can find the exact location by locating that territory's flag as the flag is always located within the guild territory. You can also use the wynntils map to find out if you are in the territory or not. There will then be another chat notification once there are 30 seconds until the war starts. If you are in the territory when the timer reaches 0, you will be teleported to a war which may change your world.

.

Territory banner of Nether Plains Lower

Preparation for battle

    Once the war has begun there will be 25 seconds to prepare yourself mentally and you will be able to see the warring arena. There is a large tower located in the center and a large open area surrounding the tower on all sides. There may be rocks or random things scattered around the arena as well. During these 30 seconds players usually drink their potions, eat their crafted food, or use crafted scrolls, all of which will allow the players to survive easier or do more damage. You will be able to see you and your guildmates health, name, and class on the sidebar which will help during the war.

Sidebar with Hp, Name, and class on the upper right, Upcoming Attacks sidebar to the lower right, 25 second warning in chat to the lower left, war consumables in inventory

In the War

    The war may look confusing at first and you may not know what to do but the entire goal is to kill the tower. The tower doesn’t have a regular hitbox and you can hit any block on it and you will be doing damage to the tower, you can see the overall health of the tower at the top of your screen along with other information that determines its overall health, defense, damage, and attack speed.
   There will also be mobs that spawn around the tower that shouldn’t be much of a problem unless you are the only one warring.
   The tower will deal a large amount of damage to the person closest to the tower once the war starts and depending on its upgrades, it can hit the first 2 or 3 people as well. If you are a healer, tank, or guardian make sure to move forwards in the war to get hit targeted by the tower and if you are a
dps make sure to stay far away from the tower at the start so you don’t get targeted. Once the war starts, if you are a dps move closer and stay near the healer. Make sure to stay as close together as possible so that everybody gets healed.
   After every minute, the tower will get stronger so there is a need to kill it fast. On the strongest of towers there may be these features called Tower Aura and Tower Volley. Tower Aura is in a sense just like how the aura spell works on a shaman, it is an attack that comes from the tower and moves outwards and is distinguished by flame particles; however, it only affects the closest half of the arena to the tower. There are ways to dodge this tower aura but it might be difficult to learn, an in depth guide can be located
here. Tower Volley in a sense are cannons that are shot out from the tower that damage players farther towards the back of the arena and only affects the farther half of the arena. If you would like to see a more in depth guide of all the features that can happen inside of a war, view Section 3.3.     
   Once the tower reaches 0 health, all the mobs will disappear, the tower will stop doing damage, and you will have captured the territory. After a short 30 second animation of the tower collapsing, you will get teleported back to the exact same spot you entered the war from.
    You did it! Congratulations you captured the territory! There will be a message in chat every time that you have captured a territory.

The Guild War Arena, with surrounding mobs, the tower in the center, and the warriors grouped up next to the tower

Final Tips


   
There may be times where a captain, strategist, or a chief will ask the guild who can war. You can always answer if you want to join; however, it would be ideal to write your IGN, class, and in case you are new to wars write that you haven’t warred before or are still learning. Also, make sure to always let others know what type of build you have, for more information view War Build Roles.
   If you are having trouble finding the territory, the name of the territory usually suggests where it is located but in a case where it isn’t, you can find it on the wynntils map, or any war map. In other special cases you might be assigned to a team. You will receive instructions from your team’s individual leader who will receive instructions from the overall war leader. It might be hard at first but you can always notify the leader of your group if you are struggling.

    We realize that warring takes a lot of time and thus we ask you to write in guild chat, #military-chat or to just notify your leader that you will leave roughly 30 minutes in advance. This will allow us to put someone in your place without losing efficiency.

    Warring can sound complicated at first but the more and more you do it, it becomes easier and easier to understand. If you are ever confused about anything or ever have any questions, always make sure to ask other people. Make sure to listen to any guild members with higher rankings so that they can help and instruct you where to go or what to do. Congratulations on finishing the first section of the war guide. This section was meant for any new warrers and is just the basics. If you are a brand new warrer, I also recommend reading Section 2 as it covers Alliances which are really important to us as a guild.

Section 2: Alliances

  Section 2 discusses the political side of guilds and talks about ANO’s current relations with other guilds. It also discusses the fundamentals of Alliances. You can find the currently used map, list of ANO’s current territories, and current ffas here. This section is intended for any war member in ANO.

Section 2.1: Brief Explanation

Alliances and Benefits

    Alliances are created when guilds get together to share the map. It is almost necessary to be in an alliance if you want to have a chance at holding claims. When alliances become very large and there are a lot of guilds in it, it starts to be referred to as a mega alliance. Mega alliances usually have map domination and end up struggling to accommodate every guild on the map. Our alliance allows us to have a small bit of claims. They also help us if we are ever attacked by anybody and in return we help them.
   Holding claims allows us to do a few things, we can get xp with our claims, Season Rating which can provide us with rewards, emeralds, guild tomes, guild xp, boosted profession xp, but the main reason why we hold claims
is just for fun. Claims and wars add a pretty cool competitive aspect to Wynn that it lacks everywhere else. Holding claims allow guilds to gain SR (season rating) which can give guild bonuses such as tomes, extra guild bank slots, guild experience, and much more.

Alliances

     Throughout the history of Titans Valor, we have been in many important map holding alliances. Some of the more well known ones are Federation, Luna, CoCK, Artemis, Valhalla, Apple Militia Cucumber Company, and Smtn Else. Currently there are no official alliances, most of the big guilds just have a non-aggression pact between each other. There is also a community alliance called Adonis that we are in with AVO and ESI, we host events every 2 weeks to bond and play together.

Section 2.3: Guild Map  

Free for All Territories

    A Free for All Territory;  FFA, is a territory that anybody can attack no matter who owns it. These territories are used to give guilds that don't have a regular claim a chance to make some SR, xp, le, or guild tomes from the territories. For big guilds that already have a claim it gives an opportunity to keep the war team active, to gain SR, or to test things out. They really can be anything that you want them to be. The updated FFA territories can be found on #military-announcements.


Titans Valor Territories

The current territories that we are holding are listed below

  • Nodguj Nation
  • Dujgon Nation
  • Icy Island
  • Santa’s Hideout
  • Mage Island
  • Skiens Island
  • Half Moon Island (HMI)
  • Regular Island
  • Selchar
  • Disturbed Crypt
  • Lifeless Forest
  • Dreary Docks
  • Derelict Mansion
  • Maro Peaks
  • Durum Isles Barn
  • Durum Barley Islet
  • Durum Oat Islet
  • Durum Malt Islet
  • Rooster Island
  • Bear zoo
  • Zight Island
  • Pirate Cove
  • Lost Atoll
  • Volcano Upper
  • Tree Island
  • Light Peninsula
  • The Shiar
  • Aldorei Valley Outskirts
  • Luxuriant Pond
  • Jofash Docks
    Jofash Tunnel

A Map of territories owned by Titans Valor (courtesy of https://www.avicia.info/map)

Section 3: Wars

  Section 3 does a deeper dive into wars and discusses some of the smaller importances to warring. This section is mainly intended for captains but can be read and understood at any rank as it includes things like strategies which can be really helpful.

Section 3.1: Attacking Territories and Routes

Attack Menu

    To open the attack menu, stand in the territory and execute the command /guild attack (typing /gu attack works if you use wynntils). Alternatively, you can locate the territory banner and left-click it to open the attack menu (instructions to import banner locations on the wynntils map can be found here). To attack the territory, click the icon in the center of the menu.

Territory banner of Nether Plains Lower

Attack menu of Mantis Nest

Attack Costs

 The base cost to attack a territory increases with the number of territories the attacking guild owns. See the table below:

Territories Owned

0

1

2

3

4+

Base Attack Cost

Free

200

800

2000

4000

Taxes can also affect the price to attack a territory. For example:

 
Let’s say ANO wants to attack Great Bridge Jungle (territory 1). ANO has 4 territories and a direct route to Great Bridge Jungle, so the attack costs 4000 emeralds, regardless of tax. But let’s say STQ is taxing 40%. This would mean if ANO wanted to attack Herb Cave (territory 2), they’d be taxed 40%, meaning the attack would cost 40% more emeralds (5600 instead of 4000). But, If ANO wanted to attack Jungle Lower (territory 3), it would still only cost 4000 emeralds even if Great Bridge Jungle was taxed 40%, because attackers don’t get taxed by the guild they’re attacking.
   There is currently this well known glitch where if there is a set tax of 40% on one of territories between your hq and the territory you are attacking, this territory is also owned by the guild you are attacking, and the routes are set to cheapest, the attack will route around this territory even though it has an effective tax of 0%. In this situation, Cheapest is not only slower but more expensive than Fastest. This rarely ever affects anything but it can be avoided by changing your HQ’s Trading Route Style to Fastest, attacking, and then setting it back to Cheapest. You will only be able to avoid this as a Strategist.

Attack Timers

  The base time it takes to attack a territory is represented by the formula 2+(X-1) where X is the distance from the HQ. Attack timers can be manipulated in several different ways because of this. Refer to the table below:

Distance from HQ

1 territory (next to HQ)

2 territories

3 territories

4 territories

etc

Time Until Attack

2 mins

3 mins

4 mins

5 minutes

etc

Attack Difficulty

  There are 5 difficulties that the attack menu will display. This difficulty can also be seen via the wynntils territory map by hovering over the territory in question. Those are Very Low, Low, Medium, High, and Very High. One can expect a different set of challenges from each difficulty.

  Remember that without exception, the tower’s difficulty will remain the same from when you attack it to when you get teleported into the war. For example, if guild A attacks guild B, and guild B changes their territory before guild A gets teleported, those changes will not appear until after guild A’s attack is finished (assuming guild A doesn’t take the territory).

  However, there is a glitch that can cause the attack menu to display a territory’s defense as very low regardless of what the actual defense is. Because of this, it’s recommended that for important territories, you check the attack menu twice.

  Here’s what you can expect from each tower difficulty:

Very Low:

  The war will be very easy, and most dps builds will be able to solo it. Very unlikely to have aura or volley. This defense will often be on unimportant, undefended, or drained territories.

Low:

  The war will be moderately easy, with 2 warrers, and fairly easy to solo. Possible to have aura or volley, rarely both. This defense will often be on unimportant or drained territories.

Medium:

  The war will be the vast majority of wars, pairing a tank and a dps is optimal. Will likely have aura and volley.

High:

  This war will be slightly more challenging, be wary of multi attack to determine if you need more tanks or not. Will have aura and volley. This defense will often be found on choke points or other important territories.

Very High:

  This war will be the most challenging, usually HQs themselves or buffed HQ connections, you should use the best team you can find for these. Will have aura, volley, and multi-attacks. This defense will seldom be seen off of HQs.

  However, there is one large factor that the game doesn’t consider when displaying these difficulties: connections.

Connections

    Connections/trade routes are important to consider when attacking a territory. Connections are represented as lines between territories. For every connection that a guild owns next to a territory, that territory gets a 30% damage and health buff per connection. For example:

South Nivla Woods, owned by Shy, has 5 connections. Shy owns 3 of those connections, so South Nivla Woods receives a 90% buff (30% bonus * 3 connections) to attack and health.

  Furthermore, the connections of connections can also have a significant effect on the territory. Every connection of a connection owned

Connections can be the difference between victory and defeat in a war. For example:

  Let’s say Raider’s Base Lower is a medium and Raider’s base Upper is a low. Raider’s Base Lower only has one connection, so it gets a 30% bonus to damage and health. But Raider’s base upper, despite being a low, will likely be harder, because it has 3 connections, which give it a 90% bonus to damage and health.

Section 3.2: HQs

The Guild Headquarters

    The Guild Headquarters (HQ for short) is the most important territory a guild owns. All resources and emeralds produced by territories are sent into HQ storages. All tributes and gifts from other guilds get sent directly to the HQ. An HQ is represented by a crown on the Wynntils map.

An HQ on the Wynntils guild map, represented by a crown

   HQs get a 50% buff to their damage and health stats as a base, 25% buff for every connection of the HQ owned by the guild, 25% buff for every connection of a connection or connection of a connection of a connection owned by the guild and 25% for every connection of a connection of a connection owned by the guild. If a guild takes a territory from another guild, they gain the resources that were stored in that territory. Thus, the HQ should be the territory with the heaviest defense since it stores the vast majority of the resources.

HQ Sniping

    HQ sniping refers to the practice of taking an HQ without trying to whittle down its defenses. Since emeralds and resources get sent here, and guilds get resources if they take territories, it makes sense to try and attack the HQ directly if one can. In the event of an HQ snipe, a guild will lose nearly all of its resources and emeralds, crippling them severely. The general strategy to snipe an HQ is to cut off the connections around the territory (which will weaken it significantly, given the 30% bonus discussed previously and the lower hq buff) and then directly attack the HQ with fewer connections.

   The battle to snipe an HQ will be incredibly difficult, and it is vitally important to listen to the war leader’s directions. The HQ snipe team will consist only of the best warrers, and will have:

  • 2 dps players, the highest dps dealers in the guild
  • 1 healer, the most reliable and skilled healers
  • 2 guardians, strongly recommended

   HQ sniping is faster but significantly more difficult than the more common strategy, which involves draining the resource storages of the HQ by taking important territories, and then taking the HQ when it’s weaker.

Section 3.3: In the war and strategies

War Build Roles

   There are 3 main roles that builds fulfill in wars: DPS, Healer and Guardians. For a list of good war builds you can check out #war-builds in the discord.

DPS:

   These builds are the main damage dealers in a war, meant to take the tower down as fast as possible. They can be any class, but are most commonly assassins, warriors and archers. Some dps builds can take down towers on their own (referred to as soloing), even up to a high defense. DPS will need to dodge aura in most cases.

Healers:

   These builds keep the DPS alive and are often necessary in wars with defenses above very low. These builds are shamans with Absolution or some alternative. Refer to #war-builds on discord for healer builds. Healers will need to cycle spells in order to consistently be healing, and may need to dodge aura.
While some builds may be capable of healing (such as mage builds, Ignis builds, Greed or Rally major ID builds, etc), when a war coordinator calls for healers, they are expecting shamans.

Guardians:

  These are the builds that carry high and very high wars. These builds are warriors using Guardian, which has the ability to redirect 20% of damage taken by nearby players to the user. This allows for higher territories to be taken much easier. Refer to the document linked above for the quintessential Guardian build and some variations on it.

Experimentals:

  These builds are anything that doesn’t fit into the 3 above categories. These builds are tests of concepts that could prove promising in the future. Before entering a war with one of these, make it clear that you are testing a build.

During the War

  Upon being teleported into a war, there are 25 seconds before the tower will start attacking. In that time, you should:

  • Look at your build and make any necessary changes, like putting on statue if you are a tank or putting on any crafteds you don’t wear outside of wars
  • Apply buffs (mainly War Scream if you are a warrior, speed can be nice if you are an archer)
  • Use consumables depending on the defense (there will often be one or two warrers that carry scrolls that buff health and defense of all nearby players)
  • On non-very low wars, if you are a DPS class, make sure you stand behind the tanks/healer. If you are a tank/healer, get close to the tower. This is because the tower aggro is based on proximity, so it makes sense for the tankier players to take the tower aggro.

  However, preparation is only a part of the battle; the execution is equally, if not more important. Every minute after the tower starts attacking, the tower’s damage increases. It’s incredibly important to kill the tower as fast as possible, before it can instantly kill every player in the war.

1

2

3

4

5

6

7

8

9

10

11

12

13+

1.2

1.4

1.7

2

2.4

2.8

3.4

4.2

5.2

6.2

7.8

9.4

11

Increase in tower base damage over time, where the base damage is multiplied by the number on the bottom row after x minutes where x is the top row. For example, if a tower has a base damage of 10k, at 1 minute, the tower’s base damage will be 12k, 14k at 2 minutes, etc.

Tower Stats

  Every tower has four basic stats, which are visible on the tower’s health bar:

From left to right:

  • The guild tag of whichever guild holds the territory you are attacking
  • The name of the territory you are attacking
  • The health of the tower, which is the amount of raw health it has (base of 300k)
  • The defense of the tower, which is what % of damage is negated (base of 10%)
  • The damage of the tower per attack, which determines how much attacks hurt (base of 2000, 1k-3k) Do note that the tower can actually do more damage than the number shown.
  • The attack speed of the tower,  which is the number of basic attacks per second (base of .5 per second, or 1 attack every 2 seconds)

Tower Bonuses

However, there are 4 bonuses that the attack menu does not display:

Stronger Minions:

  Minions spawn in every territory, but this upgrade increases the damage they do. It has 4 levels that increase minion damage by +150%/+200%/+250%/+300%. Minions are seldom a problem in large group wars, but can be real threats in duo/solo wars. This upgrade is not often seen.

Tower Multi-Attacks:

  By default, the guild tower can only attack 1 player at a time. But with this upgrade, the tower can attack up to 2 players at once. It has 1 level that allows for 2 players targeted at any given time. This upgrade can be very deadly, but since every guild can apply only 5 of them, it’s rare to see this upgrade on unimportant territories.

Tower Aura:

    Tower Aura is a special attack that only occurs if the upgrade is purchased. The attack is an area damage burst around the tower, only reaching about half the radius of the arena. It deals from 0.8x to 2x the tower’s base damage. It has 3 levels which determine the frequency of the aura, being once every 24 seconds/18 seconds/12 seconds. However, 3 seconds before the attack hits, the tower will notify you of the aura. During this time, flame particles will descend down from the top of the tower until they reach the bottom, which is then the aura hits. This upgrade is seen on the vast majority of territories with defenses medium or above.

   It’s exceedingly important to dodge the aura in a war, especially for DPS players. In certain wars, healers and guardians will need to dodge aura as well. Players will have about three seconds to dodge using various strategies:

  • Any class that has at least 1 jump height(3-4jh is recommended though as it is far easier then) can dodge an aura by jumping at the right time such that they’re in the air when the aura hits the ground. However, this requires either a jump height consumable or a build specifically built with jump height, usually coming from Gale’s Sight or Double Vision.
  • Any class can run to the back of the arena to avoid the aura in the 2 second time-window between the notification and the actual attack. However, this puts the player out of range of the healer, in range of volley, and is slower than other methods and as such is not recommended.
  • Warriors have two options of either looking downwards while repeatedly charging or (with some builds) uppercutting the tower. The former is much more advised as it is more consistent.
  • Assassins can dash upwards at the right time and completely dodge the aura. This requires a degree of timing and must be thought about in advance, as there has to be a clear, open sky above assassins to dash upwards.
  • Mages can teleport straight upwards, much like the common technique in loot running. Healer mages will not often do this, but some circumstances may call for it.
  • Archers can stand outside the range of both volley and aura to dodge both, they are not at risk from these threats but instead the mobs
  • Shamans can use haul similarly to how warriors charge upwards. This can require some timing and mana, and is generally a harder method of dodging aura.
Tower Volley:

  Tower Volley is a special attack that only occurs if the upgrade is purchased. The attack is a barrage of explosive arrows that hits the back of the arena, but can also hit players at higher Y-values. It deals from 0.8x to 2x the tower’s base damage as true damage (damage that ignores defense and agility skill points). It has 3 levels which determine the frequency of the volley, being once every 20 seconds/15 seconds/10 seconds. However, 2 seconds before the attack hits, the tower will notify you of the volley. This upgrade is seen on many territories for its cheap cost, but is seldom an issue with conventional strategies.

Strategies For Taking Territories

  Due to the difficulty of HQ sniping, the common strategy in a war is to take important territories that drain the enemy HQ, and then taking the enemy HQ once its defenses have been lowered. If a defense on an important territory is too high, try taking that territory’s connections. This will make the attack significantly easier. You can also cut off the territory from the resource pipeline and wait for it to lower in resources. This will both allow the attacking guild to defend more heavily while weakening the defending guild.

Regional Territory Differences

  Not all regions in Wynncraft are created equally. Some areas will have more damage, more common aura, faster attack speed, or more health than other areas on the map. This is because of the differences in resource production throughout the map.
 The general rule of thumb is:

  • If an area produces more ore, it will have more damage and volley
  • If an area produces more wood, it will have more health and likely stronger mobs
  • If an area produces more fish, it will have more defense and possibly multi-attacks
  • If an area produces more crops, it will have faster attack speed and more frequent aura

  For example, in the jungles of Wynn, most of the territories produce wood, so one can reasonably expect to see territories with higher health values.

Section 3.4: Seasons and Season Rating

Seasons

    Guild seasons are one of the ways that the game awards guilds for holding territories. Seasons last around 1 and a half months, and when they end, the map is reset, clearing all of the currently held territories. Some of the benefits for doing well in a season include guild xp boosts, custom guild badges, seasonal banner structures, and cosmetics. In addition, for every territory that a guild holds at the end of a season, 2048 emeralds are placed in the rewards menu.

Season Rating

    Season Rating (SR) is how a guild’s performance during a season is measured. For every minute a territory is held, a guild gains SR, but the SR gain gets progressively less and less for every new territory held. The guild earns rewards for reaching certain SR milestones as well as their placing in SR at the end of the season named Rating Rewards and leaderboard rewards respectively. In the Guild Hall in Cinfras, there is a leaderboard of SR, where players can view the placement of their guild as compared to others. The guild management screen also has an icon to see the guild’s SR, represented by a blaze powder

Hovering over the SR icon in the guild management screen

Rating Rewards

  These are received during a season and are achieved as you reach certain SR milestones. The current Season milestones are listed below:

1 SR - Guild Badge [Season X - Contender]

200 SR - 2048x Emeralds

800 SR - 2x Public Guild Bank Slots

2000 SR - Guild Badge [Season X - Bronze]

4000 SR - Guild Cape Cosmetic

7000 SR - 2x Public Guild Bank Slots

10,000 SR - Guild Badge [Season X - Silver]

15,000 SR - 2x Public Guild Bank Slots

20,000 SR -  1x Guild Tome

30,000 SR - 6144x Emeralds

45,000 SR - 1x Private Guild Bank Slots

70,000 SR - 2x Guild Tomes

100,000 SR - Guild Badge [Season X - Gold]

140,000 SR - 10,240x Emeralds

200,000 SR - 2x Public Guild Bank Slots

260,000 SR - 3x Guild Tomes

330,000 SR - 2x Private Guild Bank Slots

430,000 SR - 20,480x Emeralds

540,000 SR - 2x Public Guild Bank Slots

650,000 SR - 5x Guild Tomes

760,000 SR - Guild Badge [Season X - Platinum]

880,000 SR - 40,960x Emeralds

1,000,000 SR - 10x Guild Tomes

1,200,000 SR - 2x Public Guild Bank Slots

1,500,000 SR - 61,440x Emeralds

2,000,000 SR - 2x Private Guild Bank Slots

2,500,000 SR - 15x Guild Tomes

3,000,000 SR - 2x Public Guild Bank Slots

3,500,000 SR - 2x Private Guild Bank Slots

4,000,000 SR - 102,400x Emeralds

5,000,000 SR - Guild Badge [Season X - Diamond]

An example of guild rewards for SR

Leaderboard Rewards

  These are the rewards received at the end of a season and are determined by the ranking of SR received by each guild. XP Boosts last for 2 months and the Guild Crown Cosmetic for the length of the next season.

Top 200 - 10% Guild XP Boost

Top 100 - Guild Badge [Season X - Top 100]

Top 80 - Guild Badge [Warriors]
Top 50 - Guild Badge [E] (E in High Gavellian)

Top 25 - 10% Guild XP Boost

Top 20 - Seasonal Banner Structure

Top 15 - 10% Guild XP Boost

Top 10 - Guild Badge [Season X - Top 10]

Top 5 -  10% Guild XP Boost

Top 3 - Guild Badge [Season X - 3rd Place]

Top 2 - Guild Badge [Season X - 2nd Place]

Top 1 - Guild Crown Cosmetic

Top 1 - Guild Badge [Season X - 1st Place]

SR Leaderboard in Cinfras’ Guild Hall

Weekly Objectives

    In addition to gaining rewards for SR, guilds can also gain rewards for players completing their weekly objectives. For each 5/10/20/30 players that complete their objectives, rewards are given out, including tomes, banner points, emeralds, and guild xp. Players also get a reward chest with valuable loot each time they complete a guild objective. Banner Points can be used for upgrading the banner and changing the banner. The status of the weekly objectives can be viewed by hovering over the emerald in the guild management screen.

Hovering over the weekly objective icon in the guild management screen

Section 4: Economy Management

  Section 4 explains the details of economy management very precisely and lists everything needed to know as a strategist. Reading this section will help you understand how to manage territories and can also be useful to know as any rank, but not necessary.

Section 4.1: Different Types of Territories

Introduction to Resources

  All territories produce two things in wynncraft: resources and emeralds. There are 4 basic resources that territories can produce, which are all essential components of a functioning economy:

  Ore, which increases tower base damage, is used to purchase volley, and is found most abundantly in Llevigar, Olux, Canyon of the Lost, and Molten Heights.

  Wood, which increases tower health, is used to purchase stronger mobs, and is found most abundantly in forest areas (Nivla, Light, and Dark/Kander forests, Jungle, Cinfras County, Nesaak).

  Fish, which increases tower defense, is used to purchase multi-attacks, and is found most abundantly in ocean areas and Corkus.

  Crops, which increase tower attack speed, are used to purchase aura, and are found most abundantly in Wynn Plains, Desert, and Silent Expanse.

 All territories also produce emeralds, which are used to attack territories and boost the amount of other resources the territory produces.

Types of Territories

The majority of territories produce a base of 9000 emeralds per hour and 3600 of 1 of the 4 resources.

Example: Nether Plains Lower produces a base of 9000 emeralds and 3600 crops per hour (screenshot from https://www.avicia.tk/map/)

However, there are a few exceptions to this:

  • Cities produce double the amount of emeralds per hour as other territories, for a base of 18000 emeralds per hour (in addition to the other resource they produce). These territories are found on large towns such as Detlas, Llevigar, and Ahmsord.
  • Double production territories produce double the amount of resources per hour as other territories, for a base of 7200 resources per hour (in addition to the base 9000 emeralds per hour). These territories are rare and often only have one connection, meaning they can easily be choked off. There are currently no territories that are both cities and double production territories.
  • Rainbow territories produce 900 of every resource per hour, as well as 1800 emeralds per hour. These territories are rare and scattered throughout the map. Rainbow territories are mutually exclusive with cities and double production territories, meaning that a rainbow territory cannot be a city or double production territory.
    One potential strategy when attacking a guild is to take all of their territories except for an rainbow territory, which slows their attacks down significantly due to the reduced emerald production rate of rainbow territories.
  • Duo territories produce 2 of the 4 resources at a rate of 3600 of each resource per hour (in addition to the base 9000 emeralds per hour). There is only one of these territories in the game, Maltic Coast.

Section 4.2: Guild Tower                

Guild Tower Menu

    The guild tower menu is where a tower’s basic 4 stats (damage, attack speed, health, and defense) are upgraded. It’s represented by a dispenser in the territory menu, which can be accessed in a few ways. One can either stand in the territory and execute the command /guild territory, or execute the command /guild manage, click on the paper, and click on their desired territory.

The dispenser in the territory menu of Nesaak Plains North East

  Hovering over the guild tower menu displays the basic stats of the tower, as well as the total cost per hour of the 4 upgrades in that menu.

Hovering over the guild tower icon of Nesaak Plains North East

  Within the guild tower menu, there are four icons in a row that represent each of the 4 stats. The iron sword represents damage, the rabbit hide represents attack speed, the fermented spider eye represents health, and the shield represents defense. There is also a diamond on the right side, which, upon hovering over it, displays the bonus that the territory is getting from connections.

The guild tower menu of Nesaak Plains North East

Main Stats

  The tower’s 4 main stats each have 11 levels, with each level increasing in cost and effectiveness. Here  are the costs, effects, and recommendations for each bonus. All of these bonuses are situational depending on the resources one has available, but there are some general rules of thumb.

Damage:

  This stat increases the base damage of the tower, which in turn increases the tower’s main damage per second, as well as the damage of aura and volley. It costs ore, which can be scarce. It is recommended to have damage level 5 or above on important choke points and level 7 or above on the HQ. The given values are the average damage per tower hit for territories with 0 conns.

Level

1

2

3

4

5

6

7

8

9

10

11

Cost

100

300

600

1200

2400

4800

8400

12000

15600

19200

22800

Effect

2800

3600

4400

5200

6000

6800

7600

8400

9200

10000

10800

Attack Speed:

  This stat increases the number of attacks per second that the tower deals, which increases the tower’s main damage per second. It synergizes well with damage and can interrupt an attacker's attempts to dodge aura, making it valuable on important territories. It costs crops, which are already used for multiple bonuses. It is recommended to have attack speed level 5 or above on important choke points and level 8 or above on the HQ.

Level

1

2

3

4

5

6

7

8

9

10

11

Cost

100

300

600

1200

2400

4800

8400

12000

15600

19200

22800

Effect

.75x

1x

1.25x

1.6x

2x

2.5x

3x

3.6x

3.8x

4.2x

4.7x

Health:

  This stat increases the raw health of the tower, which increases how long it takes for attackers to kill the tower. It synergizes very well with defense. It costs wood, which is often plentiful, given that its only use is on one bonus. It is recommended to have health level 6 or above on important choke points and as high level as possible on the HQ. The given values are the HP for territories with 0 conns.

Level

1

2

3

4

5

6

7

8

9

10

11

Cost

100

300

600

1200

2400

4800

8400

12000

15600

19200

22800

Effect

450k

600k

750k

960k

1.2m

1.5m

1.86m

2.22m

2.58m

2.94m

3.30m

Defense:

  This stat increases the % damage reduction of the tower, which increases how long it takes for attackers to kill the tower. It synergizes very well with health. It costs fish, which is often somewhat plentiful. It is recommended to have defense level 5 or above on important choke points and level 7 or above on the HQ.

Level

1

2

3

4

5

6

7

8

9

10

11

Cost

100

300

600

1200

2400

4800

8400

12000

15600

19200

22800

Effect

40%

55%

62.5%

70%

75%

79%

82%

84%

86%

88%

90%

Upgrades and Tower Difficulty

  The difficulty of a tower, as explained in section 3.1, is determined by the number of these upgrades on a territory. It doesn’t matter which upgrades are selected, just the total number of them.

Section 4.3: Main Tower Bonuses

Bonuses

  Bonuses are represented by a diamond ore in the territory menu. These bonuses affect numerous aspects of the tower and territory, and are displayed in three rows.

The diamond ore in the territory menu of Nesaak Plains North East

Hovering over this menu will display the active bonuses and the cost for those bonuses combined.

Hovering over the bonus icon of Nesaak Plains North East

Top Row Bonuses

  The bonuses on the top row of the guild tower menu are the most important bonuses for defending towers, as they control aspects that impact attackers directly. Here are the 4 bonuses, their costs, and where/when to use them.

The 4 bonuses from left to right: Stronger Minions, Tower Multi-Attacks, Tower Aura, and Tower Volley

Stronger Minions:

  This upgrade is situational. It’s inexpensive but also has low effectiveness against group wars. If you know an attacker is solo-warring, it’s recommended to put this bonus on all territories. This bonus can also go on the HQ for maximum difficulty.

Level

1

2

3

4

Cost

200 wood per hour

400 wood per hour

800 wood per hour

1600 wood per hour

Effect

+150% mob damage

+200% mob damage

+250% mob damage

+300% mob damage

Multi-Attacks:

  This upgrade makes wars significantly more difficult for attackers, but due to its high cost, it should only be on a few territories. This upgrade should be on the HQ at max level and maybe on an important choke point or two at level 1.

Level

1

Cost

4800 fish per hour

Effect

2 max targets

Tower Aura:

  This upgrade should be on as many territories as possible, but at the very least on the HQ and other important territories at max level. It can be expensive, but even at level 1, this is a very powerful upgrade.

Level

1

2

3

Cost

800 crops per hour

1600 crops per hour

3200 crops per hour

Effect

Every 24 seconds

Every 18 seconds

Every 12 seconds

Tower Volley:

  This upgrade is very cheap and often unnecessary past level 1 on non-HQ territories. It should be at max level on the HQ and at level 1 or 2 on other important territories. It synergizes with aura very well and is good to stop ranged dps strats.

Level

1

2

3

Cost

200 ores per hour

400 ores per hour

800 ores per hour

Effect

Every 20 seconds

Every 15 seconds

Every 10 seconds

Section 4.4: Extra Bonuses

Middle Row Bonuses

  The bonuses on the middle row are not necessary for a strong defense and economy. With that said, they can be very nice to have in order to reward warrers for their efforts or to help out lower level players.

The middle row bonuses from left to right: Gathering XP, Mob XP, Mob Damage, PvP Damage, XP Seeking, Tome Seeking, and Emerald Seeking

Gathering XP:

  Represented by a carrot, this bonus gives an increase to gathering xp gained by players in the guild. This bonus has 8 levels, costs wood, and should only be applied as a temporary bonus for players to level up gathering professions in a given region

Level

1

2

3

4

5

6

7

8

Cost

600

1300

2000

2700

3400

5500

10000

20000

Effect

10%

20%

30%

40%

50%

60%

80%

100%

Mob XP:

  Represented by a sunflower, this bonus gives an increase to combat xp gained by players in the guild by killing mobs. This bonus has 8 levels, costs fish, and can be applied as a temporary bonus for players to level up their combat xp in a certain region or to farm guild xp more effectively. This is often applied to territories such as Herb Cave, Forest of Eyes (where the church grind spot is in SE), Corkus Sea Cove (where the scrapyard grind spot is) or Twisted Ridge (where the flesh cave grind spot is).

Level

1

2

3

4

5

6

7

8

Cost

600

1200

2000

2400

3000

5000

10000

20000

Effect

10%

20%

30%

40%

50%

60%

80%

100%

Mob Damage:

  Represented by a stone sword, this bonus gives an increase to damage dealt to mobs by players in the guild. This bonus has 8 levels, costs crops, and should only be applied as a temporary bonus for players to level up their combat xp in a certain region. This is usually applied in tandem with the Mob XP bonus.

Level

1

2

3

4

5

6

7

8

Cost

600

1200

2000

2400

3000

5000

10000

20000

Effect

10%

20%

40%

50%

80%

120%

160%

200%

PvP Damage:

  Represented by a golden sword, this bonus gives an increase to damage dealt to players by players in the guild. This bonus has 8 levels, costs ore, and only has very niche uses, such as warding off hunters when guild members are trying to grind xp in certain grind spots.

Level

1

2

3

4

5

6

7

8

Cost

600

1200

2000

2400

3000

5000

10000

20000

Effect

5%

10%

15%

20%

25%

40%

65%

80%

XP Seeking:

  Represented by a glowstone dust, this bonus passively gives xp to the guild every hour. It has 9 levels, costs emeralds, can only be applied to 5 territories, and is much slower than grinding with gxp turned on.

Level

1

2

3

4

5

6

7

8

9

Cost

100

200

400

800

1600

3200

6400

9600

12800

Effect

36k/h

66k/h

120k/h

228k/h

456k/h

900k/h

1.74m/h

2.5m/h

3.36m/h

Tome Seeking:

  Represented by an enchanted book, this bonus gives a chance for the guild to find a tome every hour. A tome is a permanent bonus that gives a +2 bonus to 2 of the 5 skill points. These are used as rewards for warrer’s efforts and raffled off to guild members. It has 3 levels, uses fish, and should be applied whenever possible.

Level

1

2

3

Cost

400

3200

6400

Effect

0.15%/h

1.2%/h

2.4%/h

Emerald Seeking:

  Represented by an emerald ore, this bonus gives a chance for the guild to find emeralds every hour. These emeralds can be rewarded by chiefs, and are found in batches of 2048 (32eb, ½le). It has 5 levels, uses wood, and should be applied as much as possible.

Level

1

2

3

4

5

Cost

200

300

1600

3200

6400

Effect

0.3%/h

3%/h

6%/h

12%/h

24%/h

Section 4.5: Resource Storage and Production

Bottom Row Bonuses

  The bonuses on the bottom row affect the storage and production of resources and emeralds. Here are their costs, effects, and where to use them.


The bottom row bonuses from left to right: Resource Storage, Emerald Storage, Efficient Resources, Efficient Emeralds, Resource Rate, and Emerald Rate.

Resource Storage:

  Represented by a piece of bread, this bonus increases the amount of resources a territory can store. By default, a territory can store up to 300 of each resource, but this upgrade increases that. It has 6 levels, costs emeralds, and should be used on any territory that produces a significant amount of resources. This should also go on the HQ.

Level

1

2

3

4

5

6

Cost

400

800

2k

5k

16k

48k

Effect

100%

300%

700%

1400%

3300%

7900%

Emerald Storage:

  Represented by an emerald block, this bonus increases the amount of emeralds that a territory can store. By default, a territory can store up to 3k emeralds, but this upgrade increases that. It has 6 levels, costs wood, and should be used on any territory that produces a significant amount of emeralds. This should also go on the HQ.

Level

1

2

3

4

5

6

Cost

200

400

1k

2.5k

8k

24k

Effect

100%

300%

700%

1400%

3300%

7900%

Efficient Resources:

  Represented by a golden pickaxe, this bonus increases the amount of resources a territory produces per hour. It has 6 levels, costs emeralds, and should be used on any territory that produces a scarce resource.. If the territory is a double production territory or duo territory, that’s even better. In most cases it is not worth upgrading past level 4, even on double production territories.

Level

1

2

3

4

5

6

Cost

6k

12k

24k

48k

96k

192k

Effect

+50%

+100%

+150%

+200%

+250%

+300%

Efficient Emeralds:

  Represented by an emerald, this bonus increases the amount of emeralds a territory produces per hour. It has 3 levels, costs ore, and should be used on city territories.

Level

1

2

3

Cost

2k

8k

32k

Effect

+35%

+100%

+300%

Resource Rate:

  Represented by a mushroom stew, this bonus increases the amount of resources a territory produces per hour. It has 3 levels, costs emeralds, and should be used on any territory that produces a scarce resource, as well as rainbow territories. If the territory is a double production territory or duo territory, that’s even better.

Level

1

2

3

Cost

6k

18k

32k

Effect

+50%

+100%

+300%

Emerald Rate:

  Represented by a liquid emerald, this bonus increases the amount of emeralds a territory produces per hour. It has 3 levels, costs crops, and should be used on city territories.

Level

1

2

3

Cost

2k

8k

32k

Effect

+50%

+100%

+300%

Section 4.6: Trade Routes and Taxes

Trade Routes

  A trade route is a path that resources and emeralds can travel along, represented by lines on a map. Resources travel at a rate of about one territory per minute. Within the guild territory menu, there are three important icons for managing and understanding trade routes:

The three trade route-impacting upgrades from left to right: Resources, Trading Route, and Taxes

Resources:

  Represented by a piece of bread, the Resources menu shows the production of the territory, the resource count in real time (updated once every second), and a countdown as to when the resources will move to the next territory.

Hovering over the resource menu of Nesaak Plains North East

Trading Route:

  Represented by an empty map, the Trading Route menu shows the route that resources from this territory will travel, the compound tax along that trade route, and allows for the configuring of route styles and borders.

  There are two route styles, cheapest and fastest. Setting the route style to fastest will make it so resources and emeralds take the quickest path to their destination, no matter the route tax. This can speed up attack timers significantly. On the other hand, setting the route style to cheapest will make it so resources and emeralds take the cheapest path to their destination, no matter how many territories it has to route through. This can slow down attack timers but reduces attack costs. This can be toggled back and forth by left-clicking the map icon.

  There are two border styles, open and closed. Setting the borders to open will allow resources and emeralds to freely pass through this territory. On the other hand, setting the borders to close will stop any resources from other guilds going through. It will not stop emeralds for attacks from going through.

The default route style and borders should be set to cheapest and open.

Hovering over the trading route icon on Nesaak Plains North East

Taxes:

   Represented by an emerald, the Taxes menu allows players to set the tax on a territory, the global tax, and the alliance versions of both of these taxes. As discussed above in section 3.1, taxes increase attack costs and take a percentage of the resources and emeralds that pass through the given territory. For example:

  Herb Cave, owned by ANO, has only one trade route, which is to Great Bridge Jungle. This means that in order for resources to get to ANO’s HQ, they must pass through Great Bridge Jungle. If Great Bridge Jungle has 40% tax on it, this means that 40% of the resources and emeralds going to/coming from Herb Cave will be taken by VLH.

It’s recommended to always set the global tax to 40% by shift-left clicking the emerald.

Hovering over the tax icon on Santa’s Hideout

Section 4.7: Treasury Bonus

Treasury Bonus

  Treasury bonus increases the amount of resources that territories generate, based on how long a guild has held them without them being attacked. The longer a territory has been held, the more resources it generates per hour. This bonus is higher depending on how close a territory is to the HQ. When a territory with a high bonus is taken by a guild, that guild gains a large amount of resources and emeralds. There are 5 tiers of treasury bonus that share their names with the difficulty tiers.

Distance from HQ + Displayed level

Very Low

Low

Medium

High

Very High

HQ + 1 & 2

0%

10%

20%

25%

30%

3

0%

8.5%

17%

21.25%

25.5%

4

0%

7%

14%

17.5%

21%

5

0%

5.5%

11%

13.75%

16.5%

6

0%

4%

8%

10%

12%

Time to reach

Instant

1 hour

1 day

5 days

12 days

Table of treasury production bonuses and time to reach them. Bonuses are represented by the formula:
tier% * (1 - max(0, distance - 2) * 0.15)

Effect on Raids

  Treasury makes raids much more dangerous, as attacking guilds can get large amounts of resources quickly to place high defenses that last for longer. In addition, when a territory is taken, its treasury bonus is reset, so we will have to revert to a base defense with low treasury. Below is a table of the resources and emeralds awarded for capturing a territory with a certain level of treasury. These numbers are averages, as the exact values are slightly randomized.

Treasury Level

Very Low

Low

Medium

High

Very High

Emeralds

~600

~900

~2000

~3000

~5000

Resource

~200

~300

~700

~1200

~1500

Economy Management Around Treasury

  Because of how quickly low treasury is acquired and the time it takes for a guild economy to stabilize, it is very safe to assume low treasury bonus when making a baseline defense template. This effectively means that post-1.20.3 guild economies have 10% higher production, allowing for higher defenses.
 In order to not be so reliant on treasury bonuses, the extra resources should go into either bonuses (tomes, emerald seeking,
maybe xp seeking) or temporary defense boosts on territories that need it. You should be able to easily revert these bonuses easily and log temporary changes in #defenses (Strategist+ channel).

Section 4.8: In game alliances and tributes

Use of In-game alliances

  Alliances outside of the game are extremely important but you can have in game allies and they can provide massive benefits as well. In-game allies can provide things like decreased taxes on trade routes, they can send you resources or schedule resources, and you can provide them with resources as well. The main importance to allies is the reduced tax which can be used to allow other guilds to war across the map or far away from their claims. All in all, they aren’t a necessity and certainly they aren’t the most important feature pertaining to guilds but they matter nonetheless.

Description

  To view the current in-game allies hover over the rose titled “View Diplomacy” in the /gu manage menu. It’ll list all the allies and what is currently being scheduled to you. It will show you who you have requested to ally and how many guilds have requested to be your ally. Clicking on the rose will allow you to view all the current in-game allies, which guilds have requested to be allied, which guilds you have requested to be an ally, the resources you have scheduled and the resources that they have scheduled, and how long you have been allies for.

List of In game allies at the top, List of guilds you sent an invitation to be an ally in middle, and guilds requesting to be an ally at the bottom.

Sending Gifts and Scheduling Tributes

  There are multiple ways to send resources to an ally, the first way is by gifting resources. This is a one time gift and usually this is used so that guilds can replenish their depleted storages. You can send gifts by right clicking on the guild you want to send resources to and then selecting what you would like to send to them. Tributes are similar but work overtime. Tributes allow you to send resources to another guild on a per hour basis which can be very useful in gaining more resources to eco with.
Image showing scheduled Tributes to Emorians

Our In-Game Allies

  Currently, Titans Valor’s claims are located in the ocean which is a very vital part on the map. Depending on who we ally, we can allow guilds to attack territories across the map. We do not have any permanent allies unless we have tributes with a guild. Beside the tributing guild/s, our allies would consist of guilds that are active on map or the guilds that hold territories on the path to the FFAs so we don’t have to pay taxes.

Section 4.9: Management Conclusion

Management Hierarchy

  As of now, the main managers are the council members. Other chiefs and strategists may manage territories, but council members are the main managers. If you wish to try something, ask a main manager or other experienced defender first. Nobody but chiefs and main managers should alter defenses on the HQ. While changing and improving is always good, we always have a backup/base defense that we can revert to at any time.

A Message to All Strategists

  Your role as a manager is vitally important to the guild. During attacks, you may see the guild output displaying resources at high overusage, but don’t fret. Above all else, the goal during an attack is to survive by not letting our HQ get taken. Ping the royal guards to ask for warrers if none are online. Communication during attacks is important, either by chat or by voice call (vc).
 Remember that no matter what, you will make mistakes, but it’s how you handle those mistakes that counts. As time passes, you’ll gain more experience as a manager
.

Section 6: Extra Information:

6.1: War terminology 

Term

Meaning

HQ

Acronym for headquarters

DPS

Damage per second, members of the war team that deal damage to the tower for more information, view DPS:

Terrs

Short for territories

Conn(s);   Proxy (ies)

Short for connections, referring to how many territories are connected to the one being attacked

Vlow

Short for very low defense

Med

Short for medium defense

Vhigh

Short for very high defense

Raid

A coordinated attack on a guild/region

Sniping

The practice of taking an HQ without much weakening

Subguild

A guild created as an offshoot of another guild, often with alternate accounts of players in the main guild (ex: IceBabies [IcB] is a subguild of Titan’s Valor [ANO])

Claim

The area in which a guild most commonly resides

Sister Guild

A guild closely affiliated with another guild, but necessarily as an offshoot

True Damage

Damage that uses your defense and agility into calculations onto a true value of health and then does damage to that.

Proxy-Proxy; Conn-Conn; Link-Link

The connection of a connection, this adds a higher difficulty to the territory

Wiped

When a guild loses all its territories

EHP

Stands for effective HP and uses other components such as defense and agility to calculate an effective HP

Dominion guild

Similar to a sub guild but not quite, a dominion guild is a guild that recruits its own members but is under the rule of another guild (ex: Gopniks [GKS] is a dominion of ILQ)

FFA

Stands for Free for all, these are the areas on the map owned by nobody and can be used for war practice or extra SR.

6.2: Conclusion

  If you have made it this far congratulations! It isn’t necessary to read all of this document and nobody expects you to. Part of it is just a place to find information about wars and Titans Valor. If you have any questions, concerns, comments, or an error that was made in the document, please contact Asoart/Sirbabushca or Cal on discord. Hopefully you learned something from this document and took something away from it. Fight on Titans!

A special thanks to Toasty for editing almost all of the document, doing all of Section 4, most of Section 3, and just being super cool!

A special thanks to Imperathor02 for providing us with a lot of foundations for the document!


A special thanks to Callum for creating Section 6.1, providing us with War Builds, and creating the original Section 1.


A special thanks to Hallomifrendo, Snazz, LaMDaKis, for looking over the document.


A special thanks to Pally for getting a participation award!


A special thanks to you, for being super cool!

6.3: A Note to Other Guilds

  If you would like to use any of the information in this document for training your military, helping new strategists understand economy, sections on your own military document, or just for funsies that is totally fine so long as you give credit and link this document and so long as you contact me, Ethereal#8191 first so that I can give you permission to use it. Thank you, have a nice day!