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Conquest: Difference between revisions

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[[The Discovery of Territory Technology|Since the Discovery of Territory Technology]], Warfare has been a long lasting part of Loka. It's been a never ending battle in and of itself just to balance the rules of pvp and raiding to suit the people. Everything took a whole new feel once territories were implemented. A proverbial game of risk with different elements of combat and zone based struggles, Territories became a strong component in how wars played out.
'''Conquest''' is Loka's system of territorial warfare between towns and alliances, fought over Territory Generators to expand land and gain strength, ultimately deciding each continent's — and the world's — [[capital]].
The death and dismay from days of old was a bit more chaotic than the territorial struggles of this particular time period. In the Fifth Age, towns were met with decisions that would make or break their positions in the war for the title as Loka's Capital.
[[File:Watch a Conquest Fight - Gotham vs Stolengarde|thumb|330x330px]]


=='''Territory Generators'''==
== Territory Generators ==
Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools. Territory Generators serve as protection for their respective nodes.
[[File:Territory Generator.png|left|thumb|330x330px]]
In order to gain territory for your town, locate the Inhibitor Pad near any TGen and step on its pressure plate. This is how you begin an attack in any form. Once this happens it creates a [[Battle Zones|battle zone]] around the TGen until the conclusion of the fight.


During an attack, Iron Golems must be killed in order to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, which causes the power source to take damage. This is done repeatedly until the power source is destroyed. Once all 4 Power Sources are overloaded, the doors to the core room of the Territory Generator will blow open and the battle for the Core can then begin.
Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools; Territory Generators serve as protection for their respective nodes.


== '''Territory Generator Cores''' ==
To gain territory for your town, locate the Inhibitor Pad near any T-Gen and step on its pressure plate — this is how you begin an attack in any form, creating a [[Battle Zone|battle zone]] around the T-Gen until the fight concludes.
[[File:Core Room.png|thumb|336x336px]]
The technology involved with the tGens is something Lokans know little about. That hasn't stopped them from harnessing the power and advantages involved. The cores within the generators have self-defense measures that only help mitigate being destroyed. These measures both attempt to kill attackers and slow them down. The following are the different defense measures:


=== '''Core Attacks''' ===
During an attack, Iron Golems must be killed to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, damaging the power source; this is repeated until the power source is destroyed. Once all 4 power sources are overloaded, the doors to the core room blow open and the battle for the Core can begin.
'''Endermites - A'''t intermittent periods an abundance of Endermites spawn. While it may not be immediately threatening while geared well, they are a big hindrance and can be deadly if players attempt to ignore them.


'''Molten Floor - '''there is a chance for the floor to become a very deadly area to be standing. The floor will slowly turn into Magma Blocks and deal damage to those standing on it. Players still standing on the Molten Floor when the effect ends take generally 80-90% of their health in damage.
=== Cores ===


'''Sub-cores - '''In deterrence of an attack the core will shroud itself as bedrock, creating three sub-cores that must be destroyed in order for attackers to continue their efforts.
The technology involved with T-Gens is something Lokans know little about — that hasn't stopped them from harnessing the power and advantages involved. The cores within the generators have self-defense measures that attempt to kill attackers and slow them down:


'''Wither Effect -''' All players in the core room will be debuffed with the Wither effect. Simultaneously, on the two sides of the room, '''Emerald Blocks '''will appear that players can stand on to cleanse the effect.
<div class="loka-feature-grid">
{{Feature|name=Endermites|text=At intermittent periods an abundance of Endermites spawn &mdash; not immediately threatening while geared well, but a big hindrance and can be deadly if ignored}}
{{Feature|name=Molten Floor|text=A chance for the floor to become a deadly area to stand on &mdash; it slowly turns into Magma Blocks and deals damage to anyone on it. Players still on it when the effect ends take generally 80-90% of their health in damage}}
{{Feature|name=Sub-cores|text=In deterrence of an attack the core shrouds itself as bedrock, creating three sub-cores that must be destroyed for attackers to continue}}
{{Feature|name=Wither Effect|text=All players in the core room are debuffed with Wither. Emerald Blocks appear on two sides of the room that players can stand on to cleanse the effect}}
{{Feature|name=Soulsand|text=Random 3x3 areas of the room turn to soulsand and deal damage to anybody standing on them &mdash; easily avoided, but can easily appear under your feet}}
{{Feature|name=Combustion|text=A random player attacking the core or an Endermite becomes a bomb. After 6 seconds, any players within 10 blocks and line of sight take massive damage and are knocked back}}
</div>


'''Soulsand - '''Random 3x3 areas of the room will turn to soulsand and deal damage to anybody standing on them. These are easily avoided, but can easily appear under your feet.
The type of weapon used affects the total damage dealt to the Core &mdash; a Diamond Sword does the maximum possible damage in a hit (10 damage, where the core has 7,000 HP). Importantly, '''if you've been debuffed by Weakness of any level, your damage to the core is reduced by 40%'''.


'''Combustion -''' A random player attacking the core or Endermite will become a bomb. After 6 seconds, any players within 10 blocks and a line of sight of the bomb will be dealt massive damage and be knocked back.
=== Inhibitors ===


=== '''Core Attack Values''' ===
Inhibitors are where attackers warp in during a Conquest battle. Similar to Territory Generators, Inhibitors have 4 lamps and 4 Golem Protectors &mdash; to thwart the attack and win a successful defense, all 4 lamps must be overloaded, much like a T-Gen.
When attacking the Core, the type weapon of weapon used affects the total damage to the Core. A Diamond Sword does the maximum possible damage to the Core in a hit (10 damage, where the core has 7,000 hp). Importantly, '''if you have been debuffed by Weakness of any level, your damage to the core is reduced by 40%'''.
=='''Inhibitors'''==
[[File:Inhibitor Pad.png|thumb|289x289px]]
Inhibitors are where attackers warp in during a Conquest Battle. Similar to the Territory Generators, Inhibitors have 4 lamps and 4 Golem Protectors. To thwart attack and win a successful defense, all 4 of the Inhibitor's lamps must be overloaded much like with the Territory Generator.


[[File:Active Inhibitor.png|left|thumb|332x332px]]
Inhibitors have two states, '''inactive and active'''. An inactive Inhibitor simply looks like a pad with iron blocks on the ground. Stepping on the pressure plate above the '''gold block''' and setting up an attack morphs it into an '''active state''' that remains through to the end of the battle.


Inhibitors have two states, '''inactive and active'''. An inactive Inhibitor simply looks like a pad with iron blocks on the ground. By stepping on the pressure plate above the '''gold block''' and setting up an attack, the Inhibitor will morph into an '''active state '''that remains through to the end of the battle.
=== Attack & Defense Limits ===


== '''Daily Territory Attacks''' ==
To prevent a town or alliance from quickly wiping out an enemy, or a coalition from wiping out a single town's territories in one sweep:
In order to prevent a town or alliance from effectively wiping out an enemy in a short time, Towns and Alliances can only attack 3 '''times in a 20 hour period.''' Each attack will reset 20 hours after it was launched.
== '''Daily Territory Defenses''' ==
Much like with attacks, to prevent a coalition of towns or alliances from wiping out an entire town's territories in one fell swoop, Towns and Alliances can only '''''be attacked''''' 5 '''times in a 20 hour period.''' Each defense will reset 20 hours after an attack.
=='''Beacons'''==
[[File:Beacon.png|thumb|314x314px]]
Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle. Once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In Alliances or in cases of fights where Reinforcements have been called, all beacons in the Alliance are synchronized and teleport at the same time.


You have '''one minute''' from activating the beacon to get on the pad before the teleport goes off.
<div class="loka-feature-grid">
{{Feature|name=Attacks|text='''3''' times in a 20-hour period &mdash; each attack resets 20 hours after it was launched}}
{{Feature|name=Defenses|text='''5''' times in a 20-hour period &mdash; each defense resets 20 hours after an attack}}
</div>


If your town does not have a beacon, you may create one using /c create and then clicking beacon in your chat.
== Beacons & Radars ==


== '''Radars''' <ref>[[Radars]]</ref> ==
=== Beacons ===


=== Creation and Function ===
Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle &mdash; once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In alliances, or when Reinforcements have been called, all beacons in the alliance are synchronized and teleport at the same time.
[[Radars]] are territory buildings that towns can create in territories they own. Each radar costs 200 shards to create and takes 15 minutes to come online once placed. Radars also contribute to the daily upkeep cost of the town that placed it. Only one radar can be placed in a territory. Radars will alert a player's town if a player enters a territory with a radar, showing that player's coordinates. Additionally, a player who trips a radar will receive a notification alerting them to the fact that they have been picked up by the radar.


=== Attacking Radars ===
You have '''one minute''' from activating the beacon to get on the pad before the teleport goes off. If your town doesn't have a beacon, you can create one with {{Cmd|/c create}} and then clicking beacon in your chat.
Radars can be destroyed by other players. When approached by a player not in the town, a town protector will spawn from the radar to defend it. If it is killed, the player will become charged and can stand next to the redstone lamps to overload it. Once fully overloaded the radar will be destroyed and have to be replaced by the town. The radar will also drop some of the shards that were used for it's upkeep. In order for a radar to be killed the attacker must take 12 charges on the radar.


=='''[[Modules]]'''==
=== Radars ===
==Truce Period==
At the end of the month, after Capitals are chosen, an automatic '''Truce Period''' is activated. For 72 hours, no battles may be fought ''except'' to start new towns. This period is intended to provide a few days of peace time after a usually heavy weekend of fighting. This is also the only time Alliances may be formed and new towns invited to existing Alliances.


The intent is for the Truce Period to serve as the time for towns and alliances to properly form and set the stage for the next month's battles. This way, Alliances don't randomly change in the middle of the month and cause issues with strength, confusion, etc.
[[Radar]]s are territory buildings that towns can create in territories they own. Each radar costs 200 shards to create and takes 15 minutes to come online once placed, and also contributes to the daily upkeep cost of the town that placed it. Only one radar can be placed per territory. Radars alert a player's town when someone enters a territory with a radar, showing that player's coordinates &mdash; the player who tripped it also gets a notification that they've been picked up.
 
Radars can be destroyed by other players. When approached by a player not in the town, a town protector spawns from the radar to defend it; if killed, the attacking player becomes charged and can stand next to the redstone lamps to overload it. Once fully overloaded the radar is destroyed and has to be replaced by the town, dropping some of the shards used for its upkeep. A radar takes 12 charges to destroy.
 
== Conquest Cycle ==
 
In order to provide a structured beginning and end to the fighting between towns, conquest cycles are split up into months. They end on the last Sunday of each month at 8PM Eastern, followed by the Truce Period below. The last Sunday of each month is known as Capital Day &mdash; when continent capitals are chosen, world capital is chosen, and promotions for Slicer, Sentry, Guardian, and Elder typically occur.
 
=== Conquest Locks ===
 
Conquest Locks exist so that you can't just move around after fighting for somebody &mdash; they make you think hard about where you'll be fighting for the next conquest cycle. Use proper judgement before locking to a conquest month, since you won't be able to move elsewhere to fight once you have.
 
When you lock to a town &mdash; usually by warping to a fight &mdash; a GUI informs you that your lock won't be removed until truce is over, so think carefully before locking. Several features are unavailable unless you're locked to the right town:
 
<div class="loka-feature-grid loka-feature-grid--compact">
{{Feature|name=Modding territories}}
{{Feature|name=Placing inhibitors}}
{{Feature|name=Accepting [[Reinforcements]]}}
{{Feature|name=Calling Reinforcements}}
{{Feature|name=Warping to fights}}
</div>
 
Conquest Locks reset when truce begins each month.
 
=== Truce Period ===
 
At the end of the month, after Capitals are chosen, an automatic Truce Period is activated &mdash; towns and alliances can't place inhibitors on each other or on neutral Territory Generators, and no battles may be fought except to start new towns, for 72 hours. This is the only time alliances may be formed and new towns invited to existing ones, so alliances don't randomly change mid-month and cause strength or confusion issues. Major server updates related to conquest also typically happen during truce, since changing conquest mechanics mid-month would otherwise be unfair.
 
Once truce ends, votes for extra Capital Policies are tabulated, alliances are locked (except for leaving them), and Conquest Battles resume. If an alliance or town will be fighting on Balak, they're locked to that once truce ends &mdash; so towns in that alliance can't then leave to fight on Rivina instead.
 
Truce occurs on the last Sunday of each month (starting at 8PM Eastern), ending the following Wednesday (4PM Eastern). Conquest truces are also declared during large server events, such as the [[State of the Server]], Official [[Tournaments|Festivals]], and the yearly [[Yuletide]] Truce (typically 12AM Eastern on December 23rd to 12AM on the 26th).
 
== Strength ==
 
Strength is gained and lost by fighting in Conquest battles against other towns and alliances. At the end of each month (the last Sunday), the town or alliance with the most strength becomes the capital of their continent &mdash; or world capital, if they have the most strength on Balak.
 
=== Continent Strength ===
 
<div class="loka-feature-grid">
{{Feature|name=Neutral Territories|text=No strength is gained from winning against them}}
{{Feature|name=Decay|text=A territory that loses its link to your town decays after 24 hours; if you have further unlinked territories, one decays every 12 hours after that &mdash; the farthest from your town first}}
{{Feature|name=Losing a T-Gen|text=Costs 25 strength for one to decay, or 50 for your last one (on top of the usual fight strength loss)}}
{{Feature|name=Reinforcement Fights|text=Assume both sides are maximum town level and equal in strength when calculating the change}}
{{Feature|name=Releasing Territory|text=Opens your [[Vulnerability Window|vulnerability window]], removes one attack from your pool, and costs the strength you'd lose fighting a town with 100 strength (28 k-factor)}}
</div>
 
Strength also decays once per real-life day if you hold no territory. The decay-loss formula was changed from using sdiff/800 to sdiff/400, with a final -1 applied to the result:
 
* Decaying territory: <code>decayLoss = getRatingChange(100, territoryStrength, 50) * 2</code>
* Holding no territory: <code>decayLoss = getRatingChange(100, territoryStrength, 50)</code>
 
=== Balak Strength ===
 
<div class="loka-feature-grid loka-feature-grid--compact">
{{Feature|name=Taking Neutral Tiles|text=k-factor of 14}}
{{Feature|name=Fighting Other Towns|text=k-factor of 14 (minimum town level isn't taken into account)}}
</div>
 
== Conquest Points ==
 
=== Earning Them ===
 
Conquest Points can only be earned by taking part in conquest on the isle of [[Rivina]] &mdash; a faster-paced version of conquest known as Blitz mode.
 
<div class="loka-feature-grid">
{{Feature|name=Passive Income|text=Every Rivina tile produces a different number of Conquest Points, from 2 Conquest Points/day on the smallest tile up to 100 Conquest Points/day on the largest}}
{{Feature|name=Randomized Monthly|text=The points each tile yields reset every month, so the highest-value tiles are never in the same place twice}}
{{Feature|name=Non-tangible|text=Conquest Points can't be traded, and are capped at 400}}
{{Feature|name=Attacking a Tile|text=Only a tile worth more Conquest Points than your own can be attacked &mdash; winning swaps ownership and instantly earns you that tile's Conquest Points (e.g. a 40 Conquest Points/day tile nets you 40 Conquest Points immediately)}}
</div>
 
=== Spending Them ===
 
An alliance's leader (if applicable) owns the points and controls who can spend them, purchased from the shop at your town's T-Gen NPC.
 
{| class="wikitable"
! Perk !! Cost !! Effect
|-
| Radars Module || 60 Conquest Points (infinite) || Purchasable infinitely
|-
| 3x Home Tile || 30 Conquest Points (infinite, alliance-wide) || Your home tile produces 3x its loot each cycle
|-
| Double Industry Rolls || 120 Conquest Points (6, alliance-wide) || Your [[Industries]] have a 50% chance to generate double loot each cycle
|-
| Resource Isle || 120 Conquest Points (4, alliance-wide) || The next 200 diamonds mined by any alliance player at a Resource Isle drop double loot; stacks with Silk Touch and Fortune
|-
| Neutral Mobs || 100 Conquest Points (2, alliance-wide) || Hostile mobs are neutral to you and your allies
|-
| [[Fast Travel]] || 60 Conquest Points (4, alliance-wide) || You and your allies can use the boat NPCs to fast-travel between continents
|-
| Town Lockdown || 50 Conquest Points (5) || No hostile, neutral, or nomad players may enter your town at all
|-
| Town Perks || 20 Conquest Points (10) || Your town has all the perks of a level 24 town
|-
| Increase Town Balance || 40 Conquest Points (4) || Instantly add 500 shards to your Town Balance
|}
 
'''Industry Buffs''' (30 Conquest Points each, up to 12 total per month) add up to a shared pool of extra loot to your Industry Rolls:
 
<div class="loka-feature-grid loka-feature-grid--compact">
{{Feature|name=Ender Pearls|text=4 per cycle, dungeon}}
{{Feature|name=Blaze Rods|text=4 per cycle, dungeon}}
{{Feature|name=Ancient Ingots|text=3 per cycle, mine}}
{{Feature|name=Ghast Tears|text=4 per cycle, dungeon}}
{{Feature|name=Gunpowder|text=6 per cycle, dungeon}}
{{Feature|name=Nether Quartz|text=24 per cycle, mine}}
{{Feature|name=Prismarine Shards|text=10 per cycle, mine}}
{{Feature|name=Prismarine Crystals|text=4 per cycle, mine}}
{{Feature|name=Shulker Shells|text=1 per cycle, dungeon}}
{{Feature|name=Glowstone Dust|text=24 per cycle, mine}}
</div>
 
== Conquest Mutators ==
 
Conquest Mutators are modifiers added to fights to make them more interesting and require extra battle-to-battle strategy, categorized into three groups by how much they affect gameplay (light, medium, or large), plus a separate group of Chaos Mutators.
 
=== Light Mechanic Change Mutators ===
 
<div class="loka-feature-grid">
{{Feature|name=Great Wall of Conquest|text=Walls appear cutting the battlefield in half randomly during the fight, randomly picking the x or z axis. The wall is impassible (bedrock to sky limit)}}
{{Feature|name=Robin Hood|text=Bows do double damage (not crossbows)}}
{{Feature|name=Anonymity|text=Player nametags are hidden and everybody has the same skin}}
{{Feature|name=Corruption|text=A random quarter of the battlefield becomes corrupted, dealing damage to anyone who enters. Changes periodically}}
{{Feature|name=Snow Storm|text=A random 20-second countdown starts, and everyone has to take shelter before it hits 0 or take major damage and become slowed}}
{{Feature|name=Stuck in the Mud|text=Huge patches of mud appear in the middle of the battlefield. Stepping in one traps you there for 15 seconds with Slowness II and pearl block}}
{{Feature|name=Spectral|text=Spectral module effect applies to both sides}}
{{Feature|name=Vicious Attack|text=All golems have Vicious Attack}}
{{Feature|name=Debilitating Aura|text=All golems have Debilitating Aura}}
{{Feature|name=Zoomies|text=Everyone has Speed II and cannot be slowed by modules or debuffs}}
{{Feature|name=Crystal Healing|text=End crystals now reapply Speed and Strength buff durations and heal players, instead of damaging them}}
{{Feature|name=Better Together|text=Having 4 or more teammates within 15 blocks grants Regeneration II and Resistance I (or no knockback)}}
{{Feature|name=Lone Wolf|text=Having no teammate within 30 blocks grants Strength III}}
{{Feature|name=The Great Equalizer|text=Every hit is a critical hit}}
{{Feature|name=Spider's Web|text=Spiders spawn on tiles and randomly place cobwebs behind them}}
{{Feature|name=Pearl Blocked|text=Nobody can pearl or use chorus fruit}}
{{Feature|name=Pointless Currency|text=Everyone who dies drops an Opyc}}
{{Feature|name=Seeping Corruption|text=Water on the tile becomes corrupted (water tiles only)}}
{{Feature|name=Blood Mine|text=A landmine is placed wherever a player dies}}
{{Feature|name=Handicap|text=Every kill costs 1 max heart (down to 3 minimum); every death gains 1 max heart (up to 20 maximum)}}
{{Feature|name=Shulkerless|text=Shulkers can't be placed in the battle zone, but players drop all potions in their inventory on death}}
{{Feature|name=Free Fight|text=Potions/AI's etc. are refunded throughout the fight, just like any regular Rivina fight}}
{{Feature|name=Where's Your Head At|text=A beheaded player (with an increased behead chance) spawns a powerful zombie wearing their head in their place &mdash; the head itself isn't dropped, and the zombie fights for one of the teams}}
{{Feature|name=Bola Bonanza|text=Webbed Bolas apply Slowness II and bleed for the duration of the pearl cooldown}}
{{Feature|name=Creep|text=Players who die drop permanent sculk (roughly a 3-block radius) that gives Darkness to anyone standing on it}}
</div>
 
=== Medium Mechanic Change Mutators ===
 
<div class="loka-feature-grid">
{{Feature|name=Air Support|text=Arrow shots from elytras (with a cooldown) explode on contact with blocks and players, dealing high damage}}
{{Feature|name=Empowered Modules|text=All modules are empowered}}
{{Feature|name=Underdog|text=Having fewer lamps than the enemy empowers your modules and buffs your golems}}
{{Feature|name=Small Army|text=Fight is capped to 25 players per side}}
</div>
 
=== Large Mechanic Change Mutators ===
 
<div class="loka-feature-grid">
{{Feature|name=Soul Link|text=Two teammates share a health pool (40 HP / 20 hearts) &mdash; if one dies, both do. Warping in links a new player to your teammate, who has Spectral applied only to you}}
{{Feature|name=Capture the Flag|text=Get charges by killing your own golems, then run to the enemy lamps to overload them. While carrying a charge, you take no knockback, have Slowness I, and can't pearl &mdash; charges last longer as a result}}
{{Feature|name=Mineman Charged|text=Players who die give charges. A neutral golem (or more) sits in the middle of the battle zone as a backup source of charges}}
{{Feature|name=Assassinate|text=On warping in, you're randomly assigned an enemy target (shown on the scoreboard, Spectral'd only to you). Killing them auto-applies a charge to a random enemy lamp}}
{{Feature|name=The Cursed Witch|text=Each team defends a powerful Witch spawning at the other two cardinal structures. Killing the enemy Witch locks down enemy modules for 4 minutes (the mob respawns once the buff wears off)}}
{{Feature|name=Offense is the Best Defense|text=Two capturable points sit at the other two cardinal structures, with a neutral state too. Controlling one empowers your modules; controlling both makes your structure invulnerable}}
{{Feature|name=Piggy Banks|text=Pigs roam the battlefield and drop a coin (an unstable soulbound bag) on death &mdash; dying drops your own coins. A deposit point in the middle of the battle zone periodically banks coins while you stand near it (so you can be interrupted by fighting). Once your side deposits enough, friendly Illagers spawn near the enemy structure to help attack it}}
{{Feature|name=Siege Weapons|text=Three capture points exist &mdash; two at the other cardinal structures, one in the middle. Controlling a cardinal point targets the enemy structure, but only deals damage while you also control the middle point, slowly draining a lamp's health}}
{{Feature|name=The Dark Dimension|text=A portal in the middle of the battle zone leads to a dark, instanced version of the fight &mdash; buildings and golems are identical in both, but the players inside are unique to each. Choose which reality to fight or defend in}}
{{Feature|name=Tower Defense|text=Two capturable points sit at the other cardinal structures, each with a TNT tower acting like four TNT modules in one. Capturing one fires it at the enemy}}
</div>
 
=== Chaos Mutators ===
 
<div class="loka-feature-grid">
{{Feature|name=TNT Tag|text=At the start of the fight, a random player has TNT placed on their head with a timer. Meleeing another player passes it on when the timer runs out; whoever holds it when it expires explodes, killing them and damaging those nearby. A new TNT then spawns on someone else}}
{{Feature|name=Lightning Storm|text=A spot on the battlefield is targeted with lightning, giving players 10 seconds to gather near it. When it strikes, all players within a small radius are randomly smitten &mdash; either taking large damage (8 hearts) or being empowered (full heal, 5 absorption hearts, Strength II, Speed II, Regeneration I)}}
{{Feature|name=GOAT|text=Goats spawn all over the battlefield and aggressively charge at and knock back players}}
{{Feature|name=Landfill|text=Gravel randomly falls from the sky onto the tile, piling up into mounds}}
{{Feature|name=Bouncy Battlefield|text=Jump pads randomly spawn around the battle zone}}
</div>
 
=== Mutator Functions ===
 
<div class="loka-feature-grid">
{{Feature|name=Re-rolling|text=Mutators re-roll every Wednesday, but all disappear on the last Wednesday before the end of the conquest cycle}}
{{Feature|name=Rivina & Balak|text=No mutators apply there}}
{{Feature|name=Newly Captured Tiles|text=A mutator is rolled for a neutral territory if it becomes captured}}
{{Feature|name=Scope|text=Some mutators are continent- or biome-specific}}
{{Feature|name=On the Map|text=Visible with a purple flag &mdash; hover over one to see what's currently active on that tile}}
</div>


Once the truce period ends, votes for extra Capital Policies are tabulated, Alliances are locked (except for leaving them), and Conquest Battles may once again resume. Lastly, if an alliance/town will be fighting on Balak, they will be locked to that once the truce ends. As a result, towns in that alliance cannot then leave and try to fight on Rivina.
[[Category:Loka Info]]
[[Category:Loka Info]]
[[Category:Conquest]]
[[Category:Conquest| ]]
 
----
<small>''Adapted from [https://loka.fandom.com/wiki/Conquest the original Loka Wiki], available under [https://creativecommons.org/licenses/by-sa/3.0/ CC BY-SA 3.0].''</small>

Latest revision as of 13:35, 24 August 2026

Conquest is Loka's system of territorial warfare between towns and alliances, fought over Territory Generators to expand land and gain strength, ultimately deciding each continent's — and the world's — capital.

Territory Generators

Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools; Territory Generators serve as protection for their respective nodes.

To gain territory for your town, locate the Inhibitor Pad near any T-Gen and step on its pressure plate — this is how you begin an attack in any form, creating a battle zone around the T-Gen until the fight concludes.

During an attack, Iron Golems must be killed to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, damaging the power source; this is repeated until the power source is destroyed. Once all 4 power sources are overloaded, the doors to the core room blow open and the battle for the Core can begin.

Cores

The technology involved with T-Gens is something Lokans know little about — that hasn't stopped them from harnessing the power and advantages involved. The cores within the generators have self-defense measures that attempt to kill attackers and slow them down:

Endermites
At intermittent periods an abundance of Endermites spawn — not immediately threatening while geared well, but a big hindrance and can be deadly if ignored
Molten Floor
A chance for the floor to become a deadly area to stand on — it slowly turns into Magma Blocks and deals damage to anyone on it. Players still on it when the effect ends take generally 80-90% of their health in damage
Sub-cores
In deterrence of an attack the core shrouds itself as bedrock, creating three sub-cores that must be destroyed for attackers to continue
Wither Effect
All players in the core room are debuffed with Wither. Emerald Blocks appear on two sides of the room that players can stand on to cleanse the effect
Soulsand
Random 3x3 areas of the room turn to soulsand and deal damage to anybody standing on them — easily avoided, but can easily appear under your feet
Combustion
A random player attacking the core or an Endermite becomes a bomb. After 6 seconds, any players within 10 blocks and line of sight take massive damage and are knocked back

The type of weapon used affects the total damage dealt to the Core — a Diamond Sword does the maximum possible damage in a hit (10 damage, where the core has 7,000 HP). Importantly, if you've been debuffed by Weakness of any level, your damage to the core is reduced by 40%.

Inhibitors

Inhibitors are where attackers warp in during a Conquest battle. Similar to Territory Generators, Inhibitors have 4 lamps and 4 Golem Protectors — to thwart the attack and win a successful defense, all 4 lamps must be overloaded, much like a T-Gen.

Inhibitors have two states, inactive and active. An inactive Inhibitor simply looks like a pad with iron blocks on the ground. Stepping on the pressure plate above the gold block and setting up an attack morphs it into an active state that remains through to the end of the battle.

Attack & Defense Limits

To prevent a town or alliance from quickly wiping out an enemy, or a coalition from wiping out a single town's territories in one sweep:

Attacks
3 times in a 20-hour period — each attack resets 20 hours after it was launched
Defenses
5 times in a 20-hour period — each defense resets 20 hours after an attack

Beacons & Radars

Beacons

Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle — once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In alliances, or when Reinforcements have been called, all beacons in the alliance are synchronized and teleport at the same time.

You have one minute from activating the beacon to get on the pad before the teleport goes off. If your town doesn't have a beacon, you can create one with /c create and then clicking beacon in your chat.

Radars

Radars are territory buildings that towns can create in territories they own. Each radar costs 200 shards to create and takes 15 minutes to come online once placed, and also contributes to the daily upkeep cost of the town that placed it. Only one radar can be placed per territory. Radars alert a player's town when someone enters a territory with a radar, showing that player's coordinates — the player who tripped it also gets a notification that they've been picked up.

Radars can be destroyed by other players. When approached by a player not in the town, a town protector spawns from the radar to defend it; if killed, the attacking player becomes charged and can stand next to the redstone lamps to overload it. Once fully overloaded the radar is destroyed and has to be replaced by the town, dropping some of the shards used for its upkeep. A radar takes 12 charges to destroy.

Conquest Cycle

In order to provide a structured beginning and end to the fighting between towns, conquest cycles are split up into months. They end on the last Sunday of each month at 8PM Eastern, followed by the Truce Period below. The last Sunday of each month is known as Capital Day — when continent capitals are chosen, world capital is chosen, and promotions for Slicer, Sentry, Guardian, and Elder typically occur.

Conquest Locks

Conquest Locks exist so that you can't just move around after fighting for somebody — they make you think hard about where you'll be fighting for the next conquest cycle. Use proper judgement before locking to a conquest month, since you won't be able to move elsewhere to fight once you have.

When you lock to a town — usually by warping to a fight — a GUI informs you that your lock won't be removed until truce is over, so think carefully before locking. Several features are unavailable unless you're locked to the right town:

Modding territories
Placing inhibitors
Accepting Reinforcements
Calling Reinforcements
Warping to fights

Conquest Locks reset when truce begins each month.

Truce Period

At the end of the month, after Capitals are chosen, an automatic Truce Period is activated — towns and alliances can't place inhibitors on each other or on neutral Territory Generators, and no battles may be fought except to start new towns, for 72 hours. This is the only time alliances may be formed and new towns invited to existing ones, so alliances don't randomly change mid-month and cause strength or confusion issues. Major server updates related to conquest also typically happen during truce, since changing conquest mechanics mid-month would otherwise be unfair.

Once truce ends, votes for extra Capital Policies are tabulated, alliances are locked (except for leaving them), and Conquest Battles resume. If an alliance or town will be fighting on Balak, they're locked to that once truce ends — so towns in that alliance can't then leave to fight on Rivina instead.

Truce occurs on the last Sunday of each month (starting at 8PM Eastern), ending the following Wednesday (4PM Eastern). Conquest truces are also declared during large server events, such as the State of the Server, Official Festivals, and the yearly Yuletide Truce (typically 12AM Eastern on December 23rd to 12AM on the 26th).

Strength

Strength is gained and lost by fighting in Conquest battles against other towns and alliances. At the end of each month (the last Sunday), the town or alliance with the most strength becomes the capital of their continent — or world capital, if they have the most strength on Balak.

Continent Strength

Neutral Territories
No strength is gained from winning against them
Decay
A territory that loses its link to your town decays after 24 hours; if you have further unlinked territories, one decays every 12 hours after that — the farthest from your town first
Losing a T-Gen
Costs 25 strength for one to decay, or 50 for your last one (on top of the usual fight strength loss)
Reinforcement Fights
Assume both sides are maximum town level and equal in strength when calculating the change
Releasing Territory
Opens your vulnerability window, removes one attack from your pool, and costs the strength you'd lose fighting a town with 100 strength (28 k-factor)

Strength also decays once per real-life day if you hold no territory. The decay-loss formula was changed from using sdiff/800 to sdiff/400, with a final -1 applied to the result:

  • Decaying territory: decayLoss = getRatingChange(100, territoryStrength, 50) * 2
  • Holding no territory: decayLoss = getRatingChange(100, territoryStrength, 50)

Balak Strength

Taking Neutral Tiles
k-factor of 14
Fighting Other Towns
k-factor of 14 (minimum town level isn't taken into account)

Conquest Points

Earning Them

Conquest Points can only be earned by taking part in conquest on the isle of Rivina — a faster-paced version of conquest known as Blitz mode.

Passive Income
Every Rivina tile produces a different number of Conquest Points, from 2 Conquest Points/day on the smallest tile up to 100 Conquest Points/day on the largest
Randomized Monthly
The points each tile yields reset every month, so the highest-value tiles are never in the same place twice
Non-tangible
Conquest Points can't be traded, and are capped at 400
Attacking a Tile
Only a tile worth more Conquest Points than your own can be attacked — winning swaps ownership and instantly earns you that tile's Conquest Points (e.g. a 40 Conquest Points/day tile nets you 40 Conquest Points immediately)

Spending Them

An alliance's leader (if applicable) owns the points and controls who can spend them, purchased from the shop at your town's T-Gen NPC.

Perk Cost Effect
Radars Module 60 Conquest Points (infinite) Purchasable infinitely
3x Home Tile 30 Conquest Points (infinite, alliance-wide) Your home tile produces 3x its loot each cycle
Double Industry Rolls 120 Conquest Points (6, alliance-wide) Your Industries have a 50% chance to generate double loot each cycle
Resource Isle 120 Conquest Points (4, alliance-wide) The next 200 diamonds mined by any alliance player at a Resource Isle drop double loot; stacks with Silk Touch and Fortune
Neutral Mobs 100 Conquest Points (2, alliance-wide) Hostile mobs are neutral to you and your allies
Fast Travel 60 Conquest Points (4, alliance-wide) You and your allies can use the boat NPCs to fast-travel between continents
Town Lockdown 50 Conquest Points (5) No hostile, neutral, or nomad players may enter your town at all
Town Perks 20 Conquest Points (10) Your town has all the perks of a level 24 town
Increase Town Balance 40 Conquest Points (4) Instantly add 500 shards to your Town Balance

Industry Buffs (30 Conquest Points each, up to 12 total per month) add up to a shared pool of extra loot to your Industry Rolls:

Ender Pearls
4 per cycle, dungeon
Blaze Rods
4 per cycle, dungeon
Ancient Ingots
3 per cycle, mine
Ghast Tears
4 per cycle, dungeon
Gunpowder
6 per cycle, dungeon
Nether Quartz
24 per cycle, mine
Prismarine Shards
10 per cycle, mine
Prismarine Crystals
4 per cycle, mine
Shulker Shells
1 per cycle, dungeon
Glowstone Dust
24 per cycle, mine

Conquest Mutators

Conquest Mutators are modifiers added to fights to make them more interesting and require extra battle-to-battle strategy, categorized into three groups by how much they affect gameplay (light, medium, or large), plus a separate group of Chaos Mutators.

Light Mechanic Change Mutators

Great Wall of Conquest
Walls appear cutting the battlefield in half randomly during the fight, randomly picking the x or z axis. The wall is impassible (bedrock to sky limit)
Robin Hood
Bows do double damage (not crossbows)
Anonymity
Player nametags are hidden and everybody has the same skin
Corruption
A random quarter of the battlefield becomes corrupted, dealing damage to anyone who enters. Changes periodically
Snow Storm
A random 20-second countdown starts, and everyone has to take shelter before it hits 0 or take major damage and become slowed
Stuck in the Mud
Huge patches of mud appear in the middle of the battlefield. Stepping in one traps you there for 15 seconds with Slowness II and pearl block
Spectral
Spectral module effect applies to both sides
Vicious Attack
All golems have Vicious Attack
Debilitating Aura
All golems have Debilitating Aura
Zoomies
Everyone has Speed II and cannot be slowed by modules or debuffs
Crystal Healing
End crystals now reapply Speed and Strength buff durations and heal players, instead of damaging them
Better Together
Having 4 or more teammates within 15 blocks grants Regeneration II and Resistance I (or no knockback)
Lone Wolf
Having no teammate within 30 blocks grants Strength III
The Great Equalizer
Every hit is a critical hit
Spider's Web
Spiders spawn on tiles and randomly place cobwebs behind them
Pearl Blocked
Nobody can pearl or use chorus fruit
Pointless Currency
Everyone who dies drops an Opyc
Seeping Corruption
Water on the tile becomes corrupted (water tiles only)
Blood Mine
A landmine is placed wherever a player dies
Handicap
Every kill costs 1 max heart (down to 3 minimum); every death gains 1 max heart (up to 20 maximum)
Shulkerless
Shulkers can't be placed in the battle zone, but players drop all potions in their inventory on death
Free Fight
Potions/AI's etc. are refunded throughout the fight, just like any regular Rivina fight
Where's Your Head At
A beheaded player (with an increased behead chance) spawns a powerful zombie wearing their head in their place — the head itself isn't dropped, and the zombie fights for one of the teams
Bola Bonanza
Webbed Bolas apply Slowness II and bleed for the duration of the pearl cooldown
Creep
Players who die drop permanent sculk (roughly a 3-block radius) that gives Darkness to anyone standing on it

Medium Mechanic Change Mutators

Air Support
Arrow shots from elytras (with a cooldown) explode on contact with blocks and players, dealing high damage
Empowered Modules
All modules are empowered
Underdog
Having fewer lamps than the enemy empowers your modules and buffs your golems
Small Army
Fight is capped to 25 players per side

Large Mechanic Change Mutators

Soul Link
Two teammates share a health pool (40 HP / 20 hearts) — if one dies, both do. Warping in links a new player to your teammate, who has Spectral applied only to you
Capture the Flag
Get charges by killing your own golems, then run to the enemy lamps to overload them. While carrying a charge, you take no knockback, have Slowness I, and can't pearl — charges last longer as a result
Mineman Charged
Players who die give charges. A neutral golem (or more) sits in the middle of the battle zone as a backup source of charges
Assassinate
On warping in, you're randomly assigned an enemy target (shown on the scoreboard, Spectral'd only to you). Killing them auto-applies a charge to a random enemy lamp
The Cursed Witch
Each team defends a powerful Witch spawning at the other two cardinal structures. Killing the enemy Witch locks down enemy modules for 4 minutes (the mob respawns once the buff wears off)
Offense is the Best Defense
Two capturable points sit at the other two cardinal structures, with a neutral state too. Controlling one empowers your modules; controlling both makes your structure invulnerable
Piggy Banks
Pigs roam the battlefield and drop a coin (an unstable soulbound bag) on death — dying drops your own coins. A deposit point in the middle of the battle zone periodically banks coins while you stand near it (so you can be interrupted by fighting). Once your side deposits enough, friendly Illagers spawn near the enemy structure to help attack it
Siege Weapons
Three capture points exist — two at the other cardinal structures, one in the middle. Controlling a cardinal point targets the enemy structure, but only deals damage while you also control the middle point, slowly draining a lamp's health
The Dark Dimension
A portal in the middle of the battle zone leads to a dark, instanced version of the fight — buildings and golems are identical in both, but the players inside are unique to each. Choose which reality to fight or defend in
Tower Defense
Two capturable points sit at the other cardinal structures, each with a TNT tower acting like four TNT modules in one. Capturing one fires it at the enemy

Chaos Mutators

TNT Tag
At the start of the fight, a random player has TNT placed on their head with a timer. Meleeing another player passes it on when the timer runs out; whoever holds it when it expires explodes, killing them and damaging those nearby. A new TNT then spawns on someone else
Lightning Storm
A spot on the battlefield is targeted with lightning, giving players 10 seconds to gather near it. When it strikes, all players within a small radius are randomly smitten — either taking large damage (8 hearts) or being empowered (full heal, 5 absorption hearts, Strength II, Speed II, Regeneration I)
GOAT
Goats spawn all over the battlefield and aggressively charge at and knock back players
Landfill
Gravel randomly falls from the sky onto the tile, piling up into mounds
Bouncy Battlefield
Jump pads randomly spawn around the battle zone

Mutator Functions

Re-rolling
Mutators re-roll every Wednesday, but all disappear on the last Wednesday before the end of the conquest cycle
Rivina & Balak
No mutators apply there
Newly Captured Tiles
A mutator is rolled for a neutral territory if it becomes captured
Scope
Some mutators are continent- or biome-specific
On the Map
Visible with a purple flag — hover over one to see what's currently active on that tile