Order, Chaos and Balance mean war: raid an enemy's treasury and steal their town's gold, get access to a unique and rewarding dungeon, and conquer a town for oneself.
To join the militia of a town a player must first become a citizen of a town. To become a citizen of a town one needs to simply say "I wish to become a citizen" while inside the proximity of that town. If you are already a citizen of a different town, you must say "I revoke my citizenship" and wait one hour before you're able to become citizen of a new town. IMPORTANT: Citizenship applies to all characters on your account; citizenship is "account wide," not character specific. Once a player becomes a citizen one can join the militia by double clicking the town's militia stone. To leave the militia the player may say "I resign from the militia."
The King of a town can either be the alliance leader of Order, Chaos, or Balance, be an ally of one of these, or not allied to anyone (rogue).
Order, Chaos, and Balance militia are flagged as enemies to one another (orange). Rogue towns are flagged orange to all other town militias. This is completely separate from regular player-instigated guild wars, though you are still free to participate in normal orange and green guild v. guild combat.
Only players within their respective militia may heal each other. There is no "blue" healing of players in factions, and opposing factions may not heal each other (note: factions are not "opposing" if they are allied under Order, Chaos, or Balance). This includes in PvM circumstances. You may not heal your party member if they are a member of a militia and you are not in that militia!
Commands & Vulnerability Times
In game, type [ocleaderboard to see combat stats regarding OCB. Type [vulnmap to see a calendar indicating which town is vulnerable. Type [controlmap to see which town/alliance controls each town (thereby earning its bonus - see below).
Every day of the week, towns/alliances may battle for control of Wind (and subsequently Fire Dungeon - IPY's unique "raid" dungeon) from 7PM - 8PM EST. Monday through Friday, town vulnerability occurs from 8PM - 9PM EST. Saturday and Sunday, town vulnerability occurs from 2PM EST - 3PM EST (BUG: the town criers will announce vulnerability from 8PM - 10PM EST and 2PM - 4PM EST respectively). Town criers in every city will give warning for these events for 1 hour prior (text containing "at the top of the hour"), and the 1 hour duration (text containing "to arms").
Capturing a City
Some general notes: 1. If you are in an alliance, you capture towns in the name of the alliance leader. 2. If you are not in an alliance, you capture towns for your own town. 3. Town buffs are given to all members of the alliance. 4. When a town joins an alliance, all towns controlled by that town's militia transfer over to the militia leader, and the buff(s) will benefit everyone in the alliance. 5. Server restarts / crashes will now keep track of capture status (it will resume where it left off when the server comes back up).
The process to capture a town works as follows:
During town vulnerability timeslots, enemy militia may not recall or gate into guard protection of the vulnerable town. Defending militia is still able to recall directly to any rune marked in the town.
Within each town are 4-5 braziers.
To light a brazier you need brazier dust in your backpack. Brazier dust can be farmed from Order and Chaos elementals at the Minax fort. Then you can do one of two things to light the brazier: 1. Cast flamestrike and target the brazier. 2. Go into war mode, unequip your weapon and repeatedly double click on the brazier. Braziers can be doused by an opposing faction member simply by double clicking it.
Once more than half of the braziers are held by an enemy faction, the enemy slowly starts to accumulate control of the city, displayed as a %-number above the braziers in said city. The more braziers that are held, the faster this happens. If the assaulting faction ever controls less than half of the braziers, then their control of the city will slowly deteoriorate back to 0% in favor of the militia that now controls the majority of the braziers (could be the defending militia, or a different assaulting militia).
Once the attackers reach 100%, all of the braziers will become unlit and the attackers now own the city. This means that they will no longer be on the offense but on the defense and will have to douse (put out) any braziers that are lit in attempts to retake the city. This cycle continues until the end of the OCB timeslot.
Treasuries are filled via tax revenue. When goods are purchased from any NPC vendors, an amount dependent on the city's tax rate (set by the King) will be deposited into the city's treasury. An enemy militia can steal a treasury if they control the town and are of an opposing faction.
The treasury is ideally defended by a King and that town's militia against an enemy militia. The King places treasury walls which defend against entrance. Specially crafted bombs are required to blow up treasury walls. The bombs must be left unhindered for a certain number of seconds before they explode. Depending on the strength of treasury walls, varying numbers of bombs must explode simultaneously to take it down, and enemy militia players can also destroy them (using spells, or other means). One bomb will destroy an iron gate. Three bombs will destroy a magical gate (energy field graphic). However, it is possible that treasuries are not defended by any gates at all.
If an enemy militia steals a treasury (requires GM Stealing), it is ran from the enemy treasury room to your home town's treasury room. Those holding treasury chests will be flagged a bright yellow color, and cannot recall or use player-made gates. They may traverse the world via boat or on foot. When you click to drag the treasury, a cursor will appear asking you where you want to place the treasury. You may drop it on the ground, assuming the location is not blocked. Dropping the treasury in your town's treasury room will begin a 3 hour timer. If the stolen treasury remains in the room for the full 3 hours, 50% of the stolen treasury will be added to the treasury of the room it is placed in.
By killing members of an enemy militia you will increase your militia score. To view your current score, type [showscore. Your militia title will change as your score changes. The person in each militia with the highest score will be given the title of Hero of their town. You can toggle whether or not you want titles to appear by typing "toggle rank" without the quotes - and note there is no bracket as with most other in-game commands. Each militia has their own militia vendor (side note: these vendors can be used to learn the color associated with each town, i.e. you can visit the Jhelom militia vendor to learn that Jhelom's militia color is crimson). They sell treasury bombs, militia clothing, infiltration dust, and Baron's rings. You will need both gold and militia credits to purchase items from the militia vendor. Earn militia credits by lighting braziers when sieging another town, or dousing braziers in defense of a town your militia or alliance controls. Militia clothing (bandana, sash, robe) give a damage bonus against enemy militia members. The damage bonus is always active, and the strength of the bonus is proportional to the cost of the item (i.e. the robe gives the strongest bonus). The bonuses do not stack, so most players simply purchase only the robe.
Bonuses for capturing a city include special town buffs (not to be confused by the buffs awarded citizens of the town) active during the OCB timeslots. Below is a list of OCB-related bonuses for each town.
-O/C was replaced by O/C/B on April 2, 2011 - patch notes April_2,_2011