Spawner (Clan)

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Overview

Clan Jewel Spawners are clan based, competitive, level capped PvP areas located throughout Astonia.

On entering a spawner, you will be transported to a lobby room. PvP is not enabled in this room. There will be multiple doors inside the lobby that lead into the PvP arena from multiple directions. Inside each arena area is a pedestal that, at a designated time, spawns a clan jewel at the top of it.

To know when a jewel will spawn, you may use /spawn, which provides a list of every spawn timer currently in game. There is also an announcement in the Clan Chat channel (c5) when a jewel is an hour from spawning, with additional announcements in the same channel at 30 minutes, 10 minutes, 5 minutes, 2 minutes, and 1 minute remaining. After which announcements shift to area chat inside of the spawn itself, with announcements for 30 seconds ,10 seconds, and 5 seconds before spawn of that jewel.

If a character is the only character around the 8 squares surrounding a pedestal at any given time after the jewel has spawned, they can grab the jewel. This includes members of your own clan and characters you cannot see that are in /thief or stealth.

The objective of a spawn is to remove the other players from the area surrounding the pedestal and be the clan to claim the jewel, thus funding the life of your clan.

The area itself is an arena, you can fight alts from other clans in an area where deaths are not real. A death in the arena only means your character is sent back to the last blue square it hit, and cannot enter the spawn again for another 90 seconds.

Each spawn has a small greendot, which when used will teleport you out of the spawn to the last blue square you touched. This will give you the 90 second cooldown for reentry. You may also logout(f12) in a spawn arena, doing so will also remove you from the arena and put you back at the blue square last touched, with a cooldown on reentry. Logging out in the lobby does not teleport you out.

Clan Warrior Update

As of April 2022: Clan Warrior now provides double value of modifiers from gear, while in Spawns.

Example: a +5 HP item will provide +10 while in Spawns.

This will NOT push modifiers beyond what is normally possible.

Rules for Entry

Getting to a Spawn

In the clan area near the clan master, speak to Solomon. Simply say "Spawn #" to be teleported into that specific spawn. (e.g. "spawn 36" to go to the level 36 spawn). Teleporting this way will give you 40 large combo potions to use during the spawn. These potions are lost outside of the clan area.

After entering a spawn this way, you are unable to be teleported again for 90 seconds, regardless of whether you "died" or not.

Maximum level cap

Each spawn comes with a maximum level cap. It is worth noting that as long as you do not officially reach the next level, your character can still enter.

e.g You use /nolevel and are level 36, with your exp bar 100% full, you have not yet hit level 37 and thus can still enter the level 36 spawner

Minimum level cap

Each spawn comes with a minimum level. Players can enter a clan spawner if their character's level is <= 10 of the spawner.

e.g. On trying to enter a level 40 spawner a level 38 character can enter, but a character level 29 could not. Characters level 90+ enter any spawner equal to or above their level.

Common Spawn Alts

Below is a list of common types of spawn alt "builds". This list is not exhaustive, as many players will make more niche, or unique, builds, but is intended only to inform players on common character archetypes. With the exception of "Ped" spawn alt builds are named for the primary stats they have raised, giving you a good general idea of what any character can do based on that build name. (e.g wc/imm is a character build that focuses on warcry and immunity, while wc/att focuses on warcry and attack)

Alt Name About
Ped A build made to take very little physical or magical damage. This kind of alt has little to no offensive stats and is made to stand in those 8 squares around the pedestal and be the last character standing, to grab the jewel. Which is where it gets the name "ped". Typically has slightly higher magic defense, as immunity is typically raised high enough to not be "stunned" by the warcry alts, or at least close, so they can continue to recast their life shield.
Sap/Tap Sword (or two-hand) attack parry. As the name suggests this character is made to do heavy physical damage, while receiving little physical damage. Typically built to deal large amounts of damage to Sai/Tai alts and to the ped once it is safe for them to be in that area. Takes high damage from caster builds.
Sai/Tai Sword (or two-hand) attack immunity. A melee focused build focused on killing the casters with low melee defense (e.g. lf or lf/imm). Takes high damage from other melee builds.
Bal A "balanced" build, this build typically focuses on having main stats (sapi, or lf/ms/imm) roughly near each other, to be a generalist. Will be outdamaged by alts built for damage, outlived by alts meant to not die, but generally does every roll "okay"
Wc The primary purpose of a warcry alt is to keep other characters from being able to cast their spells and to keep enemies slowed. By having high enough warcry, a character can effectively silence any character which does not have high enough immunity. A pure warcry build typically also focuses stealth to stay hidden, as they have no other offensive or defensive capabilities.

Derivatives of this build include: Wc/att: A build made around stunning most characters, and dealing physical damage to those slowed and stunned characters. Wc/imm: A build made around being less likely to be killed by lf/imm builds which typically hunt wc alts. Wc/lf typically only built in higher spawns due to exp constraints, this build focuses on casting many lbs while keeping the stun up.

Frz The purpose of a freeze build is to reduce the speed of characters below given speed breaks to lower the movement/attack/casting speed of those characters. Both reducing their damage done, and increasing the chance of killing as they will have a harder time recasting their life-shield fast enough to keep up with incoming damage. This character typically also focuses on stealth to stay hidden, as they have no other offensive or defensive capabilities.

Derivatives of this build include: Frz/lf: Meant to assist in dealing damage after freezing enemies, this build is particularly useful against Sap/Tap builds Frz/imm: Meant to survive better in areas of heavy spell damage, this build has a slightly easier time freezing inside whatever room the pedestal is in, as that room also typically has large numbers of lightning-balls going through.

Lf Lightning. Just pure lightning. These builds are typically glass cannons who try to use range to live casting lightning-balls into a given area. Extremely high damage, extremely squishy. All derivatives of this build give up some damage for some other benefit

Derivatives of this build include: Lf/frz: (see frz/lf) Lf/imm: This build typically has extremely high immunity, often meant to not be stunned by warcry alts and be able to "sweep" areas with lightning spells to find and kill warcry alts. This build is often used as a way to deal with mage alts. Lf/ms: A caster build made to take little melee damage. Made more frequently in spawns that have tight quarters where the caster will be dealing with heavy melee damage.

Fire For every Lf build, there is a comparable fire build. The difference is in how the damage is applied. Lightning-ball does damage around it as it travels and travels slowly. Fire does higher damage, but only in the select area in which it hits. If lightning builds are the machine guns that cleanup whole areas, fire builds are the casters that do significant targeted damage, due to the nature of their hp damage.

Common Spawn Terminology

Below is a list of most, but not all, common spawn terminology. It is not exhaustive, and also does not include the alts listed above.

Name Meaning
Ped The pedestal at which the clan jewel spawns.
Lobby The waiting room after you teleport into a spawn area.
Green Dot The small green dot typically located in the far corners of a spawn that teleport you out.
Packing The community made term for a clan that brings a "large" (i.e. disproportionate compared to other clans at the time) number of people to a spawn.
Drag The act of moving another players character by moving when they attack you. Typically this is done to remove a defender from the ped so your clan can get the grab.
Grab Using the pedestal when no one else is on it, to get the clan jewel.

Time mechanics

Each spawn has a "base" time before it will spawn again which is the average time on the table below. After a jewel has been grabbed the next time for that spawn can be 50% to 150% of the base time found below.

So a 16 hour spawn can go as low as 8 hours, or as high as 24, or really anywhere in the middle.

While slightly more complex than that, it is a good general understanding. The server is setup so two spawns will not happen at once, and they happen on a 30 minute interval where each spawn will occur on the hour or half hour. This might sometimes skew things a little outside their normal numbers if all slots are taken within the normal time frame.

Clan Jewel Spawners Time To Spawn
Max Level Max Stat

Bonus

Jewel Spawn Time

(Average, hrs)

1 +1 24
5 +3 12
15 +5 16
18 +6 16
20 +7 16
24 +8 48
28 +9 16
30 +10 48
34 +11 48
36 +12 16
38 +12 48
40 +13 48
42 +13 48
43 +14 48
44 +14 16
45 +14 48
46 +15 48
48 +15 48
50 +16 48
52 +16 24
60 +19 24
64 +20 48
68 +20 24
76 +20 24
84 +20 48
92 +20 48
100 +20 48
108 +20 48
160 +20 48
200 +20 48