Realm Domination/Capturing and Defending: Difference between revisions

From Descendants of Darkness Wiki

Correct sanctuary name to System Land
Simplify the player guide; put first steps before detailed rules and reduce repetition
 
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Realm battles use one region-wide bar. During the control phase it measures the owner's control. During the claim phase it measures the planted flag team's claim. Read the named team and phase together with the percentage.
'''Win a region by filling your planted flag's claim to 100%.''' In enemy territory, you first weaken the owner, then build your claim. Reaching zero on the owner's bar alone does not capture it.


'''A region changes owner only when an opposing flag's claim reaches 100%.''' Zero control alone never removes the current owner.
== Before you fight ==


== Prepare for a battle ==
# Turn on '''Take part''' and wear your DoD HUD.
# Meet in the same sim, outside System Land and safe zones.
# Stay alive and on foot. Stand, walk, or run normally on the ground, a floor, or a platform.
# Choose your flag planter and make sure they carry a flag.


# Opt in on the website and wear your working HUD.
The battle covers the whole region. Teammates can spread across parcels outside safe areas; there is no flag circle to stand in. No flag object needs to be rezzed, so a no-build parcel does not block play.
# Choose who will plant and make sure that player has a flag.
# Travel to the same Second Life sim, outside System Land and safe zones. Realm Domination follows DoD's gridwide play.
# Remain alive and grounded on foot. A floor or raised platform counts as a supporting surface.
# Check the HUD's influence message before relying on your headcount.


You can spread across parcels in the region outside safe areas; no fixed flag radius is required. Flying, sitting, crouching, falling, knockback, and moving too fast remove a player's own influence until they are ready again. A player counts once, even with more than one HUD.
More players who can take part give their side an advantage. Equal numbers hold the bar still. Fighting opponents helps remove them from the count.


== Capture Unclaimed territory ==
== Capture Unclaimed territory ==


# Find a region showing '''Unclaimed''', outside System Land and safe zones.
# Open your flag and choose '''Use'''. A successful plant spends one flag.
# Open a flag from your Bag or shortcut.
# Keep the planter alive and in the region.
# Choose '''Use'''. One flag is spent when planting succeeds.
# Outnumber players outside your flag's team and fill your claim to '''100%'''.
# Keep the original planter alive and in the region.
# Bring more eligible flag-team players than eligible opponents into the region.
# Fill the claim from zero to '''100%'''.


Your team then owns the region and receives '''15 minutes''' of capture protection. No existing owner loses territory when an Unclaimed region is captured.
Your team then owns the region and receives '''15 minutes''' of capture protection.


Equal eligible numbers hold the claim still. More opponents push it down. Only the planted flag's team can win that claim.
== Capture enemy territory ==


== Take enemy territory ==
=== Lay Siege: weaken the owner ===


=== Lay Siege: lower the owner's control ===
# Open your flag and choose '''Lay Siege'''. Carrying a flag is required, but no flag is spent.
# Outnumber the defenders to lower the owner's control.
# At '''50% or below''', you can plant.


# In an enemy '''Controlled''' region, open a flag from your Bag or shortcut.
During this stage, everyone outside the owner's team helps weaken it. Simply visiting a quiet owned region does not start a siege.
# Choose '''Lay Siege'''. You must carry a flag, but starting the siege spends none.
# Bring eligible attackers into the region to lower the owner's bar to '''50% or below'''.
 
Eligible owner-team players defend. Eligible players from all other teams apply pressure together. An attacking majority lowers the owner's bar. Simply passing through a quiet owned region does not begin a siege.


=== Use: plant your flag ===
=== Use: plant your flag ===


# When the owner's control is '''50% or below''', open your flag dialog.
# Open your flag and choose '''Use'''. A successful plant spends one flag.
# Choose '''Use'''. A successful plant spends one flag and starts the flagged attack. Only one flag can be planted in a region.
# Protect the planter and continue lowering the owner's control to zero.
# Keep the original planter alive and in the region while your team continues the attack.
# When the display becomes '''Contested''', outnumber everyone outside your flag's team and fill your claim to '''100%'''.
 
=== Complete the capture ===
 
# Keep weakening the owner until its control reaches zero. The display changes to '''Contested''' and begins showing your flag team's claim.
# Outnumber everyone outside your flag's team and fill that claim to '''100%'''.
# Ownership changes when the claim reaches 100%.
 
The old owner remains the holder throughout the growing enemy claim. '''Held by''' on the HUD identifies that owner.
 
If an enemy region is already at zero control with no flag planted, choose '''Use''' to begin the claim directly. '''Lay Siege''' is not offered there because nothing remains to drain.
 
If the owner's bar reaches zero without any planted flag, the owner keeps the region. Attackers must still plant and win a claim. Owners can return and refill their control.
 
== Fighting alongside another attacking team ==
 
During the control phase, different non-owner teams help drain the owner together. Once a flag's claim begins, everyone outside that flag's team opposes its claim, including the previous owner and other attacking teams.
 
Agree which team will plant before the assault. Helping a different team's siege does not put you on that team's flag or award your team its capture.
 
== How the bar moves ==
 
An active battle normally updates about every '''two seconds'''. Each extra eligible player on one side gives one point of advantage, up to '''four points per update'''.
 
{| class="wikitable"
! Situation !! Bar movement per update
|-
| Six owners defending against five attackers || Owner gains 1 point
|-
| Three defenders against three attackers || Owner's bar stays still
|-
| No defenders against five attackers || Owner loses 4 points
|-
| Four flag teammates against one opponent during a claim || Flag claim gains 3 points
|}
 
With no interruptions, one unopposed player can fill a full claim in about '''200 seconds'''. A maximum advantage can fill it in about '''50 seconds'''. Taking a fully controlled enemy region requires draining one bar and filling another, so those ideal times become about '''400 seconds solo''' or '''100 seconds at maximum advantage''', plus planting and update delays.
 
These are examples, not a countdown promise. Deaths, changing numbers, movement, safe areas, ties, and delayed HUD updates change the pace.
 
== Protect the original planter ==
 
The flag needs its original planter alive and in the region for forward progress. Teammates can strengthen or hold the attempt, but cannot replace that player.
 
{| class="wikitable"
! What happens !! Effect on the planted flag
|-
| The planter dies, including from hunger || The flag breaks at the next capture update, even with teammates present.
|-
| The planter flies, sits, crouches, falls, or moves too fast while still confirmed in the region || The planter's own influence stops. Eligible grounded teammates can keep moving the bar and earn their time. This alone does not break the flag.
|-
| The planter leaves, detaches the HUD, enters a safe area, opts out, changes away from the flag's team, or loses a working connection || Forward progress stops. Eligible flag teammates can oppose enemies and hold existing progress, but cannot take over the planter's role.
|-
| No eligible flag teammate remains and the planter is no longer confirmed in the region || The flag breaks after 30 continuously observed seconds.
|-
| A Contested claim is at zero and the flag team remains outnumbered || The flag breaks after 20 continuously observed seconds.
|-
| The owner refills its control to 100% while the flag is planted || The flag is repelled and the owner receives protection.
|}
 
Once a flag is planted against an owner, an absent planter also stops attackers from lowering the owner's control. Defenders can still refill it. A planter who is only airborne or seated in the region does not stop grounded teammates from continuing the attack.
 
During a claim, opponents can push the claim down while the planter is away. A tie at zero does not trigger the outnumbered timer. Returning eligible teammates can stop the absence countdown; forward progress resumes when the original planter is back and ready, provided the flag survives.
 
== Defend your region ==
 
# Respond to the team alert or check the website's '''Attack feed''' and '''Your team's regions'''.
# Travel to the region and bring eligible members of the owning team.
# Stay grounded outside safe areas and outnumber the attackers.
# Refill your control to '''100%''' while the enemy flag is planted, or break the flag through combat and opposition.
# After a flag breaks, refill any remaining damage to 100% to gain protection from that flagged attack.
 
Killing the original planter breaks the flag at the next capture update. You cannot directly attack a separate flag object. Recovering only above 50% does not repel a planted flag; full recovery to 100% does.
 
If the enemy is already filling a claim, your team still owns the region. Break that flag and ownership stays with you, with your control at zero. Return eligible defenders to refill it.


Surviving a flagged attack records a team defense. Breaking a flag in previously Unclaimed territory does not award a defense to a team that never owned it. Refilling after a siege that never planted a flag does not count as a successful flag defense and does not grant this capture protection.
Only the planted flag's team can win the claim. Other attacking teams oppose it once the claim starts, so agree who will plant before the assault.


== Protection, quiet territory, and safe areas ==
If enemy control is already at zero with no flag planted, choose '''Use''' directly. The old owner keeps the region until your claim reaches 100%; '''Held by''' identifies that owner.


Realm Domination can be played on any sim in Second Life except System Land and safe zones. System Land is a sanctuary where you earn flags alongside Essence.
== Protect your planter ==


Protection lasts '''15 minutes''' after a completed capture or a full recovery from a flagged attack. It blocks a new siege or flag plant while active. It does not grant immunity from ordinary combat where combat is normally allowed.
The original planter must stay alive and in the region. Teammates cannot take over that role.


Ownership remains when protection ends or the owners leave. A quiet region's damaged bar does not automatically heal or decay. An eligible owner returning to a damaged region can begin restoring it.
If the planter dies, the flag breaks at the next battle update. Leaving the region, entering a safe zone, opting out, or losing connection stops forward progress until they return and can take part again.


A siege without a flag can settle when there are no enemies left and either control is full or no owner is present to refill it. It normally settles after 30 seconds; at zero with nobody there to refill, it can settle immediately. The remaining control value is kept.
Flying or sitting stops the planter's own influence, but grounded teammates can still advance while that planter remains alive and confirmed in the region. See [[Realm Domination/Help and FAQ|Help and FAQ]] for absence timers and other exceptions.


Safe parcels and height-restricted safe areas exclude the players inside them. A whole-region safe zone blocks play everywhere in that region. If an ongoing flagged attack is paused by a whole-region safe zone, the website can keep it visible with its frozen bar and '''Safe zone — attack paused'''. A safe zone is not a timed protection countdown.
== Defend your territory ==


== Personal contribution and team records ==
# Respond to the attack alert or find the battle on the website.
# Bring members of the owning team and outnumber the attackers.
# Refill your control to '''100%''', defeat the flag planter, or push back an enemy claim until its flag breaks.
# After the flag breaks, restore any remaining control damage to 100%.


{| class="wikitable"
A full recovery from a flagged attack grants '''15 minutes''' of protection. Recovering just above 50% does not repel a planted flag. You cannot attack a separate flag object.
! Result !! How you earn it
|-
| '''Capture helped''' || Accumulate at least 30 seconds of eligible help for the winning flag team during that planted attempt.
|-
| '''Successful flags''' || Your planted flag completes a capture. This is separate from capture-help credit.
|-
| '''Defense helped''' || Normally accumulate at least 30 seconds helping the owner during a flagged attempt that it survives.
|-
| Shorter defense qualification || If the flag breaks because its planter died or its team left, a defender still counted when it breaks can qualify with 20 seconds of help.
|-
| '''Time attacking / Time defending''' || Your counted time participating in active territory fights.
|}


Helping drain an owner before a flag is planted can record attacking time, but does not count toward that later flag's 30-second capture-help requirement. Arriving at the last moment does not automatically earn an assist.
Your team still owns the region during an enemy claim. If that flag breaks, return defenders to rebuild your control from zero.


Tied active fights can still earn contribution time. Quiet ownership, protection, and standing in an empty Unclaimed region do not earn fighting time. While the flag's planter is absent, merely holding existing progress gives the flag team no new attacking or capture-help time. Grounded teammates can still earn time when the planter is only airborne or seated in the region.
== After a battle ==


Death, departure, or opting out after valid help does not erase that earlier contribution. A player whose participation is suspended when an attempt finishes receives no personal capture or defense success credit for it.
Protection blocks new Realm sieges and plants; ordinary combat still follows the area's rules. Safe zones also block Realm play, but are separate from timed protection.


A planter can earn both '''Capture helped''' and a successful flag result. They are separate measures. Teams record successful captures, successful defenses, regions held now, and regions lost. A region is lost when an opposing claim completes, not when its owner's control reaches zero.
Ownership stays when protection expires or your team leaves. Damaged control does not repair itself in quiet territory; return to restore it.


Review completed attempts under '''My campaign → History'''. See the [[Realm Domination/Website Guide|Website Guide]] for filters and attempt details, or [[Realm Domination/Help and FAQ|Help and FAQ]] for problems during a fight.
Review results under '''My campaign → History'''. The [[Realm Domination/Website Guide|Website Guide]] explains where to find them. The [[Realm Domination/Help and FAQ|Help and FAQ]] explains contribution credit and detailed battle rules.

Latest revision as of 18:10, 8 October 2026

Win a region by filling your planted flag's claim to 100%. In enemy territory, you first weaken the owner, then build your claim. Reaching zero on the owner's bar alone does not capture it.

Before you fight

  1. Turn on Take part and wear your DoD HUD.
  2. Meet in the same sim, outside System Land and safe zones.
  3. Stay alive and on foot. Stand, walk, or run normally on the ground, a floor, or a platform.
  4. Choose your flag planter and make sure they carry a flag.

The battle covers the whole region. Teammates can spread across parcels outside safe areas; there is no flag circle to stand in. No flag object needs to be rezzed, so a no-build parcel does not block play.

More players who can take part give their side an advantage. Equal numbers hold the bar still. Fighting opponents helps remove them from the count.

Capture Unclaimed territory

  1. Open your flag and choose Use. A successful plant spends one flag.
  2. Keep the planter alive and in the region.
  3. Outnumber players outside your flag's team and fill your claim to 100%.

Your team then owns the region and receives 15 minutes of capture protection.

Capture enemy territory

Lay Siege: weaken the owner

  1. Open your flag and choose Lay Siege. Carrying a flag is required, but no flag is spent.
  2. Outnumber the defenders to lower the owner's control.
  3. At 50% or below, you can plant.

During this stage, everyone outside the owner's team helps weaken it. Simply visiting a quiet owned region does not start a siege.

Use: plant your flag

  1. Open your flag and choose Use. A successful plant spends one flag.
  2. Protect the planter and continue lowering the owner's control to zero.
  3. When the display becomes Contested, outnumber everyone outside your flag's team and fill your claim to 100%.

Only the planted flag's team can win the claim. Other attacking teams oppose it once the claim starts, so agree who will plant before the assault.

If enemy control is already at zero with no flag planted, choose Use directly. The old owner keeps the region until your claim reaches 100%; Held by identifies that owner.

Protect your planter

The original planter must stay alive and in the region. Teammates cannot take over that role.

If the planter dies, the flag breaks at the next battle update. Leaving the region, entering a safe zone, opting out, or losing connection stops forward progress until they return and can take part again.

Flying or sitting stops the planter's own influence, but grounded teammates can still advance while that planter remains alive and confirmed in the region. See Help and FAQ for absence timers and other exceptions.

Defend your territory

  1. Respond to the attack alert or find the battle on the website.
  2. Bring members of the owning team and outnumber the attackers.
  3. Refill your control to 100%, defeat the flag planter, or push back an enemy claim until its flag breaks.
  4. After the flag breaks, restore any remaining control damage to 100%.

A full recovery from a flagged attack grants 15 minutes of protection. Recovering just above 50% does not repel a planted flag. You cannot attack a separate flag object.

Your team still owns the region during an enemy claim. If that flag breaks, return defenders to rebuild your control from zero.

After a battle

Protection blocks new Realm sieges and plants; ordinary combat still follows the area's rules. Safe zones also block Realm play, but are separate from timed protection.

Ownership stays when protection expires or your team leaves. Damaged control does not repair itself in quiet territory; return to restore it.

Review results under My campaign → History. The Website Guide explains where to find them. The Help and FAQ explains contribution credit and detailed battle rules.