Realm Domination/Help and FAQ

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Start with the message on your Realm display. Find your question below for troubleshooting or detailed rules.

Quick help

I cannot find the Action Bar or Bag

  1. Wear your DoD HUD, click its settings button, and choose Action bar.
  2. Click the Bag button at the Action Bar's left end.
  3. If the movement handle is off screen, move the main HUD into view first, then drag the bar using its right-hand handle.

Wait for reconnection if the controls are unresponsive. If they remain unavailable, contact game support with the visible message and what you were trying to do.

Why is Lay Siege or Use missing?

  1. Check Take part, your in-game availability, and your flag balance.
  2. Stand outside System Land and safe zones, then let the display refresh.
  3. Check the region's owner, control bar, protection, and whether a flag is already planted.

Lay Siege requires enemy territory with control left to drain and a carried flag. Use requires Unclaimed land or enemy control at 50% or below. You cannot plant in your own territory or during protection. Close and reopen the dialog after landing or reconnecting.

Why is the bar not moving?

Stay alive, opted in, and on foot in the battle's region, outside safe areas. Flying, sitting, crouching, falling, knockback, or excessive speed stops your own influence. Normal Second Life running fits the 5.5 metres-per-second ground-speed limit.

Equal numbers hold the bar still. Each player counts once, even with multiple HUDs. After landing or teleporting, allow a fresh update. If a flag is planted, also check its original planter.

Why have I not earned a flag?

  1. Check Take part, stay alive with your HUD worn, and visit System Land.
  2. Complete any Discord verification requested for its rewards; the DoD Discord link is available.
  3. Allow the roughly five-minute checks to count your presence. The first successful check establishes your arrival; time follows later checks.
  4. Check whether you have earned two today or already carry six.

The milestones are 30 and 60 verified minutes total that SLT day. Offline time does not count. Discord verification for System Land rewards is not a separate requirement for every Realm battle. See Flags for full-Bag and rejoining rules.

What do sanctuary messages mean?

Sanctuary · your influence sleeps means your location blocks Realm play. Claimed by The Darkness describes an unclaimed safe location, not a rival team you can defeat.

System Land is a sanctuary. Other safe zones may cover a parcel, a height range, or a whole region. A safe parcel does not make the whole sim safe. A whole-region safe zone can pause an existing attack, shown as Safe zone — attack paused on the website.

Why is a battle or result missing from the website?

Attack feed shows planted attacks against existing owners. It excludes unflagged sieges and Unclaimed captures; find your team's capture attempts under Your team's regions.

Active lists refresh about every 15 seconds; completed results can take roughly 15 minutes. Team changes may also take a short time. Follow your Realm display during play. Use the offered retry controls for errors; do not repeatedly change Take part to refresh results.

Lost regions is a history, so recovered regions remain listed and separate losses can appear more than once. Region lost means a completed enemy capture. Control reached zero entries explicitly say capture is not confirmed; their recorded bar is not the live region's bar.

A few other questions

  • Do I need Patreon? No. Signed-in DoD players can join through Take part, subject to their character's ability to participate.
  • Does territory award extra Essence? Captures do not automatically grant territorial Essence or an additional activity award. Normal DoD rewards continue under their usual rules.
  • Can I fight without joining Realm? Ordinary combat still follows the area's rules, but you do not move the Realm bar or earn its contribution credit.
  • Does closing the website stop participation? No. Turn off Take part to opt out. Logging off or detaching removes in-world influence but keeps that saved choice and unused flags.
  • What time does the website use? SLT, including its daylight-saving changes. Days start at midnight, weeks on Monday, and months follow the SLT calendar.

Detailed rules

Use these explanations when you need to check a specific battle rule.

What happens if the planter leaves, flies, or dies?

Situation What happens
The planter dies, including from hunger The flag breaks at the next battle update, even with teammates present.
The planter flies, sits, crouches, falls, or moves too fast while still present Their own influence stops. Grounded teammates can keep advancing and earning time. This alone does not break the flag.
The planter leaves, enters a safe area, detaches the HUD, opts out, changes teams, or loses connection Forward progress stops. Teammates can resist opponents and hold progress, but cannot replace the planter.

With a flag planted, an absent planter also stops attackers draining the owner's control. Defenders can still restore it; during a claim, opponents can still push the claim down.

Progress resumes when the original planter returns and can take part on the flag's team, provided the flag survives. Holding progress during their absence gives flag teammates no new attacking or capture-help time.

When does a flag break?

  • Planter death: at the next battle update.
  • Absence: after 30 continuous seconds with no flag teammate able to help and the game no longer able to confirm the planter is in the region.
  • Claim defeated: after 20 continuous seconds at zero while the flag team remains outnumbered. A tie at zero does not start this timer.
  • Full owner recovery: restoring control to 100% repels a planted flag.

Returning teammates can stop the absence countdown, but forward progress still needs the original planter. A successful plant is not refunded when its flag breaks. Find the recorded cause under My campaign → History → View attempt.

We reached zero. Why do the defenders still own it?

The owner's control and your flag's claim are different stages. At zero control, a planted flag begins its claim. Only a completed 100% claim changes ownership.

Without a flag, the owner keeps the region and can restore control. If an enemy claim breaks before winning, the owner still holds the region at zero.

How quickly does the bar move?

Active battles normally update every two seconds. Each extra player on one side gives one point of advantage, up to four points per update. Ties hold the bar still.

During owner control, all non-owner teams combine against the owner. During a claim, everyone outside the flag's team opposes it.

An uninterrupted full claim takes about 200 seconds with one unopposed player or 50 seconds at maximum advantage. Draining a full enemy bar and filling a claim takes about 400 or 100 seconds, plus planting and delays. These are examples; changing numbers and interruptions affect the pace.

When do defense and protection count?

Protection lasts 15 minutes after a completed capture or full recovery from a flagged attack. It prevents Realm sieges and plants, not ordinary combat.

If a flag breaks while control is damaged, restore control to 100% to receive protection. Restoring a siege that never planted a flag gives neither this protection nor a successful flag defense. Breaking a flag on Unclaimed land does not award a defense to a team that never owned it.

Why did I not earn capture or defense credit?

  • Capture helped: at least 30 seconds helping the winning flag team during that planted attempt. Earlier siege time does not count toward that flag's help requirement.
  • Defense helped: normally 30 seconds helping the owner during a flagged attempt it survives. If planter death or team absence breaks the flag, a defender still counted when it breaks can qualify with 20 seconds.
  • Successful flags: your own planted flag completes a capture. You can also earn capture-help credit.

Tied active battles can earn fighting time. Quiet ownership, protection, empty Unclaimed land, and time when you cannot take part do not. Sieging before a plant can earn attacking time.

Leaving or dying after valid help keeps that earlier contribution. A participation suspension at the attempt's finish blocks personal capture or defense success credit. Arriving at the last moment does not guarantee credit; recorded results can also take time to appear.

What happens when everyone leaves or changes teams?

Ownership remains. Quiet control does not heal or decay automatically. An unflagged siege can settle after 30 seconds when enemies are gone and control is full or no owner remains; at zero with nobody to restore it, it can settle immediately. The remaining control is kept.

Changing allegiance changes the team you help. A planted flag keeps its original team; its planter must return on that team to resume progress. Earlier results stay with the team helped at the time. Your team follows this order:

Allegiance Realm team
Clan following a Bloodline leader Clans following that leader
Clan without a Bloodline leader That Clan
Dynasty without a Clan That Dynasty
Outlaw without a Dynasty Yourself

Return to Realm Domination for the quick start or the Website Guide for navigation.