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Armoury

The Armoury is a guild hall component that allows guilds to purchase and use powerful items that provide temporary boosts to guild members. These items can be used strategically during conquests, or other challenging activities to give your guild an edge.

How it Works

Once your guild has built an Armoury component in the Guild Hall, authorized guild members can:

  1. Purchase Items - Spend Guild Marks and materials from the stockpile to craft Armoury items
  2. Stockpile Items - Items are stored in the guild's Armoury inventory for future use
  3. Use Items - Any guild member can activate an item to receive its temporary boost

INFO

Each Armoury item has a cooldown period after purchase. The guild must wait before purchasing another of the same item type.

TIP

A character cannot use the same weapon twice. They must wait before it has expired before using it again. However, different weapons can be stacked.


Building the Armoury

The Armoury component allows guilds to craft and stockpile items that provide temporary boosts to members.

Guild Level Required: 60
Mark Cost: 10 Marks

Resources Needed:

  • 10,000 Birch Logs
  • 10,000 Willow Logs
  • 12,500 Mystical Logs
  • 10,000 Copper Bars
  • 10,000 Mercury Bars
  • 10,000 Uranium Bars
  • 7,500 Mystic Bars

Available Armoury Items

Below is a complete list of all items that can be crafted in the Armoury:

Offensive Items

Trebuchet

A powerful siege weapon that increases combat effectiveness.

Effect+10% Combat Experience
Length3 Hours
Cost1 Mark
Cooldown1 hour
Materials Required- 100 Willow Logs
- 100 Mystical Logs
- 200 Mystic Bars

Battering Ram

A heavy ram for breaking through defenses.

Effect+10 Combat Experience Per Enemy
Length3 Hours
Cost1 Mark
Cooldown1 hour
Materials Required- 100 Oak Logs
- 100 Willow Logs
- 100 Tin Bars
- 170 Mystic Bars

Explosive Keg

Volatile explosives for maximum destruction.

Effect+10% Attack Power
Length3 Hours
Cost1 Mark
Cooldown1 hour
Materials Required- 200 Spruce Logs
- 100 Mercury Bars
- 150 Mystic Bars

Scorpion

A precision siege weapon for targeted strikes.

Effect+50 Attack Power (flat bonus)
Length3 Hours
Cost1 Mark
Cooldown1 hour
Materials Required- 200 Maple Logs
- 300 Steel Bars

Defensive Items

Medical Kit

First aid supplies to keep fighters in battle longer.

Effect+10% Defence EXP
Length3 Hours
Cost1 Mark
Cooldown1 hour
Materials Required- 200 Mahogany Logs
- 250 Uranium Bars

Medical Tent

A field hospital for treating wounded warriors.

Effect+50 Protection (flat bonus)
Length3 Hours
Cost1 Mark
Cooldown1 hour
Materials Required- 200 Willow Logs
- 200 Mystic Bars

Important Notes

INFO

Each item type has its own cooldown timer. You can purchase different items without waiting, but must wait the cooldown period before purchasing the same item again.

INFO

Characters cannot use the same weapon twice. They must wait before it has expired before using it again. Different weapons can be stacked.

INFO

All Armoury purchases and uses are recorded in the guild's activity log, allowing leaders to track resource usage.


Strategy Tips

  • Coordinate with your guild to ensure items are used at optimal times, such as before scheduled raids or during conquest assaults
  • Stock up in advance for important events - the cooldown only affects purchasing, not using items
  • Save high-value items like the Scorpion and Medical Tent for critical moments when the flat bonuses will have the most impact