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TERA Rising register

TERA Patch 21.17.01

Alliance Overview

Choose between three different alliances. Five is right out.

Free Traders Collective (based out of Velika) Enlightened Union (based out of Allemantheia) Iron Order (based out of Kaiator)

Each alliance has an open-world hall from which members can access their alliance’s instanced territory. Players join an alliance as part of a guild.

Only guild masters have the power to join or leave an alliance. Guild masters join through an alliance administrator NPC who can be found in one of the three cities or your chosen alliance’s hall. To join an alliance, a guild must pay the registration fee of 1, 000 gold. Guilds can be in only one alliance at a time. There is a six-hour cooldown to switch a guild’s alliance. Once a guild master joins an alliance, all guild members automatically become cadets for that alliance. To become a full member of the alliance, a player must collect 1, 000 contribution points. Contribution points come from leveling, alliance PvP, alliance quests, and extractor competitions. You’ll need many more contribution points to rise through the echelon ranks. If players leave a guild (and therefore, an alliance), their accumulated contribution points are deducted from the guild’s total contribution points.

Each alliance has executor guilds open to any player who wishes to participate in alliance activities without joining a specific guild. These guilds have some limits:

Each executor guild can hold no more than 100 members. Executor guilds cannot participate in GvG. The NPC guild masters refuse to get out of their seats and talk to the shadow merchants. These guilds do not have guild banks. They won’t talk to bankers either. Members of executor guilds are not eligible for exarch or commander positions in the alliance, but they may still qualify for echelon ranks.

Exarch Competition and Schedule

Exarchs reign over a whole continent instead of just a province. Their powers differ from the old vanarchs in a few ways.

Clerics of Restoration and specialty store NPCs are now always active—they are no longer controlled by players. PvP is not controlled by exarchs or other players. Exarchs have the power to appoint three special commanders to oversee raid, security, and supply within their alliance. Exarchs have exclusive buffs for all members of their alliance. These include:

XP bonus Power/balance/endurance bonus PvP combat bonus

Exarchs set and collect taxes. Exarchs can increase enchanting success rates at the alliance enchanter. Exarchs distribute funds and policy points to echelons and commanders so they can fulfill their positions. Exarchs get a special mask. To help smooth out all those worry lines.

Commanders and echelons are also ranking officials in each alliance.

Commanders

Exarchs appoint three commanders each. These commanders must be guild masters. Each commander receives funds, access to an exclusive merchant, and exclusive skills for the type of commander they are. Raid Commanders control infiltration beacons within enemy alliance territory. Sometimes referred to as “offence.” Security Commanders summon guards, fences, and siege weapons in own alliance territory. Sometimes referred to as “defense.” Supply Commanders summon and stock an alliance quartermaster shop. Never referred to as “the ball park vendor selling beer and peanuts.”

Echelons

Any player having joined the alliance can become an echelon member by obtaining enough alliance contribution points. The 80 members of an alliance with the most contribution points are eligible to become echelons. Echelons have special masks and access to exclusive merchants. Echelon has four ranks, with each successive rank granting access to more war flags that aid in combat.

Echelon 4: Flag to increase resistance of nearby members. Echelon 3: Flags to increase movement speed and resistance of nearby members. Echelon 2: Flags to increase defense, movement speed, and resistance of nearby members. Echelon 1: Flags to increase attack power, defense, movement speed, and resistance of nearby members.

Each exarch season lasts two weeks.

Week 1—Guilds begin accumulating points. Week 2—Point accumulation continues. Exarch registration begins. An exarch is crowned at the end of this second week based on points accumulated from the first two weeks. The top 80 players are crowned the echelon rank. Week 3—New exarch reign cycle begins. Guilds begin to accumulate points for the next exarch reign. Week 4—Same as week 2.

The Alliance Vaults

Alliance vault entry times vary depending on the extractor competition ranking of the previous day. The entry times can be viewed in the Alliance Menu -> Standings -> Vault Access Hours. The highest-ranked alliance has a higher chance for more entry time to the vault.

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