Clan Sabotage
Covert clan-versus-clan raids that plant a temporary curse on a rival's region — no conquest, no ownership change, just a knife in the dark that the owner and their allies get one window to stop.
Raids, not conquest
Clan Sabotage is how you hurt a rival clan without trying to take their land. A sabotage never changes who owns a region — it slips in, plants a temporary effect, and slips out. It is the aggressive counterpart to Clan Diplomacy: diplomacy buys your way into someone's region, sabotage forces it.
Open the panel with !sabotage — pick the target region, then the effect. See every raid currently in play with !sabotages. Any clan member can call a Smuggle run; only leaders and sub-leaders can order the three damaging effects.
The four effects
A raid carries exactly one effect, and the effect sets how many raiders you bring:
| Effect | Raiders | What it does |
|---|---|---|
| 🚪 Smuggle | 1–3 | Your raiding party hunts that region free of the entry toll for the rest of the day — you force your own way in without a treaty. |
| 📉 Drop Sabotage | 3 | −50% to the region's hunt drops for 12 hours. Everyone hunting there, owners included, gets half the loot. |
| 🧬 Passive Sabotage | 3 | −50% to the region's territory passive for 12 hours — you halve the combat bonus the owners get from holding the land. |
| 💰 Treasury Raid | 4 | Steal 5% of the enemy clan's treasury straight into yours, instantly, on the win. A clan can only be robbed once every 12 hours. |
The defense window
Sabotage is not a sneak attack you cannot answer. The moment you launch, a defense window opens — its length is how long it takes your raiders to travel to the region (raid from next door and the window is short; raid from across Valestia and the defenders get real time to muster). A live countdown shows both sides exactly when the fighting starts.
The defending clan — and any clan it holds a Defense Alliance with — gets a lobby to put bodies on the wall. Whatever slots the defenders leave empty are filled by the region's garrison NPCs. Then a public thread opens in the region and the two sides fight it out as a team battle in the normal combat engine, with the garrison playing to win — no passive defending.
The garrison
A region's garrison is a clan upgrade, bought from the region's own upgrade panel and levelled from 0 to 10. It is your standing defense for when your members are offline — the higher the level, the harder the NPCs that fill your empty defense slots:
| Garrison level | What the defenders get |
|---|---|
| 0–3 | Baseline NPC defenders, scaled to the raiders' level. |
| 4+ | The garrison NPCs start carrying combat passives. |
| 8+ | An extra defender joins the line (up to four). |
| 9 | That extra body becomes a Captain — a tougher, boss-tier NPC. |
| 10 | The Captain is replaced by a doppelgänger of a clan member you designate — a frozen snapshot that fights with their real gear and their weapon's Active Skill. |
The Lv.10 doppelgänger is the point of the whole track: a copy of your best-geared member standing guard around the clock, swinging their actual weapon and spending its Active exactly as they would.
Win, lose, and cooldowns
Raiders win → the effect lands: the debuff is planted, the smuggling waiver is granted, or the OIL is moved. Raiders lose → they come away wounded, locked out of starting or joining any sabotage for the rest of the day, and the defenders are paid a bounty for holding the line. A failed Smuggle is worse still: the whole party is barred from entering that region for the day — you were caught at the gate.
You cannot grind a single rival into the ground, either. The damaging effects sit on a cooldown against a given clan, and smuggling a given region is capped at once a day per raider. Sabotage is a scalpel, not a siege — for the fights that actually take and hold ground, see the large-scale modes.
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