Achaea Help Files

Achaea has hundreds of help files to you learn about Achaea. This is a copy of the in-game help file structure. HELP in-game will show you this same menu.

10.8.3 Conquest

Command Summary:
REQUESTING A BEACON - In your city tank room: say I request a beacon
BEACON RAISE - Holding the beacon, Raise a beacon in the selected location, starts a countdown
BEACON ATTUNE - Channel to claim or steal beacon
BEACON STATUS - Show attunement, conditions and beacon location (see the end of this help file for conditions and more information)
BEACON FORTIFY - Make all owned territory safe for 48 RL hours. Must be holding the beacon and in your city war room.
CITY SPIRIT STATUS - Show beacon timers and availability
CITY CONQUEST SCOUT <...> - Send scouts, report returns later
CITY CONQUEST REPORT REVIEW - View scout reports in the warroom
CITY CONQUEST REPORT RETRIEVE - Get report as a hardcopy item


With your city's spirit summoned, you are now poised to lead them out beyond the gates and walls of their home and conquer other areas! During your next Eidolic Phase (see HELP EIDOLIC INFLUENCE), an aide to the Ministry of Defence or a City Leader can visit your city's "spark keeper" and request a beacon. Your city can request only one beacon every three Eidolic Phases (3 OOC days approx), and these beacons decay quickly when not in use. You will then take this beacon to an area adjacent to your home city or to a location you have already conquered (geographically and pathing-adjacent).

- Adjacent means both geographically and via pathing. If you cannot move into that area via normal movement (north/east/southwest/up/in/etc) from the area you are standing in, it is not considered adjacent.

- This adjacent area can be unconquered, or another city-state can have conquered it in the case where you wish to challenge another's hold.

- The area must not have conquest grace, such as that conveyed through a recent liberation.

- Some rare areas on Sapience may be unconquerable for their own reasons!

Use BEACON RAISE in a location that is available to be conquered to begin a 3-minute countdown, and prepare your defence.

Once raised, the beacon will be attuned to your city, and a fight period of about 1.5 hours will begin.

Other cities can challenge you during this and use BEACON ATTUNE to claim your beacon for themselves. You can use BEACON ATTUNE to claim it right back if they manage it.

This is a channelled command that must be done in the same room as the beacon.

Periodically, the beacon's attunement will increase. Beacons gain attunement every minute after being placed, and the amount gained is 3% unless it is a beacon in an area allied to a city. In this case, beacons controlled by the allied city gain approximately 6% per minute. Ie:  A New Thera beacon gains 3% per minute when beaconed by someone other than Ashtan and 6% per minute when beaconed by Ashtan.

BEACON STATUS will give details on the current attunement and the beacon's location.

When a beacon's attunement reaches maximum:
- If the attunement is to the city that raised the beacon and is ready to conquer, the area will be conquered in their name.

- If the attunement is to the city that initially held the area prior to the beacon being raised, the area remains in their control.

- If the attunement is to another city that does not have their influence spread to the borders of this area, then the area will remain in its original state.

- If the attunement is not to the city that raised the beacon, but is to a city that is also adjacent and poised to conquer, then one of two things will happen:

- If the area is in the attuned city's doctrine, it will fall under their influence.

- If it is not in the attuned city's doctrine, it will remain in its original state, but the attuned city will gain bonus spirit.

Liberated territory remembers who it was liberated from for four of those organisations' phases after the fact. If that org takes a territory adjacent to the liberated territory in that timeframe, they will reclaim it (assuming no one else has taken it first).

- For example, if Cyrene liberates Moghedu from Mhaldor but then Mhaldor conquers the Mhojave, they will take the Mhojave and also flip Moghedu back to them.

When a beacon is raised, everyone in the area is at risk of attack. Those attempting to raise the beacon should be ready to defend it.

This is not a bountyable or contractable period UNLESS the area is mutually allied to an organisation attempting to conquer; if so bounties may be filed.

If the Eidolic Phase ends while you are attempting to conquer an area, your attempt will fail.

Fighting in an area with an active beacon will not generate infamy.

Detonating a tank in a conquest now generates hostility (a comparable amount to detonating one in a city, though slightly less overall).

BEACON FORTIFY
Used by the city overseer or the Defence minister in the war room, makes all territory they hold unconquerable or liberatable for the next 48 hours.

- You must have a beacon available to use this, and it will prevent you from requesting a beacon during your subsequent 4 phases.
- This will also prevent you from using SANCTION LIBERATION during the fortified countdown.

The availability of your beacons and countdown to your next phase can be viewed with CITY SPIRIT STATUS.


Scouting

CITY CONQUEST SCOUT <all|<city1> [city2] [city...n]>

- Scout the territory of a given organisation or multiple organisations from your city's war room.
- The scouts will leave for around an hour with some minor fluctuation each way, so it's not entirely predictable. Upon returning, they will file a report on their findings.
- Scouts can only be sent out by the defence minister, an aide or a city leader.
- There is a fee of 10,000 gold per organisation scouted, drawn from the defence budget.


CITY CONQUEST REPORT REVIEW
- Review the scout's findings.


CITY CONQUEST REPORT RETRIEVE
- If you want a hard copy of the report, this removes the report from the war room (so REPORT REVIEW no longer will show it) and gives you an item with all the relevant information written on it.
- Be warned, these reports drop from you on death/logout by design, so keep your secrets safe!
- Additionally, while sending scouts is gated by citizenship and rank, reviewing and retrieving reports can be done by any citizen, including those from other cities.





Beacon Conditions:
Flux: Every minute, the Eidolic beacon in this area has a chance to move to a new location.

Khentimen's Curse: The curse of Khentimen shall make it so moving throughout an area becomes very difficult. Indeed, you may find that every step becomes quite the trial...
Effect: A chance to be hindered at each step while moving through the area.

Kasmarkin's Doom: There can be no escape from the doom which awaited fallen Kasmarkin, and all who stand within the influence of the beacon will find that magic travel over any kind of distance will be denied them entirely.
Effect: No magical travel, includes (but is not limited to): wings, earrings, portals

Errikale's Cunning: All that move through the influence of this beacon shall find that they are able to evade blows from multiple foes who seek to strike them at once with supreme ease. However, a lone warrior is just as deadly as ever.
Effect: Many people on one target are much less effective than single combat.

Purity of Mind: All that stand within the influence of the beacon will find their minds pure of unwanted thoughts entirely. So much so thattelepathic communication of any kind will become impossible.
Effect: No telepathic communication at all, including party tells.

Yen-Sorte's Folly: All that are within the influence of the beacon will find themselves suffused with resistance to damage of all kinds and will be cleansed of afflictions periodically. Such power could make you feel invincible!
Effect: Damage reduction and a chance to have afflictions removed.

Heretical Rejection: Shrines within the influence of the beacon will be cut off from their source of power, and will convey no miracle, greater or lesser, upon believer or heretic alike.
Effect: No shrine usage.

Rampant Paranoia: Everyone within the influence of the beacon raised in this area shall find they cannot help but consider everyone else an enemy, regardless of affiliation.
Effect: Everyone is considered an enemy.

The Finality's Vigil: The Finality observes this location, and as a result no forms of resurrection, be they starburst or higher methods will avail those that perish. Further, any who fall will be immediately pulled into the embrace of death.
Effect: Upon being killed, you will immediately embrace death.

Peerless Grace: So graceful and fleet of foot will those who stand within the influence of the beacon be, that they will find that no forms of room hinder, passive or active, will keep them from leaving the location if they so desire.
Effect: No room hinder

Vakha's Struggle: Ever shifting and changing to thwart that which would lay them low, those that find themselves in the influence of this power shall soon learn a taste of what it means to confront the first to dwell in the darkest depths.
Effect: Rotating damage resistance to certain elemental types.

Last Updated: 12/17/2025