How to start a raid
Anyone can start a raid on any territory, with one exception: allies (defined by /alliances) and players in the same faction cannot raid each other.
A number of criteria must be met in order for a raid to be possible:
The territory must be owned.
The territory steward must be online and not AFK (AFK players show up as dark grey and italic or pink and italic in the tablist).
The territory steward must not be in an ongoing survival conflict (siege, battle or leading in a raid).
If the territory steward is a senior staff member, they must not be undertaking administrative affairs.
The territory must not be unconnected (if /tinfo <territoryName> says the territory gives x0 resources, it's unconnected).
The territory must have over 50% of its available resources for the week (this can be seen in /tinfo <territoryName>).
The territory steward can't have been raided in the last 30 minutes.
The territory can't have been raided twice in that calendar week.
The territory steward must not be in Utumno.
If you aren't sure, you can still attempt to start a raid; you'll be told straightaway if it's not possible. You can also use /possibleraids to get a list of currently raidable territories.
To actually start the raid, use /raid <territoryName>.
The attacker will get a spawn point at the position and rotation where they initiate the raid.
The defender will be notified and a 5-minute countdown will begin. If you (the attacker) aren't online for this, the raid will be forfeit.
The defender can get to their structure using /raid tp during the preparation time, but not after the raid begins.
The defender can use /raidspawn to set their spawn at any time after the raid is initiated, but can only set it once. Note that they must not set it inside the capture area.
What happens during a raid?
Since there is no registration system, the only two players who are recognised by the system are the leading attacker and leading defender. Therefore 'attacker' and 'defender' will refer to the leaders on this webpage.
You are allowed to recruit any number of players you want to help you with attacking or defending.
The attacker will be given a battering ram spawner when the raid begins. More detail at the bottom of this page.
The objective is the Ender Chest located in the structure's capture area. The defenders must try to hold off the attackers and keep them away from the chest, while the attackers must try to get to the chest in order to collect resources.
Only the leading attacker can collect resources; this can be done by right-clicking the chest. Each right-click will steal 5% of the territory's weekly resources, and collections have a cooldown of 30 seconds.
The minimum value of available resources is 50%: if this number is reached during a raid, it will end.
A raid has a time limit of 15 minutes, at which point it will end if it hasn't already.
Rules
All regular server rules must be followed (https://sites.google.com/view/lotrsurvival-rules).
No hired units or warhorns.
The defenders must not make the structure unsiegeable. (No conflict punishment will be dealt if the attackers made the structure unsiegeable).
No defender may use homes, waypoints or bed respawns in the capture area.
Using the battering ram spawner on gates which are not part of the structure being raided is not allowed.
Using Raid Wood or Raid Earth for any purpose other than attacking the structure being raided is not allowed.
The defenders must not use bombs.
The defenders must not block off the attacker spawn.
The defender must not set their spawn inside the capture area.
You must not log off inside a territory structure after a raid if you got there because of a raid.
Since there may not be any staff moderating a raid, it's strongly recommended to record while you are participating in one, in case someone breaks rules. Breaking any of these rules will result in a conflict punishment. If you haven't been punished before, it's just a warning. If you have, it's an indefinite conflict ban which can be appealed here. If you are conflict banned, you must not participate in or initiate any raid. Doing so will result in an indefinite server ban.
There is one exception to this: if the leading defender breaks any conflict rule, they will lose the week's resources for the territory in question to the attacker, rather than receive a conflict punishment.
IMPORTANT RULE: collusion between an attacker and defender to 'stage' a raid to benefit is not allowed. Doing this will result in both parties losing all their territories. Examples of this (not exhaustive):
Raiding a friend to minimum available resources in order to protect that territory from being raided by anyone else.
Raiding a friend twice, to protect them from being raided by anyone else.
Etc.
Raid Wood and Raid Earth
The leading attacker will be given 16 Raid Wood and 16 Raid Earth when a raid begins. Anyone can use them, but there are only 32 blocks.
The blocks function as normal blocks, with the following differences:
They ignore banner protection (you can place them in protection you aren't added to).
Anyone can break them, even if they aren't added to banner protection.
Using or possessing them outside of the raid they are for is strictly illegal.
All placed Raid Wood and Raid Earth will be automatically cleaned up at the end of the raid.
Battering Ram spawner
The leading attacker will be given a spawner at the beginning of the raid. Anyone can use it, but there is only one.
Using or possessing it outside of the raid they are for is strictly illegal.
To place a ram, you need to right-click the block on the ground which is in the middle of and adjacent to the gate, while facing said gate.
Battering rams take up 7 blocks in length, 3 blocks in width and 1 block in height. If there isn't space, it can't be placed. 'Replaceable' blocks such as small grass and some plants will be ignored, but things like mugs will obstruct the ram. A block is replaceable if right-clicking it with a building block replaces it.
To make a ram move, at least 2 players must stand within 1 block of it. Therefore, if there is only one attacker, battering rams may not be available to use.
While moving, a ram will continually bash the gate in front of it once every 2 seconds.
Each bash deals 10 damage to the gate in question.
When the gate goes under 10 health, it will break and the ram will disappear.
All destroyed gates will be automatically replaced at the end of a raid.
In the image below, you'd right-click the red wool to place a ram facing the wooden gate.
Gate health
Information on gate health is available at https://sites.google.com/view/lotrsurvival-sieges.
lotrmc.net
Last Edited: 06 D 2023