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Cabal Gameplay
Cabal gameplay is designed with the goal to be simple and interesting as a multiplayer experience, without making the independent type of player redundant and unable to compete.

Cabal Components

Cabal gameplay is comprised of two key things:

  • Shrines

  • This is the gameplay trade-off for being caballed. A cabal needs to protect its shrine (a grandiose version of a guildhall) to be able to keep those powers.

  • Powers

  • These are extra abilities exclusive to mortals in the cabals. Each cabal has unique powers. This is an addition to any abilities the mortal already has. Cabal powers are geared towards helping the cabal members fulfill their duties, for example, a Justice can call special guards that attack only criminals.

    Shrine Components

  • Holy item

  • The cabal has a special item which needs to be kept safe, in order to keep their powers working. If another cabal captures their item, they will lose them until they regain it. The holy item is kept in the altar of the respective cabal's shrine.

    WARNING: Picking up holy items removes the protection of PK range, and renders you unable to conceal, use transportation abilities, or attack other players.



  • Alert zone

  • This is an area just outside the cabal itself, with a scout. The scout alerts cabal members that someone is approaching their cabal, but it isn't required to return to the cabal ready to defend at this point.

  • Entrance guard

  • This is the first line of defence for the cabal and falls quickly. His job is to yell the cabal has been entered. This is also the mobile to give any captured cabal items to. Returning to defend is a requirement once the grounds has been raided.

  • Altar guard

  • This holds the key to the altar containing the holy item, and puts up a stiff fight. It should be kept alive at all costs. This is the mobile to return a retrieved cabal item to.

  • Healer

  • Money can be spent at the healer for sanctuaries, healing, and cures for some common ailments. This is to help defend the cabal. Once a cure has been bought once, there is a timer before that person can buy it again.

    Powers Components

    General skills

  • Henchmen

  • Cabal members of any rank can call henchmen to defend their cabal from attackers who are outside their PK range. These burly guards will also attack inside the alert zones, preventing people from just camping outside the cabal to heal.

  • Confinement

  • If DEFENDING a cabal, confinement traps both the user and the victim inside the cabal, for a while. It is the defender's privilige to decide to use this ability. Henchmen cannot attack confined intruders. (This ability does not work when your cabal has an item captured.)

    Cabal specific skills

  • Rank requirement

  • Cabals are hierarchies. Each cabal has five ranks to provide a pecking order. The skills available depends on the rank the member holds in the cabal. Ranks are organised as follows:

    1 leader
    2 elders
    3 exceptional members
    4 trusted members
    5 initiates

    The abilities available above the 3rd rank are administrative, whereas the low ranks are where the staple cabal skills are found.

  • Level requirement

  • This ensures that nobody who is promoted quickly at a low rank gains too much power early on. There are generally skills for the 30th, 40th, and finally 50th rank, to reflect the prestige of more experienced members.

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