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.
10.8.4 Liberation
HELP LIBERATION Command Summary: SANCTION LIBERATION - Start a liberation attempt in the area ACTIVATE TANK - Place the tank in the target area, after the liberation has been sanctioned. Gated by Defence Aide, AR3 or city overseer PRIME <tank> - Prime a tank for liberation use, 48hr priming, with 24 hr use time DETONATE TANK - Detonate the charged tank to liberate the area SURVEY - Shows tank location within the area and any area conditions applied by the liberation. If you wish to liberate an area, your Minister of Defence, City Leader, or a Defence Aide must SANCTION LIBERATION in the area during the conquering city's Eidolic Phase. Only orgs with territory status or higher are liberatable to make it easier to fight back from a reset. An area may be liberated only if one of the following facts is true: It has only one adjacent conquerable area. I.e., any dead-end area can always be liberated (e.g., Moghedu). Note that unconquerable areas do not count for this calculation, so if an area has two areas off it, but one is immune to conquest, that is a dead-end area. The organisation that holds the area has fewer than two conquerable areas adjacent under its control. The cities' proper do not count towards this metric, as they are unconquerable. For example, if Targossas holds Jaru, Pash Valley, and the Great Southern Road, Jaru cannot be liberated because Pash Valley (1) and the Great Southern Road (2) are adjacent. Jaru would become vulnerable again if either is liberated. Hostile orgs have the same number of territories as the adjacent controlling org. This one should not come into play very often. The sanction liberation command has a 24 RL hour cooldown once used. This command begins a 5 minute countdown. Once the timer completes, one of the ranking liberating leaders will need to ACTIVATE TANK at a location within the conquered area. Be prepared to defend the location against the city currently holding the territory. This tank will need to be specially prepared beforehand: - Forge and charge a tank as usual. Once fully tended and charged, then you can PRIME <tank>. 48 RL hours later, the tank is primed. If you do not use it within 24 RL hours, it will burn out and disappear. - Retrieve tank, etc., is smart; it will not use your liberation tanks for raids or raid tanks for liberations. - Primed or priming tanks do not count towards your tank cap (so you can start tending a new one after you begin priming). The location of your tank will be displayed on SURVEY for those nearby. - Defend and charge this tank. It will only charge to level one. You can only place one tank. Deaths and time will contribute to the charging. The number of deaths and the time required will increase as your city conquers more areas. - The sanction will last 100 minutes, or until the tank is detonated/disarmed/captured, whichever happens first. - DETONATE TANK to liberate the area once your tank is charged. These tanks can be captured and disarmed, as is normal. Doing so will end the liberation attempt. All tank-related channels will take longer to use outside the city. If the Eidolic Phase ends while you are attempting to liberate an area, the attempt will fail. Any city can disarm or capture, but only the city that sanctions the liberation attempt can place the tank. When a tank is deployed, everyone in the area is at risk of attack; those attempting to liberate the area should be prepared to defend. NOTE: This is not a bountyable or contractable period UNLESS the area is mutually allied to the city that holds the area; in that case, a liberation attempt is an overtly hostile action against the city, and bounties may be filed. For example, if Mhaldor is attempting to liberate New Thera from Ashtani occupation (New Thera is mutual allies with Ashtan), Ashtan may file bounties on those who get involved. But, if Ashtan is attempting to liberate the Shamtota Hills from Eleusis, Eleusis may not file bounties against those who challenge their hold. A few additional notes: - Sanctioning liberations generates hostility between the sanctioning org and the current owner of the target area (the same amount as sanctioning a raid). - Liberation attempts have a chance to fire under certain conditions similar to conquests. The conditions will not occur until the tank is placed. SURVEY shows which conditions are active for a given liberation. - You can use the adaptation investment on your own beacon/liberation attempts if desired (HELP SPIRIT for information on investments). When an area is liberated, all adjacent areas held by the defeated organisation are granted protection from liberation - this grace period is roughly 20 RL hours. Note that this only prevents liberation initiation - if those areas are already being liberated, those liberations will resolve as normal. This prevents you from taking an area that protects another, then taking the newly vulnerable area in the same phase. Liberated territory remembers who it was liberated from for four of that 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 Mhaldor then conquers the Mhojave, they will take the Mhojave and flip Moghedu back to them. Liberation Conditions: 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 that telepathic 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
