Immortal Day Hybrid Banner


Houses Menu

Creation


Requirements


Fresh Blood


Established


Warring


Fledgling Camp




External Game Tutorial
[Login To Game]


Welcome to the Immortal Day Tutorial, we hope that this guide will help you to better understand the game.

In Immortal Day, we encourage you to find the game path that fits you best. You can be ruthless or compassionate. You can be generous or tight fisted. You can be respected, feared, and revered. You can fly solo or become part of a house and become the most formidable group of players in the world. You can declare war on an enemy, a friend, or an innocent bystander; the choice is yours. You're here because you mean business and wanna have good time becoming a Force in the game.

Tutorial Sections

[General] [Game Template] [Explore Area] [Advancing] [Houses] [Account Upgrades] [Preferences]

Houses on Immortal Day are not dwellings. They are groups of players who stand together under a banner for a common purpose.

1. Creation
You must be of at least Novice Rank (Level 11) to open a House.
The cost to open a House is $100,000.
You have the option to choose Freshblood (Peaceful for 45 days) or Established (Ready to war) upon creation.
To open a House go to the Houses link on the Explore page and click Create a House.

2. Requirements
To lead a house you must be of at least Novice Rank (Level 11).
A minimum of 3 players are required for your House to be in compliance in Freshblood status.
A minimum of 3 WARRABLE players are required for your House to be in compliance in Established status. A Warrable is a player who is ranked Brat (or above) OR any player 31+ days old.
If minimum warrables or level criteria for a House are not met, expect the House to be disbanded without warning.
Vault requirements for spoils are $25,000 and 50 Gold.
If minimum vault criteria for a House are not met, 10% of your respect points will be docked upon discovery. In cases where vault minimums repeatedly have not been met, larger respect deductions or disbanding of the House may occur.
If the Ruler wishes to leave a House a $10,000 minimum bribe to the Hunters must occur for safe passage to another House or area of safety. 
A House may allow any Species to comprise its members.

3. Freshblood
Upon creation of the House the Ruler may choose Freshblood status. This gives the House 45 days of peace to get their members in order and vaults readied for war.
At this time 3 members are required for the House to be in compliance.
If a Freshblood House declares war on an Established House, their status will then be changed to that of an Established war House.
Once becoming an Established House a status cannot be changed to Freshblood.

4. Established
Upon creation of the house the Ruler may choose Established status. This means the House is ready for war and can be warred upon at any time.
A House is automatically moved over from Freshblood status to Established status at 45 days old.
At this time 3 WARRABLE members are required for the House to be in compliance.
A Warrable is a player who is ranked Brat (or above) OR any player 31+ days old.
Vault requirements for spoils are $25,000 and 50 Gold.
At no time will an Active Established House be able to remove money from the Vault that would put them under the minimum requirement.
If minimum vault criteria for a House are not met, 10% of your respect points will be docked upon discovery. In cases where vault minimums repeatedly have not been met, larger respect deductions or disbanding of the House may occur.
If a Freshblood House declares war on an Established House, their status will then be changed to that of an Established war House.
Once becoming an Established House a status cannot be changed to Fresh Blood.

5. Warring
This is a strategic war game and part of that would be warring gaining turf and respect for your House. In addition to respect you may gain spoils in the form of Cash and Gold for winning a war.
House A may war House B every seven (7) days.
Houses gain respect for defeating other House's players in battle.
You get 1 respect if you Leave them, 2 respect if you mug them, and 3 respect if you pummel them.
If you lose the fight, your house loses respect.
If you are currently defended by Hellhounds or have hired Hellhounds within the last 45 minutes, you cannot earn respect.
If you are 30 days old or are level 6 and above, you are war-eligible.
War-Eligible players lower than level 25 have a plus or minus 5 level restiction for earning respect in times of war. Meaning if you are war-eligible and level 11, you can score respect from players level 6 and higher.
You win the war under one of three situations.
  • You take 20% of the respect from the House you declared on
  • You take 30% of the respect from the House that declared on you
  • The other House has no respect left. The House is defeated and dissolved.
When you win a war, your House takes 10% of your opponent's vault in the form of Cash and Gold.

6. Fledgling Camp
Newborns (levels 1 -5 under 30 days old) have the option of joining Fledgling Camp.
Fledgling Camp is an exempt from warring House run by Admin and mods where newborns can hang out and learn the game for their first 30 days or until level 5 is reached, whichever comes first.
Here they can learn the ropes from others before venturing out on their own or joining another House.
To become a member, they must Apply to the House like any other, but all who are within the day/level requirements will be accepted.
All Species are accepted.




Copyright © 2024 Vampire Games