Alliance XP
Alliance XP is the standing of a whole banner: one number that only ever climbs, earned together and never lost when a member sails away. It is what the alliance leaderboard ranks by, and a fellowship raises it the same way it does everything else, by acting out in the world.
Five ways to earn
Every route feeds the same total. Quests pay the great lumps. Raiding is the steady farm with no weekly ceiling. Winning a world event crowns the banner that fought hardest for it. Answering the daily muster and running the depot add a small trickle on top.
| Source | What earns it | Pace |
|---|---|---|
| Quests | Completing a rung of an alliance quest | The largest single payouts |
| Raids | A winning raid that hauls loot or takes an island | Uncapped, repeatable |
| Events | Winning an alliance world event — a Hold or a King of the Tide | Whenever an event is won |
| Daily muster | Joining the world each day | Once per member, once a day |
| Depot | Moving a real load through the alliance depot | Once per member, once a day |
Raiding is the farm
This is the route a fighting banner leans on. Whenever a member wins a raid and comes home with plunder, the alliance earns, and there is no weekly limit on it. The only brake is how many fleets you can sail across a wide sea. Striking a rival governor pays more than stripping a wild shore, and the size of the haul adds a bonus on top.
| Raid | Alliance XP |
|---|---|
| Win against a wild or unclaimed island | 10 |
| Win against a rival governor's island | 25 |
| Plunder hauled | 1 for every 2,500 carried home |
The base reward for a given target counts once a day, so parking a fleet beside one fat neighbour and shuttling back and forth will not mint it twice. Spread your raids across many shores and the farm runs freely. A stealth plunder run that strips a rival counts the same as an open raid.
The daily trickle
Two small habits round things out. The first time each day a member joins the world, the banner earns a point of muster. The first real run through the alliance depot, a deposit or withdrawal of a worthwhile load, earns a little more. Both pay once per member per day, so they reward showing up and pitching in, not clicking the same button on a loop. A withdrawal of a single crate, repeated, earns nothing.
Ranks — the ladder you climb
Standing is not only a scoreboard — it raises your banner through six named ranks: Crew, Flotilla, Squadron, Fleet, Armada, and Grand Armada. Each is reached at a higher XP mark and, once reached, is yours for good — standing never falls back. Your rank shows as a crest on the rankings board and your alliance page, and crossing into a new one is announced across the seas.
Climbing opens things a young banner has not yet earned:
- Your colours — the right to design a custom banner opens at Flotilla; until then you fly an auto-drawn one.
- More berths — the member cap grows with each rank, from a small Crew to a full Grand Armada.
- Deeper stores — the alliance depot holds more at every rank.
- Harder quests — every quest is open, but its deeper rungs unlock as you rank up.
It never falls
Alliance XP climbs and holds. A member who leaves does not take their share with them, and a quiet week costs you nothing already won. The standing is a record of everything the fellowship has done, kept whole as the roster turns over. You can read where it all came from on the XP panel under Alliance, broken out by route, and see how your banner sits against others on the leaderboard.
Reference
How is the standing kept honest against farming?four guards
- Muster counts once per member per day, however many times they come and go.
- Depot counts once per member per day, and only for a load above a worthwhile size, so trivial back-and-forth earns nothing.
- Raid base counts once per member per target per day, which closes the trick of shuttling against one rich neighbour.
- Plunder bonus needs no guard: it scales with real loot, and a stripped target soon has nothing left to give.
Common questions
Does raiding really have no cap?
Yes. Raids and quests both bypass any weekly limit. Only the muster and depot trickle share a small weekly ceiling, which a normal alliance never reaches.
Do raids on empty islands count?
They do, as long as you win and carry something home. A wild or unclaimed shore pays the base reward, and a rival governor's island pays more.
Can one heavy hitter farm it all alone?
They can raid all day and the banner will earn, but quests are built so that no single governor can finish one, and the daily trickle rewards breadth. A fellowship that all turns up out-earns one lone reaver.
Why did our standing not drop when a member left?
By design. Alliance XP only ever climbs. What the fellowship earns, the fellowship keeps.