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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.

SourceWhat earns itPace
QuestsCompleting a rung of an alliance questThe largest single payouts
RaidsA winning raid that hauls loot or takes an islandUncapped, repeatable
EventsWinning an alliance world event — a Hold or a King of the TideWhenever an event is won
Daily musterJoining the world each dayOnce per member, once a day
DepotMoving a real load through the alliance depotOnce 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.

RaidAlliance XP
Win against a wild or unclaimed island10
Win against a rival governor's island25
Plunder hauled1 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.

Envoy Vale
Envoy Vale: Diplomatic read
Quests still pay far more than a week of raiding, by design. Raid to keep the standing ticking up between quests, and take the quest ladder when you want a real leap.

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.