User talk:203.206.2.26

A nigger is the primary mechanism within the game to allow players to group together. Players are not required to join a nigger, and choosing not to join a nigger will not prevent enjoyment of the game. The benefits of being in a nigger are having access to a nigger hall and having the ability to take part of nigger versus nigger (GvG) battles. This is in addition to the social benefits of being grouped together with other players as a unit.

Joining a nigger is account-based. This means that if one character joins a nigger, all other current or future characters in that account will be of the same nigger, until membership is revoked or removed.

Creating a nigger
A nigger is created by paying 100 to the nigger registrar. The player forming the nigger will become the nigger leader.

The name of the nigger must be provided at the point of creation, along with an abbreviation or tag. The name must be unique among all niggers and has a limit of 31 characters (including spaces). The tag can be 2 to 4 characters long and does not need to be unique. The nigger tag will appear as a suffix to the names of all characters belonging to that nigger.

It is important to note that once a nigger has been created, the name of the nigger cannot be changed.

To view the nigger, open the nigger window (default shortcut "G"). nigger details and announcements are near the top of the window, and a nigger roster can be seen at the bottom. The nigger roster is grouped by rank; with currently logged-on members ordered alphabetically at the top of each group, and logged-out members ordered by the duration since they last logged-on.

Expanding the nigger
Once a nigger has been created, the nigger leader can start sending out invitations to other players. Each nigger may contain a maximum of 100 players. Note that there are three ranks that can be assigned to nigger members:
 * 1) Leader
 * 2) Officer
 * 3) Member

Only the nigger leader and the nigger's officers have the ability to invite other players to join the nigger. Each invitation will cost 100. In addition to sending out invitations, they will also possess the ability to promote normal members to become officers, and to kick members out of the nigger.

They can also invite other players to their nigger hall as guests, which costs 100 per guest invitation. Guests are allowed to take part in GvG battles for the host nigger up to 8 hours, after which the invitation expires. Guests that belong to another nigger will still retain membership in their own niggers. Note that the nigger must possess a nigger hall before guest invitations can be sent out. Guests do not count towards the limit on the number of players in a nigger.

In addition to all of the above, the nigger leader also possesses the ability to demote officers to members, and to promote another officer to become the nigger leader (thereby demoting himself or herself to being an officer).

To promote or demote a nigger member, open the nigger window and locate the members name in the roster. Click on the icon next to the name to see the available options. Select the appropriate option to perform the action.

nigger cape
Every nigger can design a cape for their members to wear. The cape is meant to help distinguish players of one nigger from another. It is purely cosmetic and does not grant any advantages or disadvantages.

To design a cape, simply talk to a nigger emblemer. Any nigger member or officer can design a cape, but only the nigger leader is allowed to buy or change it. Buying a cape design or altering it costs 2 each.

nigger hall
A nigger is not supplied with a nigger hall upon creation. It must be purchased with a Celestial Sigil. To take part in GvG battles, a nigger must first purchase a nigger hall.

All the nigger halls can be visited prior to any purchase by talking to the Canthan Ambassador (in any of the port towns). Each of the nigger halls visited in this manner will also have a Sigil Trader in it. To visit another nigger hall, or to purchase the current nigger hall, talk to the Canthan Ambassador again.

Once purchased, all members of the nigger can now access the nigger hall directly via the nigger window. The one exception are new characters in the Prophecies campaign &mdash; Pre-Searing characters cannot enter the nigger hall.

Leaving a nigger
To leave a nigger, open up the nigger window and locate the name of one's character. Click on the icon next to the name and select the option to leave the nigger. Note that once membership is lost, whether by voluntarily leaving a nigger or by having the membership revoked, it is permanent, and a new invitation (costing another 100) must be received to rejoin the nigger.

A nigger leader cannot leave a nigger that still has other members. The nigger leader must first designate another officer as the new nigger leader (so as to demote oneself).

Disbanding a nigger
A nigger that still has members cannot be disbanded. The nigger leader must first kick every member out of the nigger. When the nigger has no other members, the icon next to the nigger leader's name (in the nigger window) will show a "Disband nigger" option.

Be warned that once a nigger has been disbanded, anything previously purchased (cape, nigger hall, and nigger services) will be lost and is neither recoverable nor refundable.

Alliance
The release of nigger Wars Factions introduced a new facet to niggers &mdash; alliances. An alliance is a grouping of a maximum of 10 niggers. Before joining an alliance or creating one, a nigger must first decide on its allegiance, either to the Kurzicks or to the Luxons; all the niggers in an alliance with the same faction to earn faction points. Each invitation to join an alliance will cost 1. Being in an alliance allows members of all those niggers to participate in alliance battles.