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The Muster
The Standard
Bare ground and a pole. Worth nothing to your swords and everything to the tally.
- Entity ID
standard- Boon while held
- None
- Points per minute
- 12
- Points per minute at last light
- 24 (2×)
- Maximum points from this hold alone
- 840 — held from the horn to the seal
- Rallies it funds
- 1 — every hold you keep opens one
What it scores, minute by minute
A Muster runs 60 minutes. The first 5 are forming-up and score nothing at all; from minute 5 to 45 holds score at face value; from minute 45 the last light falls and every hold scores 2×. Nothing you bring to a Muster dies — every sword felled on the field walks home when the horn sounds — so the price of turning up is an hour, not an army.
| Phase | Minutes | Multiplier | Points |
|---|---|---|---|
| Forming | 0 – 5 | 0× | 0 |
| Open | 5 – 45 | 1× | 480 |
| Last light | 45 – 60 | 2× | 360 |
| Whole match | 0 – 60 | — | 840 |
Taking it late
| Taken at minute | Minutes held | Points banked |
|---|---|---|
| 5 | 55 | 840 |
| 15 | 45 | 720 |
| 25 | 35 | 600 |
| 35 | 25 | 480 |
| 45 | 15 | 360 |
| 50 | 10 | 240 |
| 55 | 5 | 120 |
What holding it does for the banner
Bare ground and a pole. Worth nothing to your swords and everything to the tally. While your banner keeps it, nothing at all for your swords — this hold is pure score. No banner may keep more than 3 of the five at once, so taking a fourth means naming the one you are giving up — and that cap is the whole decision the field is built around. This hold is the sharp edge of it: top of the tally, nothing for your swords, so the hold that wins you the match is not the hold that wins you the fight.
| Hold | Boon | Strength | Points per minute |
|---|---|---|---|
| The Watchfire | Attack | +12% | 6 |
| The Bulwark | Defense | +12% | 6 |
| The Sept Tents | Healing | +25% | 4 |
| The Causeway | March speed | +25% | 4 |
| The Standard | none | — | 12 |
Related
Guides: The Realm at War · Rally Coordination. Index: all five holds · the whole database.
Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.