Might of Mistmoore
Alliance Charter V4.21
Adopted March 2009
Objective: To organize members of "casual" guilds who want to raid epic mobs, and distribute loot in a fair, unbiased way.  Loot will be distributed by DKP [Dragon Kill Point] purchase, with preference for highest total DKP holder.  DKP will be awarded when fabled and legendary loot drops which a member purchases.  Some raids may be NBG [Need Before Greed]
Introduction: Iron Rangers: Tomlesh, Mecredi (Guild Leaders) - Prodigus (Officer)
Companions of Twilight: Surepaw (Guild Leader)
The Collective: Luminesss (Guild Leader), Cunaxa (Raid Leader)
Communications: Website: http://www.mightofmistmoore.com/ [please read and follow forum posting rules]
In-game chat: /join mofmchat [no password]
In-game parse channel: /join parse1
VoIP: Ventrilo [information posted in member forum (alliance members only)]
In-game raid voice channel: Used only when pick up raiders are needed.
Alliance Participation:

All members of guilds in the alliance are eligible to participate in alliance raids. Additionally, guild members aren't required to commit to MofM and therefore can attend raids whether by "pick up" or other alliances.  The alliance is not intended to replace guild raiding, but to enhance the opportunities of its member guilds. At any time when the current member guilds of the alliance determine recruiting is appropriate, they will undertake such efforts. This decision is left to the guild leaders and raid leaders of the alliance.

Generally speaking, as most raids target mobs of Level 65-85, we will heavily favor those characters who are at least Level 65. Raid leaders will note any level considerations in the raid post.

In addition, the alliance welcomes limited numbers of characters from other guilds to participate in alliance raids. Any guild’s leader, or guild's raid leader can sponsor such a character as a “Free Agent”. Free Agents enjoy the same benefits as other alliance members. They may be released from the alliance by majority decision of the guild leaders and guild raid leaders – this should not happen frequently.

The alliance does not intend to have the entire raid force of other guilds to be Free Agents – otherwise, their guild should apply to join the alliance formally. It is left to the alliance’s guild and raid leaders to determine when this “critical mass” has been reached, and when to stop accepting Free Agents from a guild, and require them to apply as a guild.

Departing Guilds:
When a guild leaves the alliance, its members are granted the status of Free Agent for thirty days, during which time their DKP remain intact. They may apply to be permanent Free Agents if they so choose.

Departing Players:
When a player leaves the alliance, their DKP will remain intact for 60 days. If the player returns after that, their DKP will be reset to zero and they will not be eligible for the first time raiding bonus. At the discretion of a guild leader, the DKP may be left intact longer – for example, in cases where members of the military are deployed and unable to login, someone has their computer stolen, etc. In any case, such exceptional cases will be made known on the MofM forum by the guild leader in question (not kept secret).

Inactive Players:
When a player becomes inactive and the guild is still in the alliance, then that players DKP will remain intact until they return.

Raiding Rules:
Posting
Alliance raids may be called (posted) by a guilds leader, guilds raid leader, or those designated by the guild leader. Raids should be posted at least 48 hours in advance of the event to ensure a full force. Raids are designated as either DKP or NBG.

Raids of T8 zones or mobs, which allow for four groups, are generally DKP, unless otherwise specified by the raid leader.

All other raids are generally NBG, meaning someone who needs an item (as an upgrade) gets it, no DKP are generated or expended. If the item represents an upgrade for more than one person, they will /random 1000, with the highest score receiving the item.
Raiding Rules: Composition The new raid signup system is active (http://mofm.raidsignup.net/index.php). All members wishing to join alliance raids must register and utilize this tool to do so.

Raid leaders will set class limits for raids during template creation. Signing up for a raid does not guarantee you a spot. The new system will use the min/max settings to fill the appropriate spots. Once a class limit is met, later signups will be left in the queue, and will be brought into the raid if a similar archetype drops from the raid.

As the raid leader, it is
YOUR responsibility to manage the posted raid and ensure that the program is working as intended. As the raid leader, if you limit the number of a certain archetype, then you have to stick with that.

For fairness and consistency you cannot make exceptions.
Raiding Rules:
Start Time

Be at the muster point at least 15 minutes before the start time for the raid. Expect that if you are not there at 5 minutes before the start time, your spot will be forfeited to the next listed alternate on the sign-up, who IS present at the muster point.

Consider logging your character out at the muster point the night before, or last time you’re on, before the raid.

If you have an alt that might be needed for the raid, or one that you might be interested in having loot an item that is dropped be sure to have them at the muster point as well.

Raiding Rules:
Meeting Place

The muster point will be clearly stated in raid posts. In the case that there is more than one instance of this zone, always choose the first instance.

Raiding Rules:
Gear
Repair all gear before arriving at the muster point. Bring a set of backup gear, or a repair kit. Also have enough coin for use on the mender bot, if needed.

If the raid post indicates certain resistances are important, please bring supplementary gear to raise those key resistances to 6000 (self buffed). More is better! Less is okay if you simply lack the gear -- but do your best.
Raiding Rules:
Communication during the raid

If at all possible, download, install, and use Ventrilo (voice chat software). It’s free! We have a server!

Pick up raiders will be asked to join the in-game raid channel provided by SOE. The Main Tank and/or Raid Leader will join both Ventrilo and Raid voice channel to communicate.

Pay attention to direction from your raid leader; they’ll announce the Main Tank, and Main Assist. They’ll also provide you valuable information, like which mobs you shouldn’t stand near as a caster, for example.

Do NOT silently AFK; announce it in /raid, in Ventrilo, put someone on /autofollow and set your AFK tag. Do not clutter /raid chat or ventrilo with *too* much off-topic chatter.

Parsing will be posted in /parse1 chat channel for those interested.

Raiding Rules:
Be Patient, Be Prepared for bugs
SOE changes things. Sometimes silently. Raid leaders do their best to be well-versed on the encounters, but things happen. Bear with us! If you’re aware of additional information, a walk-through, etc. please let us know.
Raiding Rules:
Manage Aggro
Control your aggro -- generally, this means don’t spike your damage, don’t back up into other mobs, don’t use inappropriate AoEs that break mez or draw in more encounters. The learning curve for this control isn’t very steep, or very long. Please listen to instructions from the raid leader, and advice from alliance members who are familiar with the encounter.
Raiding Rules:
Listen to positioning

Many encounters have front arc, rear arc, short-range, or long-range AoEs. Listen to the raid leader’s direction on where to position yourself.

Raiding Rules:
Loot
Raid leaders will distribute loot as outlined in this charter. While we may call for interest in Ventrilo, all official calls and responses need to be expressed as “in” using /raid chat.

See the Loot section, at the end, for additional details on our loot distribution.

Each person who enters the raiding alliance will receive 18 DKP for their first DKP raid.
Raiding Rules:
Alternate Characters

Players who are a part of the Might of Mistmoore raiding alliance are required to declare a MAIN toon. The main toon is considered:

1) The character that the person plays the most, and will always be defaulted to as the preferred toon of that player. That is the name you should use when signing up on the ESS site. Should a main want to be changed in the future, it can be done so by the admins.

2) If a player has a raid-level, raid-ready toon as an ALT, then they must be denoted as such.



DKP will be earned per PERSON ~ not per character. Players with multiple accounts will still only have ONE pool of spendable DKP. Every character that a single person plays will have access to spend that PLAYER’S DKP, however there are exceptions, and they are as follows:

1) Any loot that drops will be prioritized to raid attendees first. If purchased by an attendee, the item will cost the appropriate DKP, and the item will in turn generate that DKP for the raid force.

2) Should said loot not be wanted by any attendees present on the raid, the loot is then allocated to non-attending alternates of the attendees for purchase. If purchased by an non-attending alternate, the item will cost the appropriate DKP, and the item will in turn generate that DKP for the raid force. If the non-attending alternate is not currently in the raid (ie: 2 boxer), then that non-attending alternate must be parked outside the zone if they want to go in on loot.

3) Should nobody on the raid want the item, then it will be /random X (where X is how many people are in the raid force at the time) and the item will be given to that player on the list or transmuted by player’s choice with the resulting transmutation going to the winner of the /random roll. This item will not generate DKP, nor will the item receipt cost DKP. This will be considered pure rot loot.


SPECIAL NOTE:
If you are asked to bring a different character than the one you signed up with, you can designate your attendee or your signing character as your primary character to loot on for the raid, if not declaered your attending character is your primary looter. If you are looking on a non-attending character, that character must have easy and quick access to the raid zone (parked outside the raid and/or CoH/CoT-able).

Raiding Rules:
Penalties
Failure to follow one or more of the above raiding rules may result in warning, being kicked from the raid and/or forfeiture of that raid’s DKP, suspension from the alliance, or expulsion from the alliance.

Punishment via the first three is at the discretion of the raid leader; suspension and expulsion are up to the guild leaders and guild raid leaders collectively.
Loot/DKP:
Design Philosophy
Our DKP loot distribution system is designed to distribute loot in the most fair and balanced way, which can be readily implemented. We realize no system is perfect and that a more complex system does not assure a more equitable system (consider the U.S. Tax Code!)

Each character will have a negative cap of -20 DKP which is set after the raid. This is pretty self explanatory and you looting rights are explained in the negative spending section.
Loot/DKP:
Award Values

The following is for raids featuring all MofM and Free Agent Raiders:

+0.5 DKP for each Legendary item that drops, and is purchased with 12 DKP.

+1.0 DKP for each Fabled, non-Master spell, item that drops, and is purchased with 24 DKP.

+1.0 DKP earned for completing raid (When Raid Leader calls raid completed for the night).

+1.0 DKP earned per raid instance once completed (zone cleared or called by RL) where no DKP was otherwise earned.

+18 DKP will be given to each player (NOT character) for completing their first raid with the alliance.

Manas/Infusions:
Fabled item drops but no one wants to purchase (with transmuter on the raid). -Item is transmuted:
Mana: +0.5 DKP for each mana vial, and is purchased with 12 DKP.
Infusion:  /randomed among total raiders.

The following is only for raids when pick up raiders are used, thus making the raid NBG:

+1.0 DKP for being at the raid on time

+1.0 DKP earned for completing raid (When Raid Leader calls raid completed for the night).

Loot/DKP:
Item Costs
0 DKP for Master Spells / CA’s

12 DKP for Legendary items

24 DKP for Fabled, non-Master spell, items -- if the Fabled is not particularly good, in the opinion of the raid leader, they may consider it as a Legendary item (costing 12 DKP, and only generating 0.5 DKP); this option should not be frequently used.
Loot/DKP:
Seeds of Growth and EoF Recipes
If a recipe drops during a raid, the raid leaders will decide who will scribe the spell for the raid alliance. This may be done during the raid or offline via the forums. This is to ensure that recipes are to be used for the benefit of the alliance first. Recipes with limited number of uses can only be used as a result of a sanctioned raid. If the seeds drop, the raid leader will loot those items. At the end of the raid, the raid leader will offer the seeds to the attendees.

If the item they are interested in making is consumable (i.e tenderwood arrows), it will cost 12 DKP for the seed. If the item is non-consumable (i.e. Tender’s Growth Floret), it will cost 24 DKP for the seed. After the seeds are distributed the raid leader will update the DKP for that raid to reflect what was purchased.
Loot/DKP:
Cycle 1 "Raid"

During the raid, those attending, for whom the item is an upgrade, express their interest in the item by stating “in” in /raid chat. The player with the highest DKP wins the item, and is charged the appropriate cost.

If no one is willing to expend DKP for a NO-TRADE item, the raid leader will /random X (where X is the number of people present on the raid) and give it to that person. That person cannot win any further /randomed gear, unless all other raid participants have won the same number as well.

In the case of relic patterns (cloth, leather, chain, and plate) -- if no one wishes to spend DKP, it is /randomed among those present who can turn in the piece. This counts as /randomed won loot.

During a NBG raid the item will go to that person who NEEDS the item, can utilize it immediately, and states this in chat. If multiple players need this item, then the DKP listing will be referenced and the item will be awarded to that person who has the higher number OR those who are going in will be asked to /random X (where X is a number determined by the raid leader).

Loot/DKP:
Cycle 2 "Post Raid"
If tradable Fabled or Legendary items were not purchased on the raid with DKP, they are listed in the Cycle 2 forum board on the website. Their DKP cost remains the same, and their purchase generates DKP as per normal (the book-keeping of this is simple with the DKP site).

In Cycle 2, items can only be purchased by a character for whom the item represents an upgrade. The item must be adorned or scribed immediately.

After one week’s time, DKP are compared for any expressing interest in an item; it is then given to the person with the highest DKP, and they are charged the appropriate DKP. If an item is not bid upon in Cycle 2, it goes to Cycle 3. It is the responsibility of the raid leader/original poster to ensure loot is distributed timely and that the posts are moved from cycle to cycle.
Loot/DKP:
Cycle 3 "Greed/Alternate"
Cycle 2 is similar to Cycle 3, but any character may now bid for the item, regardless of need.

After one week"s time, DKP are compared as above. If no one bids, it goes to Cycle 4.
Loot/DKP:
Cycle 4 "Alliance"
In Cycle 4, the raid"s leader, on which the item dropped, may elect to either offer the item to an alliance member (at no DKP cost/value), for whom it represents an upgrade ... or to sell it via the broker, and use the funds to purchase raid items, such as resist potions and repair kits.
Loot/DKP:
Negative Spending
A player with 0 DKP can still go "in" on an item. The purchase will generate DKP for the raid. If after the raid a player has a DKP value lower then -20 DKP then it will be set to -20 DKP.
Loot/DKP:
The DKP Bank:
At this current revision of the charter we will not be utilizing a dkp bank.