Judgment hour

Judgment hour (often abbreviated to JH) is a particular time during prime time on specific days. During judgment hour, guilds that are at war can attack and loot each other's claims.

## Schedule

It is a new concept that we introduce in an attempt to create one unified world for players across the globe that live in a different time zones thus want to have most of the PvP action during their evening prime times.

Each guild upon its creation MUST pick 3 prime time windows out of the 6 possible. Those primetime windows are: China (UTC +8), Moscow (UTC +3), Universal Coordinated Time (UTC), Brasília (UTC -2), US east coast (UTC -5), US west coast (UTC -8). Guild leader must pick the first, second and third primetimes in order of priority, where the first primetime is the most strong primetime of his guild. The selection of the prime times can be changed by the guild leader at any time, but with a 7 real-life days timeout before this change actually kicks in.

Start of the JH at **Weekdays** (Sunday til Thursday) at 21:00 at the respective timezone and the corresponding time in Berlin:

Start at **Weekends** (Friday and Saturday) at 20:00 at the respective timezone and the corresponding time in Berlin:

During the primetime window, the Guild Judgment Hour becomes active making the guild and its assets vulnerable to the hostile PvP activities: raids, outpost capturing (claiming), instant battles for provinces. Depending on the rank of the guild, its Judgment Hours become more frequent and longer in duration according to the following scheme:

Guild rating of a guild is calculated based on the amount of the assets this guild controls. Unmovable objects, movable objects, items in warehouses along with the amount of fiefs and provinces the guild controls - all counts towards the guild ranking.

Thus, the bigger, the richer, the more influential the guild is - the more power it must field to protect itself and its assets. Ideally, such a guild must have a good presence in multiple time zones. Though guild rank calculation works in that way that about 50% of guilds will not go above the 8th rank. Thus small and weak guilds will be less vulnerable in general and only really big and ambitious guilds will have to worry about presenting themselves in multiple time zones.

## Vulnerability

During judgment hour, your guild's claim is vulnerable to attack from guilds that are in official state of war with your guild.

Guilds at war with your guild can mount your horses even if they have an ownership timer.

```
Bobik 2019-03-15 on Discord:

I want to personally address you in order to advice you to get your Guild Monuments to Tier 2 ASAP. That is the really good way how you can protect yourself from a blitzkrieg destruction of your monument and losing EVERYTHING that your guild have accumulated. In order to do that, you need to capture neighboring fiefs and upgrade your monument.
T2,3,4 Monuments CANNOT be destroyed even if there is an enemy lvl3 outpost nearby "burning". Attackers will have to spend a couple JHs to capture your neighboring fiefs/outposts in order to downgrade your monument to Tier1.

I also remind you that here you can read more about this mechanics: https://lifeisfeudal.com/Guide-to-the-Second-Major-Update#Capturing\_Territories

```

During judgment hour, enemies can do the following actions listed here: Life is Feudal: MMO. Actions allowed during JH

### Capturing Terrtories

See: GUIDE TO THE SECOND MAJOR UPDATE 3.4 CAPTURING TERRITORIES

### Destroying Claims

~~IMPORTANT INFORMATION: You can destroy t1 town claims! If you kill characters of your enemy guild, their monument will loose support points. So you can lower the tier of your enemy guild and finally destroy them.~~ (See above)

### Movable Objects Protection

Even during Judgment Hour there are some conditions where the movable objects remain protected. When movable objects are placed inside certain buildings, they remain inaccessible to the attackers until such building durability drops below 50%. Below is the list of buildings where the movable objects remain protected:

* Warehouse
* Wooden Warehouse
* Large warehouse
* Carpenter's Shop
* Wooden carpenter's shop
* Wooden carpenter's shop
* Siege engineer's workshop
* School
* Wooden school
* Small plaster house
* Small wooden house
* Plaster house
* Wooden house
* Large plaster house
* Large wooden house
* 3 story plaster house
* 3 story wooden house
* Big 3 story plaster house
* Big 3 story wooden house
* Wooden keep
* Small keep
* Keep
* Castle keep

# *Life is Feudal: Your Own* Version

Judgement hour works differently in *Life if Feudal: Your Own*, fir information see the Judgement hour (YO) page.