To my knowledge, this option does not exist, but has been suggested in the thread about making unwanted Relics "abandonable".
This may have been misinformation on my end, it was definitely a long time ago when i heard it so it may have been a guild rule somewhere lol.
Guild Achievement for successfully attacking a relic would be nice
Introduce new recipes to make elemental keys to limit exploitation and have a new gold sink.
The group leader will require vision, reveal and the correct elemental key to gain Guild Achievement points for a successful relic capture.
The element keys can be associated with the area the relic is in or, as is traditional with elemental items, opposite the area's element...fire vs ice...holy vs undead...etc.
All normal activities of relic operations remain the same.
Interesting concept to say the least. Perhaps this could be implemented on higher end relics (stam/stam gain relics)
trouble is only the stam gain relics are worth anything atm ,and some guilds seem to think they own them .Until the other relics become usefull again i cant see anything changing in the taking of relics .
for the non stam related relics, a 50% increase or even a double of the effects they provide (before empowerment) may make some of them tempting.
Maybe if after a certain time with no defenders the relic becomes abandoned ,but cant really see that this will change anything ,all it will do is clear out unwanted relics from guilds and make more unclaimed
It would clear out unwanted relics, aye, but to expand on this: Give the relics a week before they become un-owned due to no defenders, and in order to reset/stop the counter you have to have at least 3 active players from the controlling guild on it for 24 hours. The countdown would pause when the requirements are met, and reset after the 24hours.
sure, you could reset it and go about your way, but after a week, say someone forgets its there and *poof* no more relic.