The following changes have been added as of August 5th, 2023, as outlined the recent patch notes here
- Guards will now attack murderers on-sight, regardless of if they have recently committed a crime or not, with a chase & kill behavior rather than instant-kill, allowing a chance for the murderer to escape (instant killing from Guards still only applies to crimes recently committed)
- Townsfolk NPCs in Guarded areas will now react to murderers, regardless of if they have recently committed a crime or not, and cry for help (Guards will only actually react to crimes recently committed in this case though)
- the Repent option will be disabled after August 15th
- increased murder count time from 24hr to 72hr
- increased time limit for players to report a murder from 24hr to 72hr
- increased current-dungeon lockout for murderers post-death from 15m to 2hr (matches all-dungeon lockout time)
- increased current-region Hostile Actions prevention for murderers post-death from 15m to 2hr (matches region-lockout time)
- murder counts will now be tracked across your accounts, and for each 10 kills you have across all accounts linked to you, your post-death murder restrictions will have an additional 1hr added
- consolidated short & long murder counts & all existing long counts will be converted to a single 'murder counts' value
- cost to resurrect for murderers is determined by: all counts are worth 100gp per, plus any counts over 5 are worth 450gp per
- removed
Upon resurrection, if a player's short term murder counts are more than 5 they will be reduced to 5.
causing the cost to resurrect for murderers to no longer decrease immediately after resurrecting, the price will remain the same based on the level of murder counts
- added preventions for entering Britain Trading Post (West Britain Bank roof-top) for all murderers or criminals
- player corpses will no longer turn to skeleton when the player resurrects within the same region, providing for the full corpse-to-bones duration to occur before the corpse head can no longer be cut off
- aggressive beings will now give priority to murderer & criminal players; this will be mostly noticeable for beings that are not already in-combat
https://youtu.be/cMIGzj08GNg
- added a PVP Leaderboard that shows Bounties, Vigilante Kills & Murders
- innocent players that attack a murderer before they die, that are from a different IP/Machine, will qualify to turn in the head of a murderer; the corpse & head will list the names of all players that qualify to turn it in, if any
- added Bounty Hunter vendor to turn murderer heads into for gold award, currently 100% of resurrection fee (subject to change)
https://youtu.be/AXE6fml8O6I
- Looting Rights is granted to players to loot a certain monster corpse. Persons not granted with looting rights will be warned when opening the corpse that looting it will be a criminal action.
- If the max HP of the creature is:
- Less than 200 hp: you have to do at least 1/2 of the top attacker's damage to get looting rights.
- Between 200 and 1000 hp: you have to do at least 1/4 of the top attacker's damage to get looting rights.
- Between 1000 and 3000 hp: you have to do at least 1/8 of the top attacker's damage to get looting rights.
- 3000 or more hp: you have to do at least 1/16 of the top attacker's damage to get looting rights.
- The person who does the first blow gets their damage multiplied by 125% for the purposes of calculating looting rights.
- Committing a murder will result in 1 murder count in most cases
- Multiple murderers participating in a murder will receive counts equal to the total number of participants with a maximum of 5 counts each instead of 1. Blue participants will only receive one count.
- All murderers participating in a murder will now remain in combat for the total number of participants multiplied by 2 minutes with a maximum timer of 10 minutes. Blue participants will remain in combat for the regular 2 minute timer.
- Victims will have 72 hours to report a murder.
- Player's become a murderer (red) once they receive 5 or more murder counts
- Murder counts will fall off 1 at a time every 72 hours of in game play time
A murderer who dies within a dungeon will receive the following restrictions:
- IP wide restriction from entering that dungeon for 24 hours
- IP wide restriction from entering any dungeon for 2 hours
- Account wide restriction from doing hostile actions against innocent players in that dungeon for 1h + 1h per 10 long term counts.
- Murder counts are tracked across your accounts, and for each 10 kills you have across all accounts linked to you, your post-death murder restrictions will have an additional 1hr added
- Murderers cannot be resurrected within a dungeon.
- Guards will attack criminals & murderers on-sight, regardless of if they have recently committed a crime or not, with a chase & attack behavior rather than instant-kill, allowing a chance for the criminal/murderer to escape (instant killing from Guards still only applies to crimes recently committed)
- Townsfolk NPCs in Guarded areas will now react to murderers, regardless of if they have recently committed a crime or not, and cry for help (Guards will only actually react to crimes recently committed in this case though)
- Murderers are subject to the same criminal checks as any other player. Attacking any other player will flag the murderer as criminal and anyone can call the guards to kill them instantly.
- Murderers who do not attack anyone are not flagged criminal and therefore are not subject to have guards called on them, although stationed Guards will attack on sight.
- If an innocent player attacks a murderer, the innocent player will not be flagged criminal, however they forego guard protection for a short period against the Murderer who can now defend themselves.
- Murderers who use thievery and loot corpses have the same rules apply to them as normal with regards to being flagged criminal (see Thievery below).
- Murderers are unable to interact with any NPCs in towns. They cannot bank, buy or sell from any innocent (blue) NPC.
¶ Overland
A murderer who dies in Britannia overland will receive the following restrictions:
- IP wide restriction from performing hostile actions against innocent players anywhere in the world besides dungeons for 2 hours
- IP wide restriction from entering any dungeon for 15 minutes.
Murderers will be subject to fees when attempting to resurrect.
Upon resurrection, if a player's short term murder counts are more than 5 they will be reduced to 5. (deprecated)
- Cost to resurrect for murderers is determined by:
- all counts are worth 100gp per, plus any counts over 5 are worth 450gp per
The Repent option is disabled as of August 15th
When paying resurrection fees, murderers can also decide to repent their ways. Repenting will clear your long term counts but place restrictions preventing hostile actions based on your IP.
IP wide restriction from performing hostile actions against innocent players anywhere in the world for 72 hours real world time, you do not have to be logged in on that character for the count to go down.
You will not be presented with the option to repent when resurrecting until all IP based restrictions have expired on that character.
Since reports can take up to 24h, note that you can still receive murder counts from old murders after repenting during the first 24h.
Repenting does not affect your short term counts and therefore you will still have to wait for those to decay to turn innocent again.
A public proclamation will be made in the form of a server notification when a player has chosen to repent.
Stealing is always considered a crime.
If you are caught by a human NPC in guard protection, you will be flagged as criminal and they will call the Guards instantly to have you guard-whacked regardless of whether you succeed or fail.
Preventing getting caught stealing requires the scenario in which following criteria is met:
- no human NPCs are within range of 7 steps (no NPCs nearby to call Guards)
- they are not looking in your direction (reduces chance to get caught by 33%)
- they do not have a line of sight to you (NPCs are required to have line of sight in order to call Guards for stealing)
Thieves cannot report murders when they are killed, as long as they are in the Thieves Guild.
Thieves that receive a murder count are immediately removed from the Thieves Guild until all murder counts are dissolved.
More info on thievery is on the Stealing page.
¶ How does the murderer get their body back from the Dungeon if they get killed inside and can not come back in for 2 hours?
A) They don't.
¶ For the non-aggression period, this just means they can't initiate PvP, but can receive it and counter-attack right?
A) Correct, they can not start any hostile actions but can defend themselves.
A) Players have 24 hours to report a murder. If they do it will only add to your murder counts, all they can do is make you turn red if your short term count goes over 5. All the restrictions will trigger on death, before resurrection.(deprecated)
A) Yes, you will have effectively removed them and all their accounts IP wide for 2 hours. Additionally they may have hostility restrictions that continue after their access restrictions have expired. This means that they can enter the dungeon but can not commit hostile actions against innocents unless attacked first.
A) Yes there are, but attempting to circumvent any murderer penalties is against our server rules. If you are caught doing this you will be jailed and your account(s) standing will be at risk.
A) Die. This will reduce your short term counts to 5. Wait for all your IP based restrictions to expire. Resurrect and choose the option to repent. This will reset your long term counts to 0. You will now need to wait until your remaining short term counts decay.