Players maintain a state of notoriety during gameplay. Performing criminal actions such as attacking other innocents, stealing from innocents, or looting someone else’s kills will result in short or long-term changes to your notoriety status.
Blue characters are innocent.
Grey characters are temporarily criminal, and can be attacked freely by blues, without the blues going gray themselves.
Red characters are murderers, and have killed (and been reported by) 5 or more innocent players. While possible for them to be blue again, it takes a significant time investment.
Attacking a character, regardless of their current status, allows them to “defend themselves” freely and attack you back. For example, if a blue character attacks a red character, the red can freely pursue them into town and kill them without the guards being called down. However, the red (or grey) cannot loot the blue, as the looting itself would be considered a seperate criminal act.
Looting Rights are granted to players to loot a certain monster corpse. Players not granted looting rights will be warned when opening the corpse that it will be a criminal action to retrieve loot.
- If the max HP of the creature is:
- Less than 200: you have to do at least 1/2 of the top attacker’s damage to get looting rights.
- Between 200 and 1000: you have to do at least 1/4 of the top attacker’s damage to get looting rights.
- Between 1000 and 3000: you have to do at least 1/8 of the top attacker’s damage to get looting rights.
- 3000 or more: 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 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 have 72 hours to report a murder.
- Players become a murderer (red) once they receive 5 or more murder counts.
- Decay: Murder counts fall off 1 at a time every 24 hours of in-game play time.
- Account Tracking: Murder counts are tracked across your accounts. For each 10 kills you have across all accounts linked to you, your post-death murder restrictions will have an additional 1hr added.
- Short and long murder counts are consolidated into a single ‘murder counts’ value.
Preventions are in place to stop innocent players from evading a PK and then committing suicide in order to give the offender Murder Counts. If an innocent player intentionally evades a PK but then proceeds with giving them a murder count, it is considered an abuse of mechanics.
¶ Post-Death Restrictions (Dungeons & Overland)
- Hostile Action Prevention: Murderers who die receive an IP-wide restriction from performing hostile actions against innocent players for 2 hours.
- Contextual Mercy: Murderer death punishments are not triggered if the murderer dies to environment/monsters without being recently involved in PvP combat.
- Resurrection: Murderers cannot be resurrected within a dungeon.
- Guard Behavior: Guards attack murderers on-sight with a chase behavior. Instant-killing only applies to crimes recently committed.
- NPC Reactions: Townsfolk NPCs will react to murderers and cry for help.
- Interactions: Murderers cannot interact with town NPCs (banking, buying, or selling).
- Britain Trading Post: Access is prohibited for all murderers or criminals.
- Bank Rooftop: Murderers may enter the West Britain Bank rooftop hangout, but combat is strictly prevented.
Murderers are subject to fees when attempting to resurrect:
- All counts are worth 100gp per count.
- Player corpses will not turn to skeleton when the player resurrects within the same region, allowing for the full corpse-to-bones duration to occur before the corpse head can no longer be cut off.
- PVP Leaderboard: Displays Bounties, Vigilante Kills, and Murders.
- Turn-ins: Innocent players that attack a murderer before they die (from a different IP/Machine) qualify to turn in the head of that murderer. The corpse and head will list the names of all players that qualify to turn it in.
- Rewards: A Bounty Hunter vendor is available to turn murderer heads in for a gold award (100% of the target’s resurrection fee).
- Aggro Priority: Aggressive beings give priority to murderer and criminal players; this is most noticeable for beings not already in-combat.
https://youtu.be/AXE6fml8O6I
Dread Ravens are an item purchasable from the Bounty Hunter Guildmaster that allow a bounty hunter to track reds within a large range. Ravens are consumed upon successful tracking.
The bounty hunter alert for when a murderer logs in has a random delay of 5–15 minutes: “The dread ravens bring word, a murderer has recently entered the world!”
This system allows innocent players to call for help when attacked by murderers.
- Conch Shell of Distress: Purchased from the Bounty Hunter Guildmaster in Britain. Cannot be used if the player has an active Lord’s Boon.
- Boon Distress Mode: Players can switch their Lord’s Boon to Distress Call mode. This prevents standard Boon use for 24 hours.
- Response: Eligible Bounty Hunters receive a prompt to respond. If they accept, they teleport to the victim after a 5-second delay.
- Rewards: If the Hunter turns in the murderer’s head, the victim automatically receives 20% of the bounty reward.
- Distress Kill Points: Hunters earn 1 point for each successful response. If a murderer kills a Hunter with points, the murderer steals 1 point from them. Points unlock exclusive gear at the Bounty Hunter Guild.
- Combat Lock: Bounty Hunters and Murderers are restricted from all forms of teleportation for 5 minutes after engaging in combat with each other.
https://youtu.be/cMIGzj08GNg
Stealing is always considered a crime. If you are caught by a human NPC in guard protection, they will call the Guards instantly.
- Requirements: At least 60 Detect Hidden and 60 Tracking.
- Powers: Thief Hunters can attack thieves at any time, even if the thief is blue.
- Reveal Potions: Special potions are available to Thief Hunters to reveal hidden thieves.
Preventing getting caught requires the following:
- No human NPCs are within a range of 7 steps.
- NPCs are not looking in your direction (reduces chance to get caught by 33%).
- NPCs do not have a line of sight to you.
- Thieves that receive a murder count are immediately removed from the Thieves Guild until all murder counts are dissolved.
¶ How does the murderer get their body back from the Dungeon if they get killed inside and can not come back in for 1 hour?
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. Murderers cannot start any hostile actions but can defend themselves.
A) There is a quest in Paws (Lord Reginald) to pick up 50 pieces of feces, as well as one in Buccaneer’s Den. Once completed, your counts are reduced by 1. Each task may be undertaken once every 24 hours.
A) Innocent players can use them, but Murderers are prohibited from using Camouflage potions.