Combat & Adventure
Crime, Guards & the Jail
Rob the dead or kill the innocent and your name changes colour, and from then on the guard is looking for you: in every lawful town square, and in every mine, wood and dungeon a town's patrol walks. This is what counts as a crime, how long it follows you, where you will be found, and what happens when you are.
The short version
- Innocent
- A blue name. Nobody may raise a hand against you anywhere but Buccaneer's Den.
- Criminal
- A grey name under a [Criminal] tag, on a clock. Anyone may attack you in any town square, and every guard is looking for you.
- Murderer
- A red name under a [Murderer] tag, from 3 murder counts. The same, with no clock to wait out.
- The guard
- Arrests criminals and murderers on sight in every lawful town square, and sweeps the mines, woods and dungeons its town answers for.
- The jail
- A sentence served in ONLINE time, in a cell, in an orange uniform, with everything you carried locked in a bag in your bank.
What it looks like
Blue, grey and red
Your standing is the colour of your name, and everyone who can see you can read it. Grey is a clock that runs out. Red is a count that fades.
| Standing | Your name | How you come by it | How it ends |
|---|---|---|---|
| Innocent | Blue | It is how everyone begins. | — |
| Criminal | Grey, under [Criminal] | Robbing an innocent's remains, striking an innocent first, or a murder. | The clock runs out and your name is blue again — or a guard takes you, and the sentence is the rest of it. |
| Murderer | Red, under [Murderer] | 3 murder counts: each kill of an innocent who did not strike first is one. | One count fades for every 8 hours you spend ONLINE. Below 3 you are no longer red. A served sentence clears them all at once. |
What makes you a criminal, and for how long
All three run the same grey clock. Time taken from the dead is ADDED to whatever is already on it.
| The crime | On the clock | Worth knowing |
|---|---|---|
| Taking from an innocent's remains | 15 minutes for every item | A stack is one item. A bag is one, plus one for everything inside it. The clock can never stand more than 24 hours ahead. |
| Striking an innocent first | 2 minutes | Only possible in Buccaneer's Den: nowhere else may an innocent be attacked at all. |
| Murder | 30 minutes, and a murder count | Killing an innocent who did not strike first. At 3 counts the grey clock stops mattering: you are red. |
What is NOT a crime
- Your own remains
- Always yours to take back.
- A criminal's remains
- Somebody who was a criminal or a murderer when they died is fair game, and stays so even after their own clock would have run out.
- A friend's remains
- A party member's or a guildmate's. Carrying a friend's gear home is not theft.
- Your own kill
- Somebody you killed in a fight, in the 2 minutes the body belongs to you and to them alone. The kill has already been counted against you.
- A dropped pile
- Something a player put down on purpose is not a body.
Being a criminal
The moment the clock starts you are told so in your journal, and a Criminal mark appears on your Buffs bar counting it down. When it reaches nothing your journal says so, and your name is blue again for everybody at once.
The crime lock: no slipping away
- What starts it
- Every crime in the table above, the moment you commit it.
- How long
- 1 minute. Every further crime starts it again from the top.
- What it stops
- Leaving. No travel, no Recall, no moongate and no "I'm Stuck" until it runs out.
- Why it matters
- You cannot rob a body and be on the road before anybody looks up. Whoever is coming for you has that long to arrive.
In a town square
- Which towns
- Every lawful one, whatever rung it stands on. Its guard knows a grey or a red name, and looks every 10 seconds: "on sight" means within moments of your arriving.
- Getting there
- You are still free to TRAVEL to a town. Standing in its square is what gets you taken.
- Where they wait
- They will not take you from inside a house, off the road while you are still travelling, or while you are dead. If you are in the middle of a fight they wait for it to end.
- The cry
- The Town Guard calls the arrest in Local chat for everybody who watched, and the Herald tells the whole shard who was taken, where, and as what.
- Buccaneer's Den
- Keeps no guard. Nobody is ever arrested there, which is exactly why it is where criminals and murderers bank, heal and trade.
How often the guard comes
A town's rung is the whole shard's doing: every donation to its Town Collector raises it, and neglect lets it slide. So the players who keep a town's rung up are the ones keeping its mines and dungeons safe from people who rob the dead.
| The town's rung | Standing it must hold | Its guard sweeps each place |
|---|---|---|
| Quiet | 0 | never — it has no guard to send |
| Watched | 5,000 | every 2 hours |
| Patrolled | 20,000 | every hour |
| Fortified | 80,000 | every 30 minutes |
| Resplendent | 300,000 | every 15 minutes |
Which town guards what
Every mine, wood and dungeon answers to exactly one town, so there is never a doubt about whose donations are guarding it.
| Town | Its guard walks |
|---|---|
| Britain | Britain Mines, Britain Sewers, Britain Graveyard |
| Minoc | Minoc Mines, Orc Fort, Wrong |
| Moonglow | Verity Woods, Deceit, Ice Dungeon |
| Vesper | Vesper Graveyard, Vesper Woods |
| Yew | Shame, Yew Forest |
| Trinsic | Trinsic Woods, Despise |
| New Haven | New Haven Mines, Covetous |
| Cove | Cove Mines |
| Jhelom | Jhelom Mines |
| Skara Brae | Spiritwood |
| Nujel'm | Fire Dungeon |
| Occlo | Hythloth |
How a sweep goes
- The horn
- A sweep is called 2 minutes before the guard arrives. Everybody standing in the place hears it in Local chat, from the Town Guard, naming the town the patrol is out of.
- The warning
- If you are a criminal or a murderer you are told in your journal as well, in red, exactly what it means for you: be gone, or be taken.
- The countdown
- From that moment the Travel map's tooltip for the place counts the patrol in, second by second, for anybody who looks — whether they are there or not.
- The arrival
- Every criminal and murderer still standing in the place when the clock reaches zero is seized and jailed. Being in the middle of a fight with a monster does not save you: the arrest ends it.
- If it finds nobody
- The patrol says so, moves on, and the place's clock starts again from the town's rung.
One patrol, from horn to cell
Britain's guard, called to Britain Mines with a criminal standing in it. These are the same two minutes seen three ways.
Reading the guard on the Travel map
- Hover a town
- Blue light runs out from it, like veins, to every mine, wood and dungeon its guard walks. Its tooltip lists them under "Guards" and says how often each is swept.
- Hover a guarded place
- The single vein back to its town lights instead. Its tooltip says "Patrolled by" the town, and how often.
- The rung is the brightness
- The light is always the guard's blue; what changes is how much of it there is. A Resplendent town's veins are wide, bright and quick. A Watched town's are thin and slow. A Quiet town's are not light at all: one pale dashed line to each place, still, showing what it WOULD guard if somebody raised it — which is what its tooltip says too.
- Unguarded
- Means what it says: either the town that answers for the place has no guard to send, or no guard will go there at all.
- A sweep on the road
- Turns the place's panel red and puts a clock in it. The town's own tooltip marks that place with the same countdown.
The Travel map, tooltip by tooltip
Open Travel and rest the pointer on a place. The towns in these pictures were set to different rungs so that every case could be photographed; on your shard each town stands wherever its players have raised it, and the map shows you that.
The other four rungs
A mine, a wood or a dungeon
How long you serve
It is the same sentence whether a town guard recognised you in a square or a patrol found you in a mine.
| Taken as | Sentence, in online time |
|---|---|
| Criminal | Whatever was left on your criminal clock, and never less than 1 minute |
| Murderer, 3 counts | 45m |
| Murderer, 4 counts | 1h |
| Murderer, 6 counts | 1h 30m |
| Murderer, 8 counts | 2h |
| Murderer, more than that | 15 minutes for every count, never less than 30 minutes and never more than 24 hours |
The Jail
One gaol for the whole shard, standing in a walled glade that is on no map. You arrive in a cell; there is no walking there and no walking out.
Inside
- The cells
- 10 of them, a guard on every door. You are put in the emptiest; when there are more prisoners than cells, people share.
- Your belongings
- Everything you were carrying or wearing is put in ONE bag in your bank, exactly as it was: a bag you had in your pack arrives with its contents still inside it. Only your Virtue Binding stays on you.
- The uniform
- An orange shirt and trousers. They cannot be taken off, traded or dropped, and they are taken back when you leave.
- The clock
- Counts down ONLY while you are online. Close the game and it stops; nobody serves a sentence by logging out.
- What you can do
- Talk. Local chat reaches the other prisoners and anybody who has come to look. You cannot travel, Recall, fight or leave the cell.
- If you were dead
- You are raised first. A cell is not somewhere to wait for a Resurrection.
- Release
- The guards unlock the cell and walk you to Britain, where your bag is waiting in the bank.
- The debt is paid
- A guard's arrest is the reckoning. Walk out and your murder counts are gone and your name is blue: the guards no longer know your face.
What a prisoner sees
Visiting the jail
- How
- Say "visit prison" in Local where a town guard can hear it, or right-click one. He walks you over.
- Where from
- Any lawful town that keeps a watch — Watched or above. Buccaneer's Den has no guard to ask.
- Who cannot
- A murderer. The guard has other plans for them.
- The tomatoes
- Trestle tables by the gaol door are heaped with rotten ones. Take a handful of 5, step into the corridor and throw through the bars at any prisoner within 7 flags. About 80 in 100 land. It costs the prisoner nothing but dignity.
- Leaving
- Walk back to the gate and say yes, right-click a sergeant at the gaol door, or use the Leave button, the Travel map or Recall. You come out in the town you left from.
Fights between players, in brief
- Where
- A town square, and nowhere else: never a dungeon, a wood, a mine or a house. An innocent may only be attacked in Buccaneer's Den; a criminal or a murderer in any square.
- One on one
- Somebody already in a fight cannot be attacked by a third.
- No walking out
- Neither fighter can leave for 30 seconds after the last blow, and a fight nobody is winning ends on its own after 10 minutes.
- The body
- Everything the loser carried falls. For 2 minutes it belongs to the killer and the dead alone; after that it is anybody's.
- Defending yourself
- Killing somebody who struck you first is never murder, and neither is killing a criminal or a murderer.
- After a death
- Raised after dying to another player, you cannot be attacked for 10 minutes unless you attack somebody first. The same player cannot kill you more than 2 times in an hour.