The War of the Realms
Each realm has its own map, closed to the others. The War of the Realms zone is the only place where the three realms meet.
The shared map
- A large map of 800 × 800 tiles (about 4 minutes to cross in a straight line): lakes, forests, clearings, rocks.
- Each realm has its arrival point: Red at the top in the middle, Blue at the bottom left, Yellow at the bottom right. Clear paths lead from each arrival to the centre.
- You get there by talking to the ferryman, next to your town's merchant. The ferryman at your arrival takes you back to the realm.
- Dying in this zone: "Back to the ferryman" takes you to your realm's arrival (a Monk can also raise you on the spot). Disconnected in this zone: you come back there when you reconnect, at your realm's arrival.
The protected arrivals
- Around each realm's arrival, a red circle on the ground, visible to the two other realms: 14 tiles in radius, more than the range of any attack.
- An enemy who steps in is warned in the middle of the screen; if they are still there 1 s later, the arrival's guards shoot them down. These guards can't be targeted or killed.
- This death brings nothing to anyone: no waiting for enemies at the exit of their arrival.
The central post
- In the centre, a raised platform with a tower, held by a Spear Guard. You only get up by the stairs; from below, only ranged attacks reach those up top.
- At the start, the guard is neutral and attacks everyone. The realm that deals it the killing blow takes the post: the guard reappears at once in that realm's colours, only attacks the others, and its realm can no longer hit it. Another realm can take it back the same way.
- The buildings around the post and the post's dot on the minimap take the colour of the realm holding it (black and grey while nobody holds it).
- Each capture is announced to all the server's players, wherever they are.
- Guard level: 20 when the post is neutral or has just been taken, then +1 per hour while the same realm holds it, up to level 60. A post held for a long time needs a group to be taken back; a post that just changed hands is vulnerable.
- Bonus: the realm holding the post gets +10% XP from monsters, for all its players and on every map.
Realm points
- Guard killed: 50 points to each player of the realm taking the post who hit the guard in the last minute.
- Enemy player killed: 100 × (1 + 0.25 × the victim's rank), shared between their attackers by damage dealt.
- Nothing for the same victim for 10 min, nor for a grey victim (much weaker than you).
| Victim's rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Points (before sharing) | 125 | 150 | 175 | 200 | 225 | 250 | 275 | 300 | 325 | 350 |
Realm ranks
Realm points raise your rank. The rank shows in the Statistics tab, in the target frame, and next to the names of your realm's players from rank 2 ("Name · R3"). Each points gain and each new rank is announced in the log.
| Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Realm points | 0 | 500 | 2,000 | 8,000 | 30,000 | 100,000 | 300,000 | 900,000 | 2,800,000 | 9,000,000 |
Realm skills
Realm points aren't spent: you keep them, and the rank with them. But each rank is split into 10 levels, and each level reached gives a realm skill point (for example rank 2, level 3: 13 points). You spend them at the trainer, "Realm" tab (see Skills and trainer).
| Skill | Cost of each level (points) | Effect per level |
|---|---|---|
| Increased Strength | 1 / 3 / 6 / 10 / 14 | +3% / +6% / +9% / +12% / +15% of the Strength cap, beyond the equipment cap |
| Increased Dexterity | 1 / 3 / 6 / 10 / 14 | +3% / +6% / +9% / +12% / +15% of the Dexterity cap, beyond the equipment cap |
| Increased Constitution | 1 / 3 / 6 / 10 / 14 | +3% / +6% / +9% / +12% / +15% of the Constitution cap, beyond the equipment cap |
| Increased Quickness | 1 / 3 / 6 / 10 / 14 | +3% / +6% / +9% / +12% / +15% of the Quickness cap, beyond the equipment cap |
| Increased Intelligence | 1 / 3 / 6 / 10 / 14 | +3% / +6% / +9% / +12% / +15% of the Intelligence cap, beyond the equipment cap |
| Toughness | 1 / 3 / 6 / 10 / 14 | +3% / +6% / +9% / +12% / +15% HP |
| Determination | 1 / 3 / 6 / 10 / 14 | sleep, stun and root 10% / 20% / 30% / 40% / 50% shorter |
| Purge | 10 | frees you from sleep, stun, root and slows; cooldown 15 min; usable even asleep or stunned |
| Ignore Pain | 3 / 6 / 10 | heals 20% / 35% / 50% of max HP depending on level; cooldown 15 min |
- Increased attributes are worth a share of your level's cap: the same weight at level 20 as at level 100. The character sheet shows them apart ("+N (realm)").
- During the beta, the trainer resets these choices for free, at will.