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	<updated>2026-06-13T16:14:39Z</updated>
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	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Season_2:_The_Orc_Invasion&amp;diff=4343</id>
		<title>Season 2: The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Season_2:_The_Orc_Invasion&amp;diff=4343"/>
		<updated>2026-06-10T12:44:49Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Season 2: The Orc Invasion =  == Introduction ==  The orcs have come in force.  Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?&lt;br /&gt;
&lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;&lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.&lt;br /&gt;
&lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4342</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4342"/>
		<updated>2026-06-10T03:31:13Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Current Season ==&lt;br /&gt;
&lt;br /&gt;
Season 2: The Orc Invasion&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.&lt;br /&gt;
&lt;br /&gt;
Season 2 introduces:&lt;br /&gt;
* Territory Control&lt;br /&gt;
* Orc Occupation Forces&lt;br /&gt;
* Orcish Kin Masks&lt;br /&gt;
* Township-based safety and civilization&lt;br /&gt;
* Detective System&lt;br /&gt;
* Restricted player magic&lt;br /&gt;
* No mounts in dungeons&lt;br /&gt;
* Additional Season 2 rule changes&lt;br /&gt;
&lt;br /&gt;
See: [[Season 2: The Orc Invasion]]&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Features ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=OSI_vs_UO_Seasons&amp;diff=4341</id>
		<title>OSI vs UO Seasons</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=OSI_vs_UO_Seasons&amp;diff=4341"/>
		<updated>2026-06-10T03:30:35Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot; |+ '''Shard Rules Comparison''' |- ! Feature !! OSI (Publish 15) !! UO Seasons |- | Accounts per IP ||...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4340</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4340"/>
		<updated>2026-06-10T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Current Season ==&lt;br /&gt;
&lt;br /&gt;
Season 2: The Orc Invasion&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.&lt;br /&gt;
&lt;br /&gt;
Season 2 introduces:&lt;br /&gt;
* Territory Control&lt;br /&gt;
* Orc Occupation Forces&lt;br /&gt;
* Orcish Kin Masks&lt;br /&gt;
* Township-based safety and civilization&lt;br /&gt;
* Detective System&lt;br /&gt;
* Restricted player magic&lt;br /&gt;
* No mounts in dungeons&lt;br /&gt;
* Additional Season 2 rule changes&lt;br /&gt;
&lt;br /&gt;
See: [[Season 2: The Orc Invasion]]&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Features ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Champion_Spawns&amp;diff=4339</id>
		<title>Champion Spawns</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Champion_Spawns&amp;diff=4339"/>
		<updated>2026-06-06T15:36:52Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Summoning the Harrower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Champion Spawns =&lt;br /&gt;
&lt;br /&gt;
Champion Spawns are among the most challenging PvM encounters on Angel Island. They reward large amounts of gold, high-end magical equipment, and Champion Skulls used to summon the ultimate foe: the Harrower.&lt;br /&gt;
&lt;br /&gt;
Unlike standard OSI-era shards, Angel Island does not award Power Scrolls. Instead, Champions are a primary source of vanquishing weapons, invulnerability armor, rare equipment, and Champion Skulls.&lt;br /&gt;
&lt;br /&gt;
There are three categories of Champion encounters:&lt;br /&gt;
&lt;br /&gt;
* Champion Spawns&lt;br /&gt;
* Mini Champion Spawns&lt;br /&gt;
* Seasonal Champions&lt;br /&gt;
&lt;br /&gt;
== Champion Spawn Mechanics ==&lt;br /&gt;
&lt;br /&gt;
A Champion Spawn progresses through four increasingly difficult levels of creatures before the Champion itself appears.&lt;br /&gt;
&lt;br /&gt;
Progress is tracked using the Skull Altar located at the center of the spawn area.&lt;br /&gt;
&lt;br /&gt;
=== Skull Candles ===&lt;br /&gt;
&lt;br /&gt;
The altar displays both white and red skull candles:&lt;br /&gt;
&lt;br /&gt;
* White Candles indicate progress toward the next red candle.&lt;br /&gt;
* Red Candles indicate overall progression toward the Champion.&lt;br /&gt;
&lt;br /&gt;
Progression follows this pattern:&lt;br /&gt;
&lt;br /&gt;
* 5 White Candles = 1 Red Candle&lt;br /&gt;
* 4 Red Candles = 1 Spawn Level&lt;br /&gt;
&lt;br /&gt;
If creatures are not killed quickly enough, progression can reverse and the spawn may regress to an earlier stage.&lt;br /&gt;
&lt;br /&gt;
=== Champion Rewards ===&lt;br /&gt;
&lt;br /&gt;
Defeating a Champion may reward:&lt;br /&gt;
&lt;br /&gt;
* High-level magical armor&lt;br /&gt;
* High-level magical weapons&lt;br /&gt;
* Approximately 30,000 gold&lt;br /&gt;
* One Champion Skull&lt;br /&gt;
&lt;br /&gt;
== Summoning Champions ==&lt;br /&gt;
&lt;br /&gt;
Most Champion Spawns on Angel Island are player-summoned.&lt;br /&gt;
&lt;br /&gt;
When an altar is ready, it will speak to nearby players indicating that it is available for summoning.&lt;br /&gt;
&lt;br /&gt;
To summon a Champion:&lt;br /&gt;
&lt;br /&gt;
# Place the required sacrifice on the altar.&lt;br /&gt;
# Speak:&lt;br /&gt;
#:&lt;br /&gt;
#: &amp;quot;I offer this sacrifice in your name &amp;lt;Champion Name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I offer this sacrifice in your name Semidar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once a spawn has begun and reaches at least one white skull, no additional Champions may be summoned until:&lt;br /&gt;
&lt;br /&gt;
* The Champion is defeated, or&lt;br /&gt;
* The spawn regresses completely back to zero progress.&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice Requirements ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Champion&lt;br /&gt;
! Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| Barracoon&lt;br /&gt;
| A wedge or wheel of cheese&lt;br /&gt;
|-&lt;br /&gt;
| Neira&lt;br /&gt;
| 100 Bones&lt;br /&gt;
|-&lt;br /&gt;
| Rikktor&lt;br /&gt;
| 500 of any single gem type&lt;br /&gt;
|-&lt;br /&gt;
| Mephitis&lt;br /&gt;
| 1000 Spider's Silk&lt;br /&gt;
|-&lt;br /&gt;
| Semidar&lt;br /&gt;
| 100 Blood Vials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barracoon ==&lt;br /&gt;
'''Aspect:''' Greed&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Rats and Slimes&lt;br /&gt;
# Ratmen and Dire Wolves&lt;br /&gt;
# Hell Hounds and Rat Mages&lt;br /&gt;
# Silver Serpents and Rat Archers&lt;br /&gt;
&lt;br /&gt;
== Semidar ==&lt;br /&gt;
'''Aspect:''' Pain&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Imps and Mongbats&lt;br /&gt;
# Gargoyles and Harpies&lt;br /&gt;
# Stone Gargoyles and Fire Gargoyles&lt;br /&gt;
# Daemons and Succubi&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Fire Gargoyles inflict aura damage and can quickly wear down pets.&lt;br /&gt;
* Succubi possess a life-drain attack with a large radius.&lt;br /&gt;
&lt;br /&gt;
== Neira ==&lt;br /&gt;
'''Aspect:''' Death&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Ghouls and Boggles&lt;br /&gt;
# Bone Knights and Wraiths&lt;br /&gt;
# Bone Magi and Bone Knight Lords&lt;br /&gt;
# Bone Magi Lords and Rotting Corpses&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Rotting Corpses are often the most dangerous creatures in the final wave.&lt;br /&gt;
&lt;br /&gt;
== Mephitis ==&lt;br /&gt;
'''Aspect:''' Venom&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Giant Spiders and Scorpions&lt;br /&gt;
# Terathan Drones and Warriors&lt;br /&gt;
# Dread Spiders and Matriarchs&lt;br /&gt;
# Terathan Avengers and Poison Elementals&lt;br /&gt;
&lt;br /&gt;
== Rikktor ==&lt;br /&gt;
'''Aspect:''' Power&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Lizardmen and Snakes&lt;br /&gt;
# Lava Lizards and Ophidian Warriors&lt;br /&gt;
# Drakes and Ophidian Justices&lt;br /&gt;
# Dragons and Ophidian Avengers / Knight Errants&lt;br /&gt;
&lt;br /&gt;
== Lord Oaks ==&lt;br /&gt;
'''Aspect:''' Enlightenment&lt;br /&gt;
&lt;br /&gt;
Unlike the other Champions, Lord Oaks is permanently available within the Pixie Dungeon located southeast of the entrance to Shame.&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Pixies and Shadow Wisps&lt;br /&gt;
# Wisps and Kirin&lt;br /&gt;
# Unicorns and Centaurs&lt;br /&gt;
# Serpentine Dragons and Angels&lt;br /&gt;
&lt;br /&gt;
== Harrower ==&lt;br /&gt;
&lt;br /&gt;
The Harrower is the ultimate Champion encounter on our shards.&lt;br /&gt;
&lt;br /&gt;
To summon the Harrower, players must collect all six Champion Skulls obtained from the standard Champion Spawns.&lt;br /&gt;
&lt;br /&gt;
The teleporters to the Star Room, which contains the sacrificial altar, are located in the back of the area where Lord Oaks is found.&lt;br /&gt;
&lt;br /&gt;
=== Required Skulls ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skull&lt;br /&gt;
! Champion&lt;br /&gt;
|-&lt;br /&gt;
| Greed&lt;br /&gt;
| Barracoon&lt;br /&gt;
|-&lt;br /&gt;
| Pain&lt;br /&gt;
| Semidar&lt;br /&gt;
|-&lt;br /&gt;
| Death&lt;br /&gt;
| Neira&lt;br /&gt;
|-&lt;br /&gt;
| Venom&lt;br /&gt;
| Mephitis&lt;br /&gt;
|-&lt;br /&gt;
| Power&lt;br /&gt;
| Rikktor&lt;br /&gt;
|-&lt;br /&gt;
| Enlightenment&lt;br /&gt;
| Lord Oaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summoning the Harrower ===&lt;br /&gt;
&lt;br /&gt;
The Harrower is summoned from the Star Room. Teleportation to the Star Room is located in the valley where Lord Oaks may also be found.&lt;br /&gt;
&lt;br /&gt;
To summon the Harrower:&lt;br /&gt;
&lt;br /&gt;
# Collect all six Champion Skulls.&lt;br /&gt;
# Enter the Star Room.&lt;br /&gt;
# Place the skulls upon the sacrificial altar.&lt;br /&gt;
&lt;br /&gt;
Once the skulls are placed, a black moongate will appear. This gate will transport you and your allies to the dungeon entrance where the Harrower awaits.&lt;br /&gt;
&lt;br /&gt;
=== Harrower Rewards ===&lt;br /&gt;
&lt;br /&gt;
The Harrower provides some of the most valuable rewards available in the game. In addition to traditional Harrower loot, qualified participants will also receive a rare Ethereal Mount.&lt;br /&gt;
&lt;br /&gt;
Ethereal Mounts are bound to their owners through an arcane ethereal bond. Unlike traditional ethereal mounts, these rewards possess a limited bond strength. Each time their owner dies, the bond weakens. When the bond is eventually exhausted, the mount returns to the ether from which it came.&lt;br /&gt;
&lt;br /&gt;
The type of mount awarded is chosen at random:&lt;br /&gt;
&lt;br /&gt;
* Ethereal Horse&lt;br /&gt;
* Ethereal Ostard&lt;br /&gt;
* Ethereal Llama&lt;br /&gt;
&lt;br /&gt;
These mounts are intended to serve as prestigious trophies of Harrower victories while remaining valuable and meaningful long after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
=== Qualifying For Rewards ===&lt;br /&gt;
&lt;br /&gt;
Not everyone present at a Harrower kill will receive rewards.&lt;br /&gt;
&lt;br /&gt;
To qualify, a player must:&lt;br /&gt;
&lt;br /&gt;
* Contribute a meaningful amount of damage to the encounter.&lt;br /&gt;
* Be alive when the Harrower dies.&lt;br /&gt;
* Remain within range of the encounter when the Harrower is defeated.&lt;br /&gt;
&lt;br /&gt;
Pet damage counts toward qualification and is credited to the pet's master.&lt;br /&gt;
&lt;br /&gt;
Players who meet these requirements become eligible for Harrower rewards, including both normal Harrower loot and Ethereal Mount rewards.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Harrower ===&lt;br /&gt;
&lt;br /&gt;
The Harrower is a multi-phase Champion encounter. Players should expect a difficult battle requiring coordination, preparation, and strong tactics.&lt;br /&gt;
&lt;br /&gt;
Unlike OSI, our shards do not award Power Scrolls. The Harrower instead serves as the ultimate Champion challenge and a source of high-end rewards.&lt;br /&gt;
&lt;br /&gt;
== Mini Champion Spawns ==&lt;br /&gt;
&lt;br /&gt;
Mini Champion Spawns function similarly to standard Champion Spawns but are designed for smaller groups.&lt;br /&gt;
&lt;br /&gt;
Characteristics:&lt;br /&gt;
&lt;br /&gt;
* Intended for approximately 3-4 players&lt;br /&gt;
* Faster progression&lt;br /&gt;
* Unique rewards&lt;br /&gt;
* Found throughout dungeons and Kin strongholds&lt;br /&gt;
&lt;br /&gt;
To begin a Mini Champion Spawn, locate the activation lever and pull it.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Champions ==&lt;br /&gt;
&lt;br /&gt;
Seasonal Champions are limited-time Champion encounters introduced as part of Angel Island's ongoing Seasonal Champion Campaign.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional Champions, Seasonal Champions often feature custom artificial intelligence, unique mechanics, and rare collectible rewards rather than conventional gold and equipment.&lt;br /&gt;
&lt;br /&gt;
=== Azothu, The Frozen Host ===&lt;br /&gt;
&lt;br /&gt;
'''Season:''' Winter&lt;br /&gt;
&lt;br /&gt;
The Frozen Host appears within Ice Dungeon during the winter season.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Custom AI behavior&lt;br /&gt;
* Rare equipment drops&lt;br /&gt;
* Limited appearance frequency&lt;br /&gt;
* Available once per day&lt;br /&gt;
&lt;br /&gt;
=== Eifel Island Pirate Champion ===&lt;br /&gt;
&lt;br /&gt;
'''Season:''' Spring / Summer&lt;br /&gt;
&lt;br /&gt;
The Pirate Champion, also known as the Hoard Guardian, inhabits Eifel Island.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Advanced humanoid AI&lt;br /&gt;
* Rare collectible rewards&lt;br /&gt;
* Water-beast defenses surrounding the island&lt;br /&gt;
* No Recall&lt;br /&gt;
* No Gate Travel&lt;br /&gt;
* Boat access required&lt;br /&gt;
* Grappling Hook gameplay mechanics&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4338</id>
		<title>The Detective</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4338"/>
		<updated>2026-06-03T20:17:16Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;https://youtu.be/Jkyt_w3290Y&amp;lt;/youtube&amp;gt;&lt;br /&gt;
= The Detective =&lt;br /&gt;
&lt;br /&gt;
The Detective is a profession introduced in Seasons 2.&lt;br /&gt;
&lt;br /&gt;
Rather than relying on brute force or magical tracking, Detectives investigate crimes, gather evidence, and pursue suspects across Sosaria. A skilled Detective can examine crime scenes, identify murderers, follow leads, and track fugitives long after a crime has been committed.&lt;br /&gt;
&lt;br /&gt;
The profession is built around three primary skills:&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detecting Hidden|Detect Hidden]]&lt;br /&gt;
&lt;br /&gt;
== The Forensic Notebook ==&lt;br /&gt;
&lt;br /&gt;
A Detective's most important tool is the [[Forensic Notebook]].&lt;br /&gt;
&lt;br /&gt;
The notebook stores evidence gathered through Forensic Evaluation and allows Detectives to build active leads against suspects.&lt;br /&gt;
&lt;br /&gt;
Once evidence has been gathered, suspects become available through Tracking under the ''Forensic Leads'' category. As evidence accumulates, Detectives become increasingly effective at pursuing known criminals.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective work begins at the crime scene.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
When a corpse is discovered, a Detective may use a Forensic Notebook to examine the remains.&lt;br /&gt;
&lt;br /&gt;
Successful investigations may reveal information such as:&lt;br /&gt;
&lt;br /&gt;
* The identity of the killer&lt;br /&gt;
* Whether the corpse has been looted&lt;br /&gt;
* Known criminals associated with the crime&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
Relevant information is recorded within the Detective's notebook as evidence.&lt;br /&gt;
&lt;br /&gt;
Evidence does not last forever. Leads eventually expire and must be refreshed through continued investigation.&lt;br /&gt;
&lt;br /&gt;
== Following Leads ==&lt;br /&gt;
&lt;br /&gt;
Once evidence has been gathered, suspects become available through Tracking under the ''Forensic Leads'' category.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective tracking is based on accumulated evidence rather than simple proximity.&lt;br /&gt;
&lt;br /&gt;
A Detective may attempt to pursue suspects that have been linked to crimes through their notebook.&lt;br /&gt;
&lt;br /&gt;
== Active and Cold Trails ==&lt;br /&gt;
&lt;br /&gt;
Not every investigation results in an immediate pursuit.&lt;br /&gt;
&lt;br /&gt;
Some suspects may be close enough for a Detective to establish an active trail and begin tracking immediately.&lt;br /&gt;
&lt;br /&gt;
Other suspects may only yield partial information, requiring the Detective to interpret clues and continue the investigation.&lt;br /&gt;
&lt;br /&gt;
If too much time passes, or the evidence becomes too weak, a trail may eventually go cold.&lt;br /&gt;
&lt;br /&gt;
== Pursuit and Investigation ==&lt;br /&gt;
&lt;br /&gt;
Detective tracking is intended to be investigative rather than exact.&lt;br /&gt;
&lt;br /&gt;
Instead of providing precise locations, Detectives receive clues that must be interpreted and acted upon.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Directional clues&lt;br /&gt;
* General distance estimates&lt;br /&gt;
* Active trails&lt;br /&gt;
* Cold trails&lt;br /&gt;
* Other investigative clues&lt;br /&gt;
&lt;br /&gt;
A Detective must use judgment, geography, and persistence to locate a suspect.&lt;br /&gt;
&lt;br /&gt;
The goal is not to provide a magical location service, but to create meaningful investigations and manhunts.&lt;br /&gt;
&lt;br /&gt;
== Serial Criminals ==&lt;br /&gt;
&lt;br /&gt;
Criminals who leave numerous victims behind often leave more evidence behind as well.&lt;br /&gt;
&lt;br /&gt;
A murderer who has committed many crimes may become easier to investigate than one who committed a single crime and disappeared.&lt;br /&gt;
&lt;br /&gt;
As evidence accumulates, Detectives may become more effective at locating and pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
This creates a natural cat-and-mouse relationship between criminals and Detectives.&lt;br /&gt;
&lt;br /&gt;
== Detect Hidden ==&lt;br /&gt;
&lt;br /&gt;
Detect Hidden complements both Tracking and Forensic Evaluation.&lt;br /&gt;
&lt;br /&gt;
Once a suspect has been located, Detect Hidden may be used to expose criminals attempting to conceal themselves through hiding or stealth.&lt;br /&gt;
&lt;br /&gt;
Many successful Detectives train all three skills together.&lt;br /&gt;
&lt;br /&gt;
== The Detective Template ==&lt;br /&gt;
&lt;br /&gt;
While there is no single required build, most Detectives focus on:&lt;br /&gt;
&lt;br /&gt;
* Tracking&lt;br /&gt;
* Forensic Evaluation&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Additional combat and survival skills are often added depending on whether the Detective intends to work alone or with a group.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
The Detective profession is designed to create stories.&lt;br /&gt;
&lt;br /&gt;
A crime occurs.&lt;br /&gt;
&lt;br /&gt;
Evidence is gathered.&lt;br /&gt;
&lt;br /&gt;
Leads are developed.&lt;br /&gt;
&lt;br /&gt;
A pursuit begins.&lt;br /&gt;
&lt;br /&gt;
The Detective follows the trail and attempts to bring the suspect to justice.&lt;br /&gt;
&lt;br /&gt;
Success depends not only on skill values, but on observation, persistence, geography, and the ability to interpret the clues left behind.&lt;br /&gt;
&lt;br /&gt;
The goal is not to tell a Detective where a suspect is. The goal is to provide enough evidence for the Detective to find them.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Forensic_Evaluation&amp;diff=4337</id>
		<title>Forensic Evaluation</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Forensic_Evaluation&amp;diff=4337"/>
		<updated>2026-06-03T19:19:26Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IAmTheHunter.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
= Forensic Evaluation =&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation allows players to uncover information that is not immediately visible. Skilled investigators can identify thieves, determine whether someone is wanted for a bounty, detect known criminals, examine corpses, and inspect signs of lockpicking.&lt;br /&gt;
&lt;br /&gt;
To use the skill, activate Forensic Evaluation and target a player, corpse, or lockable object.&lt;br /&gt;
&lt;br /&gt;
== Evaluating Players ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can reveal several pieces of information about a player:&lt;br /&gt;
&lt;br /&gt;
=== Bounty Information ===&lt;br /&gt;
&lt;br /&gt;
At high skill levels, forensic evaluators may recall information about active bounties.&lt;br /&gt;
&lt;br /&gt;
* Above 80.0 skill: May determine whether the player is wanted.&lt;br /&gt;
* Higher skill levels reveal additional details.&lt;br /&gt;
* Grandmasters can identify who issued the bounty and the total reward amount.&lt;br /&gt;
&lt;br /&gt;
Lord British bonus rewards are included when applicable.&lt;br /&gt;
&lt;br /&gt;
=== Thieves and Criminals ===&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation is particularly effective against thieves.&lt;br /&gt;
&lt;br /&gt;
A successful evaluation may reveal:&lt;br /&gt;
&lt;br /&gt;
* Whether the player belongs to the Thieves Guild.&lt;br /&gt;
* Whether the player is known as a criminal (&amp;quot;perma-grey&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The chance of success improves with higher Forensic Evaluation skill and becomes more difficult against highly skilled thieves.&lt;br /&gt;
&lt;br /&gt;
Even experienced investigators may occasionally reach an incorrect conclusion, though this becomes increasingly rare as skill approaches Grandmaster.&lt;br /&gt;
&lt;br /&gt;
== Examining Corpses ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can be used on corpses to determine:&lt;br /&gt;
&lt;br /&gt;
* Who killed the victim.&lt;br /&gt;
* Whether the corpse has been looted.&lt;br /&gt;
* The names of players who disturbed the corpse.&lt;br /&gt;
&lt;br /&gt;
This makes the skill useful for investigations, bounty hunting, criminal tracking, and Detective work.&lt;br /&gt;
&lt;br /&gt;
== Detective Work ==&lt;br /&gt;
&lt;br /&gt;
On shards that support [[The Detective]] profession, Forensic Evaluation serves as the primary evidence-gathering skill.&lt;br /&gt;
&lt;br /&gt;
When used in conjunction with a [[Forensic Notebook]], successful corpse investigations may record evidence for future use.&lt;br /&gt;
&lt;br /&gt;
This evidence can later be used through [[Tracking]] to pursue known suspects under the ''Forensic Leads'' category.&lt;br /&gt;
&lt;br /&gt;
As additional evidence is gathered, Detectives may become increasingly effective at pursuing habitual offenders.&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation does not directly reveal a suspect's location. Instead, it provides the information necessary to develop leads and conduct investigations.&lt;br /&gt;
&lt;br /&gt;
== Examining Locks ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can be used on lockable objects.&lt;br /&gt;
&lt;br /&gt;
If a lock was picked, the evaluator may discover the name of the individual who opened it.&lt;br /&gt;
&lt;br /&gt;
== Synergy with Tracking ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation provides an additional benefit to trackers.&lt;br /&gt;
&lt;br /&gt;
On Angel Island, Mortalis, and Seasons-style shards, Forensic Evaluation improves a player's ability to track other players. A Grandmaster forensic evaluator receives a noticeable bonus when attempting to locate hidden or stealthy targets.&lt;br /&gt;
&lt;br /&gt;
Players who specialize in hunting thieves, murderers, and fugitives often train both Tracking and Forensic Evaluation together.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Forensic Evaluation is primarily an investigative skill.&lt;br /&gt;
* The skill is most valuable to bounty hunters, law enforcement characters, trackers, and anti-thief specialists.&lt;br /&gt;
* Higher skill levels reveal more detailed information.&lt;br /&gt;
* Grandmasters receive the most reliable results and the greatest bounty-related intelligence.&lt;br /&gt;
* Forensic Evaluation is the primary evidence-gathering skill used by [[The Detective]] profession.&lt;br /&gt;
* When used with a [[Forensic Notebook]], evidence may be retained and used for future investigations.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=File:IAmTheHunter.jpg&amp;diff=4336</id>
		<title>File:IAmTheHunter.jpg</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=File:IAmTheHunter.jpg&amp;diff=4336"/>
		<updated>2026-06-03T19:05:12Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: I, am, The Hunter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
I, am, The Hunter&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Forensic_Evaluation&amp;diff=4335</id>
		<title>Forensic Evaluation</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Forensic_Evaluation&amp;diff=4335"/>
		<updated>2026-06-03T17:17:41Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forensic Evaluation =&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation allows players to uncover information that is not immediately visible. Skilled investigators can identify thieves, determine whether someone is wanted for a bounty, detect known criminals, examine corpses, and inspect signs of lockpicking.&lt;br /&gt;
&lt;br /&gt;
To use the skill, activate Forensic Evaluation and target a player, corpse, or lockable object.&lt;br /&gt;
&lt;br /&gt;
== Evaluating Players ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can reveal several pieces of information about a player:&lt;br /&gt;
&lt;br /&gt;
=== Bounty Information ===&lt;br /&gt;
&lt;br /&gt;
At high skill levels, forensic evaluators may recall information about active bounties.&lt;br /&gt;
&lt;br /&gt;
* Above 80.0 skill: May determine whether the player is wanted.&lt;br /&gt;
* Higher skill levels reveal additional details.&lt;br /&gt;
* Grandmasters can identify who issued the bounty and the total reward amount.&lt;br /&gt;
&lt;br /&gt;
Lord British bonus rewards are included when applicable.&lt;br /&gt;
&lt;br /&gt;
=== Thieves and Criminals ===&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation is particularly effective against thieves.&lt;br /&gt;
&lt;br /&gt;
A successful evaluation may reveal:&lt;br /&gt;
&lt;br /&gt;
* Whether the player belongs to the Thieves Guild.&lt;br /&gt;
* Whether the player is known as a criminal (&amp;quot;perma-grey&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The chance of success improves with higher Forensic Evaluation skill and becomes more difficult against highly skilled thieves.&lt;br /&gt;
&lt;br /&gt;
Even experienced investigators may occasionally reach an incorrect conclusion, though this becomes increasingly rare as skill approaches Grandmaster.&lt;br /&gt;
&lt;br /&gt;
== Examining Corpses ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can be used on corpses to determine:&lt;br /&gt;
&lt;br /&gt;
* Who killed the victim.&lt;br /&gt;
* Whether the corpse has been looted.&lt;br /&gt;
* The names of players who disturbed the corpse.&lt;br /&gt;
&lt;br /&gt;
This makes the skill useful for investigations, bounty hunting, criminal tracking, and Detective work.&lt;br /&gt;
&lt;br /&gt;
== Detective Work ==&lt;br /&gt;
&lt;br /&gt;
On shards that support [[The Detective]] profession, Forensic Evaluation serves as the primary evidence-gathering skill.&lt;br /&gt;
&lt;br /&gt;
When used in conjunction with a [[Forensic Notebook]], successful corpse investigations may record evidence for future use.&lt;br /&gt;
&lt;br /&gt;
This evidence can later be used through [[Tracking]] to pursue known suspects under the ''Forensic Leads'' category.&lt;br /&gt;
&lt;br /&gt;
As additional evidence is gathered, Detectives may become increasingly effective at pursuing habitual offenders.&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation does not directly reveal a suspect's location. Instead, it provides the information necessary to develop leads and conduct investigations.&lt;br /&gt;
&lt;br /&gt;
== Examining Locks ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can be used on lockable objects.&lt;br /&gt;
&lt;br /&gt;
If a lock was picked, the evaluator may discover the name of the individual who opened it.&lt;br /&gt;
&lt;br /&gt;
== Synergy with Tracking ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation provides an additional benefit to trackers.&lt;br /&gt;
&lt;br /&gt;
On Angel Island, Mortalis, and Seasons-style shards, Forensic Evaluation improves a player's ability to track other players. A Grandmaster forensic evaluator receives a noticeable bonus when attempting to locate hidden or stealthy targets.&lt;br /&gt;
&lt;br /&gt;
Players who specialize in hunting thieves, murderers, and fugitives often train both Tracking and Forensic Evaluation together.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Forensic Evaluation is primarily an investigative skill.&lt;br /&gt;
* The skill is most valuable to bounty hunters, law enforcement characters, trackers, and anti-thief specialists.&lt;br /&gt;
* Higher skill levels reveal more detailed information.&lt;br /&gt;
* Grandmasters receive the most reliable results and the greatest bounty-related intelligence.&lt;br /&gt;
* Forensic Evaluation is the primary evidence-gathering skill used by [[The Detective]] profession.&lt;br /&gt;
* When used with a [[Forensic Notebook]], evidence may be retained and used for future investigations.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Forensic_Notebook&amp;diff=4334</id>
		<title>Forensic Notebook</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Forensic_Notebook&amp;diff=4334"/>
		<updated>2026-06-03T17:12:44Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forensic Notebook =&lt;br /&gt;
&lt;br /&gt;
The Forensic Notebook is the primary tool used by [[The Detective]] profession.&lt;br /&gt;
&lt;br /&gt;
It allows Detectives to record evidence gathered through [[Forensic Evaluation]] and later use that evidence to pursue suspects through [[Tracking]].&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, the Forensic Notebook allows investigations to begin at the scene of a crime and continue long after the event itself.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A Forensic Notebook stores evidence gathered during successful forensic investigations.&lt;br /&gt;
&lt;br /&gt;
When a Detective examines a corpse or other forensic target, relevant information may be recorded in the notebook for future use.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Known suspects&lt;br /&gt;
* Murder investigations&lt;br /&gt;
* Corpse examinations&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
The notebook serves as a Detective's case file, preserving information that would otherwise be lost.&lt;br /&gt;
&lt;br /&gt;
== Purchasing a Notebook ==&lt;br /&gt;
&lt;br /&gt;
Forensic Notebooks may be purchased from Provisioners.&lt;br /&gt;
&lt;br /&gt;
A notebook must be carried in order to gather and retain forensic evidence.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
To gather evidence:&lt;br /&gt;
&lt;br /&gt;
# Carry a Forensic Notebook.&lt;br /&gt;
# Use the notebook to examine a valid forensic target.&lt;br /&gt;
# Successfully perform a Forensic Evaluation.&lt;br /&gt;
# Allow the notebook to record the results.&lt;br /&gt;
&lt;br /&gt;
The notebook will report any information that was successfully recorded.&lt;br /&gt;
&lt;br /&gt;
== Leads ==&lt;br /&gt;
&lt;br /&gt;
Some forensic investigations produce leads.&lt;br /&gt;
&lt;br /&gt;
A lead represents evidence connecting a suspect to a crime.&lt;br /&gt;
&lt;br /&gt;
Leads may later be used through [[Tracking]] to pursue known suspects.&lt;br /&gt;
&lt;br /&gt;
Leads are tied to specific suspects and may vary in strength depending upon the quantity and quality of evidence collected.&lt;br /&gt;
&lt;br /&gt;
Multiple investigations involving the same suspect may produce a stronger trail than a single isolated incident.&lt;br /&gt;
&lt;br /&gt;
Not all forensic observations produce leads. General forensic information may be recorded without creating an active suspect.&lt;br /&gt;
&lt;br /&gt;
== Lead Expiration ==&lt;br /&gt;
&lt;br /&gt;
Evidence grows stale over time.&lt;br /&gt;
&lt;br /&gt;
Leads stored within a Forensic Notebook eventually expire and are automatically discarded.&lt;br /&gt;
&lt;br /&gt;
Detectives must continue investigating new crimes in order to maintain fresh leads.&lt;br /&gt;
&lt;br /&gt;
== Tracking Suspects ==&lt;br /&gt;
&lt;br /&gt;
When a notebook contains active leads, a new ''Forensic Leads'' category becomes available through [[Tracking]].&lt;br /&gt;
&lt;br /&gt;
Selecting this category displays suspects associated with active investigations.&lt;br /&gt;
&lt;br /&gt;
Detectives may then attempt to pursue those suspects using the information stored in the notebook.&lt;br /&gt;
&lt;br /&gt;
Depending upon the strength of the evidence and the proximity of the suspect, a Detective may:&lt;br /&gt;
&lt;br /&gt;
* Establish an active trail&lt;br /&gt;
* Receive directional clues&lt;br /&gt;
* Discover that the trail has gone cold&lt;br /&gt;
&lt;br /&gt;
Successful investigations often require persistence and repeated tracking attempts.&lt;br /&gt;
&lt;br /&gt;
== Evidence Quality ==&lt;br /&gt;
&lt;br /&gt;
Not all evidence is equally valuable.&lt;br /&gt;
&lt;br /&gt;
Fresh evidence is generally more useful than stale evidence, and multiple investigations involving the same suspect may strengthen a Detective's ability to pursue a lead.&lt;br /&gt;
&lt;br /&gt;
Criminals who leave numerous victims behind often create stronger trails than criminals who strike only once.&lt;br /&gt;
&lt;br /&gt;
As a result, Detectives become particularly effective at investigating habitual offenders.&lt;br /&gt;
&lt;br /&gt;
== Detective Work ==&lt;br /&gt;
&lt;br /&gt;
The Forensic Notebook is not intended to provide exact locations.&lt;br /&gt;
&lt;br /&gt;
Instead, it acts as an investigative tool that helps Detectives develop and pursue leads.&lt;br /&gt;
&lt;br /&gt;
The notebook provides information.&lt;br /&gt;
&lt;br /&gt;
The Detective provides judgment.&lt;br /&gt;
&lt;br /&gt;
Together they transform crimes into investigations and investigations into manhunts.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[The Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detecting Hidden|Detect Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4333</id>
		<title>The Detective</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4333"/>
		<updated>2026-06-03T17:02:56Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Detective =&lt;br /&gt;
&lt;br /&gt;
The Detective is a profession introduced in Seasons 2.&lt;br /&gt;
&lt;br /&gt;
Rather than relying on brute force or magical tracking, Detectives investigate crimes, gather evidence, and pursue suspects across Sosaria. A skilled Detective can examine crime scenes, identify murderers, follow leads, and track fugitives long after a crime has been committed.&lt;br /&gt;
&lt;br /&gt;
The profession is built around three primary skills:&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detecting Hidden|Detect Hidden]]&lt;br /&gt;
&lt;br /&gt;
== The Forensic Notebook ==&lt;br /&gt;
&lt;br /&gt;
A Detective's most important tool is the [[Forensic Notebook]].&lt;br /&gt;
&lt;br /&gt;
The notebook stores evidence gathered through Forensic Evaluation and allows Detectives to build active leads against suspects.&lt;br /&gt;
&lt;br /&gt;
Once evidence has been gathered, suspects become available through Tracking under the ''Forensic Leads'' category. As evidence accumulates, Detectives become increasingly effective at pursuing known criminals.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective work begins at the crime scene.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
When a corpse is discovered, a Detective may use a Forensic Notebook to examine the remains.&lt;br /&gt;
&lt;br /&gt;
Successful investigations may reveal information such as:&lt;br /&gt;
&lt;br /&gt;
* The identity of the killer&lt;br /&gt;
* Whether the corpse has been looted&lt;br /&gt;
* Known criminals associated with the crime&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
Relevant information is recorded within the Detective's notebook as evidence.&lt;br /&gt;
&lt;br /&gt;
Evidence does not last forever. Leads eventually expire and must be refreshed through continued investigation.&lt;br /&gt;
&lt;br /&gt;
== Following Leads ==&lt;br /&gt;
&lt;br /&gt;
Once evidence has been gathered, suspects become available through Tracking under the ''Forensic Leads'' category.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective tracking is based on accumulated evidence rather than simple proximity.&lt;br /&gt;
&lt;br /&gt;
A Detective may attempt to pursue suspects that have been linked to crimes through their notebook.&lt;br /&gt;
&lt;br /&gt;
== Active and Cold Trails ==&lt;br /&gt;
&lt;br /&gt;
Not every investigation results in an immediate pursuit.&lt;br /&gt;
&lt;br /&gt;
Some suspects may be close enough for a Detective to establish an active trail and begin tracking immediately.&lt;br /&gt;
&lt;br /&gt;
Other suspects may only yield partial information, requiring the Detective to interpret clues and continue the investigation.&lt;br /&gt;
&lt;br /&gt;
If too much time passes, or the evidence becomes too weak, a trail may eventually go cold.&lt;br /&gt;
&lt;br /&gt;
== Pursuit and Investigation ==&lt;br /&gt;
&lt;br /&gt;
Detective tracking is intended to be investigative rather than exact.&lt;br /&gt;
&lt;br /&gt;
Instead of providing precise locations, Detectives receive clues that must be interpreted and acted upon.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Directional clues&lt;br /&gt;
* General distance estimates&lt;br /&gt;
* Active trails&lt;br /&gt;
* Cold trails&lt;br /&gt;
* Other investigative clues&lt;br /&gt;
&lt;br /&gt;
A Detective must use judgment, geography, and persistence to locate a suspect.&lt;br /&gt;
&lt;br /&gt;
The goal is not to provide a magical location service, but to create meaningful investigations and manhunts.&lt;br /&gt;
&lt;br /&gt;
== Serial Criminals ==&lt;br /&gt;
&lt;br /&gt;
Criminals who leave numerous victims behind often leave more evidence behind as well.&lt;br /&gt;
&lt;br /&gt;
A murderer who has committed many crimes may become easier to investigate than one who committed a single crime and disappeared.&lt;br /&gt;
&lt;br /&gt;
As evidence accumulates, Detectives may become more effective at locating and pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
This creates a natural cat-and-mouse relationship between criminals and Detectives.&lt;br /&gt;
&lt;br /&gt;
== Detect Hidden ==&lt;br /&gt;
&lt;br /&gt;
Detect Hidden complements both Tracking and Forensic Evaluation.&lt;br /&gt;
&lt;br /&gt;
Once a suspect has been located, Detect Hidden may be used to expose criminals attempting to conceal themselves through hiding or stealth.&lt;br /&gt;
&lt;br /&gt;
Many successful Detectives train all three skills together.&lt;br /&gt;
&lt;br /&gt;
== The Detective Template ==&lt;br /&gt;
&lt;br /&gt;
While there is no single required build, most Detectives focus on:&lt;br /&gt;
&lt;br /&gt;
* Tracking&lt;br /&gt;
* Forensic Evaluation&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Additional combat and survival skills are often added depending on whether the Detective intends to work alone or with a group.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
The Detective profession is designed to create stories.&lt;br /&gt;
&lt;br /&gt;
A crime occurs.&lt;br /&gt;
&lt;br /&gt;
Evidence is gathered.&lt;br /&gt;
&lt;br /&gt;
Leads are developed.&lt;br /&gt;
&lt;br /&gt;
A pursuit begins.&lt;br /&gt;
&lt;br /&gt;
The Detective follows the trail and attempts to bring the suspect to justice.&lt;br /&gt;
&lt;br /&gt;
Success depends not only on skill values, but on observation, persistence, geography, and the ability to interpret the clues left behind.&lt;br /&gt;
&lt;br /&gt;
The goal is not to tell a Detective where a suspect is. The goal is to provide enough evidence for the Detective to find them.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Forensic_Notebook&amp;diff=4332</id>
		<title>Forensic Notebook</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Forensic_Notebook&amp;diff=4332"/>
		<updated>2026-06-03T02:00:09Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forensic Notebook =&lt;br /&gt;
&lt;br /&gt;
The Forensic Notebook is the primary tool used by [[The Detective]] profession.&lt;br /&gt;
&lt;br /&gt;
It allows Detectives to record evidence gathered through [[Forensic Evaluation]] and later use that evidence to pursue suspects through [[Tracking]].&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, the Forensic Notebook allows investigations to begin at the scene of a crime and continue long after the event itself.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A Forensic Notebook stores evidence gathered during successful forensic investigations.&lt;br /&gt;
&lt;br /&gt;
When a Detective examines a corpse or other forensic target, relevant information may be recorded in the notebook for future use.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Known suspects&lt;br /&gt;
* Murder investigations&lt;br /&gt;
* Corpse examinations&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
The notebook serves as a Detective's case file, preserving information that would otherwise be lost.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
To gather evidence:&lt;br /&gt;
&lt;br /&gt;
# Carry a Forensic Notebook.&lt;br /&gt;
# Use the notebook to examine a valid forensic target.&lt;br /&gt;
# Successfully perform a Forensic Evaluation.&lt;br /&gt;
# Allow the notebook to record the results.&lt;br /&gt;
&lt;br /&gt;
The notebook will report any information that was successfully recorded.&lt;br /&gt;
&lt;br /&gt;
== Leads ==&lt;br /&gt;
&lt;br /&gt;
Some forensic investigations produce leads.&lt;br /&gt;
&lt;br /&gt;
A lead represents evidence connecting a suspect to a crime.&lt;br /&gt;
&lt;br /&gt;
Leads may later be used through [[Tracking]] to pursue known suspects.&lt;br /&gt;
&lt;br /&gt;
Not all forensic observations produce leads. General forensic information may be recorded without creating an active suspect.&lt;br /&gt;
&lt;br /&gt;
== Lead Expiration ==&lt;br /&gt;
&lt;br /&gt;
Evidence grows stale over time.&lt;br /&gt;
&lt;br /&gt;
Leads stored within a Forensic Notebook eventually expire and are automatically discarded.&lt;br /&gt;
&lt;br /&gt;
Detectives must continue investigating new crimes in order to maintain fresh leads.&lt;br /&gt;
&lt;br /&gt;
== Tracking Suspects ==&lt;br /&gt;
&lt;br /&gt;
When a notebook contains active leads, a new ''Forensic Leads'' category becomes available through [[Tracking]].&lt;br /&gt;
&lt;br /&gt;
Selecting this category displays suspects associated with active investigations.&lt;br /&gt;
&lt;br /&gt;
Detectives may then attempt to pursue those suspects using the information stored in the notebook.&lt;br /&gt;
&lt;br /&gt;
== Detective Work ==&lt;br /&gt;
&lt;br /&gt;
The Forensic Notebook is not intended to provide exact locations.&lt;br /&gt;
&lt;br /&gt;
Instead, it acts as an investigative tool that helps Detectives develop and pursue leads.&lt;br /&gt;
&lt;br /&gt;
The notebook provides information.&lt;br /&gt;
&lt;br /&gt;
The Detective provides judgment.&lt;br /&gt;
&lt;br /&gt;
Together they transform crimes into investigations and investigations into manhunts.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[The Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detecting Hidden|Detect Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4331</id>
		<title>The Detective</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4331"/>
		<updated>2026-06-03T01:58:54Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Detective =&lt;br /&gt;
&lt;br /&gt;
The Detective is a profession introduced in Seasons 2.&lt;br /&gt;
&lt;br /&gt;
Rather than relying on brute force or magical tracking, Detectives investigate crimes, gather evidence, and pursue suspects across Sosaria. A skilled Detective can examine crime scenes, identify murderers, follow leads, and track fugitives long after a crime has been committed.&lt;br /&gt;
&lt;br /&gt;
The profession is built around three primary skills:&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detecting Hidden|Detect Hidden]]&lt;br /&gt;
&lt;br /&gt;
== The Forensic Notebook ==&lt;br /&gt;
&lt;br /&gt;
A Detective's most important tool is the [[Forensic Notebook]].&lt;br /&gt;
&lt;br /&gt;
The notebook stores evidence gathered through Forensic Evaluation and allows Detectives to build active leads against suspects. As evidence accumulates, Detectives become increasingly effective at pursuing known criminals.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective work begins at the crime scene.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
When a corpse is discovered, a Detective may use a Forensic Notebook to examine the remains.&lt;br /&gt;
&lt;br /&gt;
Successful investigations may reveal information such as:&lt;br /&gt;
&lt;br /&gt;
* The identity of the killer&lt;br /&gt;
* Whether the corpse has been looted&lt;br /&gt;
* Known criminals associated with the crime&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
Relevant information is recorded within the Detective's notebook as evidence.&lt;br /&gt;
&lt;br /&gt;
Evidence does not last forever. Leads eventually expire and must be refreshed through continued investigation.&lt;br /&gt;
&lt;br /&gt;
== Following Leads ==&lt;br /&gt;
&lt;br /&gt;
Once evidence has been gathered, suspects become available through Tracking under the ''Forensic Leads'' category.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective tracking is based on accumulated evidence rather than simple proximity.&lt;br /&gt;
&lt;br /&gt;
A Detective may attempt to pursue suspects that have been linked to crimes through their notebook.&lt;br /&gt;
&lt;br /&gt;
== Pursuit and Investigation ==&lt;br /&gt;
&lt;br /&gt;
Detective tracking is intended to be investigative rather than exact.&lt;br /&gt;
&lt;br /&gt;
Instead of providing precise locations, Detectives receive clues that must be interpreted and acted upon.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* The direction a suspect may have traveled&lt;br /&gt;
* General distance estimates&lt;br /&gt;
* Fresh or stale trail information&lt;br /&gt;
* Other investigative clues&lt;br /&gt;
&lt;br /&gt;
A Detective must use judgment, geography, and persistence to locate a suspect.&lt;br /&gt;
&lt;br /&gt;
The goal is not to provide a magical location service, but to create meaningful investigations and manhunts.&lt;br /&gt;
&lt;br /&gt;
== Serial Criminals ==&lt;br /&gt;
&lt;br /&gt;
Criminals who leave numerous victims behind often leave more evidence behind as well.&lt;br /&gt;
&lt;br /&gt;
A murderer who has committed many crimes may become easier to investigate than one who committed a single crime and disappeared.&lt;br /&gt;
&lt;br /&gt;
This creates a natural cat-and-mouse relationship between criminals and Detectives.&lt;br /&gt;
&lt;br /&gt;
== Detect Hidden ==&lt;br /&gt;
&lt;br /&gt;
Detect Hidden complements both Tracking and Forensic Evaluation.&lt;br /&gt;
&lt;br /&gt;
Once a suspect has been located, Detect Hidden may be used to expose criminals attempting to conceal themselves through hiding or stealth.&lt;br /&gt;
&lt;br /&gt;
Many successful Detectives train all three skills together.&lt;br /&gt;
&lt;br /&gt;
== The Detective Template ==&lt;br /&gt;
&lt;br /&gt;
While there is no single required build, most Detectives focus on:&lt;br /&gt;
&lt;br /&gt;
* Tracking&lt;br /&gt;
* Forensic Evaluation&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Additional combat and survival skills are often added depending on whether the Detective intends to work alone or with a group.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
The Detective profession is designed to create stories.&lt;br /&gt;
&lt;br /&gt;
A crime occurs.&lt;br /&gt;
&lt;br /&gt;
Evidence is gathered.&lt;br /&gt;
&lt;br /&gt;
Leads are developed.&lt;br /&gt;
&lt;br /&gt;
A pursuit begins.&lt;br /&gt;
&lt;br /&gt;
The Detective follows the trail and attempts to bring the suspect to justice.&lt;br /&gt;
&lt;br /&gt;
Success depends not only on skill values, but on observation, persistence, and the ability to interpret the clues left behind.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Forensic_Notebook&amp;diff=4330</id>
		<title>Forensic Notebook</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Forensic_Notebook&amp;diff=4330"/>
		<updated>2026-06-03T01:53:20Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Forensic Notebook =  The Forensic Notebook is the primary tool used by The Detective profession.  It allows Detectives to record evidence gathered through Forensic Eva...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forensic Notebook =&lt;br /&gt;
&lt;br /&gt;
The Forensic Notebook is the primary tool used by [[The Detective]] profession.&lt;br /&gt;
&lt;br /&gt;
It allows Detectives to record evidence gathered through [[Forensic Evaluation]] and later use that evidence to pursue suspects through [[Tracking]].&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, the Forensic Notebook allows investigations to begin at the scene of a crime and continue long after the event itself.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A Forensic Notebook stores evidence gathered during successful forensic investigations.&lt;br /&gt;
&lt;br /&gt;
When a Detective examines a corpse or other forensic target, relevant information may be recorded in the notebook for future use.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Known suspects&lt;br /&gt;
* Murder investigations&lt;br /&gt;
* Corpse examinations&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
The notebook serves as a Detective's case file, preserving information that would otherwise be lost.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
To gather evidence:&lt;br /&gt;
&lt;br /&gt;
# Carry a Forensic Notebook.&lt;br /&gt;
# Use the notebook to examine a valid forensic target.&lt;br /&gt;
# Successfully perform a Forensic Evaluation.&lt;br /&gt;
# Allow the notebook to record the results.&lt;br /&gt;
&lt;br /&gt;
The notebook will report any information that was successfully recorded.&lt;br /&gt;
&lt;br /&gt;
== Leads ==&lt;br /&gt;
&lt;br /&gt;
Some forensic investigations produce leads.&lt;br /&gt;
&lt;br /&gt;
A lead represents evidence connecting a suspect to a crime.&lt;br /&gt;
&lt;br /&gt;
Leads may later be used through [[Tracking]] to pursue known suspects.&lt;br /&gt;
&lt;br /&gt;
Not all forensic observations produce leads. General forensic information may be recorded without creating an active suspect.&lt;br /&gt;
&lt;br /&gt;
== Lead Expiration ==&lt;br /&gt;
&lt;br /&gt;
Evidence grows stale over time.&lt;br /&gt;
&lt;br /&gt;
Leads stored within a Forensic Notebook eventually expire and are automatically discarded.&lt;br /&gt;
&lt;br /&gt;
Detectives must continue investigating new crimes in order to maintain fresh leads.&lt;br /&gt;
&lt;br /&gt;
== Tracking Suspects ==&lt;br /&gt;
&lt;br /&gt;
When a notebook contains active leads, a new ''Forensic Leads'' category becomes available through [[Tracking]].&lt;br /&gt;
&lt;br /&gt;
Selecting this category displays suspects associated with active investigations.&lt;br /&gt;
&lt;br /&gt;
Detectives may then attempt to pursue those suspects using the information stored in the notebook.&lt;br /&gt;
&lt;br /&gt;
== Detective Work ==&lt;br /&gt;
&lt;br /&gt;
The Forensic Notebook is not intended to provide exact locations.&lt;br /&gt;
&lt;br /&gt;
Instead, it acts as an investigative tool that helps Detectives develop and pursue leads.&lt;br /&gt;
&lt;br /&gt;
The notebook provides information.&lt;br /&gt;
&lt;br /&gt;
The Detective provides judgment.&lt;br /&gt;
&lt;br /&gt;
Together they transform crimes into investigations and investigations into manhunts.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[The Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detect Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4329</id>
		<title>The Detective</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Detective&amp;diff=4329"/>
		<updated>2026-06-03T01:49:38Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= The Detective =  The Detective is a profession introduced in Seasons 2.  Rather than relying on brute force or magical tracking, Detectives investigate crimes, gather eviden...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Detective =&lt;br /&gt;
&lt;br /&gt;
The Detective is a profession introduced in Seasons 2.&lt;br /&gt;
&lt;br /&gt;
Rather than relying on brute force or magical tracking, Detectives investigate crimes, gather evidence, and pursue suspects across Sosaria. A skilled Detective can examine crime scenes, identify murderers, follow leads, and track fugitives long after a crime has been committed.&lt;br /&gt;
&lt;br /&gt;
The profession is built around three primary skills:&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Detect Hidden]]&lt;br /&gt;
&lt;br /&gt;
== The Forensic Notebook ==&lt;br /&gt;
&lt;br /&gt;
A Detective's most important tool is the [[Forensic Notebook]].&lt;br /&gt;
&lt;br /&gt;
The notebook stores evidence gathered through Forensic Evaluation and allows Detectives to build active leads against suspects. As evidence accumulates, Detectives become increasingly effective at pursuing known criminals.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective work begins at the crime scene.&lt;br /&gt;
&lt;br /&gt;
== Gathering Evidence ==&lt;br /&gt;
&lt;br /&gt;
When a corpse is discovered, a Detective may use a Forensic Notebook to examine the remains.&lt;br /&gt;
&lt;br /&gt;
Successful investigations may reveal information such as:&lt;br /&gt;
&lt;br /&gt;
* The identity of the killer&lt;br /&gt;
* Whether the corpse has been looted&lt;br /&gt;
* Known criminals associated with the crime&lt;br /&gt;
* Other forensic observations&lt;br /&gt;
&lt;br /&gt;
Relevant information is recorded within the Detective's notebook as evidence.&lt;br /&gt;
&lt;br /&gt;
Evidence does not last forever. Leads eventually expire and must be refreshed through continued investigation.&lt;br /&gt;
&lt;br /&gt;
== Following Leads ==&lt;br /&gt;
&lt;br /&gt;
Once evidence has been gathered, suspects become available through Tracking under the ''Forensic Leads'' category.&lt;br /&gt;
&lt;br /&gt;
Unlike ordinary tracking, Detective tracking is based on accumulated evidence rather than simple proximity.&lt;br /&gt;
&lt;br /&gt;
A Detective may attempt to pursue suspects that have been linked to crimes through their notebook.&lt;br /&gt;
&lt;br /&gt;
== Pursuit and Investigation ==&lt;br /&gt;
&lt;br /&gt;
Detective tracking is intended to be investigative rather than exact.&lt;br /&gt;
&lt;br /&gt;
Instead of providing precise locations, Detectives receive clues that must be interpreted and acted upon.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* The direction a suspect may have traveled&lt;br /&gt;
* General distance estimates&lt;br /&gt;
* Fresh or stale trail information&lt;br /&gt;
* Other investigative clues&lt;br /&gt;
&lt;br /&gt;
A Detective must use judgment, geography, and persistence to locate a suspect.&lt;br /&gt;
&lt;br /&gt;
The goal is not to provide a magical location service, but to create meaningful investigations and manhunts.&lt;br /&gt;
&lt;br /&gt;
== Serial Criminals ==&lt;br /&gt;
&lt;br /&gt;
Criminals who leave numerous victims behind often leave more evidence behind as well.&lt;br /&gt;
&lt;br /&gt;
A murderer who has committed many crimes may become easier to investigate than one who committed a single crime and disappeared.&lt;br /&gt;
&lt;br /&gt;
This creates a natural cat-and-mouse relationship between criminals and Detectives.&lt;br /&gt;
&lt;br /&gt;
== Detect Hidden ==&lt;br /&gt;
&lt;br /&gt;
Detect Hidden complements both Tracking and Forensic Evaluation.&lt;br /&gt;
&lt;br /&gt;
Once a suspect has been located, Detect Hidden may be used to expose criminals attempting to conceal themselves through hiding or stealth.&lt;br /&gt;
&lt;br /&gt;
Many successful Detectives train all three skills together.&lt;br /&gt;
&lt;br /&gt;
== The Detective Template ==&lt;br /&gt;
&lt;br /&gt;
While there is no single required build, most Detectives focus on:&lt;br /&gt;
&lt;br /&gt;
* Tracking&lt;br /&gt;
* Forensic Evaluation&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Additional combat and survival skills are often added depending on whether the Detective intends to work alone or with a group.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
The Detective profession is designed to create stories.&lt;br /&gt;
&lt;br /&gt;
A crime occurs.&lt;br /&gt;
&lt;br /&gt;
Evidence is gathered.&lt;br /&gt;
&lt;br /&gt;
Leads are developed.&lt;br /&gt;
&lt;br /&gt;
A pursuit begins.&lt;br /&gt;
&lt;br /&gt;
The Detective follows the trail and attempts to bring the suspect to justice.&lt;br /&gt;
&lt;br /&gt;
Success depends not only on skill values, but on observation, persistence, and the ability to interpret the clues left behind.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Custom_Content&amp;diff=4328</id>
		<title>Custom Content</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Custom_Content&amp;diff=4328"/>
		<updated>2026-06-03T01:47:07Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Custom Content =&lt;br /&gt;
&lt;br /&gt;
This page provides an overview of custom systems and features available on the shards.&lt;br /&gt;
&lt;br /&gt;
== Angel Island Only ==&lt;br /&gt;
* [[Angel Island Prison]]&lt;br /&gt;
* [[Auctioneer]]&lt;br /&gt;
* [[Automated Event System]]&lt;br /&gt;
* [[Balanced Buyback System]]&lt;br /&gt;
* [[Basilisk the Familiar]]&lt;br /&gt;
* [[Bounty Hunters]]&lt;br /&gt;
* [[Bulk Order Deeds]]&lt;br /&gt;
* [[Clan wars]]&lt;br /&gt;
* [[Cooperatives]]&lt;br /&gt;
* [[Custom Housing]]&lt;br /&gt;
* [[Dragon Breeding]]&lt;br /&gt;
* [[Fight Broker]]&lt;br /&gt;
* [[Flag Stone]]&lt;br /&gt;
* [[Kin System]]&lt;br /&gt;
* [[Magic Equipment Crafting]]&lt;br /&gt;
* [[Mortal System]]&lt;br /&gt;
* [[Newbie Tents]]&lt;br /&gt;
* [[Player Run Quests]]&lt;br /&gt;
* [[Poison Arrows]]&lt;br /&gt;
* [[Quest Deed Tickets]]&lt;br /&gt;
* [[Rares Factory]]&lt;br /&gt;
* [[Resource Maps]]&lt;br /&gt;
* [[Shopkeeper Profession]]&lt;br /&gt;
* [[Siege Tents]]&lt;br /&gt;
* [[Tax Collector]]&lt;br /&gt;
* [[The Slayer]]&lt;br /&gt;
* [[The Summoner]]&lt;br /&gt;
* [[Themed Treasure Chests]]&lt;br /&gt;
* [[Tournament Stone]]&lt;br /&gt;
* [[Tree of Knowledge]]&lt;br /&gt;
* [[Unemployment Checks]]&lt;br /&gt;
* [[Unusual Keys]]&lt;br /&gt;
* [[Zora]]&lt;br /&gt;
&lt;br /&gt;
== Available on Both Shards ==&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Anti AFK Resource Gathering]]&lt;br /&gt;
* [[Apiculture]]&lt;br /&gt;
* [[Ask a Guard]]&lt;br /&gt;
* [[Bandits]]&lt;br /&gt;
* [[Apiculture|Beekeeping]]&lt;br /&gt;
* [[Boats and Pirating]]&lt;br /&gt;
* [[Bolas]]&lt;br /&gt;
* [[Cartographer's Sextant]]&lt;br /&gt;
* [[Chicken Breeding]]&lt;br /&gt;
* [[Corrosion]]&lt;br /&gt;
* [[Daily Rares]]&lt;br /&gt;
* [[Earned Gold Points]]&lt;br /&gt;
* [[Instant Backpack Swap]]&lt;br /&gt;
* [[Intelligent Dialogue]]&lt;br /&gt;
* [[Leaderboards]]&lt;br /&gt;
* [[Merchant Escourtables]]&lt;br /&gt;
* [[Music Composition]]&lt;br /&gt;
* [[Plant System]]&lt;br /&gt;
* [[Player Run Tournaments]]&lt;br /&gt;
* [[Sea Charts]]&lt;br /&gt;
* [[Sheet Music]]&lt;br /&gt;
* [[Special Dye Tubs]]&lt;br /&gt;
* [[Taxidermy]]&lt;br /&gt;
* [[Town Guards]]&lt;br /&gt;
* [[Townships]]&lt;br /&gt;
* [[Treasure Hunters]]&lt;br /&gt;
* [[War Ring]]&lt;br /&gt;
&lt;br /&gt;
== Siege Perilous Only ==&lt;br /&gt;
&amp;lt;!-- Add Siege-only custom systems here as needed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&lt;br /&gt;
=== Seasons 2 ===&lt;br /&gt;
* [[The Detective]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Siege Perilous Differences ==&lt;br /&gt;
&lt;br /&gt;
The table below highlights differences in shared custom systems between Angel Island and Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
! Feature !! Angel Island !! Siege Perilous&lt;br /&gt;
|-&lt;br /&gt;
| '''Bolas''' || Entangle pets || Knocks players off their mounts&lt;br /&gt;
|-&lt;br /&gt;
| '''Corrosion''' || Certain metals resist corrosion || All metals corrode equally&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Forensic_Evaluation&amp;diff=4327</id>
		<title>Forensic Evaluation</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Forensic_Evaluation&amp;diff=4327"/>
		<updated>2026-06-02T14:49:28Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forensic Evaluation =&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation allows players to uncover information that is not immediately visible. Skilled investigators can identify thieves, determine whether someone is wanted for a bounty, detect known criminals, examine corpses, and inspect signs of lockpicking.&lt;br /&gt;
&lt;br /&gt;
To use the skill, activate Forensic Evaluation and target a player, corpse, or lockable object.&lt;br /&gt;
&lt;br /&gt;
== Evaluating Players ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can reveal several pieces of information about a player:&lt;br /&gt;
&lt;br /&gt;
=== Bounty Information ===&lt;br /&gt;
&lt;br /&gt;
At high skill levels, forensic evaluators may recall information about active bounties.&lt;br /&gt;
&lt;br /&gt;
* Above 80.0 skill: May determine whether the player is wanted.&lt;br /&gt;
* Higher skill levels reveal additional details.&lt;br /&gt;
* Grandmasters can identify who issued the bounty and the total reward amount.&lt;br /&gt;
&lt;br /&gt;
Lord British bonus rewards are included when applicable.&lt;br /&gt;
&lt;br /&gt;
=== Thieves and Criminals ===&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation is particularly effective against thieves.&lt;br /&gt;
&lt;br /&gt;
A successful evaluation may reveal:&lt;br /&gt;
&lt;br /&gt;
* Whether the player belongs to the Thieves Guild.&lt;br /&gt;
* Whether the player is known as a criminal (&amp;quot;perma-grey&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The chance of success improves with higher Forensic Evaluation skill and becomes more difficult against highly skilled thieves.&lt;br /&gt;
&lt;br /&gt;
Even experienced investigators may occasionally reach an incorrect conclusion, though this becomes increasingly rare as skill approaches Grandmaster.&lt;br /&gt;
&lt;br /&gt;
== Examining Corpses ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can be used on corpses to determine:&lt;br /&gt;
&lt;br /&gt;
* Who killed the victim.&lt;br /&gt;
* Whether the corpse has been looted.&lt;br /&gt;
* The names of players who disturbed the corpse.&lt;br /&gt;
&lt;br /&gt;
This makes the skill useful for investigations, bounty hunting, and criminal tracking.&lt;br /&gt;
&lt;br /&gt;
== Examining Locks ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation can be used on lockable objects.&lt;br /&gt;
&lt;br /&gt;
If a lock was picked, the evaluator may discover the name of the individual who opened it.&lt;br /&gt;
&lt;br /&gt;
== Synergy with Tracking ==&lt;br /&gt;
&lt;br /&gt;
Forensic Evaluation provides an additional benefit to trackers.&lt;br /&gt;
&lt;br /&gt;
On Angel Island, Mortalis, and Seasons-style shards, Forensic Evaluation improves a player's ability to track other players. A Grandmaster forensic evaluator receives a noticeable bonus when attempting to locate hidden or stealthy targets.&lt;br /&gt;
&lt;br /&gt;
Players who specialize in hunting thieves, murderers, and fugitives often train both Tracking and Forensic Evaluation together.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Forensic Evaluation is primarily an investigative skill.&lt;br /&gt;
* The skill is most valuable to bounty hunters, law enforcement characters, trackers, and anti-thief specialists.&lt;br /&gt;
* Higher skill levels reveal more detailed information.&lt;br /&gt;
* Grandmasters receive the most reliable results and the greatest bounty-related intelligence.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Poison_Arrows&amp;diff=4326</id>
		<title>Poison Arrows</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Poison_Arrows&amp;diff=4326"/>
		<updated>2026-05-31T12:21:12Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Poisoned Arrows =&lt;br /&gt;
&lt;br /&gt;
Poisoned arrows allow archers to apply poison effects to their ranged attacks.&lt;br /&gt;
&lt;br /&gt;
== Creating Poisoned Arrows ==&lt;br /&gt;
&lt;br /&gt;
To create a poisoned arrow:&lt;br /&gt;
&lt;br /&gt;
# Use the Poisoning skill on a poison potion.&lt;br /&gt;
# Target a single piece of cloth.&lt;br /&gt;
# The cloth will become a poison-soaked rag.&lt;br /&gt;
# Place the poison-soaked rag in your top-level backpack.&lt;br /&gt;
&lt;br /&gt;
While the rag remains in your backpack, it may be used when firing arrows.&lt;br /&gt;
&lt;br /&gt;
== Poisoning Chance ==&lt;br /&gt;
&lt;br /&gt;
When firing an arrow, there is a chance that the poison from the rag will be applied to the shot.&lt;br /&gt;
&lt;br /&gt;
The chance of successfully applying poison is equal to your Poisoning skill. For example:&lt;br /&gt;
&lt;br /&gt;
* 75.0 Poisoning = 75% chance to apply poison&lt;br /&gt;
* 100.0 Poisoning = 100% chance to apply poison&lt;br /&gt;
&lt;br /&gt;
If a poison application fails, the poison effect may be reduced by one level.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Greater Poison -&amp;gt; Normal Poison&lt;br /&gt;
* Normal Poison -&amp;gt; Lesser Poison&lt;br /&gt;
* Lesser Poison -&amp;gt; No Poison&lt;br /&gt;
&lt;br /&gt;
== Bow Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Firing poisoned arrows causes damage to the bow being used.&lt;br /&gt;
&lt;br /&gt;
Bows damaged in this manner cannot be repaired. However, carpenters can seal bows with wax, which significantly delays corrosion and extends the weapon's lifespan.&lt;br /&gt;
&lt;br /&gt;
== Restrictions ==&lt;br /&gt;
&lt;br /&gt;
A spell target cannot be maintained while firing poisoned arrows.&lt;br /&gt;
&lt;br /&gt;
If a spell is being targeted when a poisoned arrow is fired, the spell target will be cancelled.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Champion_Spawns&amp;diff=4325</id>
		<title>Champion Spawns</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Champion_Spawns&amp;diff=4325"/>
		<updated>2026-05-24T12:45:25Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Harrower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Champion Spawns =&lt;br /&gt;
&lt;br /&gt;
Champion Spawns are among the most challenging PvM encounters on Angel Island. They reward large amounts of gold, high-end magical equipment, and Champion Skulls used to summon the ultimate foe: the Harrower.&lt;br /&gt;
&lt;br /&gt;
Unlike standard OSI-era shards, Angel Island does not award Power Scrolls. Instead, Champions are a primary source of vanquishing weapons, invulnerability armor, rare equipment, and Champion Skulls.&lt;br /&gt;
&lt;br /&gt;
There are three categories of Champion encounters:&lt;br /&gt;
&lt;br /&gt;
* Champion Spawns&lt;br /&gt;
* Mini Champion Spawns&lt;br /&gt;
* Seasonal Champions&lt;br /&gt;
&lt;br /&gt;
== Champion Spawn Mechanics ==&lt;br /&gt;
&lt;br /&gt;
A Champion Spawn progresses through four increasingly difficult levels of creatures before the Champion itself appears.&lt;br /&gt;
&lt;br /&gt;
Progress is tracked using the Skull Altar located at the center of the spawn area.&lt;br /&gt;
&lt;br /&gt;
=== Skull Candles ===&lt;br /&gt;
&lt;br /&gt;
The altar displays both white and red skull candles:&lt;br /&gt;
&lt;br /&gt;
* White Candles indicate progress toward the next red candle.&lt;br /&gt;
* Red Candles indicate overall progression toward the Champion.&lt;br /&gt;
&lt;br /&gt;
Progression follows this pattern:&lt;br /&gt;
&lt;br /&gt;
* 5 White Candles = 1 Red Candle&lt;br /&gt;
* 4 Red Candles = 1 Spawn Level&lt;br /&gt;
&lt;br /&gt;
If creatures are not killed quickly enough, progression can reverse and the spawn may regress to an earlier stage.&lt;br /&gt;
&lt;br /&gt;
=== Champion Rewards ===&lt;br /&gt;
&lt;br /&gt;
Defeating a Champion may reward:&lt;br /&gt;
&lt;br /&gt;
* High-level magical armor&lt;br /&gt;
* High-level magical weapons&lt;br /&gt;
* Approximately 30,000 gold&lt;br /&gt;
* One Champion Skull&lt;br /&gt;
&lt;br /&gt;
== Summoning Champions ==&lt;br /&gt;
&lt;br /&gt;
Most Champion Spawns on Angel Island are player-summoned.&lt;br /&gt;
&lt;br /&gt;
When an altar is ready, it will speak to nearby players indicating that it is available for summoning.&lt;br /&gt;
&lt;br /&gt;
To summon a Champion:&lt;br /&gt;
&lt;br /&gt;
# Place the required sacrifice on the altar.&lt;br /&gt;
# Speak:&lt;br /&gt;
#:&lt;br /&gt;
#: &amp;quot;I offer this sacrifice in your name &amp;lt;Champion Name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I offer this sacrifice in your name Semidar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once a spawn has begun and reaches at least one white skull, no additional Champions may be summoned until:&lt;br /&gt;
&lt;br /&gt;
* The Champion is defeated, or&lt;br /&gt;
* The spawn regresses completely back to zero progress.&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice Requirements ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Champion&lt;br /&gt;
! Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| Barracoon&lt;br /&gt;
| A wedge or wheel of cheese&lt;br /&gt;
|-&lt;br /&gt;
| Neira&lt;br /&gt;
| 100 Bones&lt;br /&gt;
|-&lt;br /&gt;
| Rikktor&lt;br /&gt;
| 500 of any single gem type&lt;br /&gt;
|-&lt;br /&gt;
| Mephitis&lt;br /&gt;
| 1000 Spider's Silk&lt;br /&gt;
|-&lt;br /&gt;
| Semidar&lt;br /&gt;
| 100 Blood Vials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barracoon ==&lt;br /&gt;
'''Aspect:''' Greed&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Rats and Slimes&lt;br /&gt;
# Ratmen and Dire Wolves&lt;br /&gt;
# Hell Hounds and Rat Mages&lt;br /&gt;
# Silver Serpents and Rat Archers&lt;br /&gt;
&lt;br /&gt;
== Semidar ==&lt;br /&gt;
'''Aspect:''' Pain&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Imps and Mongbats&lt;br /&gt;
# Gargoyles and Harpies&lt;br /&gt;
# Stone Gargoyles and Fire Gargoyles&lt;br /&gt;
# Daemons and Succubi&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Fire Gargoyles inflict aura damage and can quickly wear down pets.&lt;br /&gt;
* Succubi possess a life-drain attack with a large radius.&lt;br /&gt;
&lt;br /&gt;
== Neira ==&lt;br /&gt;
'''Aspect:''' Death&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Ghouls and Boggles&lt;br /&gt;
# Bone Knights and Wraiths&lt;br /&gt;
# Bone Magi and Bone Knight Lords&lt;br /&gt;
# Bone Magi Lords and Rotting Corpses&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Rotting Corpses are often the most dangerous creatures in the final wave.&lt;br /&gt;
&lt;br /&gt;
== Mephitis ==&lt;br /&gt;
'''Aspect:''' Venom&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Giant Spiders and Scorpions&lt;br /&gt;
# Terathan Drones and Warriors&lt;br /&gt;
# Dread Spiders and Matriarchs&lt;br /&gt;
# Terathan Avengers and Poison Elementals&lt;br /&gt;
&lt;br /&gt;
== Rikktor ==&lt;br /&gt;
'''Aspect:''' Power&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Lizardmen and Snakes&lt;br /&gt;
# Lava Lizards and Ophidian Warriors&lt;br /&gt;
# Drakes and Ophidian Justices&lt;br /&gt;
# Dragons and Ophidian Avengers / Knight Errants&lt;br /&gt;
&lt;br /&gt;
== Lord Oaks ==&lt;br /&gt;
'''Aspect:''' Enlightenment&lt;br /&gt;
&lt;br /&gt;
Unlike the other Champions, Lord Oaks is permanently available within the Pixie Dungeon located southeast of the entrance to Shame.&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Pixies and Shadow Wisps&lt;br /&gt;
# Wisps and Kirin&lt;br /&gt;
# Unicorns and Centaurs&lt;br /&gt;
# Serpentine Dragons and Angels&lt;br /&gt;
&lt;br /&gt;
== Harrower ==&lt;br /&gt;
&lt;br /&gt;
The Harrower is the ultimate Champion encounter on our shards.&lt;br /&gt;
&lt;br /&gt;
To summon the Harrower, players must collect all six Champion Skulls obtained from the standard Champion Spawns.&lt;br /&gt;
&lt;br /&gt;
The teleporters to the Star Room, which contains the sacrificial altar, are located in the back of the area where Lord Oaks is found.&lt;br /&gt;
&lt;br /&gt;
=== Required Skulls ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skull&lt;br /&gt;
! Champion&lt;br /&gt;
|-&lt;br /&gt;
| Greed&lt;br /&gt;
| Barracoon&lt;br /&gt;
|-&lt;br /&gt;
| Pain&lt;br /&gt;
| Semidar&lt;br /&gt;
|-&lt;br /&gt;
| Death&lt;br /&gt;
| Neira&lt;br /&gt;
|-&lt;br /&gt;
| Venom&lt;br /&gt;
| Mephitis&lt;br /&gt;
|-&lt;br /&gt;
| Power&lt;br /&gt;
| Rikktor&lt;br /&gt;
|-&lt;br /&gt;
| Enlightenment&lt;br /&gt;
| Lord Oaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summoning the Harrower ===&lt;br /&gt;
&lt;br /&gt;
To summon the Harrower:&lt;br /&gt;
&lt;br /&gt;
# Collect all six Champion Skulls.&lt;br /&gt;
# Enter the Star Room.&lt;br /&gt;
# Place the skulls upon the sacrificial altar.&lt;br /&gt;
&lt;br /&gt;
Once the skulls are placed, a black moongate will appear. This gate will transport you and your allies to the dungeon entrance where the Harrower awaits.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Harrower ===&lt;br /&gt;
&lt;br /&gt;
The Harrower is a multi-phase Champion encounter. Players should expect a difficult battle requiring coordination, preparation, and strong tactics.&lt;br /&gt;
&lt;br /&gt;
Unlike OSI, our shards do not award Power Scrolls. The Harrower instead serves as the ultimate Champion challenge and a source of high-end rewards.&lt;br /&gt;
&lt;br /&gt;
== Mini Champion Spawns ==&lt;br /&gt;
&lt;br /&gt;
Mini Champion Spawns function similarly to standard Champion Spawns but are designed for smaller groups.&lt;br /&gt;
&lt;br /&gt;
Characteristics:&lt;br /&gt;
&lt;br /&gt;
* Intended for approximately 3-4 players&lt;br /&gt;
* Faster progression&lt;br /&gt;
* Unique rewards&lt;br /&gt;
* Found throughout dungeons and Kin strongholds&lt;br /&gt;
&lt;br /&gt;
To begin a Mini Champion Spawn, locate the activation lever and pull it.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Champions ==&lt;br /&gt;
&lt;br /&gt;
Seasonal Champions are limited-time Champion encounters introduced as part of Angel Island's ongoing Seasonal Champion Campaign.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional Champions, Seasonal Champions often feature custom artificial intelligence, unique mechanics, and rare collectible rewards rather than conventional gold and equipment.&lt;br /&gt;
&lt;br /&gt;
=== Azothu, The Frozen Host ===&lt;br /&gt;
&lt;br /&gt;
'''Season:''' Winter&lt;br /&gt;
&lt;br /&gt;
The Frozen Host appears within Ice Dungeon during the winter season.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Custom AI behavior&lt;br /&gt;
* Rare equipment drops&lt;br /&gt;
* Limited appearance frequency&lt;br /&gt;
* Available once per day&lt;br /&gt;
&lt;br /&gt;
=== Eifel Island Pirate Champion ===&lt;br /&gt;
&lt;br /&gt;
'''Season:''' Spring / Summer&lt;br /&gt;
&lt;br /&gt;
The Pirate Champion, also known as the Hoard Guardian, inhabits Eifel Island.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Advanced humanoid AI&lt;br /&gt;
* Rare collectible rewards&lt;br /&gt;
* Water-beast defenses surrounding the island&lt;br /&gt;
* No Recall&lt;br /&gt;
* No Gate Travel&lt;br /&gt;
* Boat access required&lt;br /&gt;
* Grappling Hook gameplay mechanics&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Champion_Spawns&amp;diff=4324</id>
		<title>Champion Spawns</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Champion_Spawns&amp;diff=4324"/>
		<updated>2026-05-24T12:33:06Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Champion Spawns =&lt;br /&gt;
&lt;br /&gt;
Champion Spawns are among the most challenging PvM encounters on Angel Island. They reward large amounts of gold, high-end magical equipment, and Champion Skulls used to summon the ultimate foe: the Harrower.&lt;br /&gt;
&lt;br /&gt;
Unlike standard OSI-era shards, Angel Island does not award Power Scrolls. Instead, Champions are a primary source of vanquishing weapons, invulnerability armor, rare equipment, and Champion Skulls.&lt;br /&gt;
&lt;br /&gt;
There are three categories of Champion encounters:&lt;br /&gt;
&lt;br /&gt;
* Champion Spawns&lt;br /&gt;
* Mini Champion Spawns&lt;br /&gt;
* Seasonal Champions&lt;br /&gt;
&lt;br /&gt;
== Champion Spawn Mechanics ==&lt;br /&gt;
&lt;br /&gt;
A Champion Spawn progresses through four increasingly difficult levels of creatures before the Champion itself appears.&lt;br /&gt;
&lt;br /&gt;
Progress is tracked using the Skull Altar located at the center of the spawn area.&lt;br /&gt;
&lt;br /&gt;
=== Skull Candles ===&lt;br /&gt;
&lt;br /&gt;
The altar displays both white and red skull candles:&lt;br /&gt;
&lt;br /&gt;
* White Candles indicate progress toward the next red candle.&lt;br /&gt;
* Red Candles indicate overall progression toward the Champion.&lt;br /&gt;
&lt;br /&gt;
Progression follows this pattern:&lt;br /&gt;
&lt;br /&gt;
* 5 White Candles = 1 Red Candle&lt;br /&gt;
* 4 Red Candles = 1 Spawn Level&lt;br /&gt;
&lt;br /&gt;
If creatures are not killed quickly enough, progression can reverse and the spawn may regress to an earlier stage.&lt;br /&gt;
&lt;br /&gt;
=== Champion Rewards ===&lt;br /&gt;
&lt;br /&gt;
Defeating a Champion may reward:&lt;br /&gt;
&lt;br /&gt;
* High-level magical armor&lt;br /&gt;
* High-level magical weapons&lt;br /&gt;
* Approximately 30,000 gold&lt;br /&gt;
* One Champion Skull&lt;br /&gt;
&lt;br /&gt;
== Summoning Champions ==&lt;br /&gt;
&lt;br /&gt;
Most Champion Spawns on Angel Island are player-summoned.&lt;br /&gt;
&lt;br /&gt;
When an altar is ready, it will speak to nearby players indicating that it is available for summoning.&lt;br /&gt;
&lt;br /&gt;
To summon a Champion:&lt;br /&gt;
&lt;br /&gt;
# Place the required sacrifice on the altar.&lt;br /&gt;
# Speak:&lt;br /&gt;
#:&lt;br /&gt;
#: &amp;quot;I offer this sacrifice in your name &amp;lt;Champion Name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I offer this sacrifice in your name Semidar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once a spawn has begun and reaches at least one white skull, no additional Champions may be summoned until:&lt;br /&gt;
&lt;br /&gt;
* The Champion is defeated, or&lt;br /&gt;
* The spawn regresses completely back to zero progress.&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice Requirements ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Champion&lt;br /&gt;
! Sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| Barracoon&lt;br /&gt;
| A wedge or wheel of cheese&lt;br /&gt;
|-&lt;br /&gt;
| Neira&lt;br /&gt;
| 100 Bones&lt;br /&gt;
|-&lt;br /&gt;
| Rikktor&lt;br /&gt;
| 500 of any single gem type&lt;br /&gt;
|-&lt;br /&gt;
| Mephitis&lt;br /&gt;
| 1000 Spider's Silk&lt;br /&gt;
|-&lt;br /&gt;
| Semidar&lt;br /&gt;
| 100 Blood Vials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barracoon ==&lt;br /&gt;
'''Aspect:''' Greed&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Rats and Slimes&lt;br /&gt;
# Ratmen and Dire Wolves&lt;br /&gt;
# Hell Hounds and Rat Mages&lt;br /&gt;
# Silver Serpents and Rat Archers&lt;br /&gt;
&lt;br /&gt;
== Semidar ==&lt;br /&gt;
'''Aspect:''' Pain&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Imps and Mongbats&lt;br /&gt;
# Gargoyles and Harpies&lt;br /&gt;
# Stone Gargoyles and Fire Gargoyles&lt;br /&gt;
# Daemons and Succubi&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Fire Gargoyles inflict aura damage and can quickly wear down pets.&lt;br /&gt;
* Succubi possess a life-drain attack with a large radius.&lt;br /&gt;
&lt;br /&gt;
== Neira ==&lt;br /&gt;
'''Aspect:''' Death&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Ghouls and Boggles&lt;br /&gt;
# Bone Knights and Wraiths&lt;br /&gt;
# Bone Magi and Bone Knight Lords&lt;br /&gt;
# Bone Magi Lords and Rotting Corpses&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Rotting Corpses are often the most dangerous creatures in the final wave.&lt;br /&gt;
&lt;br /&gt;
== Mephitis ==&lt;br /&gt;
'''Aspect:''' Venom&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Giant Spiders and Scorpions&lt;br /&gt;
# Terathan Drones and Warriors&lt;br /&gt;
# Dread Spiders and Matriarchs&lt;br /&gt;
# Terathan Avengers and Poison Elementals&lt;br /&gt;
&lt;br /&gt;
== Rikktor ==&lt;br /&gt;
'''Aspect:''' Power&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Lizardmen and Snakes&lt;br /&gt;
# Lava Lizards and Ophidian Warriors&lt;br /&gt;
# Drakes and Ophidian Justices&lt;br /&gt;
# Dragons and Ophidian Avengers / Knight Errants&lt;br /&gt;
&lt;br /&gt;
== Lord Oaks ==&lt;br /&gt;
'''Aspect:''' Enlightenment&lt;br /&gt;
&lt;br /&gt;
Unlike the other Champions, Lord Oaks is permanently available within the Pixie Dungeon located southeast of the entrance to Shame.&lt;br /&gt;
&lt;br /&gt;
=== Spawn Levels ===&lt;br /&gt;
&lt;br /&gt;
# Pixies and Shadow Wisps&lt;br /&gt;
# Wisps and Kirin&lt;br /&gt;
# Unicorns and Centaurs&lt;br /&gt;
# Serpentine Dragons and Angels&lt;br /&gt;
&lt;br /&gt;
== Harrower ==&lt;br /&gt;
&lt;br /&gt;
''Information coming soon.''&lt;br /&gt;
&lt;br /&gt;
The Harrower is the ultimate Champion encounter.&lt;br /&gt;
&lt;br /&gt;
To summon the Harrower, players must first collect all six Champion Skulls obtained from the various Champion Spawns.&lt;br /&gt;
&lt;br /&gt;
Further details will be added in a future update.&lt;br /&gt;
&lt;br /&gt;
== Mini Champion Spawns ==&lt;br /&gt;
&lt;br /&gt;
Mini Champion Spawns function similarly to standard Champion Spawns but are designed for smaller groups.&lt;br /&gt;
&lt;br /&gt;
Characteristics:&lt;br /&gt;
&lt;br /&gt;
* Intended for approximately 3-4 players&lt;br /&gt;
* Faster progression&lt;br /&gt;
* Unique rewards&lt;br /&gt;
* Found throughout dungeons and Kin strongholds&lt;br /&gt;
&lt;br /&gt;
To begin a Mini Champion Spawn, locate the activation lever and pull it.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Champions ==&lt;br /&gt;
&lt;br /&gt;
Seasonal Champions are limited-time Champion encounters introduced as part of Angel Island's ongoing Seasonal Champion Campaign.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional Champions, Seasonal Champions often feature custom artificial intelligence, unique mechanics, and rare collectible rewards rather than conventional gold and equipment.&lt;br /&gt;
&lt;br /&gt;
=== Azothu, The Frozen Host ===&lt;br /&gt;
&lt;br /&gt;
'''Season:''' Winter&lt;br /&gt;
&lt;br /&gt;
The Frozen Host appears within Ice Dungeon during the winter season.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Custom AI behavior&lt;br /&gt;
* Rare equipment drops&lt;br /&gt;
* Limited appearance frequency&lt;br /&gt;
* Available once per day&lt;br /&gt;
&lt;br /&gt;
=== Eifel Island Pirate Champion ===&lt;br /&gt;
&lt;br /&gt;
'''Season:''' Spring / Summer&lt;br /&gt;
&lt;br /&gt;
The Pirate Champion, also known as the Hoard Guardian, inhabits Eifel Island.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Advanced humanoid AI&lt;br /&gt;
* Rare collectible rewards&lt;br /&gt;
* Water-beast defenses surrounding the island&lt;br /&gt;
* No Recall&lt;br /&gt;
* No Gate Travel&lt;br /&gt;
* Boat access required&lt;br /&gt;
* Grappling Hook gameplay mechanics&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4323</id>
		<title>Townships</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4323"/>
		<updated>2026-05-18T22:56:55Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Packing Up Your Township */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;FI8-30rSVAg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guilds are able to purchase a township stone which will be placed along side their current guild stone.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The purpose of Townships is to vest player guilds with control of a long range goal. Townships will allow players of all play styles to design, create, control and protect their creations while creating a significant point of interest and interaction to the entire shard.&lt;br /&gt;
&lt;br /&gt;
== Township Stone Overview ==&lt;br /&gt;
&lt;br /&gt;
Player guilds will be allowed to purchase a Township deed which must be placed in the same structure as the guild stone. The Township stone (hued guild stone graphic) will provide the menus necessary to run the Township. Provided the following conditions are met, a dynamic zone of X number of tiles, in each direction from the stone, will be created.&lt;br /&gt;
&lt;br /&gt;
* A Township stone may only be placed if a large majority (X%+) of houses within the to-be created dynamic zone is in the same guild as the Township stone placer. This will prevent guilds from trying to use Townships to force home owners out of an area.&lt;br /&gt;
* A Township stone may not be placed if the to-be created dynamic zone would overlap with another Township or guard zone.&lt;br /&gt;
&lt;br /&gt;
== Township Features and Rules ==&lt;br /&gt;
&lt;br /&gt;
* Township houses may not be traded to non-Township guild players.&lt;br /&gt;
* Township guild members, who have houses within the township, may not refresh their houses should they leave the guild.&lt;br /&gt;
* All Township guild members can view the Township stone and add gold to the Township. The owner and co-owners of the house in which the Township stone is located may fully access the Township stone (township administrators -&amp;gt; Manage Township NPCs, adjust law levels, adjust travel restrictions, etc).&lt;br /&gt;
* Any Township guild member may deposit gold with the Township (Double-click the Township stone and then click the Add gold button and target gold or checks), but gold can never be taken out of the Township stone it can only be used for Township expenses.&lt;br /&gt;
* Township expense payments and purchases are tracked in an expense log which can be accessed through the township stone.&lt;br /&gt;
* When a guild disbands, the Township associated with it disbands as well.&lt;br /&gt;
* Township guild members will receive a warning if their Township will run out of funds within 7 days upon login.&lt;br /&gt;
* Township and Guild stones may not be moved once a Township stone has been placed.&lt;br /&gt;
* Township administrators may create an enemy of the Township master list by double clicking the township stone and selecting the option to create an enemy list. This will gather all the ban lists from all of the Township guild member houses within the Township zone and compile them into one master list for X gold.&lt;br /&gt;
* Declared enemies of the township (those on the master list created in the feature above), may not use any Township NPCs and will be announced by Lookout NPCs (See Township NPC Overview below).&lt;br /&gt;
* Once a Township has been established, no other non-Township/Guild player may place a house within the Township dynamic zone.&lt;br /&gt;
* Townships may be converted into portable restoration packages using the [[Packing_Up_Your_Township|Packing Up Your Township]] system.&lt;br /&gt;
&lt;br /&gt;
== Packing Up Your Township ==&lt;br /&gt;
&lt;br /&gt;
Townships may be converted into portable restoration packages for relocation or long-term storage.&lt;br /&gt;
&lt;br /&gt;
The Township pack-up system preserves important Township assets such as lockdowns, NPCs, livestock, decorative plants, and Township add-ons while recovering other Township structures through the Township credit system.&lt;br /&gt;
&lt;br /&gt;
For full details, see:&lt;br /&gt;
&lt;br /&gt;
[[Packing_Up_Your_Township|Packing Up Your Township]]&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township guild administrators (those who own or co-own the house in which the Township stone is placed) may purchase Township NPCs by double clicking the Township stone and clicking on Buy NPC. The purchasing player is given a deed for the Township NPC. The Township NPC deed may then be used by any Township guild member within his or her public house to place the Township NPC. Township NPCs may be dismissed through the Township stone.&lt;br /&gt;
&lt;br /&gt;
The following features and rules apply to Township NPCs:&lt;br /&gt;
&lt;br /&gt;
* To access the functions of a Township NPC, players must be standing in the same house with the NPC or on the porch of that house.&lt;br /&gt;
* Only the OWNER of the house in which the Township NPC resides may customize the clothing of such Township NPC.&lt;br /&gt;
* When a Township is dissolved, all associated NPCs are disbanded.&lt;br /&gt;
* The Township guild generates NO income from Township NPCs purchased through the Township system (i.e. standard profitability or lack thereof still applies to player vendors).&lt;br /&gt;
* Township NPCs can only be placed in public houses. Only one Township NPC is allowed per house. Township NPCs may not be placed in the same house as player vendor NPCs.&lt;br /&gt;
* Township NPCs can only be purchased once every X days (this number to be determined through testing, but is currently set to 7 days).&lt;br /&gt;
* Township NPCs do not use context menus and must be spoken to in order to access their services.&lt;br /&gt;
&lt;br /&gt;
The following Township NPCs may be purchased (this list is subject to change):&lt;br /&gt;
&lt;br /&gt;
* Banker Provides access to a players bank.&lt;br /&gt;
* Innkeeper Allows players to log out in the same building instantly and/or to purchase items sold by the innkeeper.&lt;br /&gt;
* Stable hand Provides access to a stable.&lt;br /&gt;
* Shopkeeper Provides access to a specific shop.&lt;br /&gt;
** Mage Shopkeeper&lt;br /&gt;
** Provisioner Shopkeeper&lt;br /&gt;
* Trainers Provides training in specific areas.&lt;br /&gt;
* Emissary Allows Township to be set to Grant of Authority (See Law Region Overview below).&lt;br /&gt;
* Evocater Allows Township to set magic travel settings (Recall In/Out, Gate In/Out). It costs X gold to change one of the four settings and each setting can only be changed once every X minutes. The travel settings are set through double clicking the township stone.&lt;br /&gt;
* Town Crier - Provides shard-wide news and increased the size of the dynamic zone by X number of tiles. A township can only have one town crier. By double clicking the Township stone, a message will indicate whether or not the Township can be expanded. If it can not be expanded, the guild will not be given an option to purchase this NPC.&lt;br /&gt;
* Lookout NPC will notify the Township guild, through guild chat, when it sees an opposing kin, opposing chaos/order, a warring guild member, or an enemy of the township (see Township Stone Overview). They can see a long distance, but cant see hidden characters or through walls.&lt;br /&gt;
&lt;br /&gt;
== Law Region ==&lt;br /&gt;
&lt;br /&gt;
A Township may have four different Law Settings:&lt;br /&gt;
&lt;br /&gt;
* Standard&lt;br /&gt;
** Normal murder count rules apply.&lt;br /&gt;
&lt;br /&gt;
* Lawless&lt;br /&gt;
** No murder counts can be given to or received by anyone.&lt;br /&gt;
&lt;br /&gt;
* Grant of Authority&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Normal murder count rules apply except Township guild members and allies may not receive murder counts.&lt;br /&gt;
&lt;br /&gt;
* Guarded&lt;br /&gt;
** Available only on the Seasons shard during Season 2.&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Functions as an enhanced Grant of Authority region.&lt;br /&gt;
** Township guild members and allies may enforce local law without receiving murder counts.&lt;br /&gt;
** Township guards actively protect the region.&lt;br /&gt;
** Intended to serve as one of the few remaining protected civilization hubs following the collapse of traditional guarded cities.&lt;br /&gt;
== Township Borders ==&lt;br /&gt;
&lt;br /&gt;
Players should receive a notice when entering a Township area. The message generated should be based upon the Guilds name, Activity level of the Township and the law being applied. You have entered the &amp;lt;Activity Level based title&amp;gt; of the &amp;lt;Guild name&amp;gt;. &amp;lt;Applicable Law&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Activity level based titles ===&lt;br /&gt;
&lt;br /&gt;
* Hamlet (Low Activity)&lt;br /&gt;
* Village (Medium Activity)&lt;br /&gt;
* Township (High Activity)&lt;br /&gt;
* City (High Activity)&lt;br /&gt;
&lt;br /&gt;
=== Applicable Law ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;Guild name&amp;gt; has received a grant of Authority by Lord British to enforce the law within this &amp;lt;Activity level based title&amp;gt;. (Grant of Authority Setting)&lt;br /&gt;
* Lord British enforces the laws within this &amp;lt;Activity level based title&amp;gt;.&lt;br /&gt;
* Beware! There are no laws being enforced within this &amp;lt;Activity level based title&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* You have entered the village of the Perilous Adventurers Guild. The Perilous Adventurers Guild has received a grant of authority by Lord British to enforce the law within this village.&lt;br /&gt;
* You have entered the hamlet of the Orcs. Beware! There are no laws being enforced within this hamlet!&lt;br /&gt;
* You have entered the city of the Serpents Sword. Lord British enforces the laws within this city.&lt;br /&gt;
&lt;br /&gt;
Lastly, when leaving a Township area a message should be displayed. You have left the &amp;lt;Activity Level&amp;gt; of the &amp;lt;guild&amp;gt;. Example: You have left the village of the Perilous Adventurers Guild.&lt;br /&gt;
&lt;br /&gt;
== Township Expenses ==&lt;br /&gt;
&lt;br /&gt;
The amount of gold a Township requires to operate depends on several factors. The first is the activity level of the Township. The more active a Township becomes, the lower the associated costs. The reasoning behind this is that when a Township becomes active it creates a point of interaction on the shard which is valued by the players and the staff. It also discourages Townships of convenience where very wealthy players seek a Township for the sole purpose of having their very own Animal Trainer (stable). While such Townships of convenience will be possible by the wealthy, it will require a great deal of gold to upkeep. This will eventually draw gold out of the economy or require the Township guild to generate more gold (thus creating interaction -&amp;gt; hunting parties, pk targets, etc).&lt;br /&gt;
&lt;br /&gt;
The second factor in determine expenses for the Township are the type and quantity of Township NPCs placed within the Township. The Township NPCs each have their own pay scale and will add to the weekly upkeep expense of the Township.&lt;br /&gt;
&lt;br /&gt;
In short this system allows guilds to build truly functioning towns that can be tailored to how they desire to run their town.&lt;br /&gt;
&lt;br /&gt;
== Lord British Subsidies ==&lt;br /&gt;
&lt;br /&gt;
Townships may receive special subsidies from Lord British for contributing to the safety and prosperity of the realm.&lt;br /&gt;
&lt;br /&gt;
When Township members participate in Champion encounters, a portion of their contribution is converted into civic subsidy credit for their Township.&lt;br /&gt;
&lt;br /&gt;
These subsidies are divided into two systems:&lt;br /&gt;
&lt;br /&gt;
=== Tax Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation generates Lord British Tax Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
This subsidy is automatically consumed during daily Township upkeep calculations and may significantly reduce Township operating expenses over time.&lt;br /&gt;
&lt;br /&gt;
The subsidy does not eliminate Township costs entirely, but instead offsets a portion of the daily maintenance burden. Active guilds that regularly participate in dangerous world activity may therefore maintain large or advanced Townships much more easily than inactive settlements.&lt;br /&gt;
&lt;br /&gt;
=== Fame Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation also generates Lord British Fame Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
Fame subsidies are automatically converted into bonus Township visits which help maintain or improve Township activity levels.&lt;br /&gt;
&lt;br /&gt;
This system allows active adventuring guilds to naturally sustain thriving Townships through real world participation rather than relying entirely upon passive player traffic.&lt;br /&gt;
&lt;br /&gt;
Natural player visits still matter and are counted normally. Fame subsidies supplement Township activity rather than replacing it outright.&lt;br /&gt;
&lt;br /&gt;
=== Design Philosophy ===&lt;br /&gt;
&lt;br /&gt;
The Township subsidy system is intended to tie civilization directly to dangerous world participation.&lt;br /&gt;
&lt;br /&gt;
Rather than functioning as isolated convenience hubs, successful Townships are expected to:&lt;br /&gt;
* Organize hunting parties&lt;br /&gt;
* Participate in Champion encounters&lt;br /&gt;
* Venture into dangerous regions&lt;br /&gt;
* Contribute to shard activity and interaction&lt;br /&gt;
&lt;br /&gt;
In return, Lord British rewards those settlements through:&lt;br /&gt;
* Reduced Township operating costs&lt;br /&gt;
* Improved Township activity and prestige&lt;br /&gt;
* Greater long-term sustainability&lt;br /&gt;
&lt;br /&gt;
This creates a direct relationship between adventure, civic contribution, and civilization.&lt;br /&gt;
&lt;br /&gt;
== Daily Fees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! No Activity !! Low Activity !! Medium Activity !! High Activity !! Very High Activity&lt;br /&gt;
|-&lt;br /&gt;
| Base Fee || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| No Gate Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Gate In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Lawless || 20000 || 10000 || 5000 || 2000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Authority || 50000 || 25000 || 12500 || 5000 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Extended Size (towncrier) || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 1 &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; || 10000 || 6000 || 3000 || 1500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 2 &amp;lt;sup&amp;gt;%&amp;lt;/sup&amp;gt; || 20000 || 12000 || 6000 || 3000 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 3 &amp;lt;sup&amp;gt;^&amp;lt;/sup&amp;gt; || 50000 || 30000 || 15000 || 7500 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#: includes innkeeper, provisioner, trainers, lookout, crier, emissary, evocator&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;%: includes mage shopkeeper, alchemist shopkeeper&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;^: includes banker, animal trainer&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== One-Time charges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Township deed !! 250000 (includes 125K 'initial deposit' into fund)&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Normal || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Lawless || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Authority || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change travel rule || 25000&lt;br /&gt;
|-&lt;br /&gt;
| Update Enemy list || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Emissary deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Evocator deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trainer deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Innkeeper deed || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Mage deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Banker deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1000000&lt;br /&gt;
|-&lt;br /&gt;
| Provisioner deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Arms Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Mage Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Rogue Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Town Crier deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1: Activity level must be Medium before a township can purchase this deed.&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2: Activity level must be High before a township can purchase this deed.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Township Crafting System ==&lt;br /&gt;
&lt;br /&gt;
Township owners can construct walls, floors and some decorative items using the Township Builder Tool. This tool is purchased from township provisioners.&lt;br /&gt;
&lt;br /&gt;
The walls and decorative items can be damaged and destroyed by other players once every 5 hours, and can also be repaired just as often using the tool.&lt;br /&gt;
&lt;br /&gt;
You must be a grandmaster Carpenter and be trained in masonry in order to use the tool. Anything you create using the Township Buikder Tool will appear on the ground at your character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Palisade&lt;br /&gt;
* Fieldstone&lt;br /&gt;
&lt;br /&gt;
Walls appear as scaffold when constructed. You need to single click (or shift + click depending on your settings) to open the context menu on the scaffold and select &amp;quot;Craft Item&amp;quot; in order to complete the construction.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Lamp Post&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Cobblestone&lt;br /&gt;
* Welcome Mat&lt;br /&gt;
&lt;br /&gt;
==== Welcome Mats ====&lt;br /&gt;
&lt;br /&gt;
Welcome mats act as beacons for the Gatekeepers stationed at each of the [[Moongates]]. Placing a welcome mat will allow the gatekeeper to alter the moongate to send players to your township.&lt;br /&gt;
&lt;br /&gt;
Once the mat is placed, simply say your guilds name or abbreviation to the gatekeeper. If you create a second mat, the first one will be deleted. (You may only have one Welcome Mat at a time.)&lt;br /&gt;
&lt;br /&gt;
== Easement ==&lt;br /&gt;
&lt;br /&gt;
Townships are not meant to be for creating death traps. One of our townships had constructed a death trap around the ban location from their house out of the walls we allow townships to build; quite clever indeed.&lt;br /&gt;
&lt;br /&gt;
These walls were not indented for this purpose, nor were they intended for blocking the entrances to dungeons. While walls are a very cool idea, they are a little too wild-west for my tastes without some oversight. Short of removing them, I'll be imposing commonsense guidelines to their use; some in code, some handled manually.&lt;br /&gt;
&lt;br /&gt;
Any walls constructed as death traps will be torn down.&lt;br /&gt;
&lt;br /&gt;
Walls constructed that block any easement will be adjusted to allow the easement. Note that players can destroy walls using a demolition ax as well, which is purchasable from NPC carpenters.&lt;br /&gt;
&lt;br /&gt;
The courts of Lord British define easement as follows:&lt;br /&gt;
&lt;br /&gt;
An easement is a non-possessory interest to use real property in possession of another person for a stated purpose. An easement is considered as a property right in itself at common law and is still treated as a type of property in most jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Easement laws will not come into play if you simply wall in your township, but if you block an important land asset like a Dungeon, Lord British's builders will be dispatched to tear down those walls.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4322</id>
		<title>Townships</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4322"/>
		<updated>2026-05-18T22:54:41Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;FI8-30rSVAg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guilds are able to purchase a township stone which will be placed along side their current guild stone.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The purpose of Townships is to vest player guilds with control of a long range goal. Townships will allow players of all play styles to design, create, control and protect their creations while creating a significant point of interest and interaction to the entire shard.&lt;br /&gt;
&lt;br /&gt;
== Township Stone Overview ==&lt;br /&gt;
&lt;br /&gt;
Player guilds will be allowed to purchase a Township deed which must be placed in the same structure as the guild stone. The Township stone (hued guild stone graphic) will provide the menus necessary to run the Township. Provided the following conditions are met, a dynamic zone of X number of tiles, in each direction from the stone, will be created.&lt;br /&gt;
&lt;br /&gt;
* A Township stone may only be placed if a large majority (X%+) of houses within the to-be created dynamic zone is in the same guild as the Township stone placer. This will prevent guilds from trying to use Townships to force home owners out of an area.&lt;br /&gt;
* A Township stone may not be placed if the to-be created dynamic zone would overlap with another Township or guard zone.&lt;br /&gt;
&lt;br /&gt;
== Township Features and Rules ==&lt;br /&gt;
&lt;br /&gt;
* Township houses may not be traded to non-Township guild players.&lt;br /&gt;
* Township guild members, who have houses within the township, may not refresh their houses should they leave the guild.&lt;br /&gt;
* All Township guild members can view the Township stone and add gold to the Township. The owner and co-owners of the house in which the Township stone is located may fully access the Township stone (township administrators -&amp;gt; Manage Township NPCs, adjust law levels, adjust travel restrictions, etc).&lt;br /&gt;
* Any Township guild member may deposit gold with the Township (Double-click the Township stone and then click the Add gold button and target gold or checks), but gold can never be taken out of the Township stone it can only be used for Township expenses.&lt;br /&gt;
* Township expense payments and purchases are tracked in an expense log which can be accessed through the township stone.&lt;br /&gt;
* When a guild disbands, the Township associated with it disbands as well.&lt;br /&gt;
* Township guild members will receive a warning if their Township will run out of funds within 7 days upon login.&lt;br /&gt;
* Township and Guild stones may not be moved once a Township stone has been placed.&lt;br /&gt;
* Township administrators may create an enemy of the Township master list by double clicking the township stone and selecting the option to create an enemy list. This will gather all the ban lists from all of the Township guild member houses within the Township zone and compile them into one master list for X gold.&lt;br /&gt;
* Declared enemies of the township (those on the master list created in the feature above), may not use any Township NPCs and will be announced by Lookout NPCs (See Township NPC Overview below).&lt;br /&gt;
* Once a Township has been established, no other non-Township/Guild player may place a house within the Township dynamic zone.&lt;br /&gt;
* Townships may be converted into portable restoration packages using the [[Packing_Up_Your_Township|Packing Up Your Township]] system.&lt;br /&gt;
&lt;br /&gt;
== Packing Up Your Township ==&lt;br /&gt;
&lt;br /&gt;
[[Packing_Up_Your_Township|Packing Up Your Township]]&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township guild administrators (those who own or co-own the house in which the Township stone is placed) may purchase Township NPCs by double clicking the Township stone and clicking on Buy NPC. The purchasing player is given a deed for the Township NPC. The Township NPC deed may then be used by any Township guild member within his or her public house to place the Township NPC. Township NPCs may be dismissed through the Township stone.&lt;br /&gt;
&lt;br /&gt;
The following features and rules apply to Township NPCs:&lt;br /&gt;
&lt;br /&gt;
* To access the functions of a Township NPC, players must be standing in the same house with the NPC or on the porch of that house.&lt;br /&gt;
* Only the OWNER of the house in which the Township NPC resides may customize the clothing of such Township NPC.&lt;br /&gt;
* When a Township is dissolved, all associated NPCs are disbanded.&lt;br /&gt;
* The Township guild generates NO income from Township NPCs purchased through the Township system (i.e. standard profitability or lack thereof still applies to player vendors).&lt;br /&gt;
* Township NPCs can only be placed in public houses. Only one Township NPC is allowed per house. Township NPCs may not be placed in the same house as player vendor NPCs.&lt;br /&gt;
* Township NPCs can only be purchased once every X days (this number to be determined through testing, but is currently set to 7 days).&lt;br /&gt;
* Township NPCs do not use context menus and must be spoken to in order to access their services.&lt;br /&gt;
&lt;br /&gt;
The following Township NPCs may be purchased (this list is subject to change):&lt;br /&gt;
&lt;br /&gt;
* Banker Provides access to a players bank.&lt;br /&gt;
* Innkeeper Allows players to log out in the same building instantly and/or to purchase items sold by the innkeeper.&lt;br /&gt;
* Stable hand Provides access to a stable.&lt;br /&gt;
* Shopkeeper Provides access to a specific shop.&lt;br /&gt;
** Mage Shopkeeper&lt;br /&gt;
** Provisioner Shopkeeper&lt;br /&gt;
* Trainers Provides training in specific areas.&lt;br /&gt;
* Emissary Allows Township to be set to Grant of Authority (See Law Region Overview below).&lt;br /&gt;
* Evocater Allows Township to set magic travel settings (Recall In/Out, Gate In/Out). It costs X gold to change one of the four settings and each setting can only be changed once every X minutes. The travel settings are set through double clicking the township stone.&lt;br /&gt;
* Town Crier - Provides shard-wide news and increased the size of the dynamic zone by X number of tiles. A township can only have one town crier. By double clicking the Township stone, a message will indicate whether or not the Township can be expanded. If it can not be expanded, the guild will not be given an option to purchase this NPC.&lt;br /&gt;
* Lookout NPC will notify the Township guild, through guild chat, when it sees an opposing kin, opposing chaos/order, a warring guild member, or an enemy of the township (see Township Stone Overview). They can see a long distance, but cant see hidden characters or through walls.&lt;br /&gt;
&lt;br /&gt;
== Law Region ==&lt;br /&gt;
&lt;br /&gt;
A Township may have four different Law Settings:&lt;br /&gt;
&lt;br /&gt;
* Standard&lt;br /&gt;
** Normal murder count rules apply.&lt;br /&gt;
&lt;br /&gt;
* Lawless&lt;br /&gt;
** No murder counts can be given to or received by anyone.&lt;br /&gt;
&lt;br /&gt;
* Grant of Authority&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Normal murder count rules apply except Township guild members and allies may not receive murder counts.&lt;br /&gt;
&lt;br /&gt;
* Guarded&lt;br /&gt;
** Available only on the Seasons shard during Season 2.&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Functions as an enhanced Grant of Authority region.&lt;br /&gt;
** Township guild members and allies may enforce local law without receiving murder counts.&lt;br /&gt;
** Township guards actively protect the region.&lt;br /&gt;
** Intended to serve as one of the few remaining protected civilization hubs following the collapse of traditional guarded cities.&lt;br /&gt;
== Township Borders ==&lt;br /&gt;
&lt;br /&gt;
Players should receive a notice when entering a Township area. The message generated should be based upon the Guilds name, Activity level of the Township and the law being applied. You have entered the &amp;lt;Activity Level based title&amp;gt; of the &amp;lt;Guild name&amp;gt;. &amp;lt;Applicable Law&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Activity level based titles ===&lt;br /&gt;
&lt;br /&gt;
* Hamlet (Low Activity)&lt;br /&gt;
* Village (Medium Activity)&lt;br /&gt;
* Township (High Activity)&lt;br /&gt;
* City (High Activity)&lt;br /&gt;
&lt;br /&gt;
=== Applicable Law ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;Guild name&amp;gt; has received a grant of Authority by Lord British to enforce the law within this &amp;lt;Activity level based title&amp;gt;. (Grant of Authority Setting)&lt;br /&gt;
* Lord British enforces the laws within this &amp;lt;Activity level based title&amp;gt;.&lt;br /&gt;
* Beware! There are no laws being enforced within this &amp;lt;Activity level based title&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* You have entered the village of the Perilous Adventurers Guild. The Perilous Adventurers Guild has received a grant of authority by Lord British to enforce the law within this village.&lt;br /&gt;
* You have entered the hamlet of the Orcs. Beware! There are no laws being enforced within this hamlet!&lt;br /&gt;
* You have entered the city of the Serpents Sword. Lord British enforces the laws within this city.&lt;br /&gt;
&lt;br /&gt;
Lastly, when leaving a Township area a message should be displayed. You have left the &amp;lt;Activity Level&amp;gt; of the &amp;lt;guild&amp;gt;. Example: You have left the village of the Perilous Adventurers Guild.&lt;br /&gt;
&lt;br /&gt;
== Township Expenses ==&lt;br /&gt;
&lt;br /&gt;
The amount of gold a Township requires to operate depends on several factors. The first is the activity level of the Township. The more active a Township becomes, the lower the associated costs. The reasoning behind this is that when a Township becomes active it creates a point of interaction on the shard which is valued by the players and the staff. It also discourages Townships of convenience where very wealthy players seek a Township for the sole purpose of having their very own Animal Trainer (stable). While such Townships of convenience will be possible by the wealthy, it will require a great deal of gold to upkeep. This will eventually draw gold out of the economy or require the Township guild to generate more gold (thus creating interaction -&amp;gt; hunting parties, pk targets, etc).&lt;br /&gt;
&lt;br /&gt;
The second factor in determine expenses for the Township are the type and quantity of Township NPCs placed within the Township. The Township NPCs each have their own pay scale and will add to the weekly upkeep expense of the Township.&lt;br /&gt;
&lt;br /&gt;
In short this system allows guilds to build truly functioning towns that can be tailored to how they desire to run their town.&lt;br /&gt;
&lt;br /&gt;
== Lord British Subsidies ==&lt;br /&gt;
&lt;br /&gt;
Townships may receive special subsidies from Lord British for contributing to the safety and prosperity of the realm.&lt;br /&gt;
&lt;br /&gt;
When Township members participate in Champion encounters, a portion of their contribution is converted into civic subsidy credit for their Township.&lt;br /&gt;
&lt;br /&gt;
These subsidies are divided into two systems:&lt;br /&gt;
&lt;br /&gt;
=== Tax Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation generates Lord British Tax Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
This subsidy is automatically consumed during daily Township upkeep calculations and may significantly reduce Township operating expenses over time.&lt;br /&gt;
&lt;br /&gt;
The subsidy does not eliminate Township costs entirely, but instead offsets a portion of the daily maintenance burden. Active guilds that regularly participate in dangerous world activity may therefore maintain large or advanced Townships much more easily than inactive settlements.&lt;br /&gt;
&lt;br /&gt;
=== Fame Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation also generates Lord British Fame Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
Fame subsidies are automatically converted into bonus Township visits which help maintain or improve Township activity levels.&lt;br /&gt;
&lt;br /&gt;
This system allows active adventuring guilds to naturally sustain thriving Townships through real world participation rather than relying entirely upon passive player traffic.&lt;br /&gt;
&lt;br /&gt;
Natural player visits still matter and are counted normally. Fame subsidies supplement Township activity rather than replacing it outright.&lt;br /&gt;
&lt;br /&gt;
=== Design Philosophy ===&lt;br /&gt;
&lt;br /&gt;
The Township subsidy system is intended to tie civilization directly to dangerous world participation.&lt;br /&gt;
&lt;br /&gt;
Rather than functioning as isolated convenience hubs, successful Townships are expected to:&lt;br /&gt;
* Organize hunting parties&lt;br /&gt;
* Participate in Champion encounters&lt;br /&gt;
* Venture into dangerous regions&lt;br /&gt;
* Contribute to shard activity and interaction&lt;br /&gt;
&lt;br /&gt;
In return, Lord British rewards those settlements through:&lt;br /&gt;
* Reduced Township operating costs&lt;br /&gt;
* Improved Township activity and prestige&lt;br /&gt;
* Greater long-term sustainability&lt;br /&gt;
&lt;br /&gt;
This creates a direct relationship between adventure, civic contribution, and civilization.&lt;br /&gt;
&lt;br /&gt;
== Daily Fees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! No Activity !! Low Activity !! Medium Activity !! High Activity !! Very High Activity&lt;br /&gt;
|-&lt;br /&gt;
| Base Fee || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| No Gate Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Gate In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Lawless || 20000 || 10000 || 5000 || 2000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Authority || 50000 || 25000 || 12500 || 5000 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Extended Size (towncrier) || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 1 &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; || 10000 || 6000 || 3000 || 1500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 2 &amp;lt;sup&amp;gt;%&amp;lt;/sup&amp;gt; || 20000 || 12000 || 6000 || 3000 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 3 &amp;lt;sup&amp;gt;^&amp;lt;/sup&amp;gt; || 50000 || 30000 || 15000 || 7500 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#: includes innkeeper, provisioner, trainers, lookout, crier, emissary, evocator&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;%: includes mage shopkeeper, alchemist shopkeeper&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;^: includes banker, animal trainer&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== One-Time charges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Township deed !! 250000 (includes 125K 'initial deposit' into fund)&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Normal || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Lawless || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Authority || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change travel rule || 25000&lt;br /&gt;
|-&lt;br /&gt;
| Update Enemy list || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Emissary deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Evocator deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trainer deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Innkeeper deed || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Mage deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Banker deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1000000&lt;br /&gt;
|-&lt;br /&gt;
| Provisioner deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Arms Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Mage Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Rogue Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Town Crier deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1: Activity level must be Medium before a township can purchase this deed.&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2: Activity level must be High before a township can purchase this deed.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Township Crafting System ==&lt;br /&gt;
&lt;br /&gt;
Township owners can construct walls, floors and some decorative items using the Township Builder Tool. This tool is purchased from township provisioners.&lt;br /&gt;
&lt;br /&gt;
The walls and decorative items can be damaged and destroyed by other players once every 5 hours, and can also be repaired just as often using the tool.&lt;br /&gt;
&lt;br /&gt;
You must be a grandmaster Carpenter and be trained in masonry in order to use the tool. Anything you create using the Township Buikder Tool will appear on the ground at your character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Palisade&lt;br /&gt;
* Fieldstone&lt;br /&gt;
&lt;br /&gt;
Walls appear as scaffold when constructed. You need to single click (or shift + click depending on your settings) to open the context menu on the scaffold and select &amp;quot;Craft Item&amp;quot; in order to complete the construction.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Lamp Post&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Cobblestone&lt;br /&gt;
* Welcome Mat&lt;br /&gt;
&lt;br /&gt;
==== Welcome Mats ====&lt;br /&gt;
&lt;br /&gt;
Welcome mats act as beacons for the Gatekeepers stationed at each of the [[Moongates]]. Placing a welcome mat will allow the gatekeeper to alter the moongate to send players to your township.&lt;br /&gt;
&lt;br /&gt;
Once the mat is placed, simply say your guilds name or abbreviation to the gatekeeper. If you create a second mat, the first one will be deleted. (You may only have one Welcome Mat at a time.)&lt;br /&gt;
&lt;br /&gt;
== Easement ==&lt;br /&gt;
&lt;br /&gt;
Townships are not meant to be for creating death traps. One of our townships had constructed a death trap around the ban location from their house out of the walls we allow townships to build; quite clever indeed.&lt;br /&gt;
&lt;br /&gt;
These walls were not indented for this purpose, nor were they intended for blocking the entrances to dungeons. While walls are a very cool idea, they are a little too wild-west for my tastes without some oversight. Short of removing them, I'll be imposing commonsense guidelines to their use; some in code, some handled manually.&lt;br /&gt;
&lt;br /&gt;
Any walls constructed as death traps will be torn down.&lt;br /&gt;
&lt;br /&gt;
Walls constructed that block any easement will be adjusted to allow the easement. Note that players can destroy walls using a demolition ax as well, which is purchasable from NPC carpenters.&lt;br /&gt;
&lt;br /&gt;
The courts of Lord British define easement as follows:&lt;br /&gt;
&lt;br /&gt;
An easement is a non-possessory interest to use real property in possession of another person for a stated purpose. An easement is considered as a property right in itself at common law and is still treated as a type of property in most jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Easement laws will not come into play if you simply wall in your township, but if you block an important land asset like a Dungeon, Lord British's builders will be dispatched to tear down those walls.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_House&amp;diff=4321</id>
		<title>Packing Up Your House</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_House&amp;diff=4321"/>
		<updated>2026-05-18T22:50:32Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;https://youtu.be/3TP1i_KqvEU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Packing Up Your House =&lt;br /&gt;
&lt;br /&gt;
The house pack-up system allows players to convert an existing home into a portable restoration package. This makes it possible to relocate, temporarily remove, or reorganize a house without manually moving hundreds of items.&lt;br /&gt;
&lt;br /&gt;
When a house is packed up, the system preserves your important housing assets and places them into organized moving crates.&lt;br /&gt;
&lt;br /&gt;
== What Gets Packed ==&lt;br /&gt;
&lt;br /&gt;
The following house assets are preserved during pack-up:&lt;br /&gt;
&lt;br /&gt;
* Locked down items&lt;br /&gt;
* Secure containers&lt;br /&gt;
* House add-ons&lt;br /&gt;
* Decorative plants&lt;br /&gt;
* House vendors and NPCs&lt;br /&gt;
* Certain special house items&lt;br /&gt;
&lt;br /&gt;
Items are converted into restoration deeds and organized into categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== Moving Crates ==&lt;br /&gt;
&lt;br /&gt;
After packing up your house, you will receive:&lt;br /&gt;
&lt;br /&gt;
* A '''House Restoration Deed'''&lt;br /&gt;
* A '''Moving Crate Key'''&lt;br /&gt;
&lt;br /&gt;
The restoration deed tracks all moving crates associated with your packed house.&lt;br /&gt;
&lt;br /&gt;
Moving crates are automatically categorized to make unpacking easier. Examples include:&lt;br /&gt;
&lt;br /&gt;
* Lockdown deeds&lt;br /&gt;
* Secure deeds&lt;br /&gt;
* NPC deeds&lt;br /&gt;
* Add-on deeds&lt;br /&gt;
* Decorative plants and seeds&lt;br /&gt;
&lt;br /&gt;
== Visual Restoration Deeds ==&lt;br /&gt;
&lt;br /&gt;
Many restoration deeds visually resemble the item they restore.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* A crate restoration deed may look like a crate&lt;br /&gt;
* An add-on restoration deed may resemble the original add-on&lt;br /&gt;
* Decorative plant deeds may resemble the original plant&lt;br /&gt;
&lt;br /&gt;
This allows players to unpack and organize large restorations more intuitively instead of sorting through hundreds of identical paper deeds.&lt;br /&gt;
&lt;br /&gt;
== Plants and Seeds ==&lt;br /&gt;
&lt;br /&gt;
Plants are handled differently depending on their state:&lt;br /&gt;
&lt;br /&gt;
* Decorative plants are preserved as restoration deeds&lt;br /&gt;
* Living plants are converted into seeds&lt;br /&gt;
* Dead plants are discarded&lt;br /&gt;
&lt;br /&gt;
Generated seeds are automatically grouped into a seed crate.&lt;br /&gt;
&lt;br /&gt;
== Add-ons ==&lt;br /&gt;
&lt;br /&gt;
Some add-ons can be converted back into normal add-on deeds.&lt;br /&gt;
&lt;br /&gt;
Others are preserved directly as restoration deeds and restored later when unpacked.&lt;br /&gt;
&lt;br /&gt;
Add-on hues and visual appearance are preserved where possible.&lt;br /&gt;
&lt;br /&gt;
== Vendors and NPCs ==&lt;br /&gt;
&lt;br /&gt;
Player vendors and supported house NPCs are safely preserved during pack-up and restored later using NPC restoration deeds.&lt;br /&gt;
&lt;br /&gt;
== Restoring Your House ==&lt;br /&gt;
&lt;br /&gt;
After placing a new house, use the House Restoration Deed to begin restoring your packed items.&lt;br /&gt;
&lt;br /&gt;
The restoration system allows you to unpack your house in logical stages using the categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
&lt;br /&gt;
* Keep your moving crate key safe&lt;br /&gt;
* Some temporary or invalid items may not be preserved&lt;br /&gt;
* Packed houses remain associated with their moving crates until fully restored&lt;br /&gt;
* Moving crates remain locked until opened with the correct key&lt;br /&gt;
* Houses cannot be packed up more than once simultaneously&lt;br /&gt;
&lt;br /&gt;
== Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Classic_Housing|Classic Housing]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_Township&amp;diff=4320</id>
		<title>Packing Up Your Township</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_Township&amp;diff=4320"/>
		<updated>2026-05-18T22:46:24Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;https://youtu.be/svKLtUVX-WA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Packing Up Your Township =&lt;br /&gt;
&lt;br /&gt;
The township pack-up system allows a guild to convert an active Township into a portable restoration package.&lt;br /&gt;
&lt;br /&gt;
This system preserves important Township assets while safely dismantling and recovering other Township structures.&lt;br /&gt;
&lt;br /&gt;
Packing up a Township is useful when:&lt;br /&gt;
* Relocating a Township&lt;br /&gt;
* Rebuilding in a new region&lt;br /&gt;
* Reorganizing Township infrastructure&lt;br /&gt;
* Temporarily retiring a Township&lt;br /&gt;
* Recovering Township investments&lt;br /&gt;
&lt;br /&gt;
== What Gets Packed ==&lt;br /&gt;
&lt;br /&gt;
The following Township assets are preserved during pack-up:&lt;br /&gt;
&lt;br /&gt;
* Township lockdowns&lt;br /&gt;
* Township add-ons&lt;br /&gt;
* Township NPCs&lt;br /&gt;
* Livestock&lt;br /&gt;
* Decorative plants&lt;br /&gt;
* Certain Township structures and decorations&lt;br /&gt;
&lt;br /&gt;
Preserved assets are converted into restoration deeds and organized into categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== What Gets Recovered ==&lt;br /&gt;
&lt;br /&gt;
Some Township structures are intentionally dismantled rather than restored directly.&lt;br /&gt;
&lt;br /&gt;
These include:&lt;br /&gt;
* Township statics&lt;br /&gt;
* Township construction structures&lt;br /&gt;
* Scaffolds&lt;br /&gt;
* Certain crafted Township features&lt;br /&gt;
&lt;br /&gt;
Instead of being restored individually, these assets are converted back into Township credit and resources through the Township crafting recovery system.&lt;br /&gt;
&lt;br /&gt;
== Moving Crates ==&lt;br /&gt;
&lt;br /&gt;
After packing up a Township, the guild will receive:&lt;br /&gt;
&lt;br /&gt;
* A '''Township Restoration Deed'''&lt;br /&gt;
* A '''Moving Crate Key'''&lt;br /&gt;
&lt;br /&gt;
The restoration deed tracks all moving crates associated with the Township.&lt;br /&gt;
&lt;br /&gt;
Moving crates are automatically categorized for easier restoration. Examples include:&lt;br /&gt;
&lt;br /&gt;
* Livestock deeds&lt;br /&gt;
* Lockdown deeds&lt;br /&gt;
* NPC deeds&lt;br /&gt;
* Add-on deeds&lt;br /&gt;
* Decorative plants and seeds&lt;br /&gt;
&lt;br /&gt;
== Visual Restoration Deeds ==&lt;br /&gt;
&lt;br /&gt;
Many restoration deeds visually resemble the object they restore.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
* A crate restoration deed may look like a crate&lt;br /&gt;
* Decorative plant deeds may resemble the original plant&lt;br /&gt;
* Add-on restoration deeds may resemble the original structure&lt;br /&gt;
&lt;br /&gt;
This makes large Township restorations easier to organize and unpack.&lt;br /&gt;
&lt;br /&gt;
== Township Plants ==&lt;br /&gt;
&lt;br /&gt;
Township plants are processed according to their state:&lt;br /&gt;
&lt;br /&gt;
* Decorative plants are preserved as restoration deeds&lt;br /&gt;
* Living plants are converted into seeds&lt;br /&gt;
* Dead plants are discarded&lt;br /&gt;
&lt;br /&gt;
Generated seeds are grouped together into a dedicated seed crate.&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township NPCs are safely preserved during pack-up and restored later using Township NPC deeds.&lt;br /&gt;
&lt;br /&gt;
Supported NPCs include:&lt;br /&gt;
* Bankers&lt;br /&gt;
* Trainers&lt;br /&gt;
* Provisioners&lt;br /&gt;
* Innkeepers&lt;br /&gt;
* Emissaries&lt;br /&gt;
* Evocators&lt;br /&gt;
* Town criers&lt;br /&gt;
* Other Township service NPCs&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
&lt;br /&gt;
Township livestock is preserved using livestock restoration deeds.&lt;br /&gt;
&lt;br /&gt;
This allows guilds to relocate Township stables and animal infrastructure without manually moving every creature.&lt;br /&gt;
&lt;br /&gt;
== Township Statics and Scaffolds ==&lt;br /&gt;
&lt;br /&gt;
Township statics and scaffolds are handled differently from add-ons.&lt;br /&gt;
&lt;br /&gt;
These structures are:&lt;br /&gt;
* Credited back to the Township&lt;br /&gt;
* Deleted during the pack-up process&lt;br /&gt;
* Intended to be rebuilt later&lt;br /&gt;
&lt;br /&gt;
This allows the Township system to recover construction investment while avoiding large-scale static restoration problems.&lt;br /&gt;
&lt;br /&gt;
== Guildstone Requirements ==&lt;br /&gt;
&lt;br /&gt;
A Township cannot be packed up while the guildstone is being moved.&lt;br /&gt;
&lt;br /&gt;
The guildstone must:&lt;br /&gt;
* Exist&lt;br /&gt;
* Be placed in the world&lt;br /&gt;
* Not be in internal storage&lt;br /&gt;
&lt;br /&gt;
If the guildstone is unavailable, Township pack-up will fail.&lt;br /&gt;
&lt;br /&gt;
== Restoring Your Township ==&lt;br /&gt;
&lt;br /&gt;
After establishing a new Township, use the Township Restoration Deed to begin restoring preserved Township assets.&lt;br /&gt;
&lt;br /&gt;
Restoration is performed in logical stages using the categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
&lt;br /&gt;
* Keep your moving crate key safe&lt;br /&gt;
* Township statics are not individually restored&lt;br /&gt;
* Some temporary or invalid structures may not be preserved&lt;br /&gt;
* Packed Townships remain associated with their moving crates until restoration is complete&lt;br /&gt;
* Moving crates remain locked until opened with the correct key&lt;br /&gt;
* A Township cannot be packed up more than once simultaneously&lt;br /&gt;
&lt;br /&gt;
== Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Townships|Townships]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_Township&amp;diff=4319</id>
		<title>Packing Up Your Township</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_Township&amp;diff=4319"/>
		<updated>2026-05-18T22:44:47Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Packing Up Your Township =  The township pack-up system allows a guild to convert an active Township into a portable restoration package.  This system preserves important To...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Packing Up Your Township =&lt;br /&gt;
&lt;br /&gt;
The township pack-up system allows a guild to convert an active Township into a portable restoration package.&lt;br /&gt;
&lt;br /&gt;
This system preserves important Township assets while safely dismantling and recovering other Township structures.&lt;br /&gt;
&lt;br /&gt;
Packing up a Township is useful when:&lt;br /&gt;
* Relocating a Township&lt;br /&gt;
* Rebuilding in a new region&lt;br /&gt;
* Reorganizing Township infrastructure&lt;br /&gt;
* Temporarily retiring a Township&lt;br /&gt;
* Recovering Township investments&lt;br /&gt;
&lt;br /&gt;
== What Gets Packed ==&lt;br /&gt;
&lt;br /&gt;
The following Township assets are preserved during pack-up:&lt;br /&gt;
&lt;br /&gt;
* Township lockdowns&lt;br /&gt;
* Township add-ons&lt;br /&gt;
* Township NPCs&lt;br /&gt;
* Livestock&lt;br /&gt;
* Decorative plants&lt;br /&gt;
* Certain Township structures and decorations&lt;br /&gt;
&lt;br /&gt;
Preserved assets are converted into restoration deeds and organized into categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== What Gets Recovered ==&lt;br /&gt;
&lt;br /&gt;
Some Township structures are intentionally dismantled rather than restored directly.&lt;br /&gt;
&lt;br /&gt;
These include:&lt;br /&gt;
* Township statics&lt;br /&gt;
* Township construction structures&lt;br /&gt;
* Scaffolds&lt;br /&gt;
* Certain crafted Township features&lt;br /&gt;
&lt;br /&gt;
Instead of being restored individually, these assets are converted back into Township credit and resources through the Township crafting recovery system.&lt;br /&gt;
&lt;br /&gt;
== Moving Crates ==&lt;br /&gt;
&lt;br /&gt;
After packing up a Township, the guild will receive:&lt;br /&gt;
&lt;br /&gt;
* A '''Township Restoration Deed'''&lt;br /&gt;
* A '''Moving Crate Key'''&lt;br /&gt;
&lt;br /&gt;
The restoration deed tracks all moving crates associated with the Township.&lt;br /&gt;
&lt;br /&gt;
Moving crates are automatically categorized for easier restoration. Examples include:&lt;br /&gt;
&lt;br /&gt;
* Livestock deeds&lt;br /&gt;
* Lockdown deeds&lt;br /&gt;
* NPC deeds&lt;br /&gt;
* Add-on deeds&lt;br /&gt;
* Decorative plants and seeds&lt;br /&gt;
&lt;br /&gt;
== Visual Restoration Deeds ==&lt;br /&gt;
&lt;br /&gt;
Many restoration deeds visually resemble the object they restore.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
* A crate restoration deed may look like a crate&lt;br /&gt;
* Decorative plant deeds may resemble the original plant&lt;br /&gt;
* Add-on restoration deeds may resemble the original structure&lt;br /&gt;
&lt;br /&gt;
This makes large Township restorations easier to organize and unpack.&lt;br /&gt;
&lt;br /&gt;
== Township Plants ==&lt;br /&gt;
&lt;br /&gt;
Township plants are processed according to their state:&lt;br /&gt;
&lt;br /&gt;
* Decorative plants are preserved as restoration deeds&lt;br /&gt;
* Living plants are converted into seeds&lt;br /&gt;
* Dead plants are discarded&lt;br /&gt;
&lt;br /&gt;
Generated seeds are grouped together into a dedicated seed crate.&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township NPCs are safely preserved during pack-up and restored later using Township NPC deeds.&lt;br /&gt;
&lt;br /&gt;
Supported NPCs include:&lt;br /&gt;
* Bankers&lt;br /&gt;
* Trainers&lt;br /&gt;
* Provisioners&lt;br /&gt;
* Innkeepers&lt;br /&gt;
* Emissaries&lt;br /&gt;
* Evocators&lt;br /&gt;
* Town criers&lt;br /&gt;
* Other Township service NPCs&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
&lt;br /&gt;
Township livestock is preserved using livestock restoration deeds.&lt;br /&gt;
&lt;br /&gt;
This allows guilds to relocate Township stables and animal infrastructure without manually moving every creature.&lt;br /&gt;
&lt;br /&gt;
== Township Statics and Scaffolds ==&lt;br /&gt;
&lt;br /&gt;
Township statics and scaffolds are handled differently from add-ons.&lt;br /&gt;
&lt;br /&gt;
These structures are:&lt;br /&gt;
* Credited back to the Township&lt;br /&gt;
* Deleted during the pack-up process&lt;br /&gt;
* Intended to be rebuilt later&lt;br /&gt;
&lt;br /&gt;
This allows the Township system to recover construction investment while avoiding large-scale static restoration problems.&lt;br /&gt;
&lt;br /&gt;
== Guildstone Requirements ==&lt;br /&gt;
&lt;br /&gt;
A Township cannot be packed up while the guildstone is being moved.&lt;br /&gt;
&lt;br /&gt;
The guildstone must:&lt;br /&gt;
* Exist&lt;br /&gt;
* Be placed in the world&lt;br /&gt;
* Not be in internal storage&lt;br /&gt;
&lt;br /&gt;
If the guildstone is unavailable, Township pack-up will fail.&lt;br /&gt;
&lt;br /&gt;
== Restoring Your Township ==&lt;br /&gt;
&lt;br /&gt;
After establishing a new Township, use the Township Restoration Deed to begin restoring preserved Township assets.&lt;br /&gt;
&lt;br /&gt;
Restoration is performed in logical stages using the categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
&lt;br /&gt;
* Keep your moving crate key safe&lt;br /&gt;
* Township statics are not individually restored&lt;br /&gt;
* Some temporary or invalid structures may not be preserved&lt;br /&gt;
* Packed Townships remain associated with their moving crates until restoration is complete&lt;br /&gt;
* Moving crates remain locked until opened with the correct key&lt;br /&gt;
* A Township cannot be packed up more than once simultaneously&lt;br /&gt;
&lt;br /&gt;
== Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Townships|Townships]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4318</id>
		<title>Townships</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4318"/>
		<updated>2026-05-18T22:36:16Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;FI8-30rSVAg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guilds are able to purchase a township stone which will be placed along side their current guild stone.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The purpose of Townships is to vest player guilds with control of a long range goal. Townships will allow players of all play styles to design, create, control and protect their creations while creating a significant point of interest and interaction to the entire shard.&lt;br /&gt;
&lt;br /&gt;
== Township Stone Overview ==&lt;br /&gt;
&lt;br /&gt;
Player guilds will be allowed to purchase a Township deed which must be placed in the same structure as the guild stone. The Township stone (hued guild stone graphic) will provide the menus necessary to run the Township. Provided the following conditions are met, a dynamic zone of X number of tiles, in each direction from the stone, will be created.&lt;br /&gt;
&lt;br /&gt;
* A Township stone may only be placed if a large majority (X%+) of houses within the to-be created dynamic zone is in the same guild as the Township stone placer. This will prevent guilds from trying to use Townships to force home owners out of an area.&lt;br /&gt;
* A Township stone may not be placed if the to-be created dynamic zone would overlap with another Township or guard zone.&lt;br /&gt;
&lt;br /&gt;
== Township Features and Rules ==&lt;br /&gt;
&lt;br /&gt;
* Township houses may not be traded to non-Township guild players.&lt;br /&gt;
* Township guild members, who have houses within the township, may not refresh their houses should they leave the guild.&lt;br /&gt;
* All Township guild members can view the Township stone and add gold to the Township. The owner and co-owners of the house in which the Township stone is located may fully access the Township stone (township administrators -&amp;gt; Manage Township NPCs, adjust law levels, adjust travel restrictions, etc).&lt;br /&gt;
* Any Township guild member may deposit gold with the Township (Double-click the Township stone and then click the Add gold button and target gold or checks), but gold can never be taken out of the Township stone it can only be used for Township expenses.&lt;br /&gt;
* Township expense payments and purchases are tracked in an expense log which can be accessed through the township stone.&lt;br /&gt;
* When a guild disbands, the Township associated with it disbands as well.&lt;br /&gt;
* Township guild members will receive a warning if their Township will run out of funds within 7 days upon login.&lt;br /&gt;
* Township and Guild stones may not be moved once a Township stone has been placed.&lt;br /&gt;
* Township administrators may create an enemy of the Township master list by double clicking the township stone and selecting the option to create an enemy list. This will gather all the ban lists from all of the Township guild member houses within the Township zone and compile them into one master list for X gold.&lt;br /&gt;
* Declared enemies of the township (those on the master list created in the feature above), may not use any Township NPCs and will be announced by Lookout NPCs (See Township NPC Overview below).&lt;br /&gt;
* Once a Township has been established, no other non-Township/Guild player may place a house within the Township dynamic zone.&lt;br /&gt;
* Townships may be converted into portable restoration packages using the [[Packing_Up_Your_Township|Packing Up Your Township]] system.&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township guild administrators (those who own or co-own the house in which the Township stone is placed) may purchase Township NPCs by double clicking the Township stone and clicking on Buy NPC. The purchasing player is given a deed for the Township NPC. The Township NPC deed may then be used by any Township guild member within his or her public house to place the Township NPC. Township NPCs may be dismissed through the Township stone.&lt;br /&gt;
&lt;br /&gt;
The following features and rules apply to Township NPCs:&lt;br /&gt;
&lt;br /&gt;
* To access the functions of a Township NPC, players must be standing in the same house with the NPC or on the porch of that house.&lt;br /&gt;
* Only the OWNER of the house in which the Township NPC resides may customize the clothing of such Township NPC.&lt;br /&gt;
* When a Township is dissolved, all associated NPCs are disbanded.&lt;br /&gt;
* The Township guild generates NO income from Township NPCs purchased through the Township system (i.e. standard profitability or lack thereof still applies to player vendors).&lt;br /&gt;
* Township NPCs can only be placed in public houses. Only one Township NPC is allowed per house. Township NPCs may not be placed in the same house as player vendor NPCs.&lt;br /&gt;
* Township NPCs can only be purchased once every X days (this number to be determined through testing, but is currently set to 7 days).&lt;br /&gt;
* Township NPCs do not use context menus and must be spoken to in order to access their services.&lt;br /&gt;
&lt;br /&gt;
The following Township NPCs may be purchased (this list is subject to change):&lt;br /&gt;
&lt;br /&gt;
* Banker Provides access to a players bank.&lt;br /&gt;
* Innkeeper Allows players to log out in the same building instantly and/or to purchase items sold by the innkeeper.&lt;br /&gt;
* Stable hand Provides access to a stable.&lt;br /&gt;
* Shopkeeper Provides access to a specific shop.&lt;br /&gt;
** Mage Shopkeeper&lt;br /&gt;
** Provisioner Shopkeeper&lt;br /&gt;
* Trainers Provides training in specific areas.&lt;br /&gt;
* Emissary Allows Township to be set to Grant of Authority (See Law Region Overview below).&lt;br /&gt;
* Evocater Allows Township to set magic travel settings (Recall In/Out, Gate In/Out). It costs X gold to change one of the four settings and each setting can only be changed once every X minutes. The travel settings are set through double clicking the township stone.&lt;br /&gt;
* Town Crier - Provides shard-wide news and increased the size of the dynamic zone by X number of tiles. A township can only have one town crier. By double clicking the Township stone, a message will indicate whether or not the Township can be expanded. If it can not be expanded, the guild will not be given an option to purchase this NPC.&lt;br /&gt;
* Lookout NPC will notify the Township guild, through guild chat, when it sees an opposing kin, opposing chaos/order, a warring guild member, or an enemy of the township (see Township Stone Overview). They can see a long distance, but cant see hidden characters or through walls.&lt;br /&gt;
&lt;br /&gt;
== Law Region ==&lt;br /&gt;
&lt;br /&gt;
A Township may have four different Law Settings:&lt;br /&gt;
&lt;br /&gt;
* Standard&lt;br /&gt;
** Normal murder count rules apply.&lt;br /&gt;
&lt;br /&gt;
* Lawless&lt;br /&gt;
** No murder counts can be given to or received by anyone.&lt;br /&gt;
&lt;br /&gt;
* Grant of Authority&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Normal murder count rules apply except Township guild members and allies may not receive murder counts.&lt;br /&gt;
&lt;br /&gt;
* Guarded&lt;br /&gt;
** Available only on the Seasons shard during Season 2.&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Functions as an enhanced Grant of Authority region.&lt;br /&gt;
** Township guild members and allies may enforce local law without receiving murder counts.&lt;br /&gt;
** Township guards actively protect the region.&lt;br /&gt;
** Intended to serve as one of the few remaining protected civilization hubs following the collapse of traditional guarded cities.&lt;br /&gt;
== Township Borders ==&lt;br /&gt;
&lt;br /&gt;
Players should receive a notice when entering a Township area. The message generated should be based upon the Guilds name, Activity level of the Township and the law being applied. You have entered the &amp;lt;Activity Level based title&amp;gt; of the &amp;lt;Guild name&amp;gt;. &amp;lt;Applicable Law&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Activity level based titles ===&lt;br /&gt;
&lt;br /&gt;
* Hamlet (Low Activity)&lt;br /&gt;
* Village (Medium Activity)&lt;br /&gt;
* Township (High Activity)&lt;br /&gt;
* City (High Activity)&lt;br /&gt;
&lt;br /&gt;
=== Applicable Law ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;Guild name&amp;gt; has received a grant of Authority by Lord British to enforce the law within this &amp;lt;Activity level based title&amp;gt;. (Grant of Authority Setting)&lt;br /&gt;
* Lord British enforces the laws within this &amp;lt;Activity level based title&amp;gt;.&lt;br /&gt;
* Beware! There are no laws being enforced within this &amp;lt;Activity level based title&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* You have entered the village of the Perilous Adventurers Guild. The Perilous Adventurers Guild has received a grant of authority by Lord British to enforce the law within this village.&lt;br /&gt;
* You have entered the hamlet of the Orcs. Beware! There are no laws being enforced within this hamlet!&lt;br /&gt;
* You have entered the city of the Serpents Sword. Lord British enforces the laws within this city.&lt;br /&gt;
&lt;br /&gt;
Lastly, when leaving a Township area a message should be displayed. You have left the &amp;lt;Activity Level&amp;gt; of the &amp;lt;guild&amp;gt;. Example: You have left the village of the Perilous Adventurers Guild.&lt;br /&gt;
&lt;br /&gt;
== Township Expenses ==&lt;br /&gt;
&lt;br /&gt;
The amount of gold a Township requires to operate depends on several factors. The first is the activity level of the Township. The more active a Township becomes, the lower the associated costs. The reasoning behind this is that when a Township becomes active it creates a point of interaction on the shard which is valued by the players and the staff. It also discourages Townships of convenience where very wealthy players seek a Township for the sole purpose of having their very own Animal Trainer (stable). While such Townships of convenience will be possible by the wealthy, it will require a great deal of gold to upkeep. This will eventually draw gold out of the economy or require the Township guild to generate more gold (thus creating interaction -&amp;gt; hunting parties, pk targets, etc).&lt;br /&gt;
&lt;br /&gt;
The second factor in determine expenses for the Township are the type and quantity of Township NPCs placed within the Township. The Township NPCs each have their own pay scale and will add to the weekly upkeep expense of the Township.&lt;br /&gt;
&lt;br /&gt;
In short this system allows guilds to build truly functioning towns that can be tailored to how they desire to run their town.&lt;br /&gt;
&lt;br /&gt;
== Lord British Subsidies ==&lt;br /&gt;
&lt;br /&gt;
Townships may receive special subsidies from Lord British for contributing to the safety and prosperity of the realm.&lt;br /&gt;
&lt;br /&gt;
When Township members participate in Champion encounters, a portion of their contribution is converted into civic subsidy credit for their Township.&lt;br /&gt;
&lt;br /&gt;
These subsidies are divided into two systems:&lt;br /&gt;
&lt;br /&gt;
=== Tax Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation generates Lord British Tax Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
This subsidy is automatically consumed during daily Township upkeep calculations and may significantly reduce Township operating expenses over time.&lt;br /&gt;
&lt;br /&gt;
The subsidy does not eliminate Township costs entirely, but instead offsets a portion of the daily maintenance burden. Active guilds that regularly participate in dangerous world activity may therefore maintain large or advanced Townships much more easily than inactive settlements.&lt;br /&gt;
&lt;br /&gt;
=== Fame Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation also generates Lord British Fame Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
Fame subsidies are automatically converted into bonus Township visits which help maintain or improve Township activity levels.&lt;br /&gt;
&lt;br /&gt;
This system allows active adventuring guilds to naturally sustain thriving Townships through real world participation rather than relying entirely upon passive player traffic.&lt;br /&gt;
&lt;br /&gt;
Natural player visits still matter and are counted normally. Fame subsidies supplement Township activity rather than replacing it outright.&lt;br /&gt;
&lt;br /&gt;
=== Design Philosophy ===&lt;br /&gt;
&lt;br /&gt;
The Township subsidy system is intended to tie civilization directly to dangerous world participation.&lt;br /&gt;
&lt;br /&gt;
Rather than functioning as isolated convenience hubs, successful Townships are expected to:&lt;br /&gt;
* Organize hunting parties&lt;br /&gt;
* Participate in Champion encounters&lt;br /&gt;
* Venture into dangerous regions&lt;br /&gt;
* Contribute to shard activity and interaction&lt;br /&gt;
&lt;br /&gt;
In return, Lord British rewards those settlements through:&lt;br /&gt;
* Reduced Township operating costs&lt;br /&gt;
* Improved Township activity and prestige&lt;br /&gt;
* Greater long-term sustainability&lt;br /&gt;
&lt;br /&gt;
This creates a direct relationship between adventure, civic contribution, and civilization.&lt;br /&gt;
&lt;br /&gt;
== Daily Fees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! No Activity !! Low Activity !! Medium Activity !! High Activity !! Very High Activity&lt;br /&gt;
|-&lt;br /&gt;
| Base Fee || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| No Gate Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Gate In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Lawless || 20000 || 10000 || 5000 || 2000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Authority || 50000 || 25000 || 12500 || 5000 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Extended Size (towncrier) || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 1 &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; || 10000 || 6000 || 3000 || 1500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 2 &amp;lt;sup&amp;gt;%&amp;lt;/sup&amp;gt; || 20000 || 12000 || 6000 || 3000 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 3 &amp;lt;sup&amp;gt;^&amp;lt;/sup&amp;gt; || 50000 || 30000 || 15000 || 7500 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#: includes innkeeper, provisioner, trainers, lookout, crier, emissary, evocator&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;%: includes mage shopkeeper, alchemist shopkeeper&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;^: includes banker, animal trainer&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== One-Time charges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Township deed !! 250000 (includes 125K 'initial deposit' into fund)&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Normal || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Lawless || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Authority || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change travel rule || 25000&lt;br /&gt;
|-&lt;br /&gt;
| Update Enemy list || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Emissary deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Evocator deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trainer deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Innkeeper deed || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Mage deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Banker deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1000000&lt;br /&gt;
|-&lt;br /&gt;
| Provisioner deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Arms Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Mage Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Rogue Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Town Crier deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1: Activity level must be Medium before a township can purchase this deed.&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2: Activity level must be High before a township can purchase this deed.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Township Crafting System ==&lt;br /&gt;
&lt;br /&gt;
Township owners can construct walls, floors and some decorative items using the Township Builder Tool. This tool is purchased from township provisioners.&lt;br /&gt;
&lt;br /&gt;
The walls and decorative items can be damaged and destroyed by other players once every 5 hours, and can also be repaired just as often using the tool.&lt;br /&gt;
&lt;br /&gt;
You must be a grandmaster Carpenter and be trained in masonry in order to use the tool. Anything you create using the Township Buikder Tool will appear on the ground at your character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Palisade&lt;br /&gt;
* Fieldstone&lt;br /&gt;
&lt;br /&gt;
Walls appear as scaffold when constructed. You need to single click (or shift + click depending on your settings) to open the context menu on the scaffold and select &amp;quot;Craft Item&amp;quot; in order to complete the construction.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Lamp Post&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Cobblestone&lt;br /&gt;
* Welcome Mat&lt;br /&gt;
&lt;br /&gt;
==== Welcome Mats ====&lt;br /&gt;
&lt;br /&gt;
Welcome mats act as beacons for the Gatekeepers stationed at each of the [[Moongates]]. Placing a welcome mat will allow the gatekeeper to alter the moongate to send players to your township.&lt;br /&gt;
&lt;br /&gt;
Once the mat is placed, simply say your guilds name or abbreviation to the gatekeeper. If you create a second mat, the first one will be deleted. (You may only have one Welcome Mat at a time.)&lt;br /&gt;
&lt;br /&gt;
== Easement ==&lt;br /&gt;
&lt;br /&gt;
Townships are not meant to be for creating death traps. One of our townships had constructed a death trap around the ban location from their house out of the walls we allow townships to build; quite clever indeed.&lt;br /&gt;
&lt;br /&gt;
These walls were not indented for this purpose, nor were they intended for blocking the entrances to dungeons. While walls are a very cool idea, they are a little too wild-west for my tastes without some oversight. Short of removing them, I'll be imposing commonsense guidelines to their use; some in code, some handled manually.&lt;br /&gt;
&lt;br /&gt;
Any walls constructed as death traps will be torn down.&lt;br /&gt;
&lt;br /&gt;
Walls constructed that block any easement will be adjusted to allow the easement. Note that players can destroy walls using a demolition ax as well, which is purchasable from NPC carpenters.&lt;br /&gt;
&lt;br /&gt;
The courts of Lord British define easement as follows:&lt;br /&gt;
&lt;br /&gt;
An easement is a non-possessory interest to use real property in possession of another person for a stated purpose. An easement is considered as a property right in itself at common law and is still treated as a type of property in most jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Easement laws will not come into play if you simply wall in your township, but if you block an important land asset like a Dungeon, Lord British's builders will be dispatched to tear down those walls.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_House&amp;diff=4317</id>
		<title>Packing Up Your House</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Packing_Up_Your_House&amp;diff=4317"/>
		<updated>2026-05-18T22:32:39Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Packing Up Your House =  The house pack-up system allows players to convert an existing home into a portable restoration package. This makes it possible to relocate, tempora...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Packing Up Your House =&lt;br /&gt;
&lt;br /&gt;
The house pack-up system allows players to convert an existing home into a portable restoration package. This makes it possible to relocate, temporarily remove, or reorganize a house without manually moving hundreds of items.&lt;br /&gt;
&lt;br /&gt;
When a house is packed up, the system preserves your important housing assets and places them into organized moving crates.&lt;br /&gt;
&lt;br /&gt;
== What Gets Packed ==&lt;br /&gt;
&lt;br /&gt;
The following house assets are preserved during pack-up:&lt;br /&gt;
&lt;br /&gt;
* Locked down items&lt;br /&gt;
* Secure containers&lt;br /&gt;
* House add-ons&lt;br /&gt;
* Decorative plants&lt;br /&gt;
* House vendors and NPCs&lt;br /&gt;
* Certain special house items&lt;br /&gt;
&lt;br /&gt;
Items are converted into restoration deeds and organized into categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== Moving Crates ==&lt;br /&gt;
&lt;br /&gt;
After packing up your house, you will receive:&lt;br /&gt;
&lt;br /&gt;
* A '''House Restoration Deed'''&lt;br /&gt;
* A '''Moving Crate Key'''&lt;br /&gt;
&lt;br /&gt;
The restoration deed tracks all moving crates associated with your packed house.&lt;br /&gt;
&lt;br /&gt;
Moving crates are automatically categorized to make unpacking easier. Examples include:&lt;br /&gt;
&lt;br /&gt;
* Lockdown deeds&lt;br /&gt;
* Secure deeds&lt;br /&gt;
* NPC deeds&lt;br /&gt;
* Add-on deeds&lt;br /&gt;
* Decorative plants and seeds&lt;br /&gt;
&lt;br /&gt;
== Visual Restoration Deeds ==&lt;br /&gt;
&lt;br /&gt;
Many restoration deeds visually resemble the item they restore.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* A crate restoration deed may look like a crate&lt;br /&gt;
* An add-on restoration deed may resemble the original add-on&lt;br /&gt;
* Decorative plant deeds may resemble the original plant&lt;br /&gt;
&lt;br /&gt;
This allows players to unpack and organize large restorations more intuitively instead of sorting through hundreds of identical paper deeds.&lt;br /&gt;
&lt;br /&gt;
== Plants and Seeds ==&lt;br /&gt;
&lt;br /&gt;
Plants are handled differently depending on their state:&lt;br /&gt;
&lt;br /&gt;
* Decorative plants are preserved as restoration deeds&lt;br /&gt;
* Living plants are converted into seeds&lt;br /&gt;
* Dead plants are discarded&lt;br /&gt;
&lt;br /&gt;
Generated seeds are automatically grouped into a seed crate.&lt;br /&gt;
&lt;br /&gt;
== Add-ons ==&lt;br /&gt;
&lt;br /&gt;
Some add-ons can be converted back into normal add-on deeds.&lt;br /&gt;
&lt;br /&gt;
Others are preserved directly as restoration deeds and restored later when unpacked.&lt;br /&gt;
&lt;br /&gt;
Add-on hues and visual appearance are preserved where possible.&lt;br /&gt;
&lt;br /&gt;
== Vendors and NPCs ==&lt;br /&gt;
&lt;br /&gt;
Player vendors and supported house NPCs are safely preserved during pack-up and restored later using NPC restoration deeds.&lt;br /&gt;
&lt;br /&gt;
== Restoring Your House ==&lt;br /&gt;
&lt;br /&gt;
After placing a new house, use the House Restoration Deed to begin restoring your packed items.&lt;br /&gt;
&lt;br /&gt;
The restoration system allows you to unpack your house in logical stages using the categorized moving crates.&lt;br /&gt;
&lt;br /&gt;
== Important Notes ==&lt;br /&gt;
&lt;br /&gt;
* Keep your moving crate key safe&lt;br /&gt;
* Some temporary or invalid items may not be preserved&lt;br /&gt;
* Packed houses remain associated with their moving crates until fully restored&lt;br /&gt;
* Moving crates remain locked until opened with the correct key&lt;br /&gt;
* Houses cannot be packed up more than once simultaneously&lt;br /&gt;
&lt;br /&gt;
== Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Classic_Housing|Classic Housing]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Housing&amp;diff=4316</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Housing&amp;diff=4316"/>
		<updated>2026-05-18T22:28:30Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Housing =&lt;br /&gt;
&lt;br /&gt;
Housing covers player-owned structures and the systems that support them: placing homes, securing items, using player vendors, packing up homes, and participating in community housing features.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
If you are new to the shard, start with Newbie Tents (if available) and then move into Classic Housing once you are ready to place a permanent home.&lt;br /&gt;
&lt;br /&gt;
== Housing Topics ==&lt;br /&gt;
* [[Newbie_Tents|Newbie Tents]]&lt;br /&gt;
* [[Classic_Housing|Classic Housing]]&lt;br /&gt;
* [[Packing_Up_Your_House|Packing Up Your House]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;br /&gt;
* [[Cooperatives|Cooperatives]]&lt;br /&gt;
* [[Townships|Townships]]&lt;br /&gt;
&lt;br /&gt;
== Custom Housing ==&lt;br /&gt;
Custom Housing is available only where enabled by the shard ruleset.&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Housing|Custom Housing]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Shipbuilding&amp;diff=4315</id>
		<title>Shipbuilding</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Shipbuilding&amp;diff=4315"/>
		<updated>2026-05-16T13:53:02Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Added video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;https://youtu.be/YjkOS0zonEU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
= Shipbuilding =&lt;br /&gt;
&lt;br /&gt;
Shipbuilding is a collaborative crafting system that allows players to construct working vessels through a staged industrial process rather than crafting a boat deed directly.&lt;br /&gt;
&lt;br /&gt;
Instead of a single profession creating an entire ship, multiple professions contribute specialized components toward a shared set of Ship Plans. As components are completed, the plans are updated until the vessel is ready for final assembly.&lt;br /&gt;
&lt;br /&gt;
The system is designed to encourage:&lt;br /&gt;
&lt;br /&gt;
* Profession interdependence&lt;br /&gt;
* Resource gathering&lt;br /&gt;
* Trade and commerce&lt;br /&gt;
* Infrastructure development&lt;br /&gt;
* Meaningful long-term projects&lt;br /&gt;
&lt;br /&gt;
Completed ships are assembled into dry-docked ship models which may later be placed into the world as functioning vessels.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Every ship begins with a set of '''Ship Plans''' purchased from a '''Ship Wright''' NPC.&lt;br /&gt;
&lt;br /&gt;
Ship Plans track:&lt;br /&gt;
&lt;br /&gt;
* The type of ship being constructed&lt;br /&gt;
* Which construction stages have been completed&lt;br /&gt;
* Remaining required components&lt;br /&gt;
* Overall completion progress&lt;br /&gt;
&lt;br /&gt;
Players may single-click the plans to view completion percentage, or double-click them to open a detailed construction gump showing all required components.&lt;br /&gt;
&lt;br /&gt;
Different ship sizes require different skill levels and resource investments.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
To begin constructing a ship:&lt;br /&gt;
&lt;br /&gt;
# Visit a '''Ship Wright''' NPC&lt;br /&gt;
# Purchase the desired '''Ship Plans'''&lt;br /&gt;
# Gather the required professions and resources&lt;br /&gt;
# Complete each construction stage&lt;br /&gt;
# Perform final assembly&lt;br /&gt;
&lt;br /&gt;
Ship Plans are available for:&lt;br /&gt;
&lt;br /&gt;
* Small Boat&lt;br /&gt;
* Small Dragon Boat&lt;br /&gt;
* Medium Boat&lt;br /&gt;
* Medium Dragon Boat&lt;br /&gt;
* Large Boat&lt;br /&gt;
* Large Dragon Boat&lt;br /&gt;
&lt;br /&gt;
Larger vessels require significantly greater skill and resources.&lt;br /&gt;
&lt;br /&gt;
== Ship Construction Process ==&lt;br /&gt;
&lt;br /&gt;
Ship construction occurs in stages.&lt;br /&gt;
&lt;br /&gt;
Each completed stage permanently updates the Ship Plans.&lt;br /&gt;
&lt;br /&gt;
The major construction stages are:&lt;br /&gt;
&lt;br /&gt;
* Hull&lt;br /&gt;
* Sails&lt;br /&gt;
* Rigging&lt;br /&gt;
* Hardware&lt;br /&gt;
* Sealant&lt;br /&gt;
* Navigation&lt;br /&gt;
&lt;br /&gt;
Some smaller vessels may not require every stage.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Hull ===&lt;br /&gt;
&lt;br /&gt;
The hull forms the structural body of the vessel.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Carpentry&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Boards&lt;br /&gt;
&lt;br /&gt;
Larger ships require substantially more lumber and greater skill.&lt;br /&gt;
&lt;br /&gt;
=== Sails ===&lt;br /&gt;
&lt;br /&gt;
Sails provide propulsion and maneuverability.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tailoring&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Cloth&lt;br /&gt;
* Spools of Thread&lt;br /&gt;
&lt;br /&gt;
Dragon boats and larger ships require increasingly advanced tailoring skill.&lt;br /&gt;
&lt;br /&gt;
=== Rigging ===&lt;br /&gt;
&lt;br /&gt;
Rigging represents the rope-and-pulley systems used to control sails and ship movement.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Marine Rope&lt;br /&gt;
* Marine Pulley&lt;br /&gt;
&lt;br /&gt;
Rigging is considered a mechanical assembly rather than a textile craft.&lt;br /&gt;
&lt;br /&gt;
=== Hardware ===&lt;br /&gt;
&lt;br /&gt;
Hardware includes metal fittings, braces, fasteners, anchors, and structural reinforcement.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Iron Ingots&lt;br /&gt;
* Boards&lt;br /&gt;
&lt;br /&gt;
=== Sealant ===&lt;br /&gt;
&lt;br /&gt;
Sealant waterproofs and protects the vessel from exposure to the sea.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Beeswax&lt;br /&gt;
* Spider's Silk&lt;br /&gt;
&lt;br /&gt;
The sealant system represents industrial compounds rather than magical potions.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
&lt;br /&gt;
Navigation systems represent nautical instrumentation and navigational tools necessary for advanced vessels.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* World Maps&lt;br /&gt;
* Gears&lt;br /&gt;
* Sextant Parts&lt;br /&gt;
* Clock Parts&lt;br /&gt;
&lt;br /&gt;
Navigation components are generally required only for larger ships.&lt;br /&gt;
&lt;br /&gt;
== Supporting Components ==&lt;br /&gt;
&lt;br /&gt;
Several intermediate nautical components may be crafted separately and later used in ship construction.&lt;br /&gt;
&lt;br /&gt;
=== Marine Rope ===&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tailoring&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Spools of Thread&lt;br /&gt;
* Beeswax&lt;br /&gt;
&lt;br /&gt;
Marine Rope represents treated nautical-grade rope suitable for long-term maritime use.&lt;br /&gt;
&lt;br /&gt;
=== Marine Pulley ===&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Iron Ingots&lt;br /&gt;
* Beeswax&lt;br /&gt;
&lt;br /&gt;
Marine Pulleys are specialized marine-grade pulley assemblies used in ship rigging systems.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
Shipbuilding encourages cooperation between multiple professions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Profession&lt;br /&gt;
! Primary Contributions&lt;br /&gt;
|-&lt;br /&gt;
| Carpentry&lt;br /&gt;
| Hulls, Final Assembly&lt;br /&gt;
|-&lt;br /&gt;
| Tailoring&lt;br /&gt;
| Sails, Marine Rope&lt;br /&gt;
|-&lt;br /&gt;
| Tinkering&lt;br /&gt;
| Rigging, Hardware, Navigation, Marine Pulleys&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy&lt;br /&gt;
| Sealant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Completing a Ship ==&lt;br /&gt;
&lt;br /&gt;
Once all required construction stages have been completed, the Ship Plans may be assembled into a dry-docked ship model.&lt;br /&gt;
&lt;br /&gt;
The resulting ship model:&lt;br /&gt;
&lt;br /&gt;
* Is portable&lt;br /&gt;
* May be carried in a backpack&lt;br /&gt;
* Can later be placed into the world as a functioning vessel&lt;br /&gt;
&lt;br /&gt;
This final step represents the launching and commissioning of the completed ship.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Ship Plans are not consumed during component crafting.&lt;br /&gt;
* Crafting components updates the plans automatically if the correct plans are present in the crafter's backpack.&lt;br /&gt;
* Different ship types have different material and skill requirements.&lt;br /&gt;
* Dragon boats are generally more demanding to construct than standard vessels.&lt;br /&gt;
* Shipbuilding may be performed collaboratively by multiple players contributing different components.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Crafting&amp;diff=4314</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Crafting&amp;diff=4314"/>
		<updated>2026-05-15T16:24:32Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crafting =&lt;br /&gt;
&lt;br /&gt;
Crafting allows players to create items, equipment, tools, and consumables using various skills and resources.&lt;br /&gt;
&lt;br /&gt;
== Crafting Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Alchemy]] — Potions, reagents, industrial compounds, and alchemical items&lt;br /&gt;
* [[Blacksmithy]] — Weapons, armor, and metal goods&lt;br /&gt;
* [[Carpentry]] — Wooden items, furniture, containers, and ship hulls&lt;br /&gt;
* [[Cartography]] — Maps and navigation-related items&lt;br /&gt;
* [[Inscription]] — Spell scrolls and magical writing&lt;br /&gt;
* [[Tailoring]] — Clothing, armor, cloth goods, and ship sails&lt;br /&gt;
* [[Tinkering]] — Tools, mechanisms, nautical hardware, and navigation systems&lt;br /&gt;
&lt;br /&gt;
== Major Crafting Systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Shipbuilding]] — Collaborative multi-profession vessel construction system&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Resources]] — Raw materials used in crafting professions&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Shipbuilding&amp;diff=4313</id>
		<title>Shipbuilding</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Shipbuilding&amp;diff=4313"/>
		<updated>2026-05-15T16:22:01Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Shipbuilding =&lt;br /&gt;
&lt;br /&gt;
Shipbuilding is a collaborative crafting system that allows players to construct working vessels through a staged industrial process rather than crafting a boat deed directly.&lt;br /&gt;
&lt;br /&gt;
Instead of a single profession creating an entire ship, multiple professions contribute specialized components toward a shared set of Ship Plans. As components are completed, the plans are updated until the vessel is ready for final assembly.&lt;br /&gt;
&lt;br /&gt;
The system is designed to encourage:&lt;br /&gt;
&lt;br /&gt;
* Profession interdependence&lt;br /&gt;
* Resource gathering&lt;br /&gt;
* Trade and commerce&lt;br /&gt;
* Infrastructure development&lt;br /&gt;
* Meaningful long-term projects&lt;br /&gt;
&lt;br /&gt;
Completed ships are assembled into dry-docked ship models which may later be placed into the world as functioning vessels.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Every ship begins with a set of '''Ship Plans''' purchased from a '''Ship Wright''' NPC.&lt;br /&gt;
&lt;br /&gt;
Ship Plans track:&lt;br /&gt;
&lt;br /&gt;
* The type of ship being constructed&lt;br /&gt;
* Which construction stages have been completed&lt;br /&gt;
* Remaining required components&lt;br /&gt;
* Overall completion progress&lt;br /&gt;
&lt;br /&gt;
Players may single-click the plans to view completion percentage, or double-click them to open a detailed construction gump showing all required components.&lt;br /&gt;
&lt;br /&gt;
Different ship sizes require different skill levels and resource investments.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
To begin constructing a ship:&lt;br /&gt;
&lt;br /&gt;
# Visit a '''Ship Wright''' NPC&lt;br /&gt;
# Purchase the desired '''Ship Plans'''&lt;br /&gt;
# Gather the required professions and resources&lt;br /&gt;
# Complete each construction stage&lt;br /&gt;
# Perform final assembly&lt;br /&gt;
&lt;br /&gt;
Ship Plans are available for:&lt;br /&gt;
&lt;br /&gt;
* Small Boat&lt;br /&gt;
* Small Dragon Boat&lt;br /&gt;
* Medium Boat&lt;br /&gt;
* Medium Dragon Boat&lt;br /&gt;
* Large Boat&lt;br /&gt;
* Large Dragon Boat&lt;br /&gt;
&lt;br /&gt;
Larger vessels require significantly greater skill and resources.&lt;br /&gt;
&lt;br /&gt;
== Ship Construction Process ==&lt;br /&gt;
&lt;br /&gt;
Ship construction occurs in stages.&lt;br /&gt;
&lt;br /&gt;
Each completed stage permanently updates the Ship Plans.&lt;br /&gt;
&lt;br /&gt;
The major construction stages are:&lt;br /&gt;
&lt;br /&gt;
* Hull&lt;br /&gt;
* Sails&lt;br /&gt;
* Rigging&lt;br /&gt;
* Hardware&lt;br /&gt;
* Sealant&lt;br /&gt;
* Navigation&lt;br /&gt;
&lt;br /&gt;
Some smaller vessels may not require every stage.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Hull ===&lt;br /&gt;
&lt;br /&gt;
The hull forms the structural body of the vessel.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Carpentry&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Boards&lt;br /&gt;
&lt;br /&gt;
Larger ships require substantially more lumber and greater skill.&lt;br /&gt;
&lt;br /&gt;
=== Sails ===&lt;br /&gt;
&lt;br /&gt;
Sails provide propulsion and maneuverability.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tailoring&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Cloth&lt;br /&gt;
* Spools of Thread&lt;br /&gt;
&lt;br /&gt;
Dragon boats and larger ships require increasingly advanced tailoring skill.&lt;br /&gt;
&lt;br /&gt;
=== Rigging ===&lt;br /&gt;
&lt;br /&gt;
Rigging represents the rope-and-pulley systems used to control sails and ship movement.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Marine Rope&lt;br /&gt;
* Marine Pulley&lt;br /&gt;
&lt;br /&gt;
Rigging is considered a mechanical assembly rather than a textile craft.&lt;br /&gt;
&lt;br /&gt;
=== Hardware ===&lt;br /&gt;
&lt;br /&gt;
Hardware includes metal fittings, braces, fasteners, anchors, and structural reinforcement.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Iron Ingots&lt;br /&gt;
* Boards&lt;br /&gt;
&lt;br /&gt;
=== Sealant ===&lt;br /&gt;
&lt;br /&gt;
Sealant waterproofs and protects the vessel from exposure to the sea.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Beeswax&lt;br /&gt;
* Spider's Silk&lt;br /&gt;
&lt;br /&gt;
The sealant system represents industrial compounds rather than magical potions.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
&lt;br /&gt;
Navigation systems represent nautical instrumentation and navigational tools necessary for advanced vessels.&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* World Maps&lt;br /&gt;
* Gears&lt;br /&gt;
* Sextant Parts&lt;br /&gt;
* Clock Parts&lt;br /&gt;
&lt;br /&gt;
Navigation components are generally required only for larger ships.&lt;br /&gt;
&lt;br /&gt;
== Supporting Components ==&lt;br /&gt;
&lt;br /&gt;
Several intermediate nautical components may be crafted separately and later used in ship construction.&lt;br /&gt;
&lt;br /&gt;
=== Marine Rope ===&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tailoring&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Spools of Thread&lt;br /&gt;
* Beeswax&lt;br /&gt;
&lt;br /&gt;
Marine Rope represents treated nautical-grade rope suitable for long-term maritime use.&lt;br /&gt;
&lt;br /&gt;
=== Marine Pulley ===&lt;br /&gt;
&lt;br /&gt;
Profession:&lt;br /&gt;
&lt;br /&gt;
* Tinkering&lt;br /&gt;
&lt;br /&gt;
Typical materials:&lt;br /&gt;
&lt;br /&gt;
* Iron Ingots&lt;br /&gt;
* Beeswax&lt;br /&gt;
&lt;br /&gt;
Marine Pulleys are specialized marine-grade pulley assemblies used in ship rigging systems.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
Shipbuilding encourages cooperation between multiple professions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Profession&lt;br /&gt;
! Primary Contributions&lt;br /&gt;
|-&lt;br /&gt;
| Carpentry&lt;br /&gt;
| Hulls, Final Assembly&lt;br /&gt;
|-&lt;br /&gt;
| Tailoring&lt;br /&gt;
| Sails, Marine Rope&lt;br /&gt;
|-&lt;br /&gt;
| Tinkering&lt;br /&gt;
| Rigging, Hardware, Navigation, Marine Pulleys&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy&lt;br /&gt;
| Sealant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Completing a Ship ==&lt;br /&gt;
&lt;br /&gt;
Once all required construction stages have been completed, the Ship Plans may be assembled into a dry-docked ship model.&lt;br /&gt;
&lt;br /&gt;
The resulting ship model:&lt;br /&gt;
&lt;br /&gt;
* Is portable&lt;br /&gt;
* May be carried in a backpack&lt;br /&gt;
* Can later be placed into the world as a functioning vessel&lt;br /&gt;
&lt;br /&gt;
This final step represents the launching and commissioning of the completed ship.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Ship Plans are not consumed during component crafting.&lt;br /&gt;
* Crafting components updates the plans automatically if the correct plans are present in the crafter's backpack.&lt;br /&gt;
* Different ship types have different material and skill requirements.&lt;br /&gt;
* Dragon boats are generally more demanding to construct than standard vessels.&lt;br /&gt;
* Shipbuilding may be performed collaboratively by multiple players contributing different components.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4312</id>
		<title>Townships</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4312"/>
		<updated>2026-05-12T16:49:33Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Added Lord British Subsidies, and Guarded Region Law&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;FI8-30rSVAg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guilds are able to purchase a township stone which will be placed along side their current guild stone.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The purpose of Townships is to vest player guilds with control of a long range goal. Townships will allow players of all play styles to design, create, control and protect their creations while creating a significant point of interest and interaction to the entire shard.&lt;br /&gt;
&lt;br /&gt;
== Township Stone Overview ==&lt;br /&gt;
&lt;br /&gt;
Player guilds will be allowed to purchase a Township deed which must be placed in the same structure as the guild stone. The Township stone (hued guild stone graphic) will provide the menus necessary to run the Township. Provided the following conditions are met, a dynamic zone of X number of tiles, in each direction from the stone, will be created.&lt;br /&gt;
&lt;br /&gt;
* A Township stone may only be placed if a large majority (X%+) of houses within the to-be created dynamic zone is in the same guild as the Township stone placer. This will prevent guilds from trying to use Townships to force home owners out of an area.&lt;br /&gt;
* A Township stone may not be placed if the to-be created dynamic zone would overlap with another Township or guard zone.&lt;br /&gt;
&lt;br /&gt;
== Township Features and Rules ==&lt;br /&gt;
&lt;br /&gt;
* Township houses may not be traded to non-Township guild players.&lt;br /&gt;
* Township guild members, who have houses within the township, may not refresh their houses should they leave the guild.&lt;br /&gt;
* All Township guild members can view the Township stone and add gold to the Township. The owner and co-owners of the house in which the Township stone is located may fully access the Township stone (township administrators -&amp;gt; Manage Township NPCs, adjust law levels, adjust travel restrictions, etc).&lt;br /&gt;
* Any Township guild member may deposit gold with the Township (Double-click the Township stone and then click the Add gold button and target gold or checks), but gold can never be taken out of the Township stone it can only be used for Township expenses.&lt;br /&gt;
* Township expense payments and purchases are tracked in an expense log which can be accessed through the township stone.&lt;br /&gt;
* When a guild disbands, the Township associated with it disbands as well.&lt;br /&gt;
* Township guild members will receive a warning if their Township will run out of funds within 7 days upon login.&lt;br /&gt;
* Township and Guild stones may not be moved once a Township stone has been placed.&lt;br /&gt;
* Township administrators may create an enemy of the Township master list by double clicking the township stone and selecting the option to create an enemy list. This will gather all the ban lists from all of the Township guild member houses within the Township zone and compile them into one master list for X gold.&lt;br /&gt;
* Declared enemies of the township (those on the master list created in the feature above), may not use any Township NPCs and will be announced by Lookout NPCs (See Township NPC Overview below).&lt;br /&gt;
* Once a Township has been established, no other non-Township/Guild player may place a house within the Township dynamic zone.&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township guild administrators (those who own or co-own the house in which the Township stone is placed) may purchase Township NPCs by double clicking the Township stone and clicking on Buy NPC. The purchasing player is given a deed for the Township NPC. The Township NPC deed may then be used by any Township guild member within his or her public house to place the Township NPC. Township NPCs may be dismissed through the Township stone.&lt;br /&gt;
&lt;br /&gt;
The following features and rules apply to Township NPCs:&lt;br /&gt;
&lt;br /&gt;
* To access the functions of a Township NPC, players must be standing in the same house with the NPC or on the porch of that house.&lt;br /&gt;
* Only the OWNER of the house in which the Township NPC resides may customize the clothing of such Township NPC.&lt;br /&gt;
* When a Township is dissolved, all associated NPCs are disbanded.&lt;br /&gt;
* The Township guild generates NO income from Township NPCs purchased through the Township system (i.e. standard profitability or lack thereof still applies to player vendors).&lt;br /&gt;
* Township NPCs can only be placed in public houses. Only one Township NPC is allowed per house. Township NPCs may not be placed in the same house as player vendor NPCs.&lt;br /&gt;
* Township NPCs can only be purchased once every X days (this number to be determined through testing, but is currently set to 7 days).&lt;br /&gt;
* Township NPCs do not use context menus and must be spoken to in order to access their services.&lt;br /&gt;
&lt;br /&gt;
The following Township NPCs may be purchased (this list is subject to change):&lt;br /&gt;
&lt;br /&gt;
* Banker Provides access to a players bank.&lt;br /&gt;
* Innkeeper Allows players to log out in the same building instantly and/or to purchase items sold by the innkeeper.&lt;br /&gt;
* Stable hand Provides access to a stable.&lt;br /&gt;
* Shopkeeper Provides access to a specific shop.&lt;br /&gt;
** Mage Shopkeeper&lt;br /&gt;
** Provisioner Shopkeeper&lt;br /&gt;
* Trainers Provides training in specific areas.&lt;br /&gt;
* Emissary Allows Township to be set to Grant of Authority (See Law Region Overview below).&lt;br /&gt;
* Evocater Allows Township to set magic travel settings (Recall In/Out, Gate In/Out). It costs X gold to change one of the four settings and each setting can only be changed once every X minutes. The travel settings are set through double clicking the township stone.&lt;br /&gt;
* Town Crier - Provides shard-wide news and increased the size of the dynamic zone by X number of tiles. A township can only have one town crier. By double clicking the Township stone, a message will indicate whether or not the Township can be expanded. If it can not be expanded, the guild will not be given an option to purchase this NPC.&lt;br /&gt;
* Lookout NPC will notify the Township guild, through guild chat, when it sees an opposing kin, opposing chaos/order, a warring guild member, or an enemy of the township (see Township Stone Overview). They can see a long distance, but cant see hidden characters or through walls.&lt;br /&gt;
&lt;br /&gt;
== Law Region ==&lt;br /&gt;
&lt;br /&gt;
A Township may have four different Law Settings:&lt;br /&gt;
&lt;br /&gt;
* Standard&lt;br /&gt;
** Normal murder count rules apply.&lt;br /&gt;
&lt;br /&gt;
* Lawless&lt;br /&gt;
** No murder counts can be given to or received by anyone.&lt;br /&gt;
&lt;br /&gt;
* Grant of Authority&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Normal murder count rules apply except Township guild members and allies may not receive murder counts.&lt;br /&gt;
&lt;br /&gt;
* Guarded&lt;br /&gt;
** Available only on the Seasons shard during Season 2.&lt;br /&gt;
** Requires an Emissary NPC.&lt;br /&gt;
** Functions as an enhanced Grant of Authority region.&lt;br /&gt;
** Township guild members and allies may enforce local law without receiving murder counts.&lt;br /&gt;
** Township guards actively protect the region.&lt;br /&gt;
** Intended to serve as one of the few remaining protected civilization hubs following the collapse of traditional guarded cities.&lt;br /&gt;
== Township Borders ==&lt;br /&gt;
&lt;br /&gt;
Players should receive a notice when entering a Township area. The message generated should be based upon the Guilds name, Activity level of the Township and the law being applied. You have entered the &amp;lt;Activity Level based title&amp;gt; of the &amp;lt;Guild name&amp;gt;. &amp;lt;Applicable Law&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Activity level based titles ===&lt;br /&gt;
&lt;br /&gt;
* Hamlet (Low Activity)&lt;br /&gt;
* Village (Medium Activity)&lt;br /&gt;
* Township (High Activity)&lt;br /&gt;
* City (High Activity)&lt;br /&gt;
&lt;br /&gt;
=== Applicable Law ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;Guild name&amp;gt; has received a grant of Authority by Lord British to enforce the law within this &amp;lt;Activity level based title&amp;gt;. (Grant of Authority Setting)&lt;br /&gt;
* Lord British enforces the laws within this &amp;lt;Activity level based title&amp;gt;.&lt;br /&gt;
* Beware! There are no laws being enforced within this &amp;lt;Activity level based title&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* You have entered the village of the Perilous Adventurers Guild. The Perilous Adventurers Guild has received a grant of authority by Lord British to enforce the law within this village.&lt;br /&gt;
* You have entered the hamlet of the Orcs. Beware! There are no laws being enforced within this hamlet!&lt;br /&gt;
* You have entered the city of the Serpents Sword. Lord British enforces the laws within this city.&lt;br /&gt;
&lt;br /&gt;
Lastly, when leaving a Township area a message should be displayed. You have left the &amp;lt;Activity Level&amp;gt; of the &amp;lt;guild&amp;gt;. Example: You have left the village of the Perilous Adventurers Guild.&lt;br /&gt;
&lt;br /&gt;
== Township Expenses ==&lt;br /&gt;
&lt;br /&gt;
The amount of gold a Township requires to operate depends on several factors. The first is the activity level of the Township. The more active a Township becomes, the lower the associated costs. The reasoning behind this is that when a Township becomes active it creates a point of interaction on the shard which is valued by the players and the staff. It also discourages Townships of convenience where very wealthy players seek a Township for the sole purpose of having their very own Animal Trainer (stable). While such Townships of convenience will be possible by the wealthy, it will require a great deal of gold to upkeep. This will eventually draw gold out of the economy or require the Township guild to generate more gold (thus creating interaction -&amp;gt; hunting parties, pk targets, etc).&lt;br /&gt;
&lt;br /&gt;
The second factor in determine expenses for the Township are the type and quantity of Township NPCs placed within the Township. The Township NPCs each have their own pay scale and will add to the weekly upkeep expense of the Township.&lt;br /&gt;
&lt;br /&gt;
In short this system allows guilds to build truly functioning towns that can be tailored to how they desire to run their town.&lt;br /&gt;
&lt;br /&gt;
== Lord British Subsidies ==&lt;br /&gt;
&lt;br /&gt;
Townships may receive special subsidies from Lord British for contributing to the safety and prosperity of the realm.&lt;br /&gt;
&lt;br /&gt;
When Township members participate in Champion encounters, a portion of their contribution is converted into civic subsidy credit for their Township.&lt;br /&gt;
&lt;br /&gt;
These subsidies are divided into two systems:&lt;br /&gt;
&lt;br /&gt;
=== Tax Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation generates Lord British Tax Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
This subsidy is automatically consumed during daily Township upkeep calculations and may significantly reduce Township operating expenses over time.&lt;br /&gt;
&lt;br /&gt;
The subsidy does not eliminate Township costs entirely, but instead offsets a portion of the daily maintenance burden. Active guilds that regularly participate in dangerous world activity may therefore maintain large or advanced Townships much more easily than inactive settlements.&lt;br /&gt;
&lt;br /&gt;
=== Fame Subsidies ===&lt;br /&gt;
&lt;br /&gt;
Champion participation also generates Lord British Fame Subsidy credit.&lt;br /&gt;
&lt;br /&gt;
Fame subsidies are automatically converted into bonus Township visits which help maintain or improve Township activity levels.&lt;br /&gt;
&lt;br /&gt;
This system allows active adventuring guilds to naturally sustain thriving Townships through real world participation rather than relying entirely upon passive player traffic.&lt;br /&gt;
&lt;br /&gt;
Natural player visits still matter and are counted normally. Fame subsidies supplement Township activity rather than replacing it outright.&lt;br /&gt;
&lt;br /&gt;
=== Design Philosophy ===&lt;br /&gt;
&lt;br /&gt;
The Township subsidy system is intended to tie civilization directly to dangerous world participation.&lt;br /&gt;
&lt;br /&gt;
Rather than functioning as isolated convenience hubs, successful Townships are expected to:&lt;br /&gt;
* Organize hunting parties&lt;br /&gt;
* Participate in Champion encounters&lt;br /&gt;
* Venture into dangerous regions&lt;br /&gt;
* Contribute to shard activity and interaction&lt;br /&gt;
&lt;br /&gt;
In return, Lord British rewards those settlements through:&lt;br /&gt;
* Reduced Township operating costs&lt;br /&gt;
* Improved Township activity and prestige&lt;br /&gt;
* Greater long-term sustainability&lt;br /&gt;
&lt;br /&gt;
This creates a direct relationship between adventure, civic contribution, and civilization.&lt;br /&gt;
&lt;br /&gt;
== Daily Fees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! No Activity !! Low Activity !! Medium Activity !! High Activity !! Very High Activity&lt;br /&gt;
|-&lt;br /&gt;
| Base Fee || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| No Gate Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Gate In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Lawless || 20000 || 10000 || 5000 || 2000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Authority || 50000 || 25000 || 12500 || 5000 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Extended Size (towncrier) || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 1 &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; || 10000 || 6000 || 3000 || 1500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 2 &amp;lt;sup&amp;gt;%&amp;lt;/sup&amp;gt; || 20000 || 12000 || 6000 || 3000 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 3 &amp;lt;sup&amp;gt;^&amp;lt;/sup&amp;gt; || 50000 || 30000 || 15000 || 7500 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#: includes innkeeper, provisioner, trainers, lookout, crier, emissary, evocator&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;%: includes mage shopkeeper, alchemist shopkeeper&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;^: includes banker, animal trainer&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== One-Time charges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Township deed !! 250000 (includes 125K 'initial deposit' into fund)&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Normal || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Lawless || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Authority || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change travel rule || 25000&lt;br /&gt;
|-&lt;br /&gt;
| Update Enemy list || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Emissary deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Evocator deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trainer deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Innkeeper deed || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Mage deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Banker deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1000000&lt;br /&gt;
|-&lt;br /&gt;
| Provisioner deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Arms Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Mage Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Rogue Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Town Crier deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1: Activity level must be Medium before a township can purchase this deed.&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2: Activity level must be High before a township can purchase this deed.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Township Crafting System ==&lt;br /&gt;
&lt;br /&gt;
Township owners can construct walls, floors and some decorative items using the Township Builder Tool. This tool is purchased from township provisioners.&lt;br /&gt;
&lt;br /&gt;
The walls and decorative items can be damaged and destroyed by other players once every 5 hours, and can also be repaired just as often using the tool.&lt;br /&gt;
&lt;br /&gt;
You must be a grandmaster Carpenter and be trained in masonry in order to use the tool. Anything you create using the Township Buikder Tool will appear on the ground at your character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Palisade&lt;br /&gt;
* Fieldstone&lt;br /&gt;
&lt;br /&gt;
Walls appear as scaffold when constructed. You need to single click (or shift + click depending on your settings) to open the context menu on the scaffold and select &amp;quot;Craft Item&amp;quot; in order to complete the construction.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Lamp Post&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Cobblestone&lt;br /&gt;
* Welcome Mat&lt;br /&gt;
&lt;br /&gt;
==== Welcome Mats ====&lt;br /&gt;
&lt;br /&gt;
Welcome mats act as beacons for the Gatekeepers stationed at each of the [[Moongates]]. Placing a welcome mat will allow the gatekeeper to alter the moongate to send players to your township.&lt;br /&gt;
&lt;br /&gt;
Once the mat is placed, simply say your guilds name or abbreviation to the gatekeeper. If you create a second mat, the first one will be deleted. (You may only have one Welcome Mat at a time.)&lt;br /&gt;
&lt;br /&gt;
== Easement ==&lt;br /&gt;
&lt;br /&gt;
Townships are not meant to be for creating death traps. One of our townships had constructed a death trap around the ban location from their house out of the walls we allow townships to build; quite clever indeed.&lt;br /&gt;
&lt;br /&gt;
These walls were not indented for this purpose, nor were they intended for blocking the entrances to dungeons. While walls are a very cool idea, they are a little too wild-west for my tastes without some oversight. Short of removing them, I'll be imposing commonsense guidelines to their use; some in code, some handled manually.&lt;br /&gt;
&lt;br /&gt;
Any walls constructed as death traps will be torn down.&lt;br /&gt;
&lt;br /&gt;
Walls constructed that block any easement will be adjusted to allow the easement. Note that players can destroy walls using a demolition ax as well, which is purchasable from NPC carpenters.&lt;br /&gt;
&lt;br /&gt;
The courts of Lord British define easement as follows:&lt;br /&gt;
&lt;br /&gt;
An easement is a non-possessory interest to use real property in possession of another person for a stated purpose. An easement is considered as a property right in itself at common law and is still treated as a type of property in most jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Easement laws will not come into play if you simply wall in your township, but if you block an important land asset like a Dungeon, Lord British's builders will be dispatched to tear down those walls.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4311</id>
		<title>Townships</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Townships&amp;diff=4311"/>
		<updated>2026-05-12T16:40:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: major rewrite - eliminate HTML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;FI8-30rSVAg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guilds are able to purchase a township stone which will be placed along side their current guild stone.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The purpose of Townships is to vest player guilds with control of a long range goal. Townships will allow players of all play styles to design, create, control and protect their creations while creating a significant point of interest and interaction to the entire shard.&lt;br /&gt;
&lt;br /&gt;
== Township Stone Overview ==&lt;br /&gt;
&lt;br /&gt;
Player guilds will be allowed to purchase a Township deed which must be placed in the same structure as the guild stone. The Township stone (hued guild stone graphic) will provide the menus necessary to run the Township. Provided the following conditions are met, a dynamic zone of X number of tiles, in each direction from the stone, will be created.&lt;br /&gt;
&lt;br /&gt;
* A Township stone may only be placed if a large majority (X%+) of houses within the to-be created dynamic zone is in the same guild as the Township stone placer. This will prevent guilds from trying to use Townships to force home owners out of an area.&lt;br /&gt;
* A Township stone may not be placed if the to-be created dynamic zone would overlap with another Township or guard zone.&lt;br /&gt;
&lt;br /&gt;
== Township Features and Rules ==&lt;br /&gt;
&lt;br /&gt;
* Township houses may not be traded to non-Township guild players.&lt;br /&gt;
* Township guild members, who have houses within the township, may not refresh their houses should they leave the guild.&lt;br /&gt;
* All Township guild members can view the Township stone and add gold to the Township. The owner and co-owners of the house in which the Township stone is located may fully access the Township stone (township administrators -&amp;gt; Manage Township NPCs, adjust law levels, adjust travel restrictions, etc).&lt;br /&gt;
* Any Township guild member may deposit gold with the Township (Double-click the Township stone and then click the Add gold button and target gold or checks), but gold can never be taken out of the Township stone it can only be used for Township expenses.&lt;br /&gt;
* Township expense payments and purchases are tracked in an expense log which can be accessed through the township stone.&lt;br /&gt;
* When a guild disbands, the Township associated with it disbands as well.&lt;br /&gt;
* Township guild members will receive a warning if their Township will run out of funds within 7 days upon login.&lt;br /&gt;
* Township and Guild stones may not be moved once a Township stone has been placed.&lt;br /&gt;
* Township administrators may create an enemy of the Township master list by double clicking the township stone and selecting the option to create an enemy list. This will gather all the ban lists from all of the Township guild member houses within the Township zone and compile them into one master list for X gold.&lt;br /&gt;
* Declared enemies of the township (those on the master list created in the feature above), may not use any Township NPCs and will be announced by Lookout NPCs (See Township NPC Overview below).&lt;br /&gt;
* Once a Township has been established, no other non-Township/Guild player may place a house within the Township dynamic zone.&lt;br /&gt;
&lt;br /&gt;
== Township NPCs ==&lt;br /&gt;
&lt;br /&gt;
Township guild administrators (those who own or co-own the house in which the Township stone is placed) may purchase Township NPCs by double clicking the Township stone and clicking on Buy NPC. The purchasing player is given a deed for the Township NPC. The Township NPC deed may then be used by any Township guild member within his or her public house to place the Township NPC. Township NPCs may be dismissed through the Township stone.&lt;br /&gt;
&lt;br /&gt;
The following features and rules apply to Township NPCs:&lt;br /&gt;
&lt;br /&gt;
* To access the functions of a Township NPC, players must be standing in the same house with the NPC or on the porch of that house.&lt;br /&gt;
* Only the OWNER of the house in which the Township NPC resides may customize the clothing of such Township NPC.&lt;br /&gt;
* When a Township is dissolved, all associated NPCs are disbanded.&lt;br /&gt;
* The Township guild generates NO income from Township NPCs purchased through the Township system (i.e. standard profitability or lack thereof still applies to player vendors).&lt;br /&gt;
* Township NPCs can only be placed in public houses. Only one Township NPC is allowed per house. Township NPCs may not be placed in the same house as player vendor NPCs.&lt;br /&gt;
* Township NPCs can only be purchased once every X days (this number to be determined through testing, but is currently set to 7 days).&lt;br /&gt;
* Township NPCs do not use context menus and must be spoken to in order to access their services.&lt;br /&gt;
&lt;br /&gt;
The following Township NPCs may be purchased (this list is subject to change):&lt;br /&gt;
&lt;br /&gt;
* Banker Provides access to a players bank.&lt;br /&gt;
* Innkeeper Allows players to log out in the same building instantly and/or to purchase items sold by the innkeeper.&lt;br /&gt;
* Stable hand Provides access to a stable.&lt;br /&gt;
* Shopkeeper Provides access to a specific shop.&lt;br /&gt;
** Mage Shopkeeper&lt;br /&gt;
** Provisioner Shopkeeper&lt;br /&gt;
* Trainers Provides training in specific areas.&lt;br /&gt;
* Emissary Allows Township to be set to Grant of Authority (See Law Region Overview below).&lt;br /&gt;
* Evocater Allows Township to set magic travel settings (Recall In/Out, Gate In/Out). It costs X gold to change one of the four settings and each setting can only be changed once every X minutes. The travel settings are set through double clicking the township stone.&lt;br /&gt;
* Town Crier - Provides shard-wide news and increased the size of the dynamic zone by X number of tiles. A township can only have one town crier. By double clicking the Township stone, a message will indicate whether or not the Township can be expanded. If it can not be expanded, the guild will not be given an option to purchase this NPC.&lt;br /&gt;
* Lookout NPC will notify the Township guild, through guild chat, when it sees an opposing kin, opposing chaos/order, a warring guild member, or an enemy of the township (see Township Stone Overview). They can see a long distance, but cant see hidden characters or through walls.&lt;br /&gt;
&lt;br /&gt;
== Law Region ==&lt;br /&gt;
&lt;br /&gt;
A Township may have three different Law Settings:&lt;br /&gt;
&lt;br /&gt;
* Standard normal murder count rules apply.&lt;br /&gt;
* Lawless no murder counts can be given to or received by anyone.&lt;br /&gt;
* Grant of Authority (requires Emissary NPC) normal murder count rules apply with the exception that the Township Guild may not receive murder counts.&lt;br /&gt;
&lt;br /&gt;
== Township Borders ==&lt;br /&gt;
&lt;br /&gt;
Players should receive a notice when entering a Township area. The message generated should be based upon the Guilds name, Activity level of the Township and the law being applied. You have entered the &amp;lt;Activity Level based title&amp;gt; of the &amp;lt;Guild name&amp;gt;. &amp;lt;Applicable Law&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Activity level based titles ===&lt;br /&gt;
&lt;br /&gt;
* Hamlet (Low Activity)&lt;br /&gt;
* Village (Medium Activity)&lt;br /&gt;
* Township (High Activity)&lt;br /&gt;
* City (High Activity)&lt;br /&gt;
&lt;br /&gt;
=== Applicable Law ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;Guild name&amp;gt; has received a grant of Authority by Lord British to enforce the law within this &amp;lt;Activity level based title&amp;gt;. (Grant of Authority Setting)&lt;br /&gt;
* Lord British enforces the laws within this &amp;lt;Activity level based title&amp;gt;.&lt;br /&gt;
* Beware! There are no laws being enforced within this &amp;lt;Activity level based title&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* You have entered the village of the Perilous Adventurers Guild. The Perilous Adventurers Guild has received a grant of authority by Lord British to enforce the law within this village.&lt;br /&gt;
* You have entered the hamlet of the Orcs. Beware! There are no laws being enforced within this hamlet!&lt;br /&gt;
* You have entered the city of the Serpents Sword. Lord British enforces the laws within this city.&lt;br /&gt;
&lt;br /&gt;
Lastly, when leaving a Township area a message should be displayed. You have left the &amp;lt;Activity Level&amp;gt; of the &amp;lt;guild&amp;gt;. Example: You have left the village of the Perilous Adventurers Guild.&lt;br /&gt;
&lt;br /&gt;
== Township Expenses ==&lt;br /&gt;
&lt;br /&gt;
The amount of gold a Township requires to operate depends on several factors. The first is the activity level of the Township. The more active a Township becomes, the lower the associated costs. The reasoning behind this is that when a Township becomes active it creates a point of interaction on the shard which is valued by the players and the staff. It also discourages Townships of convenience where very wealthy players seek a Township for the sole purpose of having their very own Animal Trainer (stable). While such Townships of convenience will be possible by the wealthy, it will require a great deal of gold to upkeep. This will eventually draw gold out of the economy or require the Township guild to generate more gold (thus creating interaction -&amp;gt; hunting parties, pk targets, etc).&lt;br /&gt;
&lt;br /&gt;
The second factor in determine expenses for the Township are the type and quantity of Township NPCs placed within the Township. The Township NPCs each have their own pay scale and will add to the weekly upkeep expense of the Township.&lt;br /&gt;
&lt;br /&gt;
In short this system allows guilds to build truly functioning towns that can be tailored to how they desire to run their town.&lt;br /&gt;
&lt;br /&gt;
== Daily Fees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! No Activity !! Low Activity !! Medium Activity !! High Activity !! Very High Activity&lt;br /&gt;
|-&lt;br /&gt;
| Base Fee || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| No Gate Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Gate In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall Out || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| No Recall In || 1000 || 1000 || 1000 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Lawless || 20000 || 10000 || 5000 || 2000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lawlevel: Authority || 50000 || 25000 || 12500 || 5000 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Extended Size (towncrier) || 12500 || 5000 || 3750 || 2500 || 1875&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 1 &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; || 10000 || 6000 || 3000 || 1500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 2 &amp;lt;sup&amp;gt;%&amp;lt;/sup&amp;gt; || 20000 || 12000 || 6000 || 3000 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| NPC Type 3 &amp;lt;sup&amp;gt;^&amp;lt;/sup&amp;gt; || 50000 || 30000 || 15000 || 7500 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#: includes innkeeper, provisioner, trainers, lookout, crier, emissary, evocator&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;%: includes mage shopkeeper, alchemist shopkeeper&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;^: includes banker, animal trainer&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== One-Time charges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Township deed !! 250000 (includes 125K 'initial deposit' into fund)&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Normal || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Lawless || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change lawlevel to Authority || 500000&lt;br /&gt;
|-&lt;br /&gt;
| Change travel rule || 25000&lt;br /&gt;
|-&lt;br /&gt;
| Update Enemy list || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Emissary deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Evocator deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trainer deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Innkeeper deed || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Mage deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Banker deed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1000000&lt;br /&gt;
|-&lt;br /&gt;
| Provisioner deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Arms Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Mage Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Rogue Trainer deed || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Town Crier deed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1: Activity level must be Medium before a township can purchase this deed.&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2: Activity level must be High before a township can purchase this deed.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Township Crafting System ==&lt;br /&gt;
&lt;br /&gt;
Township owners can construct walls, floors and some decorative items using the Township Builder Tool. This tool is purchased from township provisioners.&lt;br /&gt;
&lt;br /&gt;
The walls and decorative items can be damaged and destroyed by other players once every 5 hours, and can also be repaired just as often using the tool.&lt;br /&gt;
&lt;br /&gt;
You must be a grandmaster Carpenter and be trained in masonry in order to use the tool. Anything you create using the Township Buikder Tool will appear on the ground at your character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Palisade&lt;br /&gt;
* Fieldstone&lt;br /&gt;
&lt;br /&gt;
Walls appear as scaffold when constructed. You need to single click (or shift + click depending on your settings) to open the context menu on the scaffold and select &amp;quot;Craft Item&amp;quot; in order to complete the construction.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Lamp Post&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* Cobblestone&lt;br /&gt;
* Welcome Mat&lt;br /&gt;
&lt;br /&gt;
==== Welcome Mats ====&lt;br /&gt;
&lt;br /&gt;
Welcome mats act as beacons for the Gatekeepers stationed at each of the [[Moongates]]. Placing a welcome mat will allow the gatekeeper to alter the moongate to send players to your township.&lt;br /&gt;
&lt;br /&gt;
Once the mat is placed, simply say your guilds name or abbreviation to the gatekeeper. If you create a second mat, the first one will be deleted. (You may only have one Welcome Mat at a time.)&lt;br /&gt;
&lt;br /&gt;
== Easement ==&lt;br /&gt;
&lt;br /&gt;
Townships are not meant to be for creating death traps. One of our townships had constructed a death trap around the ban location from their house out of the walls we allow townships to build; quite clever indeed.&lt;br /&gt;
&lt;br /&gt;
These walls were not indented for this purpose, nor were they intended for blocking the entrances to dungeons. While walls are a very cool idea, they are a little too wild-west for my tastes without some oversight. Short of removing them, I'll be imposing commonsense guidelines to their use; some in code, some handled manually.&lt;br /&gt;
&lt;br /&gt;
Any walls constructed as death traps will be torn down.&lt;br /&gt;
&lt;br /&gt;
Walls constructed that block any easement will be adjusted to allow the easement. Note that players can destroy walls using a demolition ax as well, which is purchasable from NPC carpenters.&lt;br /&gt;
&lt;br /&gt;
The courts of Lord British define easement as follows:&lt;br /&gt;
&lt;br /&gt;
An easement is a non-possessory interest to use real property in possession of another person for a stated purpose. An easement is considered as a property right in itself at common law and is still treated as a type of property in most jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Easement laws will not come into play if you simply wall in your township, but if you block an important land asset like a Dungeon, Lord British's builders will be dispatched to tear down those walls.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4310</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4310"/>
		<updated>2026-04-10T01:37:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Added 'reserved identity'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4309</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4309"/>
		<updated>2026-04-04T14:59:45Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: First writeup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4308</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4308"/>
		<updated>2026-04-04T13:35:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Add UO Seasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
= Angel Island / Mortalis / Siege Perilous Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the shared wiki for the Angel Island, Mortalis, and Siege Perilous shards.&lt;br /&gt;
Most systems are common between shards; where behavior differs, pages call out shard-specific rules explicitly.&lt;br /&gt;
&lt;br /&gt;
== Choose your shard ==&lt;br /&gt;
* '''[[Angel_Island_Overview|Angel Island]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Siege_Perilous_Overview|Siege Perilous]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Mortalis_Overview|Mortalis]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[UO_Seasons_Overview|UO Seasons]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [[Beginners_Guide|Beginner’s Guide]]&lt;br /&gt;
* [[Downloads|Downloads]]&lt;br /&gt;
&lt;br /&gt;
== Core systems ==&lt;br /&gt;
* [[Character|Character]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Alignment|Alignment]]&lt;br /&gt;
* [[Custom_Content|Custom Content]]&lt;br /&gt;
&lt;br /&gt;
== World and play ==&lt;br /&gt;
* [[World_Map|World Map]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Quests|Quests]]&lt;br /&gt;
* [[Roleplaying|Roleplaying]]&lt;br /&gt;
* [[History|History]]&lt;br /&gt;
&lt;br /&gt;
== Notes for contributors ==&lt;br /&gt;
This wiki is being simplified to improve safety, usability, and maintainability.&lt;br /&gt;
If you see pages using heavy images, inline CSS, or layout hacks, they are scheduled for replacement with standard MediaWiki formatting.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Anti_AFK_Resource_Gathering&amp;diff=4307</id>
		<title>Anti AFK Resource Gathering</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Anti_AFK_Resource_Gathering&amp;diff=4307"/>
		<updated>2026-02-10T18:20:50Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Anti-AFK Resource Gathering ==&lt;br /&gt;
&lt;br /&gt;
To ensure a fair economy and to prevent unattended macroing, an '''Anti-AFK CAPTCHA system''' is in place for resource gathering.&lt;br /&gt;
&lt;br /&gt;
This system applies to '''mining and logging''' and is designed to ensure that resource gathering is actively supervised by the player.&lt;br /&gt;
&lt;br /&gt;
=== How the System Works ===&lt;br /&gt;
&lt;br /&gt;
While mining or chopping logs, players will occasionally be prompted with a '''simple CAPTCHA challenge'''.&lt;br /&gt;
&lt;br /&gt;
When a CAPTCHA appears:&lt;br /&gt;
&lt;br /&gt;
* You must respond correctly within the allowed time.&lt;br /&gt;
* '''Failing to answer the CAPTCHA, or not answering it at all, is treated as a failure.'''&lt;br /&gt;
* The system does not distinguish between an incorrect answer and no response.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
&lt;br /&gt;
* '''First failure (or no response):'''&lt;br /&gt;
  * Resource gathering is temporarily blocked.&lt;br /&gt;
  * You may attempt to gather again after approximately '''5 minutes''', which will trigger another CAPTCHA.&lt;br /&gt;
&lt;br /&gt;
* '''Repeated failures or missed responses:'''&lt;br /&gt;
  * The character will be flagged as '''criminal'''.&lt;br /&gt;
  * The offense will be '''announced via the town crier'''.&lt;br /&gt;
  * The account will be marked internally.&lt;br /&gt;
  * The criminal flag lasts approximately '''4 hours'''.&lt;br /&gt;
&lt;br /&gt;
=== Important Notes ===&lt;br /&gt;
&lt;br /&gt;
* Successfully answering earlier CAPTCHAs does '''not''' provide immunity.&lt;br /&gt;
  * Each CAPTCHA is evaluated independently.&lt;br /&gt;
* The system is specifically intended to prevent '''unattended''' resource gathering.&lt;br /&gt;
* Running macros while only occasionally checking the screen still counts as unattended if a CAPTCHA is missed.&lt;br /&gt;
&lt;br /&gt;
=== Policy Statement ===&lt;br /&gt;
&lt;br /&gt;
There is '''no unattended ore or log gathering''' permitted on this shard.&lt;br /&gt;
&lt;br /&gt;
This system exists to:&lt;br /&gt;
* Preserve a healthy player-driven economy&lt;br /&gt;
* Ensure fairness for active crafters&lt;br /&gt;
* Enforce the shard’s [[Rules]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Corrosion&amp;diff=4306</id>
		<title>Corrosion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Corrosion&amp;diff=4306"/>
		<updated>2026-01-29T01:50:59Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: update for clarity. Remove HTML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage occurs whenever your weapon comes into contact with corrosive substances. Whether it's from striking acidic slimes and elementals or blood mixing in with poison, corrosion damage will chew away at your weapons durability until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
There are methods for avoiding corrosion in both wooden weapons and those made from metal.&lt;br /&gt;
&lt;br /&gt;
== Protection Overview ==&lt;br /&gt;
&lt;br /&gt;
* **Metal weapons:** Use soft metals (Dull Copper, Copper, Bronze, Gold)&lt;br /&gt;
* **Wooden weapons and bows:** Use wax sealing&lt;br /&gt;
&lt;br /&gt;
Choose your protection method based on the material of your weapon.&lt;br /&gt;
&lt;br /&gt;
== Acid Blood Damage ==&lt;br /&gt;
&lt;br /&gt;
Some creatures, such as acidic slimes and toxic elementals, cause weapon damage through direct contact with their acidic blood. Striking these creatures with melee weapons causes accelerated durability loss unless the weapon is protected.&lt;br /&gt;
&lt;br /&gt;
== Poison Corrosion ==&lt;br /&gt;
&lt;br /&gt;
When poison mixes with blood during combat, it creates a corrosive effect on the weapon. This corrosion causes accelerated weapon degradation while active and must be cleaned to prevent further damage.&lt;br /&gt;
&lt;br /&gt;
== Soft Metals ==&lt;br /&gt;
&lt;br /&gt;
Certain metals are considered to be soft and are well known for their ability to resist corrosion damage. They include:&lt;br /&gt;
&lt;br /&gt;
* Dull Copper&lt;br /&gt;
* Copper&lt;br /&gt;
* Bronze&lt;br /&gt;
* Gold&lt;br /&gt;
&lt;br /&gt;
Weapons crafted using these materials will resist 100% of corrosion from acidic blood and poison-based corrosion (on supported shards).&lt;br /&gt;
&lt;br /&gt;
== Wax ==&lt;br /&gt;
&lt;br /&gt;
Wax can only be applied to **wooden weapons and bows**.&lt;br /&gt;
&lt;br /&gt;
All wooden weapons can be sealed with wax to prevent corrosion. Sealed weapons will resist 100% of corrosion damage, either from contact with acidic creatures or poison mixing with blood.&lt;br /&gt;
&lt;br /&gt;
Wax Pots are available on the beekeeper for 60 gp. You’ll need 4 beeswax and the [[Cooking]] skill to provide a weapon with 20 coats of wax.&lt;br /&gt;
&lt;br /&gt;
Under Ingredients in the [[Cooking]] menu, you will select Melted Wax. Your empty pot will be filled with wax.&lt;br /&gt;
&lt;br /&gt;
Next, double click the pot to apply the wax (20 coats at a time) to the wooden weapon or bow of your choice.&lt;br /&gt;
&lt;br /&gt;
Note that the hue of your weapon will not change.&lt;br /&gt;
&lt;br /&gt;
= Angel Island =&lt;br /&gt;
&lt;br /&gt;
Note that weapons crafted from these metals can be used by [[Zora]] in the creation of slayer and super-slayer weaponry.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
Weapons can be poisoned as normal - Use the poisoning skill, target the poison potion and finally target the weapon. On every successful hit you have a chance to inflict poison on your opponent.&lt;br /&gt;
&lt;br /&gt;
The chance to inflict poison now depends on the poisoning skill of the player who poisoned the weapon. This chance is roughly &amp;quot;Poisoning skill / 4&amp;quot;. A GM poisoned weapon will poison 25% of all hits.&lt;br /&gt;
&lt;br /&gt;
Note: Poison hits are &amp;quot;predictably random&amp;quot; rather than fully random.&lt;br /&gt;
&lt;br /&gt;
As always, every time you hit with a poisoned weapon, whether it inflicts poisons or not, one poison charge is consumed.&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
When you poison your opponent, your weapon will be afflicted with the &amp;quot;corrosion&amp;quot; effect. Your weapon breaks much quicker when it is corroding.&lt;br /&gt;
&lt;br /&gt;
You can identify corrosion by using [[Arms Lore]] on the weapon.&lt;br /&gt;
&lt;br /&gt;
You can remove corrosion by cleaning your weapon with an oil cloth. Note: Using oil cloth on your weapon will also remove any remaining poison charges.&lt;br /&gt;
&lt;br /&gt;
*Note that the oil cloth now has a limited number of uses.&lt;br /&gt;
&lt;br /&gt;
Certain metals which resist corrosion on Mortalis and Angel Island will not resist corrosion on Siege Perilous.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4305</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4305"/>
		<updated>2026-01-26T14:24:29Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Angel Island / Siege Perilous Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
= Angel Island / Mortalis / Siege Perilous Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the shared wiki for the Angel Island, Mortalis, and Siege Perilous shards.&lt;br /&gt;
Most systems are common between shards; where behavior differs, pages call out shard-specific rules explicitly.&lt;br /&gt;
&lt;br /&gt;
== Choose your shard ==&lt;br /&gt;
* '''[[Angel_Island_Overview|Angel Island]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Siege_Perilous_Overview|Siege Perilous]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Mortalis_Overview|Mortalis]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [[Beginners_Guide|Beginner’s Guide]]&lt;br /&gt;
* [[Downloads|Downloads]]&lt;br /&gt;
&lt;br /&gt;
== Core systems ==&lt;br /&gt;
* [[Character|Character]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Alignment|Alignment]]&lt;br /&gt;
* [[Custom_Content|Custom Content]]&lt;br /&gt;
&lt;br /&gt;
== World and play ==&lt;br /&gt;
* [[World_Map|World Map]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Quests|Quests]]&lt;br /&gt;
* [[Roleplaying|Roleplaying]]&lt;br /&gt;
* [[History|History]]&lt;br /&gt;
&lt;br /&gt;
== Notes for contributors ==&lt;br /&gt;
This wiki is being simplified to improve safety, usability, and maintainability.&lt;br /&gt;
If you see pages using heavy images, inline CSS, or layout hacks, they are scheduled for replacement with standard MediaWiki formatting.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4304</id>
		<title>Passive Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4304"/>
		<updated>2026-01-06T21:11:37Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Add some examples players can understand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Passive Skill Gain =&lt;br /&gt;
&lt;br /&gt;
Passive skill gain allows certain skills to improve naturally through meaningful play, without requiring repetitive or artificial actions. It is designed to reward real engagement while keeping progression intuitive and balanced.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain operates quietly in the background.&lt;br /&gt;
&lt;br /&gt;
* Players do not see internal calculations.&lt;br /&gt;
* Any messages showing points, chance, or banking are staff-only diagnostic output.&lt;br /&gt;
* Players will only notice normal skill gains occurring over time.&lt;br /&gt;
&lt;br /&gt;
== How Passive Gain Works ==&lt;br /&gt;
&lt;br /&gt;
Passive gain happens in a few simple stages.&lt;br /&gt;
&lt;br /&gt;
=== 1. Meaningful actions earn passive credit ===&lt;br /&gt;
&lt;br /&gt;
When you perform actions that are relevant to a skill—such as participating in combat, issuing appropriate pet commands, or otherwise engaging in situations that can reasonably teach the skill—the system may award passive credit.&lt;br /&gt;
&lt;br /&gt;
Not all actions qualify equally. Credit is influenced by:&lt;br /&gt;
&lt;br /&gt;
* Whether you are actively participating&lt;br /&gt;
* Whether the situation is trivial or meaningful&lt;br /&gt;
* Whether the action is appropriate for learning at your current skill level&lt;br /&gt;
&lt;br /&gt;
Trivial or inappropriate situations yield little or no credit.&lt;br /&gt;
&lt;br /&gt;
=== 2. Credit and chance are evaluated together ===&lt;br /&gt;
&lt;br /&gt;
Each passive opportunity is evaluated immediately using two factors:&lt;br /&gt;
&lt;br /&gt;
* Raw credit – how much learning opportunity the action represents&lt;br /&gt;
* Chance – how appropriate that opportunity is for producing a gain&lt;br /&gt;
&lt;br /&gt;
These are combined right away:&lt;br /&gt;
&lt;br /&gt;
: ''effective credit = raw credit × chance''&lt;br /&gt;
&lt;br /&gt;
Only the effective portion is added to your passive bank.&lt;br /&gt;
&lt;br /&gt;
Chance is not applied later—it directly determines how much credit is stored.&lt;br /&gt;
&lt;br /&gt;
=== 3. The bank accumulates progress ===&lt;br /&gt;
&lt;br /&gt;
The bank represents accumulated effective credit toward your next gain.&lt;br /&gt;
&lt;br /&gt;
* A higher bank means you are closer to a gain attempt&lt;br /&gt;
* The bank is not skill itself—it is stored progress&lt;br /&gt;
&lt;br /&gt;
=== 4. Skill gains consume the bank ===&lt;br /&gt;
&lt;br /&gt;
When enough effective credit accumulates, the system performs a gain attempt.&lt;br /&gt;
&lt;br /&gt;
On a successful gain:&lt;br /&gt;
&lt;br /&gt;
* The skill increases normally&lt;br /&gt;
* The bank is consumed or reset for that gain cycle&lt;br /&gt;
&lt;br /&gt;
This prevents stockpiling large amounts of progress and ensures gains occur gradually through continued play.&lt;br /&gt;
&lt;br /&gt;
== Difficulty and Learning Range ==&lt;br /&gt;
&lt;br /&gt;
A core principle of the passive system is that **difficulty is evaluated as your skill versus the creature’s difficulty tier**. It is *not* based on your pet’s strength or the outcome of the fight.&lt;br /&gt;
&lt;br /&gt;
This keeps the system focused on what your character can reasonably “learn” from the situation.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* Too easy → very low effectiveness&lt;br /&gt;
* Appropriate challenge → best results&lt;br /&gt;
* Far outside your learning range → reduced effectiveness&lt;br /&gt;
&lt;br /&gt;
Scaling is smooth rather than based on hard cutoffs, which keeps the system natural and discourages artificial training setups.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
The following examples illustrate how the system interprets challenge. These are not meant as training guides, but as demonstrations of how your skill interacts with creature difficulty.&lt;br /&gt;
&lt;br /&gt;
Assume a player with approximately **57.5 Animal Taming**:&lt;br /&gt;
&lt;br /&gt;
* '''Black Bear''' – Difficulty tier around 55  &lt;br /&gt;
: Slightly below the player’s skill. Still within the learning zone, producing modest passive credit.&lt;br /&gt;
&lt;br /&gt;
* '''Grizzly Bear''' – Difficulty tier around 59  &lt;br /&gt;
: Slightly above the player’s skill. A good match, providing noticeably stronger passive credit.&lt;br /&gt;
&lt;br /&gt;
* '''Ogre''' – MinTameSkill is 0, so difficulty is estimated from power (mid-50s)  &lt;br /&gt;
: Also in the learning zone and capable of producing meaningful passive credit.&lt;br /&gt;
&lt;br /&gt;
* '''Harpy''' – MinTameSkill is 0, difficulty estimated around the mid-40s  &lt;br /&gt;
: Too easy at this skill level. The system will award tiny “crumbs” of passive credit that do not meaningfully accumulate.&lt;br /&gt;
&lt;br /&gt;
* '''Dragon / Ogre Lord''' – Difficulty far above the player’s current level  &lt;br /&gt;
: These are outside the effective range for passive learning. Interactions award little or no usable passive credit.&lt;br /&gt;
&lt;br /&gt;
These examples show how the system naturally shifts your “learning targets” upward as your skill improves. Creatures that once taught you will eventually become trivial, while higher-tier creatures become newly appropriate.&lt;br /&gt;
&lt;br /&gt;
== Design Goals ==&lt;br /&gt;
&lt;br /&gt;
Passive gain is designed to:&lt;br /&gt;
&lt;br /&gt;
* Encourage real gameplay instead of grinding&lt;br /&gt;
* Reward engagement, cooperation, and survival&lt;br /&gt;
* Prevent trivial or automated progression&lt;br /&gt;
* Feel intuitive rather than mechanical&lt;br /&gt;
&lt;br /&gt;
Players should not need to understand the math to benefit from the system—simply playing well in meaningful situations is enough.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain quietly banks scaled progress from meaningful play and converts it into normal skill gains over time. Internal calculations are hidden, and progression is tuned to reward appropriate challenge rather than repetition.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4303</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4303"/>
		<updated>2026-01-06T20:00:51Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Mortalis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Animal Taming allows you to tame animals and monsters to fight for you. Simply use the Animal Taming skill on an untamed creature.&lt;br /&gt;
&lt;br /&gt;
Angel Island also features a custom [[Dragon Breeding]] system that allows tamers to breed their own specialized pet dragons.&lt;br /&gt;
&lt;br /&gt;
== Animal Trainers ==&lt;br /&gt;
&lt;br /&gt;
Animal Trainers on Angel Island are able to help players find animals in the wilderness. Simply say the animal trainer's name followed by the name of the animal you wish to find, and they will provide approximate coordinates for the closest one.&lt;br /&gt;
&lt;br /&gt;
== Pet Bonding ==&lt;br /&gt;
&lt;br /&gt;
Your pet will bond with you if you keep it wonderfully happy for seven real-life days. The easiest way to accomplish this is to fully feed your pet, then stable it for one week. Afterward, feed it again to complete the bonding process.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bond pets for a substantial fee using the [[Tree of Knowledge]]. This mighty tree can be found within the [[Hedgemaze]].&lt;br /&gt;
&lt;br /&gt;
Note: Bonded pets will suffer stat loss upon resurrection.&lt;br /&gt;
&lt;br /&gt;
== Training Taming ==&lt;br /&gt;
&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), or forest critters (Britain Moongate) '''50.0–59.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), forest critters, and Grizzly Bears (mainland forests) '''59.1–65.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* White Wolves (Dagger Island) '''65.1–71.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Bulls (Jhelom Bull Pen) '''71.1–83.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Great Harts (Moonglow, Barrier Island) '''83.1–95.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Nightmares (Covetous Level 2) '''95.1–GM:'''&lt;br /&gt;
&lt;br /&gt;
== Taming Requirements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Skill Required&lt;br /&gt;
! Slots Required&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Bull Frog&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hind&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timber Wolf&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Boar&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Horse&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Polar Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Walrus&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brown Bear&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cougar&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion (*)&lt;br /&gt;
| 47.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grey Wolf&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Panther&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snow Leopard&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Spider (*)&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grizzly Bear&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Wolf&lt;br /&gt;
| 65.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bull&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Cat (*)&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Toad&lt;br /&gt;
| 77.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dire Wolf (*)&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Great Hart&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Drake (*)&lt;br /&gt;
| 84.3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Hound (*)&lt;br /&gt;
| 85.5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragon (*)&lt;br /&gt;
| 93.9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare (*)&lt;br /&gt;
| 95.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*): Aggressive&lt;br /&gt;
&lt;br /&gt;
Note: Taming requirements are based on shown skill.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, it is twice as difficult to tame high-level monsters. There are two distinct factors involved: the chance to begin taming and the chance to successfully complete the tame.&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, the chance to begin taming is unchanged; however, the chance to successfully complete the tame after it has started is reduced by half.&lt;br /&gt;
&lt;br /&gt;
= Mortalis =&lt;br /&gt;
&lt;br /&gt;
On Mortalis, Animal Taming follows classic Ultima Online mechanics, with one intentional enhancement designed to reward active adventuring rather than repetitive or stationary training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based skill gains from taming creatures, Mortalis supports limited passive Animal Taming progression earned through meaningful interaction with pets in the field. This allows tamers to make gradual background progress by naturally playing their role while adventuring alongside their animals.&lt;br /&gt;
&lt;br /&gt;
Passive Taming progression may be earned through appropriate, real-world activities such as:&lt;br /&gt;
&lt;br /&gt;
* Commanding pets during live encounters&lt;br /&gt;
* Feeding, healing, or curing pets while adventuring&lt;br /&gt;
* Pets improving through combat participation&lt;br /&gt;
&lt;br /&gt;
These passive gains are intentionally modest and are meant to supplement—not replace—traditional Animal Taming progression. Standard taming, creature difficulty, and direct effort remain the primary means of advancing the skill.&lt;br /&gt;
&lt;br /&gt;
Passive Taming does not function in guarded regions, inside houses, or in artificial or low-risk environments, and it does not apply to hirelings or non-tameable NPCs. Progress is only awarded during genuine play in situations where learning is appropriate.&lt;br /&gt;
&lt;br /&gt;
The intent of Passive Taming on Mortalis is to reinforce Animal Taming as an adventuring skill—one developed through shared risk and experience in a dangerous world, rather than through repetition in safety.&lt;br /&gt;
&lt;br /&gt;
For a full explanation of how passive progression works, see [[Passive Taming]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Animal Lore]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4302</id>
		<title>Passive Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4302"/>
		<updated>2026-01-06T19:55:49Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Passive Skill Gain =&lt;br /&gt;
&lt;br /&gt;
Passive skill gain allows certain skills to improve naturally through meaningful play, without requiring repetitive or artificial actions. It is designed to reward real engagement while keeping progression intuitive and balanced.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain operates quietly in the background.&lt;br /&gt;
&lt;br /&gt;
* Players do not see internal calculations.&lt;br /&gt;
* Any messages showing points, chance, or banking are staff-only diagnostic output.&lt;br /&gt;
* Players will only notice normal skill gains occurring over time.&lt;br /&gt;
&lt;br /&gt;
== How Passive Gain Works ==&lt;br /&gt;
&lt;br /&gt;
Passive gain happens in a few simple stages.&lt;br /&gt;
&lt;br /&gt;
=== 1. Meaningful actions earn passive credit ===&lt;br /&gt;
&lt;br /&gt;
When you perform actions that are relevant to a skill—such as participating in combat, issuing appropriate pet commands, or otherwise engaging in situations that can reasonably teach the skill—the system may award passive credit.&lt;br /&gt;
&lt;br /&gt;
Not all actions qualify equally. Credit is influenced by:&lt;br /&gt;
&lt;br /&gt;
* Whether you are actively participating&lt;br /&gt;
* Whether the situation is trivial or meaningful&lt;br /&gt;
* Whether the action is appropriate for learning at your current skill level&lt;br /&gt;
&lt;br /&gt;
Trivial or inappropriate situations yield little or no credit.&lt;br /&gt;
&lt;br /&gt;
=== 2. Credit and chance are evaluated together ===&lt;br /&gt;
&lt;br /&gt;
Each passive opportunity is evaluated immediately using two factors:&lt;br /&gt;
&lt;br /&gt;
* Raw credit – how much learning opportunity the action represents&lt;br /&gt;
* Chance – how appropriate that opportunity is for producing a gain&lt;br /&gt;
&lt;br /&gt;
These are combined right away:&lt;br /&gt;
&lt;br /&gt;
: ''effective credit = raw credit × chance''&lt;br /&gt;
&lt;br /&gt;
Only the effective portion is added to your passive bank.&lt;br /&gt;
&lt;br /&gt;
Chance is not applied later—it directly determines how much credit is stored.&lt;br /&gt;
&lt;br /&gt;
=== 3. The bank accumulates progress ===&lt;br /&gt;
&lt;br /&gt;
The bank represents accumulated effective credit toward your next gain.&lt;br /&gt;
&lt;br /&gt;
* A higher bank means you are closer to a gain attempt&lt;br /&gt;
* The bank is not skill itself—it is stored progress&lt;br /&gt;
&lt;br /&gt;
=== 4. Skill gains consume the bank ===&lt;br /&gt;
&lt;br /&gt;
When enough effective credit accumulates, the system performs a gain attempt.&lt;br /&gt;
&lt;br /&gt;
On a successful gain:&lt;br /&gt;
&lt;br /&gt;
* The skill increases normally&lt;br /&gt;
* The bank is consumed or reset for that gain cycle&lt;br /&gt;
&lt;br /&gt;
This prevents stockpiling large amounts of progress and ensures gains occur gradually through continued play.&lt;br /&gt;
&lt;br /&gt;
== Difficulty and Learning Range ==&lt;br /&gt;
&lt;br /&gt;
Passive gain favors situations that are appropriately challenging.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* Too easy → very low effectiveness&lt;br /&gt;
* Appropriate challenge → best results&lt;br /&gt;
* Far outside your learning range → reduced effectiveness&lt;br /&gt;
&lt;br /&gt;
This is handled through smooth scaling rather than hard cutoffs, making it difficult to exploit and easy to play naturally.&lt;br /&gt;
&lt;br /&gt;
== Design Goals ==&lt;br /&gt;
&lt;br /&gt;
Passive gain is designed to:&lt;br /&gt;
&lt;br /&gt;
* Encourage real gameplay instead of grinding&lt;br /&gt;
* Reward engagement, cooperation, and survival&lt;br /&gt;
* Prevent trivial or automated progression&lt;br /&gt;
* Feel intuitive rather than mechanical&lt;br /&gt;
&lt;br /&gt;
Players should not need to understand the math to benefit from the system—simply playing well in meaningful situations is enough.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain quietly banks scaled progress from meaningful play and converts it into normal skill gains over time. Internal calculations are hidden, and progression is tuned to reward appropriate challenge rather than repetition.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
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** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4294</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4294"/>
		<updated>2026-01-05T15:13:18Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
</feed>