H1Z1 New Female Character Hair [Work in Progress]

IWantIsk.com How they run the RMT machine. (Your about to be banned in Eve)

The ticket was submitted on Sunday, I said Monday if I found I was busy with something else. So let’s get on with what I found, keep in mind I’m only going to provide you with the hard information, no characters will be linked, neither mine nor the bankers involved.

So I started my own little shit show about a month and a half ago, at first I just wanted to explore what the site was coded in and how it initially functioned as a whole. I went in with no intent on “winning” I merely wanted to play the system itself, but really that is benign as the real meat comes from what they actually DO with the profits of the site.

So in order to determine if they RMT the isk, you have to be willing to spend real life cash to determine which sites their using to push their product. The site they are primarily using is www.playerauctions.com, this photo is the two sellers who are part of IWISK ( http://i.imgur.com/IuDzbSa.jpg ). Now to be honest this would be like looking for a needle in a haystack, and I got really lucky to hit pay dirt on which of the many sites sells isk.

Here is how they do it, when you purchase isk from playerauctions, from either of those two sellers, you will be delivered isk of course, what mode of transfer do they use to transfer isk to you you ask? Well they actually send an Eve Mail from whichever banker is online in the form of a Withdraw, as if you were actually Withdrawing isk from iwantisk.com, so if any questions come up, they can always tell CCP they won big on their site, and since CCP has absolutely no access to the site’s database who’s to say they didnt “Withdraw”? No one, until you actually FIND the site their pushing the isk on, which I did. From the character I purchased said isk with multiple times to narrow down how many were involved, every isk delivery from those two sellers originates from IWISK bankers. And all deliveries of isk were accompanied by the traditional Eve Mail of Withdrawing isk from the site.

What I find even more interesting is that if you are not even playing on the site, they still send it as if you were. For now this is all I am going to divulge. I am prepared for all the Black Legion scrub lords to come in and bash the post as soon as I hit submit on this as they are all supporting their isk/money machine that is iwantisk.com.

EDIT Alot of requests for more screenshots, so here they are, take it how you will, but if you look at them they all fall in line. http://imgur.com/nMqyWRP,6eWI9Iu,ObqdsGg#0

EDIT#2 Also this is a very small sample, cause I know most of the downsies wont get it.



Everything You Need to Know About Crowfall So Far | The Errant Penman

Crowfall - Crown Knight Banner

By now, even those of you living under a rock have likely encountered the next game in my Hobo Gamer series – Crowfall, the new upcoming MMO currently under development by ArtCraft Entertainment. Having just completed its Kickstarter with abundant successCrowfall now enters the long march into serious development, with fans – particularly those from old-school PvP MMOs – electrified by ArtCraft’s updates on the game in about the same way as young women receiving unexpected Christmas gifts from Taylor Swift. So what has everyone excited?

Brought to us by Creative Director J. Todd Coleman (Shadowbane, Wizard101, and Pirate101) and Executive Producer Gordon Walton (Ultimate Online, The Sims Online, Star Wars: Galaxies, and Star Wars: The Old Republic), Crowfall aims to create a unique blend of old-school, strategic, community-driven sandbox PvP borrowing elements from EVEStar Wars: Galaxies, Shadowbane, and Sid Meier’s Civilization. Marketed as “Game of Thronesmeets EVE Online”, Crowfall‘s main draw is its pitting of players against each other in wars for resources and territorial supremacy over the game’s worlds.

Dying Worlds

One of Crowfall‘s pillars of design is that in previous iterations of similar designs (most relevantly, Shadowbane), no matter how close an MMO came to simulating the experience of a strategy game, one key difference has always set them apart; games of CivilizationRiskSettlers of Catan - you name it – crucially, all come to an end. In these strategy games, rather than settling into a stale endgame wherein one player or alliance of players has become an unassailable tyrant, these games simply end, a winner is declared, and another round is begun. It is ArtCraft’s intention to bring this principle to the MMO genre.

Frankly, this elicited quite a bit of skepticism on my part. I’m a big fan of persistence, and I’m not too big on anything that sounds like instancing. Thankfully, I dug deeper, and I think I’m on board with what ArtCraft has in mind.

Campaign Worlds

Most of the game’s warfare will take place in the campaign worlds – seamless, instance-free, persistent world spaces where groups of players will fight it out for gold and glory. These maps are procedurally generated in what appears to be a similar method to Diablo III‘s randomization, in which pre-made pieces of the map are procedurally adjusted and fit into the world space to create a unique play experience each time. The campaign worlds are reported to be massive – similar in size to entire continents in other MMOs.

Some men just want to watch the world burn - they'll be afford ample opportunity.

At the start of a campaign, players will be dropped into the world with limited items (or none at all, depending on the ruleset), and are left to find their own way in a completely new world. In a move reminiscient of the game’s strategy inspirations, until they have explored it, the campaign world’s map will initially be covered in the fog of war. At the start of the game, players will want to seek out strategically valuable areas such as defensible fortresses or resource nodes to set up shop.

These campaigns will be measured in months, not days or weeks. Though the ultimate length will vary by campaign, expect to see durations ranging between a month and a year.


You can read the entire article here.



CohhCarnage Shows Camelot Unchained World Premier Video

Gloria Victis – Realistic medieval mmorpg

Crowfall Column: Dissecting the Kickstarter Finale AMA

The founders of ArtFall had a Reddit AMA session on Wednesday evening to celebrate the final hours of the successfully funded Kickstarter campaign, and they threw themselves out there for the potential playerbase to ask them… well, anything about CrowFall. With the hype of the game at an all-time high after the success of that campaign, it’s time to get serious about what exactly J. Todd Coleman and Gordon Walton plan to do with CrowFall.
While every single question didn’t get answered, I wanted to showcase and explain the ones that did. That mostly means skipping the “we’re not discussing that at this time” answers (although there were surprisingly few of those) and focusing on the meat of the Q&A.
There is no date yet on the alpha or beta test for Crowfall, but we do know that there will be no NDA at all, and full streaming of the client is allowed.
But the Alpha testing won’t be a continuous thing. Walton says that these early tests will be focused on “particular aspects of the game” and won’t be something you can sit down and play for hours. “Most early alpha tests will only last an hour or two at a time is my expectation,” he explains.
When asked specifically about beta, Walton said, “Sometime mid-next year is the best estimate we have now.”

Release Date
While the Kickstarter videos showed off what looked like a finished product already, one fan asked why we still have to wait two more years for the game to release. “Games take time to build, we’ve only been working on this with a team for a year and it’s an MMO,” Walton answered. “We think we’re building it in record time in fact. :) The videos were a playable prototype in a very pre-alpha state. We’re in the process of doing our first full combat iteration now from that version, and I’d bet we’ll do that a few times as we go for the right feel.”
As you know, CrowFall is a primarily PvP game with a heavy emphasis on crafting and hardly any on questing. Walton points out that you can solo in the game, but it’s “probably one of the most difficult ways to play.”
He goes on to explain in another question that the team has “PvE as an environmental threat to ramp up the danger of the worlds, much the same as the Zombies in Walking Dead make the world dangerous, but the other humans are the real threat.”
Regarding the old “risk vs. reward” focus of the game, Walton describes that everything will depend on that risk and not rewarding players for simply showing up, as is found in many games. “Almost everything we have talked about and added to the game really comes down to risk versus reward […] We want the bold souls that are willing to risk real adversity in their gameplay for the sake of satisfying accomplishments. And we’ve got an array of risk/reward rulesets so that players can find the sweet spot for their own personal risk/reward predisposition.”
But one concern of players is the redesign of the tank/healer/DPS structure that some other games have already claimed to remove. As Coleman describes, it’s not about “everyone can do everything,” but more about “I’m not ONLY a tank or DPS.”
“We’re not killing the idea of support classes, we just don’t have firehose healers, because the game isn’t being made with the goal of having parties fight monsters with 40,000 health,” he says. “It’s a different mindset, so we changed the roles to fit the new paradigm.”
The guild system has yet to be detailed, but Coleman says that they won’t be doing anything “contentious” with guilds and that managing guilds is understandably important. “Guild management IS intended to be a different system from Eternal Kingdom management, btw — though the two will often be intertwined,” he says. “We aren’t forcing guilds to use our EK structure.”
Coleman acknowledges that combat is key in Crowfall. “If we don’t get the feel of combat right, our game is dead,” he admits.
Walton describes the combat as a mix between TERA (with the action combat element) and WildStar (in movement).
Walton also breaks down a few very specific questions about combat, including the fact that there won’t be downed states like in DarkFall, you won’t be able to attack multiple attributes like in Star Wars Galaxies, warmth and hunger won’t be incorporated into a battle fatigue system like in SWG, and there might be a way to combine buffs or debuffs into new effects like in Guild Wars 2. That last one would be particularly interesting because the ArenaNet team really pushed that mechanic during GW2’s launch. Sadly, the idea of tandem casting was shot down later in the AMA, but there’s hope. “…No tandem casting at this time. It does take multiple characters/archetypes to accomplish some tactical tasks like breaching fortifications though.”
This brings us to the player-built siege weapons for the core module that were revealed in this AMA, as Walton addressed the question of destroying fortification walls as we saw in the promotional video. “The wall you saw busted through had been attacked by spells before the hammer or shield bash finished it off. It takes a team to get through fortifications!”

One of the running themes of this AMA is a comparison to Shadowbane and just how alike CrowFall will be to Coleman’s first creation. While he mentions that this isn’t going to essentally be Shadowbane 2, there will be some shared features and mechanics… “Without the sb.exe problems,” he jokes.
When asked specifically about a peek and steal ability found on Shadowbane’s Thief class, Coleman mentions a friend of his who constantly tells war stories about how much he loved to hide and corpse loot with his Aracoix. “He will kill me if we don’t put that kind of mechanic in Crowfall,” he says.
“My goal was to make it similar to the SB stealth game; there were two different play styles, one geared towards stealth (infiltration, information retrieval, assassination) and one geared towards anti-stealth (seeking out and eliminating the former),” he explains.
“In SB, a lot of this was focused on troop movement and city infiltration — which was awesome, but in Crowfall we have opportunities to expand on that foundation, thanks to resource collection and caravans. That should add a new layer of cool gameplay to reconnaissance.”
Post-Kickstarter Development
The developers admit that communication from now until release will dwindle a bit as they focus completely on development, but some fans are concerned about ArtCraft dropping off the face of the Earth.
Walton says that backers will continue to be accepted now that the Kickstarter campaign is over, and there will continue to be stretch goals with any unfulfilled stretch goals moving to the game’s website.
And if a promised feature is found to not work out, Coleman says that they won’t struggle with it. “We’re occasionally going to go back to something we already announced and say ‘we tried this idea, and it didn’t work, so now we are trying this, instead’… so please be patient with us.”
As for promoting the game through various conventions, Walton says that they “intend right now to spend more time building the game than attending conventions.” But as the game progresses, they will focus more on consumer conventions to get the word out.
And now that the core game is funded and stretch goals are being hit, Walton says that the continued funding will help them get closer to that complete vision for the game.
“Next we plan to license the game to some of the key overseas territories (Asia, anyone?), and most likely we’ll raise some more money through equity too,” he said. “We’ll deliver the core module and stretch goals though even if these new money options don’t work, we just want to go faster and deliver more of our game vision, which is what the additional money would help us do.”

Highlight Quotes
Some of my favorite from this AMA include:
“‘Perfect balance’ isn’t actually fun, either, btw. Rock Paper Scissors is pretty balanced! and terribly boring.”
“I feel like we had more innovation before WOW, because no one knew what was possible (and therefore, what wasn’t.) Crowdfunding has really changed this equation, quite frankly because the people with the money (you) are better at picking visions that will be appealing to a large audience.”
“The Pantheon of Gods, and their relationship to the Hunger, is one of the coolest parts of the CF universe IMO. We haven’t quite gotten to the part where the players (and guilds) know them well enough to start building their own stories around them. That’s coming.”
“Man, I hate swimming.”



Landmark plans prop palette patch

Landmark’s big patch for this week — which is tentatively scheduled for Thursday — will be making a significant change to how players deal with housing props. To facilitate faster building and easier moving, the team has created the prop palette UI. The palette allows players to place most props without crafting them, although resources will be consumed

[Update] Skyforge Dev Threatens Game Bans Over Pay To Win Talk

SF_Alakur_Island_Screenshot_001 Allods Team doesn’t like the term free-to-play, so much so that community manager Maeron has warned that discussion on the matter could result in your game access being revoked. In his response, Maeron points to a trend in players pasting the p2w label on pretty much everything that costs money, a label that he believes causes undue damage to a game. The discussion occurred in a thread inquiring about whether the US/EU cash shops would be the same as the Russian shop. Those familiar with Allods Team’s previous game, Allods Online, likely feel that their concerns over pay to win are more than justified. Allods Online, despite all the praise it received for quality and polish, was heavily criticized for its cash shop, from a 1,000% increase in price over the Russian version to the widely unpopular Fear of Death debuff (and its cash-shop cure) that was replaced with an equally unpopular mechanic that would curse items on death and invert their stats, also curable with a cash shop item. Whatever the case, with this reaction it is certain that Skyforge’s cash shop will be placed under heavy scrutiny by its community. Update: The thread has been reopened and Maeron’s comments retracted. A followup has been posted on the thread.
Answers will be coming as we agreed already. I’m really sorry I caused all that stir… My intent was mostly to urge players not to use harsh wording so no fences will raise and harm our exchanges… But I must have been carried away… I apologize.
(Source: Skyforge) skyforge

EVE FanFest 2015: Key Note

Best explanation of what WoW did to the MMO industry given by veteran MMO Director/Producer. (Crowfall interview)


Origins of Malu has certainly had a long, bumpy road to launch. Showing up on our radar back in August 2011, this title has weathered two engine changes (each necessitating starting over), unsuccessful cowdfunding ventures, and even a name change as the design changed to offer the battlegrounds first. And this past Friday, at the very last minute, the team learned that the launch would be further delayed because of something beyond its control on Steam’s end. But that’s behind the game now, and the first iteration of the game with battlegrounds is live today.

Throughout the whole process, the team has been dedicated to bringing this game to life, going so far as to keep funding it out of pocket throughout the journey. We sat down with founder Michael Dunham to talk about why the additional wait was needed, what players can expect now, and when the full MMO is coming out.

Why another wait?

With so many delays over the years, it’s easy to just expect a few more as par for the course and then wonder whether the devs’ efforts will ever even come to fruition. At points along the way I am sure many folks keeping tabs on the game had the “vaporware?” thought flit through their heads at least once. Dunham acknowledged that delays are costly in many ways: fans, faith, funds. He knows that fans could definitely lose hope at seeing anything real. In spite of that, he is confident that the delays have all been for the betterment of the overall game, and he hopes fans will see that when they get in and try it out now.

The second-to-last delay was actually intended to take advantage of the upgrade in the unreal engine, forcing the team to push back the launch. While players won’t necessarily see all that the update entails behind the scenes, Dunham believes players will appreciate having it. This previous weekend’s completely unexpected Steam delay, however, was quite the kicker (insert kick-a-Burning-Dog-while-it’s-down joke here). It was more than unforeseen; it presented itself literally just at launch-time and was out of Burning Dog Media’s hands.

The team has definitely had a tough go of it, but Dunham told me, “We are in this for the long haul.” He hopes players can see how committed the team is to the game by how it’s powered through all the difficulties, including ponying up for the costs of development. Yes, the road has been rocky, but now players finally have something to get in and play!

Playing battlegrounds today

The Origins of Malu of today is not the same as when it was first introduced. It’s only a piece of that, and it’s better. As Dunham explained, “It’s a new engine, new game, new approach.” To start, the game is coming out in stages, with the first one being the team-death-match type battleground. This is the version that is accessible now through Steam’s Early Access program for $19.99. Dunham emphasized that players should not think this is the final version; he was quick to point out that folks who want to be a part of strictly the MMO should wait. The MMO is still coming (and sooner than many might expect!); the team just wanted to launch with the basics now so players could get their hands on a part of the game and be able to offer feedback.

So what can players who are jumping in at this launch expect? First off, early access players can expect to have their voices heard in terms of development direction. Dunham said, “If you don’t like things, we are going to be there listening.” He emphasized that the team will be actively watching and considering the feedback that players supply.

A real shocker to some might also be the fact that at the moment there is no permanence! Each time you join a battle, you create a new character.

Gameplay-wise, early access players will be relegated to only one part of the map – the wastes – which is essentially the center. Each successive release of content will move that zone line out in concentric circles. All races are currently available, although the female version of the Qulinta is not quite ready. A real shocker to some might also be the fact that at the moment there is no permanence! Each time you join a battle, you create a new character. However, persistence of characters coming in the next month or so. Dunham said the inventory and looting systems are both almost ready to go too. There’s a lack of customization, but that’s also on the docket, and lots of it. Achievements are also on the way.Dunham told me, “We don’t want people to walk away feeling ripped off; we’re committing ourselves to a fast development cycle.” There’s a full early-access road map that details the brisk two-week-sprint schedule that Burning Dog is adhering to. (Fun fact: Astute Futurama fans may notice that the releases are all named after characters in the order you meet them in the show’s pilot!)

The full-shebang MMO

The third stage of early access is where the MMO starts to come into play. Dubbed Bender, this release includes the player building prototype. This major update has been given the planned release date of April 20th. Other aspects, like enhanced character customization and quests, will come in the following Professor phase. Early Access players will have the chance to test all these systems and offer feedback.

Come launch, how much will everything cost? The payment model will be buy-to-play – “no matter what,” says Dunham – with an optional subscription, which he notes will be under $10.00. For those who don’t want to sub, there will be limitations, like how many lives a character has in a given time frame, but there will never be any limitations in content. Dunham shared an idea under consideration: Unsubscribed players might be able to play as a creature while waiting for their life allotment to replenish. Those who play only as B2P might also have construction timers when it comes to things like housing, but all aspects of the housing system will be available.

Those who want to play only the MMO might still be interested in considering early access. Those who do purchase the early access are buying the entire game (yes, that means the MMO when it comes out) as well as one month of sub time. There’s also the chance to test the MMO elements come the Bender phase. The cost of the game itself might still increase from the early access price, but it’s not a given. Dunham said game pricing will be driven by a fair cost model.

“The past project is dead.Factions: Origins of Malu is a brand-new game.”

There have been folks who have questioned why those who participated in past betas are not currently testing the game now. Why should those players pay for early access if they were “promised” future beta tests? It’s because there is no more beta, says Dunham. He told me that the past project was a beta, as opposed to this launch, and the past project is dead. Factions: Origins of Malu is a brand-new game. As he put it, “This is different because you are getting retail copy of the game on release now, and those old free test accounts from years ago were just for testing at that point and time.”Anyone interested in the game now can pick it up on Steam. Those who want to check it out a little before committing can keep an eye on OPTV and watch us stream battleground gameplay live with a dev on Thursday, March 26th, at 2:00 p.m. EDT.


Realm Zero – Server-Side Physics (Tree Generation)

Tons of progress!

The little green dots are capsule colliers for our individual tree nodes. You will notice that below a certain level and above a certain level trees are not generated. I’ve noticed from my trial runs that I need to decrease the maximum level slightly to ensure there are no trees on mountains. Once biomes are implemented I can also flag the corresponding zones to only generate a certain type of tree or plant.

  • Player Zone Loading/Unloading – Finished
  • Tree generation across all terrain tiles (where applicable) – Finished
  • Tree loading and synchronization based on zone – Finished

Up next are world items, this is where it gets really good! The items will automatically update position & rotation to all clients. So in theory you could play a game of soccer and the object in question would stay updated for all players.

The final aspect is to fully integrate (areas, aka player zones) into the server-side system. This will ensure that trees and other content is not generated inside of these zones!





H1Z1 Sells over 1 million copies on Steam + Australian Servers Tomorrow!

We have sold over 1M copies of H1Z1 on Steam!


Australian servers should be up in the next 24-48 hours. possibly sooner. Part of this patch was setting that up.

H1Z1 Update Notes for March 19th

Crowfall Eternal Kingdoms Explained!

In Today’s update we unveil more information about the Eternal Kingdoms. We hope you have a coffee, this is a long one!




How do I get a Kingdom?


Every account is granted a Kingdom. They start as mini-worlds that players can use to build and explore, which can be expanded to become much larger.


What is the purpose of a Kingdom and why do I want one?


Kingdoms are smaller versions of the Campaign worlds – not just social lobbies. You are the Monarch of this world! You can explore, craft, build structures and even fight monsters… but a Kingdom is limited in terms of difficulty and power.


All accounts are granted a kingdom at the beginning of the game, but using it is not required (…beyond maybe a tutorial? We haven’t decided yet.)


We fully expect that some players will prefer to spend the vast majority of their time participating in the Campaign Worlds, and we intend to let them do so without maintaining a Kingdom.


How do Kingdoms compare to Campaign Worlds?


Kingdoms, while potentially quite large, are limited in size compared to the Campaign worlds. They are also limited in functionality and content. They start with a relatively small amount of land and no buildings. If you want to upgrade them, it will take time and effort (and materials, which come from Campaign Worlds.)


Kingdoms must be upgraded (and developed) to increase their functionality. They start as single-player realms, and must be upgraded to allow more players to join.


How are Kingdoms laid out, and how big are they? Is it like a housing instance?


The map of every Kingdom is divided into a square grid. Each square in the grid is called a “cell.”


Kingdoms begin as a 3 cells by 3 cells square. We’re still building this system, so the cell sizing will probably change a bit… but in the current prototype, this equates to roughly half a mile square of virtual territory.


The Kingdom can grow to be many, many times larger than this starting size.


Why would the size of a cell change?


At some point (soon) the size of the grid cell will be locked. At this phase in development, there are some unknowns which would affect cell size. For example: Our Mounts and Caravans Kickstarter stretch goal is about to be funded! Obviously, that system will change how quickly players can move through the World, and we’ll need to test the world size to make sure it feels right for both mounted and un-mounted players.


For now, we are estimating a cell will likely be somewhere between a quarter of a square acre and two square acres in size. Either way, even the smallest Kingdom will be much larger than a typical MMO housing instance.


How can I make my Kingdom larger?


It will likely take a combination of time and raw materials (stone, iron and wood) to add cells (raw square footage) to your Kingdom.


When I add a cell, what is it filled with?


Terrain/Land. The contents of each cell is initially “wild”, meaning that it is filled with untamed (and unusable) forest. You cannot build assets on land that is wild – and without buildings, the land has very little utility/function.


To develop one or more cells, you have to unlock it, after which you can use materials to buy “parcel deeds”. These deeds represent tracts of land that can be dropped onto your map. Parcels can have unique shapes (like Tetris pieces) that always fit within the boundaries of one or more cells. Our plan is that parcel deeds will be purchased with in-game resources.


Note: our Kickstarter backers who receive tax-free parcels with a pledge will automatically receive enough unlocked cells to place those parcels.




What size are these parcels (in cells)?

The most basic parcel is 1 cell x 1 cell, and will include very limited features.


Some parcels are much more complex, like a chain of 7 parcels that makes up a Mountain Citadel, multiple player villages, and the mountain range around it. Think of these larger areas as a complete region of a country, i.e. “I am the Lord of the Western Reach. From my Citadel, I control all of the Darkspine Moutains — as far as the eye can see.”


Once you drop a parcel into a cell (or cells), these areas in your Kingdom will be “terraformed” and appear in your Kingdom. Using different types of parcels, you can build the World to be completely unique – the only limit is your creativity.


Not all Parcels are the same size, and shape? 

No, but they are constructed to fit precisely within a pre-determined, contiguous set of cells. While there are many parcels that are 1×1 squares, there are multi-cell parcels that form different shapes, as well.


The Mountain Citadel, for instance, is actually a 7 square parcel that forms an “S” shape. It includes not just the Citadel, but the mountain range that surrounds it – and enough building area to construct two mountain villages.


To place this parcel in their world, a player would need to have enough cells unlocked in the appropriate shape (or larger) in which they could place the specialty “S” shaped parcel.


In order to obtain a multi cell parcel a players will be able to combine basic 1×1 parcels for specialty parcels.




Why would I want to have these larger parcels on my World?


Having a larger parcel (like a Mountain Citadel, or an Imperial Palace) added to the World is highly valuable to any Monarch, especially one who is trying to build a mercantile empire, because it offers very efficient use of build space (number of available contiguous building lots), increases the concurrent player cap of the World, and increases the Kingdom’s visibility for other players when the Kingdom is set “public”.


All of which equates to a more popular Kingdom, increased commerce and a larger potential tax base.




In game terms, does a larger Kingdom (with more parcels) give me an advantage?

Yes, and no.


Larger maps have more cells. More cells allows you to place more parcels. More parcels means more buildings. More buildings allow for more tenants, higher online player population caps (i.e. how many players can be on this world at any time) and better visibility when other players are browsing the Kingdom list for new markets (or Kingdoms).

All of this also means more commerce, which can generate more tax revenue.


Note, however, that these are indirect benefits – meaning social and economic benefits that you derive from other players.

However, since every Campaign World will have import rules (that determine what can be brought into the World), having a larger, more developed Kingdom will not directly impact the game balance within the Campaigns.


How do I collaborate with other people (like my guildmates) on a Kingdom?

The Monarch can select sub-sections of your world map (in cells) and grant that area to another player. This selection of cells is called a “Province”.




Any player who has been granted a province is considered a “noble” on that world. Nobles can drop, rearrange and remove Parcels within that Province.


Once I drop a Parcel, what can I do with it?


You can build on it. As the World is divided into cells, each Parcel is divided into “Lots.” You drop buildings and props onto Lots the same way you drop Parcels into cells.


You can also grant Lots to other players — just like the World Owner granted a province to you. (In fact, we use the same system at both the micro and macro level!)


A 1×1 parcel of land is divided into many lots. On this grid of lots, some areas will be marked as “open” and others will be marked as “blocked” (meaning that you cannot place buildings there).


How do I drop buildings and props on my parcels?


This works the same way as dropping parcels on the World grid.


Each building or prop has a footprint in Lots. (again, think of these like Tetris pieces!)


A lot owner can place buildings and push them around to find the “right fit”. Buildings can go anywhere within the designated build area(s) of the parcel, so long as the footprint of each building is clear of other structures.


Are the buildings locked into pre-determined places?


No – the lots that are designated as “building areas” within each parcel are typically grouped together, to allow you to slide your buildings around. Generally, the building areas will be obvious… you can’t drop a building on top of a lake, or over the edge of a cliff.


What do these buildings do?


Buildings serve many purposes. They can…

  • Hold Artifacts and Relics (see the Artifacts and Relics FAQ for more information),
  • Act as crafting stations for crafting new goods,
  • Provide marketplaces (i.e. house player-run NPC vendors to sell crafted and collected goods),
  • Hold trainer thralls (who work in much the same manner as relics, providing buffs to types of passive training speeds)
  • Act as personal housing and social hubs

…and other services, as we think of them.




Can other people visit my Kingdom?


Yes, though which players can visit is a decision left up to the Monarch (owner) of that Kingdom. “Public” worlds are open to the public, meaning that anyone can visit them and trade. “Private” worlds are not open to the public. Only land owners (nobles, vassals and tenants) of the Kingdom can enter the World.


Can I open (or close) my Kingdom?


As the Monarch, you can change your Kingdom to be “public” or “private” any time you like.


Why would I make my Kingdom “public”?


Players will be able to visit those Eternal Kingdoms that are public. Players who want to create marketplace (or social hub) will want to set their Kingdom to public and create one or more attractive, easy to navigate marketplaces in that Kingdom to attract other players.


What can players do in my Kingdom?


As the Monarch, you control the administration of your Kingdom. You can set the PvP rules, collect taxes, and grant provinces to other players, making them nobles of your Kingdom. You can collect taxes in whatever form you want to from your Nobles, be it resources or materials! Hey, it’s good to be the Monarch!


As a Noble, you can grant Lots to other players, making them vassals of the Kingdom and allowing them to place buildings on your land.


As a Vassal, you can erect buildings on your Lots, and grant access to these buildings to other players as tenants.


As a Tenant, you can place relics and thralls in the buildings you have access to, using these buildings as crafting stations and market/vendor locations.


(And remember, these permissions are hierarchical in nature – a Monarch can naturally do everything that his or her subjects can do!)


Can I control the layout of my Kingdom?


Yes. Parcels fit together like Tetris pieces. You can arrange them however you like — as long as the pieces fit together. You can even pick up and move the pieces, if you don’t like where they are placed.


What if that Guild Leader stops playing?


If the guild leader quits, you can always remove your parcels (and any buildings/improvements) and put them in a different Kingdom.


Can I own a house but share Admin rights?


Yes, you may add another player to the Admin list of your building making them a Tenant of the structure. This will also add them to that Kingdom’s fealty tree, allowing them to log in even if the Kingdom is set to “private.”


Can I own land or be a tenant on multiple different Kingdoms?


Yes, you can – but you should make sure you have the appropriate amount of land to place for the provinces you are granted. No monarch is going to want to grant provinces to Nobles who can’t put that space to good use!


Is there an upkeep cost on the land or buildings?


Yes. You will be required to pay taxes and maintenance to the system for the structures and land – unless you have a tax free parcel, in which case the land has no upkeep cost.




If your taxes fall into arrears, the structures on the land will begin to degrade. Once the buildings have fully degraded, they won’t disappear – you can still repair them – but the land will fall back to its “wild” state and the buildings decay to the point they are removed from the world and placed into the owner’s inventory. They will not be usable until the taxes are repaid.


If I invest in parcels or buildings and drop them on a World, are they locked there?  What if I change my mind and want to leave?

If you decide to leave a world – or, if you are ejected from a World by the players above you in the fealty chain — all of your structures (and any relics or thralls placed in them) will be moved into your account bank. Parcels and Buildings can be moved easily from your account bank into a new Kingdom, once you find one.