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	<updated>2026-05-29T15:15:53Z</updated>
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	<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>
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		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;Main Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
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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=4286</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4286"/>
		<updated>2026-01-05T13:42:52Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
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** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
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* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
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		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4285"/>
		<updated>2026-01-05T13:34:40Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
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		<author><name>Adam ant</name></author>
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		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4284"/>
		<updated>2026-01-05T13:18:51Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
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		<author><name>Adam ant</name></author>
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		<updated>2026-01-05T13:11:18Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
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* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
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		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4282</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4282"/>
		<updated>2026-01-05T13:06:35Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
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* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
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		<title>MediaWiki:Sidebar</title>
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		<updated>2026-01-05T13:04:58Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
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* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
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		<author><name>Adam ant</name></author>
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		<updated>2026-01-05T13:03:09Z</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;
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* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
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	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Getting_Started&amp;diff=4279</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Getting_Started&amp;diff=4279"/>
		<updated>2026-01-05T02:00:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Ultima's Legacy Lives On!&lt;br /&gt;
&lt;br /&gt;
=== What is Ultima Online? ===&lt;br /&gt;
&lt;br /&gt;
Ultima Online (UO) is a massively multiplayer online role-playing game (MMORPG), released on September 24, 1997 by Origin Systems, later Electronic Arts, and now Broadsword. The game is played in a fantasy setting similar to the other Ultima games that preceded it.&lt;br /&gt;
&lt;br /&gt;
Ultima Online was one of the first major MMORPGs and helped establish the genre. It is an online-only game played by thousands of users on various game servers (also known as shards). It remains one of the longest-running MMORPGs with an active player base.&lt;br /&gt;
&lt;br /&gt;
Because it was released before the DMCA (1998), technically minded users are able to create and host their own custom free shards using various UO emulators (e.g., RunUO). These shard operators can modify the server and create custom content. As a result, free shards have been growing and evolving since that time.&lt;br /&gt;
&lt;br /&gt;
You can read more about the history of Ultima Online on:&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Ultima_Online Wikipedia]&lt;br /&gt;
&lt;br /&gt;
=== What is Angel Island? ===&lt;br /&gt;
&lt;br /&gt;
Angel Island is a classic Ultima Online shard circa Publish 15 with enhancements, set in a Felucca ruleset. More important than the era is the philosophy behind the design. The Angel Island team set out to build a solid and robust incarnation of Ultima Online that embodies what many players loved about early UO while still growing and expanding to remain interesting over time.&lt;br /&gt;
&lt;br /&gt;
I started out playing on the OSI (Origin Systems) Ultima Online Napa shard in 1998 and played through July 2002 when OSI released the now infamous Publish 16. Publish 16 changed elements of the game that removed much of the risk, and for me, much of the fun. What I found fun was knowing you could lose all your possessions if you died in a dungeon. OSI changed this so that upon death in a dungeon, you were teleported back to safety with all your belongings.&lt;br /&gt;
&lt;br /&gt;
I was a roleplayed player killer on Napa (PK). My method of operation was to protect the monsters of the town of Wind (the lich to be exact). If I found you in Wind and you were not wearing a red bandanna (a show of respect), you would be killed. However, I would usually return some of your stuff, give you a book explaining the rules of hunting in Wind, and give you sufficient means to return home. Publish 16 destroyed this. I could kill you but I could not roleplay the rest of our encounter.&lt;br /&gt;
&lt;br /&gt;
There were many other unwelcome changes as well, including many new weapons and armor ill-befitting of the time period. Item insurance, and all sorts of crazy enhancements associated with weapons. You could literally have a sword with ten lines of goofy enhancements.&lt;br /&gt;
&lt;br /&gt;
In March 2000, and before leaving OSI, I wrote up a proposal for a prison system called &amp;quot;Angel Island&amp;quot; and got overwhelming support from the Ultima Online community. Over 1000 members of the Ultima Online community mailed in support of the &amp;quot;Angel Island&amp;quot; prison system, many of them legends in their own right. Here is the [https://game-master.net/html/Angel%20Island%20Proposal.html original proposal] with many of the supporters listed. (The links are long dead now.) I sent the proposal off to Runesaber (a lead developer at OSI) and a few others. I later heard the proposal was discussed at an annual OSI event, but nothing came of it.&lt;br /&gt;
&lt;br /&gt;
It was at this time I left OSI and decided to launch my version of UO: one set in the Publish 15 time period, and one where roleplayed player-killing was an integral part of the game. I launched the Angel Island free shard in March of 2004 and maintained and developed it for the next 13 years. My team and I built the Angel Island prison system described in the proposal, and you will find it here today.&lt;br /&gt;
&lt;br /&gt;
I had a saying back then, and I still believe it now: ''life is only as sweet as death is painful.''&lt;br /&gt;
&lt;br /&gt;
Angel Island adds many new features and systems including new character templates (the Summoner and Slayer), Townships, Sea Gypsies that will take you on a seafaring quest, almost 2000 treasure map locations, themed treasure chests, alignment (align with Orcs, pirates, savages, etc.), a War Ring for guilds, the Angel Island prison system, special seasonal champion spawns, an automated event system, ransom quests (kin protect the ransom and other alignments try to steal it), Island Siege (an island dedicated to PvP; no murder counts), a bounty system (where players can place a bounty on the head of their murderer), anti-macroing systems (CAPTCHA for miners), enhanced AI for monsters, and more.&lt;br /&gt;
&lt;br /&gt;
==== Server Features ====&lt;br /&gt;
&lt;br /&gt;
Our Angel Island shard runs on a dedicated PowerEdge T640 with 10 cores (20 logical) and a 1000mbps fiber internet connection. The Angel Island server platform ensures you will have 24/7 access to your UO account!&lt;br /&gt;
&lt;br /&gt;
I hope you all enjoy Our UO. We’ve had a lot of fun putting it together.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;It is not the strongest of the species that survive, nor the most intelligent, but the one most responsive to change&amp;quot;''  &lt;br /&gt;
— Charles Darwin&lt;br /&gt;
&lt;br /&gt;
=== What is Siege Perilous? ===&lt;br /&gt;
&lt;br /&gt;
Siege Perilous is a separate shard hosted by Adam Ant which uses a different ruleset than the Angel Island shard. On Siege Perilous, players are limited to one account with one character. This creates an interesting challenge for players, as they are still limited in how many skill points that character can have. This dynamic enhances player interaction and brings the community closer.&lt;br /&gt;
&lt;br /&gt;
The Siege Perilous shard is currently in an open beta stage of its development where players are invited to test the shard’s mechanics.&lt;br /&gt;
&lt;br /&gt;
Historically, Siege Perilous was a shard conceptualized during the Ultima Online beta. When it first launched years later, it was stated that the intention was to capture the feel of Ultima Online when it was freshly launched. At that time, there were no highly detailed systems in the game. The developers wanted to create a more challenging version of the game which would be a true test of skill and character.&lt;br /&gt;
&lt;br /&gt;
=== What is Mortalis? ===&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a deliberate focus on consequence, identity, and permanence.&lt;br /&gt;
&lt;br /&gt;
In Mortalis, death is permanent at the character level. When a character dies, that life ends. The player returns to the world through reincarnation rather than resurrection. While individual lives are finite, Mortalis preserves continuity across generations through inheritance systems such as bank contents and housing, ensuring that progress endures without trivializing loss.&lt;br /&gt;
&lt;br /&gt;
Mortalis is intentionally strict about disposable characters and low-risk progression. Players are limited to one account per IP and one character per account, reinforcing personal identity, social accountability, and long-term consequence within the world.&lt;br /&gt;
&lt;br /&gt;
= New Player Guide =&lt;br /&gt;
&lt;br /&gt;
Once you’ve logged in, you’ll need to know the basics. Here’s a quick guide on how to function in the world.&lt;br /&gt;
&lt;br /&gt;
== Creating a character and logging in ==&lt;br /&gt;
&lt;br /&gt;
You can pick which stats and skills your character will start with. For simplicity, pick the Warrior pre-made skillset. From there you can customize your character’s appearance and choose a name.&lt;br /&gt;
&lt;br /&gt;
Once you are ready, press the green arrow in the bottom right corner and you will be logged into the world.&lt;br /&gt;
&lt;br /&gt;
Note that some client versions allow choosing skills that you typically can't see on the starting skills menu. Any points devoted to these skills will be removed entirely upon character creation. Skills affected by this are listed in [[Skills]].&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
On all shards, your starting items are geared toward your starting skills and selected profession. You may get useful equipment, so be careful to select the skills you believe are important to your character as a whole. See also: [[Items]].&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, every character starts with the same equipment:&lt;br /&gt;
* Clothing (newbie items)&lt;br /&gt;
* 1 dagger (newbie item)&lt;br /&gt;
* 100 gold coins&lt;br /&gt;
* 25 ingots&lt;br /&gt;
* 1 shovel&lt;br /&gt;
* 1 bag with 10 of each reagent&lt;br /&gt;
* 1 katana&lt;br /&gt;
&lt;br /&gt;
On Angel Island, starting equipment is similar in spirit, but the starting gold is replaced with an [[Unemployment Checks|Unemployment Check]]. Unemployment Checks may be spent at NPC vendors for goods and services (including basic skill training where available).&lt;br /&gt;
&lt;br /&gt;
On Mortalis, starting equipment is similar in spirit, but the starting gold is replaced with a [[Training Vouchers|Training Voucher]]. Training Vouchers may only be used for skill training (not for purchasing goods). Mortalis starting equipment is specially handled: starter resources are removed on death/reincarnation, cannot be sold to vendors, and are of limited use to other players.&lt;br /&gt;
&lt;br /&gt;
''Note: On Siege Perilous you can't ask NPCs for skill training.''&lt;br /&gt;
&lt;br /&gt;
=== Moving and Playing ===&lt;br /&gt;
&lt;br /&gt;
You will appear in the new player training area just outside the city of Britain (walk into the sparkles to enter the city). This area has some useful information and a demonstration of the artificial intelligence adapted to many of the NPCs you will encounter.&lt;br /&gt;
&lt;br /&gt;
To move, point the cursor in the direction you wish to go and hold down your right mouse button. To inspect items or NPCs, click on them with the left mouse button once. To use an item or open a door, double left-click the item or door.&lt;br /&gt;
&lt;br /&gt;
Stand still and double left-click your character sprite to open your paperdoll. This is where you equip weapons, clothes, and armor. It also includes useful buttons such as Options, Skills, and Log Out.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
The War/Peace button in your paperdoll will put your character into combat mode. Double-clicking any creature will attack it. Be careful not to attack anything that highlights as Blue (innocent), or you may become a criminal and be subject to the town guards if you are in a guarded area.&lt;br /&gt;
&lt;br /&gt;
Entering war mode does not automatically make you a criminal. You commit a criminal action when you are in war mode and double click an innocent player or NPC.&lt;br /&gt;
&lt;br /&gt;
==== Notoriety system ====&lt;br /&gt;
&lt;br /&gt;
UO has a notoriety system that indicates what is appropriate to attack:&lt;br /&gt;
&lt;br /&gt;
* '''Blue''': Innocent&lt;br /&gt;
* '''Grey''': Criminal&lt;br /&gt;
* '''Red''': Murderer&lt;br /&gt;
* '''Orange''': Enemy (Guild War or Alignment)&lt;br /&gt;
* '''Green''': Ally (Guildmate)&lt;br /&gt;
&lt;br /&gt;
You can find out a player’s notoriety by single-left clicking on their sprite and checking the color of their name.&lt;br /&gt;
&lt;br /&gt;
Blues are innocent players and NPCs. You can attack them, but this will likely result in the guards being called on you if you are in a guarded town. Monsters are typically grey, meaning they are freely attackable.&lt;br /&gt;
&lt;br /&gt;
There is also a criminal status for players who have committed criminal acts recently, such as attacking an innocent blue player or stealing from somebody. Criminal status lasts for 120 seconds after the last criminal offense and returns to blue status after the timer ends. Grey players are freely attackable by anyone during this duration, guarded or not.&lt;br /&gt;
&lt;br /&gt;
Guards cannot be called on a player who is attacking a grey criminal in town. Finally, there is Murderer (red) status. A murderer is not allowed into any town and will be killed by the guards when spotted and “guards” is called, or by NPCs in guarded regions. Players become murderers after killing at least 5 human players in game (tracked via the murder count system). Murderer status can be reduced by waiting in-game or by going to the Angel Island prison (where murder counts decay faster). More info can be found in the Features section of the website.&lt;br /&gt;
&lt;br /&gt;
Note that if you are in an alignment, only other members of your alignment can perform beneficial actions on you.&lt;br /&gt;
&lt;br /&gt;
=== Basics and other Misc. ===&lt;br /&gt;
&lt;br /&gt;
In UO, speaking is as simple as typing and pressing Enter. Anything you enter appears above your character briefly. Speech is used to talk to other players, open your bank chest, call guards, and interact with NPCs.&lt;br /&gt;
&lt;br /&gt;
'''Bank''': To open your bank chest, stand near a banker NPC and say “bank”. Each character on your account has a bank chest. Bank chests are safe from thieves. Bank access is universal by city (your bank is the same in every town).&lt;br /&gt;
&lt;br /&gt;
'''Guards''': When you are in a guarded region (you will see a message when entering or leaving guard protection), guards protect you from monsters, player killers, and often thieves. If attacked in town, say “guards” and guards will kill the attacker. Note that skilled thieves may still evade guards.&lt;br /&gt;
&lt;br /&gt;
'''Vendors''': Vendors sell equipment if you have gold. To buy or sell, stand near the vendor and say “vendor buy” or “vendor sell”. Alternatively, you can press Shift+left-click to open a context menu. Some NPCs also offer basic skill training (where enabled).&lt;br /&gt;
On Angel Island, [[Unemployment Checks]] may be used for the purchase of goods and services from NPCs. On Mortalis, [[Training Vouchers]] may only be used for skill training and cannot be used to purchase goods.&lt;br /&gt;
&lt;br /&gt;
'''Status bar''': To open your status bar, left-click and hold on your character sprite and drag away. Double-click the bar to see more detail.&lt;br /&gt;
&lt;br /&gt;
'''Mini-map''': Press Alt+R to open the mini-map. Press Alt+R again to enlarge it.&lt;br /&gt;
&lt;br /&gt;
'''Combat (practical)''': Drag a target’s health bar the same way as your own. Enter war mode (Tab or Alt+C) and double-click the monster (or player) you want to attack. Standing adjacent causes automatic swings.&lt;br /&gt;
&lt;br /&gt;
'''Healing''': Bandages are the simplest early healing. You can buy cloth from tailors and cut it with scissors, or harvest cotton and process it via spinning wheel and loom. To heal, double-click bandages and target yourself (health bar or sprite). Healing time depends on Dexterity and can be interrupted in combat (“Your fingers slip!”). If you are low, it is often safer to run briefly while the bandage completes.&lt;br /&gt;
&lt;br /&gt;
'''Macros''': Macros are shortcuts that improve gameplay. Open your paperdoll → Options → Macros tab. An important macro is “lastobject”, which repeats your last double-click action (useful for bandaging). Remember to press “apply” to save macros. You may also want an “allnames” hotkey to display creature names on screen.&lt;br /&gt;
&lt;br /&gt;
'''Ctrl + Shift''': Pressing Ctrl+Shift shows objects/creatures on screen in a list box you can drag from. Dragging a creature entry opens its status bar; dragging an object attempts to pick it up if you are close enough. Holding Ctrl+Shift or Shift can also bypass the “amount” window when moving stacks.&lt;br /&gt;
&lt;br /&gt;
'''Guilds''': You may be invited to join a guild. Guilds are player communities with shared interests/goals. Note that guild members can attack each other freely; guilds self-police. It is advisable to join a guild on Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
'''Logging out''': To log out safely, find an inn (signs with a candle). Stand inside, open your paperdoll, and press “log out”. If you log out elsewhere, your character remains vulnerable for several minutes before timing out. You cannot log into another character on the same account while one is still in the world.&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
Housing allows players to acquire and customize homes in the world.&lt;br /&gt;
&lt;br /&gt;
There are two primary types of housing:&lt;br /&gt;
* Classic houses (pre-built structures)&lt;br /&gt;
* Custom houses (designed by players/staff on the test shard and approved)&lt;br /&gt;
&lt;br /&gt;
Speak with a custom house advisor in Discord if you are interested in designing custom housing.&lt;br /&gt;
&lt;br /&gt;
Players can acquire houses by purchasing them from other players or from NPC architects. Once a player has a deed and places it on an open plot, they can customize it by placing furniture and decorations. Players may invite others into their homes, allow public access, and place vendors to sell goods.&lt;br /&gt;
&lt;br /&gt;
Note that housing is expensive, particularly on Siege Perilous where housing prices are 10× higher than usual.&lt;br /&gt;
&lt;br /&gt;
On Mortalis, housing is designed to support long-term continuity across reincarnations. House ownership may be inherited when a character dies and the player reincarnates, preserving identity and permanence while keeping Mortalis true to its consequence-driven design.&lt;br /&gt;
&lt;br /&gt;
==== Newbie Tents ====&lt;br /&gt;
&lt;br /&gt;
Newbie tents exist on Angel Island only (not Siege Perilous) and work like limited houses. You can’t lock items down or decorate the interior, you can’t increase storage, etc. You place your tent to gain a housing spot and an extra storage container in the wild. Don’t forget where you placed it.&lt;br /&gt;
&lt;br /&gt;
Tents count toward your one [[Housing]] space per account, so if you lose track of where it is placed, you are in trouble.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size: 8×8&lt;br /&gt;
* Can be placed anywhere a small house can be placed.&lt;br /&gt;
* To unpack: double-click the tent bag and target the ground where you’d like to place it.&lt;br /&gt;
* Vendors can be placed in tents (note: you must use a “contract of employment” — vendor rentals don’t work).&lt;br /&gt;
* Can be dyed (dyeing changes the color of the tent bag, the tent’s secure backpack, and the tent roof, but not the tent walls).&lt;br /&gt;
* Once placed, the tent contains a backpack that is locked down and secure. It must be emptied before the tent can be packed up again.&lt;br /&gt;
* Tent bag is newbied.&lt;br /&gt;
* Cannot be purchased from NPC vendors.&lt;br /&gt;
* When a tent decays, everything in the backpack also decays.&lt;br /&gt;
* Given to all characters once.&lt;br /&gt;
* Cannot be placed if the player already has a house.&lt;br /&gt;
* To pack up: double-click the bedroll.&lt;br /&gt;
* When packed up, the tent bag ends up on the ground (where anyone can pick it up).&lt;br /&gt;
* Decay time banking is similar to house banking, up to five days. In other words, if you place it and log out for five days, it will decay, but if you continue to play, it will not decay. [[Housing]] and [[Newbie Tents]] on Angel Island don't require use to refresh besides just playing normally.&lt;br /&gt;
* Default tent bag color is beige (like a bedroll).&lt;br /&gt;
* Default tent roof color is light gray.&lt;br /&gt;
* Tent wall color is light blue.&lt;br /&gt;
&lt;br /&gt;
== Making Money ==&lt;br /&gt;
&lt;br /&gt;
Begin the game in Britain and head north to the cemetery for some easy money for equipment. This will help you train your skills and stats.&lt;br /&gt;
&lt;br /&gt;
Some skills are free to train and are good for gaining stats, such as Hiding (Dexterity/Stamina) or Arms Lore (Strength/HP).&lt;br /&gt;
&lt;br /&gt;
Once you are ready to start training, move on to the following sections for advanced starter build information.&lt;br /&gt;
&lt;br /&gt;
Note that skill and stat training on Siege Perilous is limited by a [[Return Over Time (RoT)]] system that restricts daily gains.&lt;br /&gt;
&lt;br /&gt;
=== Bard Warrior ===&lt;br /&gt;
&lt;br /&gt;
You can nearly build this template for free, and it is capable of bringing in great amounts of gold once you master it. Take a look at [[The Bard's Table]] to find out the difficulty of the type of monster you wish to slay.&lt;br /&gt;
&lt;br /&gt;
I’d start the character with 50 Healing and 50 Resist.&lt;br /&gt;
&lt;br /&gt;
First, travel to the cotton fields east of Skara Brae (or west of Britain) and collect as much cotton as you can hold. Use spinning wheels to spin it into thread and looms to process it into cloth. Use scissors to cut the cloth into bandages.&lt;br /&gt;
&lt;br /&gt;
=== Training Weapons Skills ===&lt;br /&gt;
&lt;br /&gt;
Purchase the training weapons of choice in a quantity of about 10. The training weapons for each skill are:&lt;br /&gt;
* Fencing = dagger&lt;br /&gt;
* Swordsmanship = skinning knife&lt;br /&gt;
* Archery = regular bow bought from NPC&lt;br /&gt;
* Macing = shepherd's crook&lt;br /&gt;
&lt;br /&gt;
Hire a fighter from across the west bridge in Britain. Stand next to one of the fighters and say “&amp;lt;name&amp;gt; hire” or use the drop-down context menu (Shift + click the NPC). Then drop the requested gold amount (or more) onto the NPC after it tells you its rate. Note that hireling NPCs cost more on Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
Have the NPC follow you to a safe area. Set up a Razor macro that looks something like:&lt;br /&gt;
* Double Click Bandage&lt;br /&gt;
* Wait 0.5 seconds&lt;br /&gt;
* Target NPC&lt;br /&gt;
* Wait 8 seconds&lt;br /&gt;
…and set it to loop. You may need to adjust delays for lag.&lt;br /&gt;
&lt;br /&gt;
Now command the NPC to attack you with “all kill”. Quickly type “all stop” followed by “all follow me”. If you did this correctly, your NPC should be standing there while you swing and heal at the same time. This can raise weapon skill, tactics, anatomy, and healing.&lt;br /&gt;
&lt;br /&gt;
=== Training Musicianship ===&lt;br /&gt;
&lt;br /&gt;
Purchase about 10 instruments from a vendor and find a safe place to macro. Create a Razor macro that looks like:&lt;br /&gt;
* Double click instrument (set by type)&lt;br /&gt;
* Wait 0.3 seconds&lt;br /&gt;
* Use skill Peacemaking&lt;br /&gt;
* Wait 0.3 seconds&lt;br /&gt;
* Target Self&lt;br /&gt;
* Wait 11 seconds&lt;br /&gt;
…and set it to loop. Adjust delays for lag.&lt;br /&gt;
&lt;br /&gt;
This should raise your musicianship and peacemaking to GM if you macro overnight on Angel Island, but not on Siege Perilous (due to RoT limits). &lt;br /&gt;
&lt;br /&gt;
Example skill layout:&lt;br /&gt;
* 100 Weapon&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Anatomy&lt;br /&gt;
* 100 Healing&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Peacemaking&lt;br /&gt;
* 50 Resist (optional: raise another skill like Hiding to 50 for convenience)&lt;br /&gt;
&lt;br /&gt;
=== Getting that Gold! ===&lt;br /&gt;
&lt;br /&gt;
Start by farming a graveyard or other overland spawn until you have enough money for decent player-made armor and weapons. Beware other players who frequent these areas to hunt new players; plan an escape route to the nearest guard zone.&lt;br /&gt;
&lt;br /&gt;
Peacemaking is very useful: use it, target a monster, and begin attacking with reduced risk. Practice how long your heals take and how long peacemaking holds before you need to re-apply it. Be cautious around mages while your Resist is still low.&lt;br /&gt;
&lt;br /&gt;
Once you can afford GM/magic weapons and armor, you can take on larger spawns and earn more gold. After you master peacemaking you may be able to handle Ogre Lords. Save some gold for making a mage next if you intend to participate in PvP.&lt;br /&gt;
&lt;br /&gt;
That’s it. You’re now a capable adventurer, ready to enjoy all that Angel Island and Siege Perilous have to offer!&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4278</id>
		<title>Mortalis Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4278"/>
		<updated>2026-01-05T01:48:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mortalis Overview =&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a deliberate focus on consequence, identity, and permanence.  &lt;br /&gt;
While mechanically grounded in early Ultima Online, Mortalis reshapes how certain systems are experienced without broadly departing from era-accurate mechanics.&lt;br /&gt;
&lt;br /&gt;
In Mortalis, death is permanent at the character level. When a character dies, that life ends. There is no resurrection back into the world. Instead, the player returns through reincarnation, beginning a new life while carrying forward the weight of their past actions. Survival matters, and the risk of loss restores meaning to exploration, conflict, and decision-making.&lt;br /&gt;
&lt;br /&gt;
At the same time, Mortalis preserves continuity across lives. Bank contents and house ownership persist through reincarnation, allowing progress to endure without trivializing death. Reputation — including murder counts, fame, and karma — is tied to the player’s identity rather than a single character. The world remembers who you are, not merely who you were most recently.&lt;br /&gt;
&lt;br /&gt;
Mortalis is intentionally designed around a single enduring identity. Players are limited to one account per IP and one character per account, reinforcing accountability, reputation, and social consequence. Disposable characters and risk-free experimentation are discouraged, not through artificial punishment, but through consistent, transparent rules.&lt;br /&gt;
&lt;br /&gt;
Starter equipment is tracked and removed on death, preventing reincarnation from being used to generate resources or bypass early progression. Advancement comes from real engagement with the world, cooperation with others, and a willingness to accept risk — not from repetition in safety.&lt;br /&gt;
&lt;br /&gt;
The result is a shard that feels unmistakably like classic Ultima Online, while restoring the tension, gravity, and long-term meaning that defined its earliest days.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 player character 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&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== A Note on Animal Taming ==&lt;br /&gt;
Animal Taming in Mortalis follows classic Ultima Online mechanics, with one intentional enhancement designed to encourage active adventuring rather than repetitive training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based gains, Animal Taming supports limited passive skill progression earned through real interaction with pets in the field. Caring for, commanding, and fighting alongside a pet can contribute to Taming advancement, reinforcing the intended role of tamers as adventurers rather than stationary trainers.&lt;br /&gt;
&lt;br /&gt;
This passive progression is narrow in scope and does not replace standard skill gain mechanics. It exists solely to reward meaningful play and does not apply broadly to other skills. Detailed behavior, limits, and gain rules are documented on the Skills pages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
Mortalis introduces a small number of focused custom systems intended to reinforce long-term identity and meaningful play, while keeping the majority of game mechanics aligned with classic Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
These systems are purpose-built and intentionally narrow in scope.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
Mortalis emphasizes emergent gameplay driven by player interaction and consequence.  &lt;br /&gt;
Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards or power.&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, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;br /&gt;
&lt;br /&gt;
== Why Play on Mortalis? ==&lt;br /&gt;
Mortalis exists for players who want their actions to matter over time.&lt;br /&gt;
&lt;br /&gt;
Progress is earned through real engagement with the world rather than repetition in safety. Cooperation, trust, and risk are central to survival. Mortalis rewards thoughtful play, long-term planning, and social interaction, preserving the tension that defined early Ultima Online.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and Mortalis ==&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) !! Mortalis&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 1&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;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement. This exception is limited in scope and does not replace standard skill gain mechanics. See the Skills section for details.&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=File:Alignmentgump01.png&amp;diff=4277</id>
		<title>File:Alignmentgump01.png</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=File:Alignmentgump01.png&amp;diff=4277"/>
		<updated>2026-01-05T00:52:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Adam ant uploaded a new version of File:Alignmentgump01.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=File:Alignmentgump02.png&amp;diff=4276</id>
		<title>File:Alignmentgump02.png</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=File:Alignmentgump02.png&amp;diff=4276"/>
		<updated>2026-01-05T00:35:32Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Adam ant uploaded a new version of File:Alignmentgump02.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
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