Shard rules

Everywhere is dangerous. Every choice has a cost.

These are the current alpha rules. Numbers may be tuned with testing, but the underlying philosophy will remain.

Death
On a non-player-caused death, every base skill strictly above 50.0 loses 10% of its current value, but no skill can be reduced below 50.0. Deaths attributed to another player or their controlled creatures cause no skill loss.
Player combat
PvP is enabled everywhere. Every playable map follows Felucca combat, movement, and notoriety rules.
Young protection
Young status lasts for 80 hours of account playtime and is not removed by skill gains. Uncontrolled monsters cannot attack a Young player without provocation, but may retaliate after that player attacks. Right-click your character and choose Information to see the remaining time or learn how to renounce the status permanently.
Criminals
A criminal act makes the character grey for four hours. NPC vendors charge grey characters twice the normal price and pay them half the normal value.
Murderers
Red characters pay NPC vendors four times the normal price and receive only 10% of normal vendor payouts.
Guards
Guards protect Britain and Luna only. Every other city and region is unguarded.
Skill cap
There is no total skill cap. Individual skills retain their own maximum values.
Stat cap
The natural stat cap is 300. Strength, Dexterity, and Intelligence can each naturally reach 100, allowing a long-lived character to reach 100 in all three. Equipment and other bonuses may raise effective stats higher.
Item insurance
Item insurance is disabled. Players cannot insure items or enable automatic renewal; equipment follows its normal blessed, protected, or corpse-loot behavior.
Characters
Each account may have three characters. New characters always begin in Britain with the standard starting equipment.
Accounts
Up to three accounts may be automatically created from one public IP. Legitimate shared-household exceptions can be reviewed by staff.
Bandages
Applying another bandage while already healing does not cancel the active application or consume another bandage. Leaving healing range still causes the active attempt to fail.
Character records
Active playtime, deaths, and final-blow kills for every creature type are stored persistently for future profiles, achievements, and leaderboards.

Progression

The road to mastery

Exact gain rates vary by skill and will be calibrated using alpha data. Even foundational training is deliberately slow, and mastery becomes dramatically slower at each threshold.

SkillExperienceRelative pace
0–39.9Foundations0.5×
40–49.9Slows0.25×
50–59.9Crawls0.125×
60–69.9Eeks upward0.075×
70–79.9Barely budges0.05×
80–120Is it even moving?0.025×

Unique loot

Rare Dye Tub #1–2999

Every eligible creature kill can place a permanent, numbered dye tub on the corpse. At 0 Luck the chance is 1.5%; it rises linearly to 5% at 1,000 Luck and never exceeds that cap.

A vast collectible palette

Each number maps to one Classic client hue. A tub's color is permanent and cannot be changed. Browse every ramp and its current drop status in the Rare Dye Catalog.

Focused and portable

Each tub weighs one stone and dyes clothing, runebooks, and veteran reward monster statuettes. It does not dye armor, leather armor, furniture, cloth bolts, or recall runes. Summoned, controlled, bonded, and no-reward creatures cannot drop one.