The Living Realm
The realm changes with what its adventurers do, and with the passing of
day and night. See how it stands right now on The Realm Today,
or type /realm in chat.
Shadow and liberation
Beyond the Heartlands at the centre, the realm is split into eight regions, one for each direction of the compass: the Eastern Marches, the Dawnwood, the Northern Reach, the Frostfells, the Western Wastes, the Sunken Fens, the Southern Expanse and the Ember Coast. Shadow slowly creeps over every region, and every monster slain there pushes it back (champions push five times as hard, nemeses twenty).
| State | Shadow | What it means |
|---|---|---|
| Liberated | under 25% | Monsters roam less, and shops are 10% cheaper. Whoever strikes the liberating blow is named across the realm. |
| Contested | 25% to 74% | Nothing special, yet. |
| Blighted | 75% or more | Monsters roam more often and are 20% stronger. |
The darker, the richer. Above 25% Shadow, every kill in a region gives more experience and gold: +1% for every 2% of Shadow, so +12% at 50%, +25% at 75% and +37% under total Shadow.
The Call to Arms
Every hour the region deepest in Shadow is named in a Call to Arms: it is announced in chat,
shown at the top of the game screen, in /realm and on The Realm
Today. Every monster slain there while the call stands earns Valor, bonus gold of 25 + 12
per circle (more for champions and nemeses), and counts toward the Shadowbreaker
deed.
When you cross into a region the game tells you its state, and the browser client shows it at the top of the screen.
Living towns
Each region has a town, whose trading posts serve the whole region. Posts stand along every compass road out from the throne (see trading posts); when you enter a region the game tells you where its nearest one is. A town prospers when adventurers spend gold in it and fight nearby, and slowly declines when it is left alone.
- Struggling: prices are 10% higher.
- Steady: normal prices.
- Thriving: prices are 5% lower.
- Flourishing: prices are 10% lower, and the inn heals you fully whenever you visit a trading post.
- Fallen: if its region's Shadow reaches 95%, the town falls and its trading posts lie in ruins. Push the Shadow back under 50% to retake it.
Sieges on the throne
Every so often a monster army marches on the Lord's Chamber. For 45 minutes, every monster slain anywhere in the realm cuts the army down.
- The army's size depends on who is in the realm when it marches: the more defenders, and the higher their levels, the bigger it is.
- What a kill is worth depends on the monster. Deadlier monsters cut the army down far more than weak ones, and the monster's size multiplies it, so a size 1 Moron barely scratches it while a size 40 dragon tears a hole in it. Champions count three times over, and nemeses ten times.
- Victory: everyone who fought is paid for their share. Pay rises with your level and with how much you cut down, up to 60% of the gold your bag lets you carry (see bags), so a big bag means a big reward. The King's coffers gain 25,000 gold.
- Defeat: for a day monsters hold the throne room: no Steward or ruler can make decrees, the Heartlands' monsters are 30% stronger, Shadow spreads across every region, and the King's coffers lose a quarter of their gold.
Realm projects
The realm works together on one great project at a time. Each needs gold, given at any trading post (choose Realm Project), and monsters slain by anyone. The greatest givers are named on The Realm Today. Each finished project helps everyone until the War of the Seasons ends and the projects start over:
| Project | Gold | Monsters | When finished |
|---|---|---|---|
| Raise the Watchtowers | 250,000 | 2,000 | Shadow spreads a quarter more slowly |
| Rebuild the Bridge of Ages | 500,000 | 4,000 | Every shop is 5% cheaper |
| Found the Mages' Guild | 750,000 | 6,000 | Spells cost 10% less mana |
| Light the Great Forge | 1,000,000 | 8,000 | Gear is found 10% more often |
| Build the Great Library | 1,500,000 | 10,000 | 5% more experience from every fight |
The War of the Seasons
The whole server shares one goal: build all five realm projects within a full turn of the four seasons (four weeks, starting with Bloom on a Monday). Each war the projects start over, so their bonuses must be earned again. Follow it on The Realm Today, or type /war in the game.
- Taking part: every account that gives gold to the realm project or slays monsters while a project is being built is counted. Your share is half your share of the gold given and half your share of the monsters slain.
- Victory: everyone who took part carries a bonus of more experience and gold through the next war: +2% for any help, rising with your share to +10% for whoever did the most.
- The Banner of the Seasons: whoever did the most to win the war carries the Banner until the next war ends. Every one of their characters wears it, new ones too, and it can't be found, stolen or lost. It grows with its bearer's level, at artifact quality, and has two powers: Conqueror's Due (+10% experience and gold) and Call the Muster: once a day its bearer can type /muster, and for an hour every monster slain and every coin given counts double toward the realm project (and toward everyone's part in the war), and every adventurer gains 25% more experience. The whole realm is told when it begins and ends.
- Defeat: for the whole next war, monsters are 10% stronger, the Shadow spreads 25% faster and every shop costs 10% more. Win that war to lift it.
Nemesis monsters
A champion that kills an adventurer, and sometimes an ordinary monster, becomes a nemesis. It gets a name and a title ("Bane of" its victim, then "the Player-Eater", "the Dread" and "the Unstoppable"), keeps its size, and roams a region, wandering to a neighbouring one now and then. Every victim makes it stronger and raises the bounty on its head. It is most likely to find the adventurer it last killed, if they lived through it (an extra life, the Phoenix Amulet); a new character who happens to share the fallen one's name isn't its victim.
Slay a nemesis to claim its bounty and an Enchanted piece of its hoard, and drive back the Shadow where it fell. Up to five roam at once.
Monster ecology and rare creatures
Every kind of monster has a population. Hunt one kind hard and it grows scarce: its neighbours move in, emboldened, a little stronger and worth a little more. Populations recover over a few hours. Some creatures appear only when the conditions are right:
- A Shadow Wyrm: in Blighted regions, at night. Terrible, and terribly rewarding.
- The Golden Stag: in Liberated regions, by day. Swift and harmless, and it carries a fortune.
- A Frost Giant: in the Deep Frost season, from circle 10 out.
Day, night and the seasons
Night falls for one hour in every three. At night monsters roam more often and are 15% stronger, but give 15% more experience. The season changes every Monday:
| Season | Effect |
|---|---|
| ๐ธ Bloom | Wounds mend as you travel |
| ๐พ Harvest | 10% more gold from treasure |
| ๐ Hunter's Moon | 10% more experience from fights |
| โ๏ธ Deep Frost | Monsters are 10% stronger, and gear is found 25% more often |