You can sometimes hear these words being repeated by the elders who know all too well that there’s more to these lands than meets the eye, who know that the forests that surround you hold dark secrets, which adventurers and travelers, such as yourself, must learn eventually.
Most people call these tribesmen simply ‘Natives’, as they are indeed the native inhabitants of this world. They were here when we came, they watched us, they measured our strengths and weaknesses. But make no mistake - they are by no means people of friendly and hospitable nature. They will not speak with you and they will most certainly not break bread with you. Indeed, the only way they communicate with outsiders is with steel and blood and would see to it that your skull be split open before a word even left your mouth. Be sure to keep that in mind when approaching them.
There are also writings that specify another name for these savage tribesmen - ‘Knools’. Its exact meaning is not common knowledge, but what is known well enough is that these savages are extremely dangerous and not to be approached. Moreover, the lands they inhabit are cursed. No horse will ever enter them; fear of this place holds them back, and for good reason. No man should ever set foot in these dangerous, dark places alone. If you value your life, you will either stay away from their settlements or come well prepared, armed with steel, strong companions and faith, for Knools certainly offer bloody sacrifices to some pagan god who, in return, gives them their brutal strength and dark aura, which strikes fear even in the hearts of the greatest of men.
These native tribesmen will mostly appear in their villages that are scattered around the world. In order to raid those villages, it is recommended to gather a party of about 5 brave warriors. Be warned though that the tribesmen will disappear if more than 10 people enter their settlement. Make sure to equip yourself with various types of weapons, armor, and equipment to succeed in the raid. A significant reward awaits those, who will reach the center of the village and will deal with all the challenges along the way.
We have reduced the number of harsh lands, such as deserts and snow plains, which were difficult places to live, but we have left those features for those who still want to live in such harsh environments.
There’s also a maze of impassable mountains, which make it harder to cross the map and creates choke points that can be controlled by major powers to ensure their control over certain parts of the map.
During the primetime window, the
Guild Judgment Hour becomes active making the guild and its assets vulnerable to the hostile PvP activities: raids, outpost capturing (claiming), instant battles for provinces. Depending on the rank of the guild, its Judgment Hours become more frequent and longer in duration according to the following scheme:
Weekdays: Sunday - Thursday
Weekends: Friday and Saturday
|
|
Weekdays |
|
|
|
Weekends |
|
Guild Rank |
Primary |
Secondary |
Tertiary |
|
Primary |
Secondary |
Tertiary |
10th rank |
- |
- |
- |
- |
1 hour |
- |
- |
9th rank |
- |
- |
- |
- |
2 hours |
- |
- |
8th rank |
1 hour |
- |
- |
AND |
3 hours |
- |
- |
7th rank |
1 hour |
- |
- |
AND |
3 hours |
1 hour |
- |
6th rank |
1 hour |
- |
- |
AND |
3 hours |
2 hour |
- |
5th rank |
1 hour |
1 hour |
- |
AND |
3 hours |
3 hour |
- |
4th rank |
1 hour |
1 hour |
- |
AND |
3 hours |
3 hour |
1 hour |
3rd rank |
1 hour |
1 hour |
- |
AND |
3 hours |
3 hour |
2 hour |
2nd rank |
1 hour |
1 hour |
1 hour |
AND |
3 hours |
3 hour |
3 hour |
1st rank |
2 hour |
2 hour |
2 hour |
AND |
3 hours |
3 hour |
3 hour |
Guild rating of a guild is calculated based on the amount of the assets this guild controls. Unmovable objects, movable objects, items in warehouses along with the amount of fiefs and provinces the guild controls - all counts towards the guild ranking.
Thus, the bigger, the richer, the more influential the guild is - the more power it must field to protect itself and its assets. Ideally, such a guild must have a good presence in multiple time zones. Though guild rank calculation works in that way that about 50% of guilds will not go above the 8th rank. Thus small and weak guilds will be less vulnerable in general and only really big and ambitious guilds will have to worry about presenting themselves in multiple time zones.
3.4 Capturing Territories
Once first unclaimed and neutral fiefs and provinces are claimed by guilds they can contest for the ownership of those lands.
Capturing a Fief & outposts (Raid mechanics)
In order to capture a Fief, the attacking guild should claim the Outpost of the defenders that is placed on the targeted Fief. In order to do so, attackers must follow the following steps:
-
Attackers' monument needs to be at level 3 and they need to have a fief with level 3 Outpost bordering with the fief that they want to capture
-
The guild that own attacked fief (defenders) must have an active Guild’s Judgment Hour at the given moment
-
Attackers use ‘Initiate a Holy Judgement’ ability on their level 3 Outpost to make it “burning” with a Holy Judgment fire (it will be marked on the Map with a torch icon).
-
That will make their own fief AND all bordering fiefs and all buildings on these fiefs to be vulnerable to the siege damage, destruction and capturing for the next two hours.
-
Attackers need to use ‘Claim outpost’ ability to initiate the claiming process and prevent defenders from interrupting this process.
-
If attackers succeed, level 2/3 defenders’ outpost will lose one level but outpost and fief will still be owned by defenders. While level 1 outpost will change ownership and will belong to attackers along with a fief it stands on.
There are some details that are important in this system:
-
An outpost cannot be claimed until one real day passes after someone has used ‘Claim outpost’ ability on it.
-
After successful claiming, the outpost cannot be upgraded for the next 3 real-life days. Note: Cooldown is tied to a fief. Thus it will be active even if a guild destroys an old outpost and builds a new one.
-
Outposts cannot be destroyed with an ability nor by inflicting the damage. The only way to destroy an outpost - is to stop its support with coins and letting it decay.
-
Military Outposts are the only ones that can be used to attack the enemy in remote locations without being connected to any of the attacker's fiefs.
You must keep in mind, that initiating a Holy Judgment on your fief will be considered as a hostile action towards all the neighboring fiefs. Some neighboring guilds that you didn’t want to attack originally might attack your outpost to ‘extinguish’ it and thus save their fiefs from the vulnerability that you have triggered.
In order to capture the main Fief of a guild (with a Guild Monument on it) attacking guild must make sure that they downgraded that guild monument to Tier 1 by capturing all Fiefs that are bordering with that main fief. Once the defender’s Guild Monument is downgraded to the Tier 1 attackers should follow the normal flow, that is provided above, in order to raid and destroy the defenders’ Guild Monument. Direct attack on Tier 1 Guild Monument is possible even if there are outposts under this guild's control.
If a Guild Monument Tier don’t allow the guild to capture one more fief, then after successful 1 level outpost claiming, the outpost will be destroyed (except fiefs bordering with the Guild Monument).
Note that defenders can strike back at the attackers' outpost that has Holy Jugment active. Upon successful capture of such outpost, it will not only be degraded by one level but will also be transferred completely to the guild that has successfully captured it.
Capturing a province (IB mechanics)
Provinces can be captured via declaring and winning Instanced Battles (IBs). In order to initiate the IB on the province, the attacking guild must meet the following requirements:
-
Be in the state of war with the guild currently owning the targeted province (defenders)
-
Issue it ~24 hours before the defenders’ Guild Judgment Hour starts (ideally at their current GJH, so the IB becomes active the next day at the same time)
-
No other IBs are issued on this province
-
Have control over a province that is neighboring targeted defenders’ province
OR
-
Control a fief with level 3 Outpost in the targeted defenders’ province
In order to issue the IB, attacking guild must:
-
Craft an Instance Battle Totem in a Siege Engineer’s Shop
-
The guild leader or Minor Leader must bring this IB totem to the targeted province
-
Activate the totem in his inventory
-
On the map that appears select and submit the province or Fief with Level 3 Outpost that will be a source of the attack and the wager at the same time
If the attacking guild wins the IB, then the control of the province will pass to it. If attackers lose the IB, the defending guild will gain control of the province or fief that was the source of the attack and placed as a wager by attackers.
3.5 Map Interface
On the New Map you can see these new icons on the right side tooltip:
- show provinces and fiefs captured by guilds
- show fiefs and provinces (what will be shown depends on zoom)
- show protectorates
- show guild JH and vulnerable outposts
On the map there are some new icons:
-
The vertical sword next to the heraldry of the guild - the Judgment hour of the guild controlling this fief will begin soon (in 1 hour)
-
The horizontal sword through the heraldry of the guild - the Judgment Hour of the guild controlling this fief has started
-
Two crossed swords under 45 degrees - the Judgment hour of the guild controlling this fief is active and the fief is vulnerable since there is a bordering ‘burning’ with a Holy Judgment fief
-
The symbol of fire around heraldry - fief is ‘burning’ with a Holy Judgment
4. NEW PROGRESSION SYSTEM
In Life is Feudal:MMO you have three experience pools: crafting, combat, and minor.
A skill you want to level and all actions performed within that category will add to your experience pool. As long as your experience pool is filled, selected skills will progress for all characters on the account at the same rate when you are online and offline.
Filling Experience Pools
Experience pools (XP) are filled by in-game actions until they are full. A full experience pool will result in two days of continuous skill increase (four with a premium subscription). The rate at which the pool is filled is impacted by your food multiplier, the skill being performed, the level of the skill being performed, and in certain cases, the resources being used.
Skill Progression
Skills will progress continuously (both online and offline) as experience from your experience pool transfers to the selected skill. Transfer rates are impacted by the level tier of the skill being raised and by the base speed of the selected skill itself.
Skill Tiers
At 1X multiplier, you can expect the following progression, depending on the skill:
-
From 0 to 30: minutes
-
From 30 to 60: days
-
From 60 to 90: weeks
-
From 90 to 100: months
Death toll
Now, upon your death, you will lose experience points first and/or skill points from a skill at random if you do not have enough experience points. Thus, characters with a good alignment and non-empty XP bar will not lose a single skill point!
How to use interface
Now we have XP pool and a Skillcap. Each time you use the ability from a certain skill tree, you will get XP point. (how many of them you can see in a system chat). These points are used to level up skills. And what is cool, skill learning is online and offline. It wouldn’t stop when you quit the game.
How to level up a skill:
-
Open Skills Tab in the Character window
-
If you XP pool is full, then just click on the diamond near the skill you want to learn.
-
Then, this skill will have a mark showing which skill you are learning right now.
-
You can see how much skill points the skill already have and how much of them it will have. Also, you can find how much real-life time is left to complete the skill tier. Learning will stop at the next tier.
Note: You can level up just one skill at one time, or two simultaneously with a Premium Subscription
5. RARE RESOURCES
Now we will have 2 types of the uncommon resources:
1. Regional resources - current regional resources, when a common resource with a low chance created with the name of a region where it was found.
Example: Sleeper’s Forge Iron Ore
Regional resources can be found during using of common abilities with a very low drop rate % but can be stably produced in outposts.
2. Rare resources - resources of a new type, without any region’s name, that can be found only in certain regions. More accessible to players, because can be found in several regions, and not in one.
Example: Brimstone, Gypsum
Rare resources can be obtained by making simple craft actions but in certain regions. For instance, raising hairy cows will be successful only in certain regions, while other regions will be good for raising simple cows. Same goes for trees, crops and other rare resources. Gypsum, limestone and other terrain-based resources are also abundant in certain regions and non-existent in others. The resource cannot be regional at the same time.
Finding Rare Resources
Rare resources are more abundant than regional resources because they can each be found in several regions throughout the map. For example, Amber Wood can be harvested in half of the world’s regions whereas White Wood can be found in the other half.
Harvesting Rare Resources
You can harvest rare resources through the same in-game actions for regular resources. Rare resources will drop with high probability from regular resources of the same type. For example, Amber Wood will drop from Pine Trees.
Using Rare Resources
Rare resources are required when producing certain mid-level items. For example, you need rare resources for crafting Tier 2 armor, non-regional weapons, 2-4 ingredient food, and iron tools. You can use rare resources in low tier production, but it is not required and will produce the same effects. For example, bread is the same from rye, wheat, oats, and barley.
List of Rare Resources by Type:
Wood
- Amber Wood
- White Wood
Mineable Resources
- Brimstone
- Rocksalt
- Limestone
- Gypsum
Fish
- Sardines
- Herring
- Salmon
- Codfish
- Trout
- Pike
|
Animals And Their Produce
- Hairy Cow / Bull: Marbled Beef, Rough Thick Leather
- Cow / Bull: Beef, Soft Thick Leather
- Wooly Pig (Mangalica): Marbled Pork, Rough Thick Leather
- Pig: Pork, Soft Thin Leather
- Mountain Sheep: Mutton, Rough Thin Leather, Coarse Wool
- Sheep: Lamb, Soft Thin Leather, Soft Wool
Crops
- Wheat
- Rye
- Barley
- Oat
Vegetables
- Cabbage
- Carrots
- Onions
- Peas
|
6. REWORKED TRADE SYSTEM
6.1 Buy Orders System
If you need a certain amount of resources for your large crafting or construction work or if you want a certain type of weapon but cannot find it anywhere - you can now place a buy order!
A new Tab appeared in a Trading Post window, where you can see the actual demand of the goods and sell to players what they want. Also, you can create your buy order in ‘My Offers’ tab.
Partial purchase
Now in the item description, you can see the price per unit if the partial purchase is allowed.
An order is closed when the total quantity of items was sold or purchased from the “partially purchase allowed” order. Otherwise, the order is open and the number of items in this order is updated.
Note: All orders that allowed to partial purchase are marked in a ‘Sell Orders’ and ‘Buy Orders’ tabs.
Goods delivery by the Crown
Each purchase now can be
delivered. For quite a significant payment, you can now order an instant delivery of the goods that you have purchased from a distant Trading Post to you.
Cost of the delivery is calculated based on the
distance between trading posts.
The seller of an item will receive a number of coins equal to item price minus delivery cost.
In case you create a Buy order, the delivery cost will be automatically added to an order price.
Note: if it is a regional resource it saves all regional effects after delivery to another region.
6.2 Interface of the Trading Post Window: (Reworked UI)
We have redesigned most parts of users’ interface windows and moved all the interface on a new web framework. Next, we will share information about new Trading Post windows and tabs.
Buy Orders Tab:
If you need a certain amount of resources or a particular item, you can now place a buy order! In the ‘Buy Orders’ tab on a Trading Post window, you can see a list of items that players want to buy. If you have a needed item, you can sell it right here.
How to sell:
-
By clicking on an order, an information window opens. It consists of all information about the selected item and a list of items in the seller’s character storage that can be sold by this order.
-
Choose items and their quantity (if allowed partial purchase). You also can see a delivery cost and a total amount of coins under ‘Total price’ after all calculations.
-
Click the ‘Sell’ button. Your items will be sold and you will receive your coin.
Note: The seller receives money minus delivery cost (total amount the seller will receive is under the ‘Total Price’ tab)
My Offers Tab
Now it consists of four tabs, that allow you to put an item for sale, to create a buy order, to see a trade log and sell items to the Crown.
New Sell Order
In this section, you can put an item from a list of items, that you have in a Trading post's storage, for sale.
How to create a sell order:
1. Choose an item from the list of items, that you have in a Trading post's storage. It provides you with item names and their quantity.
2. Choose a price per unit in copper coins. It automatically converts it to gold/silver/copper coins.
3. Check a ‘Allow partial purchase’ checkbox, if you need it.
4. Choose a quantity of selling items.
5. In the bottom of the window, you can see commission and total price.
6. When you finish, click ‘Create’ button.
New Buy order.
Here you can create your buy order. On the left side, you can see a goods categories and a search field. On the right side: information about the selected item.
How to create a buy order:
1. Search for the needed item in the search field or in the categories tree.
2. Choose the needed item.
3. Choose how many items you need in Quantity field.
4. Choose Quality interval.
5. Choose Price interval in copper coins. It will automatically show you converting to gold/silver/copper coins.
6. Check a ‘Allow partial purchase’ check box, if you allow to sell order partly.
7. Choose a Region from a drop down menu or skip choosing if you don’t mind to get a purchase from any of regions.
8. Click ‘Create’ button.
Then your buy order will appear in the ‘My Offers’ tab and in the ‘Buy Orders’ tab for other players.
Trade log
Here you can see all the operations, like selling or buying, that were in your trading posts. This tab makes your Trading Posts operating easier by saving a log of all operations and allowing you to see it at any time from any of your Trading Post.
Each record in the log consist of:
- type of operation (Sold or Buy)
- date of operation in UTC
- information about items that participate in an operation
You can sort records by each column values.
Sell to Crown tab
We just created it as a separate tab to make it more comfortable in use. You can see a list of items that you can sell to the Crown on the left side of the window in the ‘List of goods’ tab, or simply in the ‘Storage’ tab all items in your storage that can be sold will be marked with a crown icon.
How to sell items to the crown:
1. Choose an item from the list on the left side in the ‘Storage’ tab.
2. Choose quantity on the right side in the item window. You also can see total amount of coins that you will receive here.
3. Press ‘Sell to Crown’ button
Advanced Search
Note: if you want to search for orders in all trading posts, you need to check ‘Global search’ checkbox.
You can search for an item in the following ways:
1. You can just fill the search field and choose from the drop-down menu.
2. By filtering tab results from a Categories tree by choosing one of them
3. Use the advanced search by clicking the ‘Search options’ button. The button will open a window where you can choose each of the following characteristics of selling an item: quantity, quality and durability interval, price interval, features, distance to a trading post that store an item, region or certain trading post. After you choose options it will be shown under the search field.
Note: only leader or minor leader can support Trading post.
7. NEW SKILL TREE
About New Professions
New ‘profession conception’. New crafting skills tree now shows 7 professions that are now more obvious for new players.
Those professions are:
Builder
Miner
Carpenter
Blacksmith
Farmer
Naturalist
Cattleman
The skill tree will have seven branches according to professions. We decided that some skills gave access to limited use abilities, making them unpopular and often a waste of skill points. We combined some skills and rearranged some abilities so there is no more such waste of skill points for our players. Some skills were not as useful but blocked access to more useful skills, so we’ve also fixed that.
We hope that such obvious professions will help with the communication of new players and established guilds in terms of what kind of crafting professions those guilds are lacking.
Basic abilities will become available sooner
We believe that the Skill Tree upgrades and changes will be especially beneficial for new players and will help them get into the game faster and also be a productive and useful part of the communities sooner.
‘Household’ is a new, first tier skill combining basic cooking and sewing skills. Mining skills will allow both mining and tunnel digging abilities to be used. Forging will become available sooner (Tier 2) and will include forging skill abilities to develop your settlements faster. Procuration will become available earlier than Animal Lore and will make hunting more useful.
More useful skills
We decided that some skills gave access to the limited useful abilities, making them unpopular and, frankly, a waste of skill points. We combined some skills and rearranged some abilities so there is no more such waste of skill points for our players. Some skills were not as useful but blocked access to the more useful skills, so we’ve also fixed that.
Differences between Old and New Skill Trees
We’ve reworked our skill tree to make it friendlier for newcomers and have clearer professions, making it easier to understand and to organize your skills. With seven obvious professions now.
Professions
-
Builder: Artisan / Construction / Masonry / Architecture
-
Miner: Mining / Materials Processing / Precious Prospection / Jewelry
-
Carpenter: Forestry / Carpentry / Bowcraft / Warfare Engineering
-
Blacksmith: Kilning / Forging / Weaponsmithing / Armorsmithing
-
Farmer: Household / Farming / Cooking / Tailoring
-
Naturalist: Gathering / Herbalism / Healing / Alchemy
-
Cattleman: Hunting / Procuration / Animal Lore / Warhorse Training
We hope that these new professions will help new players to understand the skills system better and be able to plan skill training on what they want to do in the game. We also hope that established guilds will see more clearly what kind of crafting professions they’re are lacking.
As before, you still need to get 30 points in the previous skill to unlock the next one until 29 and 60 to fully unlock it. eg. Artisan (30) > Construction (29) / Artisan (60) > Construction (100).
Artisan
This skill is focused on terraforming and the ability to make primitive tools and simple building options.
-
Now you can use Deconstruct at level 0.
-
Abilities like: Collect a Bark, Cut down, Add some fuel, Uproot are now in Forestry skill
-
You can now also craft Primitive Sewing Tools for crafting simple clothes
Construction
This skill allows players to begin simple construction and also use repair kits and repair items with this skill.
-
Repair ability is now included in this skill
-
Paving roads are now associated with skill: Stone (0), Slate (30), Marble (60)
-
You can now use Repair Kits with this skill
Mining
Mining and Digging are now “merged” to one single skill.
Materials Processing
Formerly known as Materials Preparation, it also brings new recipes with the new name
Precious Prospecting
Some new abilities and recipes have been added.
-
Wash Ore - you can wash silver and gold ore to find nuggets
-
Hew - Can hew raw and rough gems to obtain semi-precious and precious gems
Forestry
Now all tree-related abilities are below.
-
Strip a Bark, Chop a Billet, Cut down, Uproot, Snap off a Branch are on this skill
Carpentry
Now all tree-related abilities are here.
-
Make Repair Kit is now in this skill branch;
Warfare Engineering
-
Naptha Barrel is now ammo for the Trebuchet.
Household
This will be, as the name suggests, the start of the householding ability. You’ll be able to cook simple food, weave clothes, grind grains, etc.
-
Grind Grain, Extract Honey, Run Milestones, Extract silk filaments are now included here
-
Flour, Linen Rope, and other recipes are also included here
Gathering
Search and gather natural items like branches, herbs, flint stones, etc.
-
All of the Gather abilities are now included in this skill
-
Look for Materials, Edibles, Wild Plants are also included her
Procuration
This is more related to animal processing, so the weave abilities have been removed.
-
Can use Big tanning tub - much faster tanning processing
Animal Lore
-
Slaughter is now included in this skill
8. COUNSELORS
Are you new to the game?
Get help from a Counselor - experienced players who will teach you game basics during training on the Newbie Island.
-
Receive help from real players - making your first hours in Life is Feudal: MMO much easier
-
Make some friends and find a tutor to learn game basics
-
Receive the title ‘Well Educated’ after moving to Abella
Each player on a Newbie island can be trained with a counselor per one character. If you already have a character that has finished training, then you can’t be a trainee on another of your characters. At the same time, if other characters of your account had a connection with the counselor, they will be broken, and the counselor will see them as ‘Canceled’.
Are you an Experienced Feudalist?
Help newbies learn the basics - and receive a food reward (and, of course, thanks from your trainee!)
For every successfully taught trainee who traveled to Abella, the Counselor will receive GF bonus. The amount of GF bonus depends on how the trainee rated the Counselor’s work.
Depending on the number of trainees taught, the Counselor is assigned a rank, GF bonus multiplier rises and special in-game titles unlocked:
-
0-9 trained pupils - title ‘Counselor’
-
10-49 trained pupils - title ‘Expert Counselor’
-
50+ trained pupils - title ‘Wise Counselor’
Note! If a trainee has canceled their connection with the Counselor or not traveled to Abella, you will not receive a reward for teaching them.
Becoming a good Counselor
Your GF reward for teaching a trainee depends of how your pupil rates your work.
So, below are a few pieces of advice on how to become a good Counselor:
-
Start with the basics. Explain to the trainee how to finish each newbie quest step-by-step
-
Be patient and polite. Learning something new is always challenging, so your openness and support is very important
-
Be flexible. Discuss the optimal time for studies with your trainee
-
Help to find new friends and socialize. Life is Feudal is better suited to playing with others, so perhaps share some good guilds or invite them to your own
8.1. Guide for Trainees
How to find a Counselor:
1. That’s easy: when you press [F1] you will open y{our help window, just look for the Ask Players tab on that window, as you can see below:
2. Next, simply click on ‘Find a counselor’. A new window will open with counselors available by their rating, preferred language or online time:
3. When you choose a counselor, click ‘Request’ button
4. You need to wait until the requested counselor accepts your request
5. When your request is accepted, a chat with your counselor will opens
6. You will finish your training when you transfer your character to Abella, and will be assigned the ‘Well-educated’ title
7. Afterward, you need to rate your counselor
Changing your Counselor
After 24 real-life hours since your request was accepted, you can choose a new counselor by sending a request. When a new counselor accepts your request, your connection with your previous counselor will be broken.
8.2. Guide for Counselors
How to become a Counselor:
To become a counselor your character needs to be on the Mainland.
1. Go to your character dashboard
2. Find the Counselors section (check image)
3. Click on Manage under Become a counselor/Manage
4. Then you just need to add some information about you: your name, native language(optional), secondary languages your online times and at least one of the following contacts (Discord, Skype, Steam).
Note: What is more important is that we will recommend all Counselors link their lifeisfeudal.com account with their Discord account. As soon as you link your accounts, this private chat session will be connected with their Discord private messages system, which will allow the Counselor to answer newcomer’s questions even if they’re not playing the game at that moment.
5. When you finish, click
‘Save’
Note: you can deactivate your counselor profile: it will be deleted from a ‘Find a counselor’ section and all connections with your students will be broken. To do so, you need to click ‘Deactivate your profile’. Rank, rating and a number of trained students will be saved. Then a dialog window will appear, where you need to confirm your decision.
6. You can see all your trainees in
Counselors -
Your Trainees.
Here you can see Name, Start date, Finish date and status:
- ‘Accept/Decline’ buttons if it is an active request from a new player
- ‘Started’ status, if you accept the request and the player is your trainee now
- ‘Finished’ if your trainee transferred to the Abella
- ‘Canceled’ if your trainee change counselor
When one of a counselor trainees finish their training, the counselor will get GF reward, depending on the rank and trainee rating.
Deactivation of Counselor’s Profile
A Profile Deactivation will temporarily stop your teaching activity.
-
Your name will disappear from the list of counselors
-
Your counselor rating, rank, and number of successful trainees will be saved
-
Connections with your current trainees will be canceled and you won’t receive a bonus for teaching them
Note: You can reactivate your Counselor profile anytime.
9. God’s Coin
God’s Coin - a new, consumable item that is now needed for supporting Personal Claims. It can be purchased for God’s Favor in the Premium Shop.
Personal Claim supporting
If you do NOT have the premium subscription active:
-
You can have up to 100 tiles of a private claim. You will pay for its support with Crown Coins.
-
You can increase your private claim by up to 250 tiles. You will have to pay for ALL your land with God’s Coins that can be purchased in our Premium Shop and consumed in order to be put to the Private Claim.
If you DO have the premium subscription active:
-
You can have up to 150 tiles of a private claim for FREE - no payment will be needed at all!
-
You can increase your private claim up to 250 tiles. You will have to pay for extra land (anything above 150 tiles) with God’s Coins, which can be purchased in our Premium Shop and consumed in order to be put to the Private Claim.
In all cases, you will have to pay 1 God’s Coin to support 1 tile of your Private Claim for 1 in-game day.
How to add God’s Coin:
-
Open Inventory
-
Open Private Monument window
-
Drag and drop God’s Coin into Private Monument container
-
Press ‘Sacrifice’ button
10. New Abilities
Hew
Skill: Precious Prospecting
Level: 60
Apply on: Raw Gem, Rough Gem
Needed items: Jeweler's Toolkit
This ability allows you to get a random gemstone out of Raw Gems and Rough Gems, with a chance to find a Cracked Gem. Luck affects the chance to acquire a gem.
Raw Gems and Rough Gems are rare resources that can be obtained in different regions. You can get the following gemstone:
-
from a Raw Gem: Diamond, Ruby, Amethyst, Garnet;
-
from a Rough Gem: Diamond, Sapphire, Emerald, Amethyst.
The possibility to break a gem decreases with the increase of the Precious Prospecting level.
Wash Ore
Skill: Precious Prospecting
Level: 0
Apply on: Ore Washer
Needed items: Gold Ore or Silver Ore, Water
‘Wash Ore’ gives you a low chance to acquire a Silver Nugget or Gold Nugget from certain ore. Luck affects the chance of getting a nugget.
To use, click on Ore Washer and choose Wash Ore and a 300 stones container window will open.
You need at least 10 pieces of silver ore or gold ore in the container and at least 1 unit of water in your inventory to perform ability.
After a successful usage of Ore Washer, it loses 10 durability points.
Note: During one ability usage, one character can process up to 10 pieces of ore.
However, several characters can use Ore Washer at the same time.
Shape Stones
Skill: Materials Processing
Level: 0
Apply on: Stonemason's Workplace
Needed items: Rock, Marble, Granite, Pickaxe
Stone shaping allows you to receive one of the following materials:
1 Shaped Rock from 20 Rocks;
1 Marble Plate from 20 Marble;
1 Shaped Granite from 20 Granite;
Click on Stonemason's Workplace and choose Shape Stones, opening a 400 stones container window. You need at least 20 pieces of rock, marble or granite in the container and a pickaxe equipped to perform shaping.
After successfully using the ability, the Stonemason’s Workplace durability depletes by 20 points and the pickaxe by 40 durability points.
During one iteration, one character can process up to 20 pieces of materials. Multiple characters can use Stonemason's Workplace at the same time.
Chop
Skill: Forestry
Level: 0
Apply on: Tree Logs
Needed items: Hatchet
‘Chop’ allows you to chop Billets from fallen trees with a hatchet.
Mix
Skill: Materials Processing
Level: 60
Apply on: Sand
Needed items: Sand, Flux, Rock or Limestone or Gypsum
This ability allows the mixing of mortars — a resource for advanced construction.
Open inventory and click the ‘Craft’ button below (or press hotkey O). Click the Sand icon and choose the mortar you want to craft.
Use Big Tanning Tub
Skill: Procuration
Level: 90
Apply on: Big Tanning Tub
Needed items: Dried Hides, Flax Stems, Water
Big Tanning Tub is used to create leather out of dried hides and to boil flax stem. It allows you to boil the 10 dried hides or 100 flax stems at a time. Requires 20 water in your inventory to start the process.
11. Mechanics improvements
Plants
We reworked most parts of the plant mechanics.
Regions. First of all, certain plants have their own specific
region where it can be planted. The plant’s seeds are also only found in the relevant region during the planting period. Regional plants are divided into 2 groups - vegetables and grains. The vegetable group is made up of cabbage, onion, carrots, and peas. Grains are wheat, rye, barley, and oat. Only one regional plant from each group can be grown.
Wild and domestic plants. The second change is to the system of wild and domestic plants. The seeds for the first one can be found in the wild, as before. Meanwhile, seeds for
domestic plants can be randomly obtained from your own grown harvest only. Domestic crops can give fewer seeds than you used for cultivating, in comparison with wild plants. However, domestic plants allow you to get 4 and 5 tier food, that enhance experience gain of a character. So you need to sow as wild seeds as domestic seeds.
Crop rotation system. The third big change is to the
crop rotation system, which influences the quality of your plant depending on the proper choice of planting sequence of one tile. There are 4 groups of plants:
-
potato
-
vegetables
-
grains
-
flax and grape
To get better crop you need to:
-
plant potato or grains after vegetables and vise versa
-
flax and grapes after free tile (nothing was planted before)
Calendar. Now, all plants have their own periods of time where it is possible to sow/harvest them. All the necessary information about plants can be found in the Calendar (K is default hotkey or open Map and click on calendar icon). On each day, it has the following information:
-
planting period: is the time when you can plant seeds and gather wild plants of this type. In the Calendar, you can find what plant types you can successfully sow on this day. After you sow seeds, to find out when your plants will be ready to harvest, you simply need to find the next harvest period in the calendar.
-
harvest period: this is the time when crops give a harvest. Gather them can be even for some time after the Harvest period. In the Calendar, you can find what plant types are ready to be harvested.
Note:
-
When you sow, water is required when planting in addition to plant seeds;
-
After harvesting the soil will have the quality of crops substances. You can see what quality has crops substances by using ‘Inspect’ ability.
Quality.Conditions that affect plant quality:
-
If you use the right crop rotation sequence, then there is a chance to have +1 to the seeds quality;
-
While harvesting, there is a chance to get +1 to a harvest. You should notice: the quality of the harvest is determined by the lowest of four factors: Farmer Skill, Seed Quality, Soil Quality, and Water Quality.
Here is an example of a quality calculation:
-Today is the 5th day of the year, so we can get flax seeds (30 quality) and sow them
-We should sow it on the tile of the ground where a green grass was (due to crop rotation system)
-To sow, we use water (60 quality) and fertilized soil (35 quality)
-Now we wait till day 12ve when it starts to grow
-On day 16 flax is ready for harvest.
-An example character has 38 skill, the soil has 33 quality, water has 60 quality and seeds has 30 quality- minimum quality from the list affects max flax quality that can be obtained. In our case, min - 30, and it will be count as a base quality of the produce.
-Suppose we are lucky, so the quality of flax increase by 1. Also, we sow it in the right soil, so we get +1 more. As a result, we have flax of 32 quality.
-If, for example, we had soil 28 quality, so we would not have base quality of produce 28 quality and get 30 quality produce.
Note:
-
Max bonus to quality is 2 points.
-
You don’t lose crop quality due to improper crop rotation
Forest
Seasons
Each tree type has its own season when it can be planted. ll the necessary information about plants can be found in the Calendar (hotkey K or a button in the Map)
-
planting period: you can gather tree sprouts or seed them. Note: you may plant all trees only on Forest soil tiles.
-
harvesting period: fruit-bearing trees (apple, hazel, mulberry) yield
Trees only grow during dedicated day types. These weathers are taken into account:
New tree types
Maple and Pine - they are regional tree now and can grow only in their respective regions. Those trees provide new types of wood - white wood for maple trees and amber wood for pines.
Trees states
Trees are growing slow in MMO and this is a brief description - why it takes so long.
Three different states for a tree:
-
just planted
-
young tree
-
mature tree
A tree will die after reaching its maximum age or on first growth tick (sprouts not caught on). Stump will be removed automatically after reaching maximum age as well.
There is a difference between wild-grow and players’ planted trees. The ones you cultivated are grown faster, so you’ll be able to gather resource quicker. However, cultivated one also has a higher chance to die at the first growing state, than a wild one.
Grow table with time(in-game days) per tree type:
Tree type |
Young age
(natural) |
Mature age
(natural) |
Young age
(player planted) |
Mature age
(player planted) |
Apple |
50 |
100 |
25 |
50 |
Birch |
40 |
100 |
15 |
35 |
Elm |
80 |
160 |
28 |
52 |
Spruce |
40 |
80 |
15 |
30 |
Pine |
60 |
100 |
20 |
33 |
Maple |
60 |
95 |
20 |
30 |
Mulberry |
60 |
120 |
30 |
60 |
Oak |
100 |
180 |
35 |
60 |
Aspen |
60 |
120 |
20 |
40 |
Hazel |
50 |
100 |
15 |
30 |
Juniper |
100 |
200 |
100 |
200 |
Undergrowth |
110 |
220 |
110 |
220 |
Each tree can at a different health level. The more healthy it is, the more output you will receive. This is the example of the same tree, same age, but different health state. You may also think about tree health as their quality.
Water and wells
Much like the real world, we now have saltwater and freshwater:
-
Fresh water can be extracted from wells only and can be used for animals, plants, cooking, and other things, except for construction;
-
Salt water is extracted from reservoirs and can only be used for construction.
Water can be extracted by using the ‘get water’ ability on reservoirs and wells.
Wells have limited capacity. Once an in-game day, each well will fill with water - the speed of this process depends on the number of wells on one fief. You can extract up to 8 units of water from one well if it has enough water.
Note: The water from a well gets better with time. Every time you get water from a full well, there’s a random chance the water quality will improve (and stay this way until the next quality increase).
AnimaLS
Animals also received some changes:
Region. Pigs, cows, and sheep now have two region types. The region defines the place where an animal can be tamed, grown and bred.
Calendar. Other parts of our husbandry animal behavior depend on the in-game calendar, there are also specific periods that animals can breed or acquire resources from them.
Food. The list of food for animals didn’t change. As it was before you can feed them all with:
-
Peas
-
Green Peas
-
Cabbage
-
White Cabbage
-
Wild Wheat
-
Wheat
-
Edible Taproot
-
Straw
-
Mushroom
-
Potato
-
Big Potato
-
Carrot
-
Sugar Carrot
-
Apple
-
Small Onion
-
Onion
-
Flour
-
Flax Seeds
-
Wild Rye
-
Rye
-
Wild Oat
-
Oat
-
Wild Barley
-
Barley
Water. Not only do your animals need food to survive, but they also now need fresh water.
Quality. You can’t increase animal quality, it can be just decreased by bad treatment.
Animals do not like food or water with quality less than 90% of an animal’s quality, so quality will be decreasing if the food is not qualitative enough.
You can increase the quality of future cubs. To do so, you need to take good care of your animals, feed them high-quality food, so the cub will be the min of the parents quality. Also, there is a small chance that cub will be of better quality. The amount of extra quality points depends on animal quality as following:
Animal quality |
Extra Quality Points |
0 - 20 |
1 to 5 points |
21 - 40 |
1 to 4 points |
41 - 60 |
1 to 3 points |
61 - 80 |
1 to 2 points |
81 - 100 |
1 point |
Breeding.
During the breeding period, an animal can get pregnant. But you should notice, if your animal is not in its home region, it cannot breed. In the calendar you can see just the days when an animal can get pregnant, then you need to wait for the given number of days to get cubs.
Note: During pregnancy,the female animal’s quality is reduced to match the quality of the male animal who impregnated her.
Animal type |
In-game days |
Sheep, Pig |
15 |
Cow |
27 |
Horse |
21 |
Sometimes an animal can give birth to more than one offspring at once.
Animal age and death
All animals now have three stages - young, adult and old. You can tell the stage of an animal by its deed name or the name on the coop/barn/stable menu. All animals that can be tamed/caught will be in adult (fertile) stage.
Here is a table with animal stages depending on time lived:
Animal type |
End of childhood
(ingame weeks) |
Become Old
(ingame weeks) |
Death
(ingame weeks) |
Chicken |
10 |
35 |
50 |
Rabbit |
15 |
55 |
75 |
Pig |
30 |
105 |
150 |
Sheep |
30 |
105 |
150 |
Cow |
50 |
175 |
250 |
Horse |
50 |
175 |
250 |
There are several reasons for animal death:
if you feed an animal with food that has 10% less quality than the animal or animal is not in his home region then the animal will lose quality points. If the quality of the animal less than 1, it dies.
If there is no water or food for animals
If the place with the animals is durty
Thus, don’t forget to feed your animals with high-quality food and clean places where they are, it will decrease the chance of animal’s death.
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