PVP Protection

On claims, gravestones cannot be looted, except during the war hour (does not protect against being killed).
Outside your estate, anyone can be killed and looted.
On T1 estates, tresspasser can kill, but will lose consciousness for a long time. It is possible for claim owner to loot and even finish off the tresspasser.

Trade Expeditions

To participate in Trade Expeditions a guild must have a T2 or higher monument. A nicely built port with access to the sea is highly recommended :). Additionally, a Port Crane is needed where you can build the necessary ship parts. This event is fully automated and does not require admin intervention.

To launch a ship with goods, it must be loaded with crates of goods (list available on the main page). The quality of the goods is also the reward multiplier in percentage.

Smallest ship: "Knarr" - 2 crates of goods, takes 6 real days to complete its journey
Medium ship: "Drakar" - 5 crates of goods, takes 5 real days to complete its journey
Largest ship: "Hulk" - more than 10 crates of goods, takes 3 real days to complete its journey

War Hour

The event takes place every SATURDAY from 21:00 to 23:00.
During the "War Hour," guilds can loot tombstones in enemy territories.
Guilds can attack and capture outposts controlled by other factions.
DON'T WORRY! CHESTS, WAGONS, AND BUILDINGS ON YOUR PROPERTY ARE SAFE. THEY CANNOT BE LOOTED!
Have fun!

Outpost Roulette

A script has been created to change outposts. Each week, every outpost is randomly changed to one from the list below, with the exceptions of the Geodetic Pit and the Slave Outpost, which are not included in the lottery. Outposts are randomly changed to: Mill/Mining Shaft/Herbalist's Hut/Quarry/Sawmill/Horse Slaughterhouse/Forager's Hut. There is a small chance that an outpost will not be changed for the next week.
Important! After the lottery, outposts do not automatically select collected items. You need to visit and change what each outpost will collect for the given week. After the change, the output from the previous week and the slaves placed there will not disappear.

Alchemy

  • new effects on herbs
  • new potions
  • organized effects on alchemical ingredients
  • herbs can be gathered AFK
  • soil degrades only to quality 70
  • above soil quality 70, more is gathered
As a result of these changes, it is easier to produce more flux and easier to make potions. Alchemy is useful again.

Construction and Masonry System

Blacksmithing

  • increased capacity of furnaces and bloomery furnaces
  • forging weapons requires additional items to be made or purchased
  • coal requires a coal heap or a coal furnace, not an industrial furnace
  • smelting silver and gold ore deposits is possible only in a jeweler's furnace, which requires coke (coal furnace)
  • new materials in blacksmithing are: fat, salt, and sulfur
  • to process them, you need a tempering furnace
  • weapon blades need to be sharpened on a whetstone (with fat)

Tailoring

New outfits for professions such as Armory, Masonry, Jewelry, and many others have been added.
Tailoring recipes have been changed.

Cooking

Recipes for prepared dishes have been changed. New buildings necessary for producing some dish ingredients have been added.

Fletching

The capacity of arrows, bolts, and each thrown weapon has been changed.
Weapon crafting recipes have been changed.

Carpentry

The ability to craft decorative sets, ships, and many new decorations to beautify your estate has been added.

Jewelry

New types of jewelry that enhance crafting skills, luck, stamina, endurance, and even Weapon Mastery (DMG) as well as reload speed (for ranged weapons only).

Material Processing

  • ability to create ship packages
  • sharpening weapon blades
  • smelting gold, silver, and tempered sheet metal
  • creating ship parts (crane)
  • new material: brick (industrial furnace) required for building structures or walls