For example, if a player kills innocent people, marauds on the remnants of cities, invades foreign lands or robs graves, the indicator of his karma will be relentlessly reduced. Depending on the actions of the player, his karma can be lowered or increased. In total, several types of monuments are distinguished: NameĪnother important component of social interaction is the element of karma, which makes possible to determine the alignment of the character. The monument itself can be improved with time, this will allow the guild to expand their claim further.
In the case of absence of systematic sacrifices, the guild risks to lose the monument, which is fraught with the loss of all guild lands. In the presence of systematic offerings, the radius of the guild claim will increase and spread to a set number of tiles based on tier. To maintain the land claim, the monument must be regularly presented with sacrifices with valuable items. It is advisable to place all important buildings on the Town claim to avoid loss. The Town Claim will remain invulnerable during judgement hour. During Judgement Hour, the primary time that fighting takes place in the game, ALL items on the realm claim will be vulnerable to attack by enemies, as well, any claims that are placed in the influence zone of another guild can be used by the guild leaders. This Influence Zone was a feature added to stop people from putting up private claims to harass guilds.
The guild claim is divided into three parts: The town claim, a 20 block diameter circle that radiates out from the monument, the realm claim, which expands as your monument upgrades and the influence zone which is a zone that determines how far your guild influence reaches. Īfter the construction, a certain number of land property or a claim will be held by guild. The guild monument is a structure in the form of a sword thrust into the ground. After a guild claims lands, the number of registered members must remain at or above 10 for the monument to keep standing and the lands to remain property of the guild. Establishing a guild only requires one person, but the holding of a "Guild Claim" requires at least 10 players to be officially registered as a member of that guild. This feature allows players to divide duties between community members and, therefore, quicken in-game progress. In order to achieve the better counteraction against the aggressive environment, players are having a tendency to unite into guilds and clans. Gameplay Life Is Feudal encourages team cooperation. The extraction of resources for crafting also intersects with the terraforming system: in order to obtain metal, players will have to dig and strengthen the mine, in the depths of which there will be iron ore or another metal player needs. Players can dig tunnels, create canyons, mounds, lower and raise the ground according to their own needs. However, only soft ground material can be raised or lowered and there are limitations in modifying the terrain depending on the fall off mechanics of the material. When lowering terrain the players gains a chunk of material removed from the ground while it costs 1 chunk of material in raising the ground. In Life is Feudal terrain can be modified by either lowering or raising the tile by 0.1 from its height. The in-game terrain is divided into cells, each of which is assigned a value by which it is possible to know its height relative to sea level. This means that the surrounding terrain and landscape can be completely changed by the players themselves. Life Is Feudal has implemented a system of complete terraforming of the surrounding landscape. The distinctive feature of Life is Feudal: MMO from its multiplayer predecessor, Life is Feudal: Your Own, is a stable and pre-generated world with an area of 21x21 km with the future possibility of almost unlimited expansion and opportunity to form an individual system of economics and politics.
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As an ideological successor to the game Life is Feudal: Your Own, Life is Feudal: MMO embodies the characteristics of a medieval setting with full terraforming of the environment, free construction, a branched system of crafts, survival elements, a non-armored combat system and realistic physics.