Murder: Full Guide
Tracking, kill rules, safe zones, witness system, Captain's Sacrifice, loot, item loss, guard deaths, and rebirth.

Related in Murder: Murder: Full Guide | Character Power
Murder in Karadiyar is not a simple "press kill" action. You must first track the target, obey strict protection rules, then enter a dangerous clash where both sides can lose serious resources.
Step 1: You must track first
Before a kill attempt, you need an active successful track on that target.
- You hire 1 to 5 stalkers.
- Cost is 150 gold per stalker.
- A successful track stays active for a limited time.
- Without a valid track, you cannot start the kill attempt.
Tracking success chance and factors
Tracking chance is affected by multiple factors:
- Your chance starts from the city and faction situation.
- If target is in a city aligned with their own side, tracking is much harder.
- More stalkers increase chance.
- Luck also plays a role.
- Target alliance Intelligence building reduces your success.
- If the target has active Illumara Beans protection, tracking fails during that buff.
The target can also be warned:
- Each tracking attempt has a warning PM chance based on stalker count.
Intelligence counter-play:
- If target alliance has Intelligence level, their counselor can receive an intelligence report PM about the tracking attempt, with a level-based trigger chance.
Important: other trackers are cleared on attack
When one player starts a kill attempt on a tracked target, other players' tracks on that same target are removed. Their stalkers stop following that target and they get a private message.
Kill restrictions before combat starts
A kill attempt is blocked unless all checks pass:
- attacker must be alive
- target must be alive
- attacker and target must be in the same city
- no murder in Illumara
- attacker must be at least 3 days old
- target must be at least 3 days old
- attacker cannot be more than 1 level above target for murder eligibility
- attacker must have an active successful track on target
Tracking has its own level gate too:
- while tracking, you cannot track targets that are more than 2 levels below you
Safe zone and zone logic
Murder is blocked in the target's own protected homeland condition:
- if target race matches the city's faction, that city acts as a safe zone for that target
Example logic:
- Dwarf target inside a Dwarf-faction city cannot be murdered there.
- To kill that player, wait until they move outside that protection condition.
Character Power
Murder outcomes are heavily shaped by Character Power.
Read the full breakdown here: Character Power
Main murder outcomes
The result is determined by the power balance between both sides:
- Attacker dominant: target dies.
- Attacker crushed: attacker dies (backfire).
- Close range: draw, no death.
- Captain's Sacrifice can convert a lethal outcome to draw.
Loot and reward for killer
When defender dies, killer gains loot through gold transfer:
- killer takes half of victim gold
Honor also shifts by faction relation:
- kill opposite side: honor gain
- kill same side: honor penalty
Item loss and damage in murder
Murder can destroy or downgrade equipped items.
Heavy damage pattern includes:
- one equipped item can be deleted
- up to two more equipped items can lose 1 level (not below +1)
Even in a draw, items can still take damage.
Guard deaths in murder
Guards are at direct risk in murder outcomes.
- characters involved can lose random guards
- PM notifications are sent when guards die
This can happen in both lethal outcomes and draw outcomes.
Witness system
When a kill is confirmed, the game can assign a witness.
Witness selection follows this priority:
- same city, same race as defender
- any city, same race as defender
- any city, same side as defender
The witness receives a PM report about what happened.
Captain's Sacrifice
Alliance Captain can save a defender from death if conditions pass.
Core conditions include:
- defender has alliance
- alliance barracks available and sacrifice cooldown ready
- captain exists and is active
- defender is not the captain
- captain has at least one guard
- A chance check based on barracks level
If this protection triggers:
- lethal result becomes draw-style survival
- captain loses guard
- both sides can still suffer health/item/guard damage
- PM and push notifications are sent to involved sides
Rebirth after death: why house matters
A killed character can only return through Rebirth if heir/legacy requirements are met.
Critical Rebirth conditions:
- A valid heir state and house link are required
- Without this, death is permanent for that character
House and stash importance:
- If Rebirth is available, at_home stash items survive death and can be used by the heir character
- Carried items outside home stash are removed on death
- Consumables are deleted on death
When moving to a new character:
- Progress transfers partially, not fully
- You return with revenge context when applicable
Vengeance buff
If your new heir faces the killer of your previous character, that revenge fight gains a bonus power boost.
This makes revenge runs materially stronger and gives real strategic value to heir progression.
Why murder and house are tied together
House is not just storage. In murder-heavy gameplay it is long-term survival infrastructure:
- enables rebirth continuity path
- protects stash-side equipment through death
- preserves account momentum after lethal losses
Players who ignore housing are far more vulnerable to irreversible murder setbacks.
Practical flow for players
- Track target with enough stalkers.
- Wait for successful track state.
- Confirm target is not in safe/protected zone.
- Ensure level/age/city rules pass.
- Attempt kill and accept cooldown.
- Handle outcome: loot, damage, guard loss, or death/rebirth.
Murder is a high-risk, high-consequence PvP system. Strong players plan tracking windows, timing, and house/rebirth safety before they strike.
