Murder: Full Guide

Tracking, kill rules, safe zones, witness system, Captain's Sacrifice, loot, gear wear, guard deaths, and rebirth (XP and skills halved).

Murder: Full Guide

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 250 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 about a 12% chance per stalker to send a warning PM and push (up to 60% with 5 stalkers).

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

Gear wear in murder

The main equipment risk in murder is heavy durability stress. Permanent item loss is rarer than before and no longer chains delete and level-drop in one blow.

  • Lethal victories can leave the survivor with several equipped pieces badly worn (often by large durability chunks).
  • Draws and Captain's Sacrifice outcomes still batter gear, though usually fewer pieces than a hard kill.
  • There is still a chance of a permanent hit on one equipped non-mount piece: either the item is destroyed, or its upgrade level drops by 1 if it is above +1. You get a system PM if that happens.
  • When durability is fully spent, the piece unequips. You keep the item and can restore it at the blacksmith Repair tab. See Wearables.

Bag and house-stash rules on death are separate from combat wear: carried items outside the home stash are still cleared when a character dies, while stash-side equipment can survive rebirth.

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:

  1. same city, same race as defender
  2. any city, same race as defender
  3. 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 is at least level 1 and sacrifice cooldown is ready (12 hours since last trigger)
  • 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
  • alliance sacrifice cooldown resets for 12 hours

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

What you keep and what you lose on Rebirth:

  • XP is halved (not reset to zero). Your level is recalculated from the remaining XP.
  • All five skills are halved (Hunting, Smithing, Animal Taming, Seafaring, Farming).
  • Gold, wood, and iron are halved.
  • Dunmir crystals are kept in full.
  • Health returns to 100. Base combat stats (attack, armor, speed, bravery) reset to your race defaults.
  • Wins, losses, and honour are reset.
  • Carried items outside the home stash are gone; house stash items survive.
  • Consumables, pets, guards, ships, market listings, and active buffs are cleared on death.
  • You choose a new name for the heir and return with revenge context when applicable (see Vengeance buff below).

Without a house / heir path, there is no Rebirth: that character's story ends and you start a fresh character from scratch instead.

Vengeance buff

If your new heir faces the killer of your previous character, that revenge fight gains a +25% 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

  1. Track target with enough stalkers.
  2. Wait for successful track state.
  3. Confirm target is not in safe/protected zone.
  4. Ensure level/age/city rules pass.
  5. Attempt kill and accept cooldown.
  6. 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.