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

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:
- 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 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
- 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.
