ELDOR

THE ELDOR GUIDE / RISK & TRADE

Every choice carries weight.

A player economy, meaningful loss, and consequences for unlawful aggression.

THE GAME VISION · This guide describes the intended finished-game experience. Test builds contain a smaller selection of features. Images show gameplay, interfaces, and weapon models supplied by the creator.

Make a living.
Build a reputation.

Gatherers, processors, craftspeople, adventurers, scribes, and merchants supply one another. A useful item can matter to someone who chooses a very different path.

Town crafts and servicesIn-game screenshot · View full size

Where gold comes from

Gold enters through monster loot, treasure chests, and selling eligible items to NPC vendors. Raw materials, crafted goods, and monster drops can all have a market. Gathering produces resources; selling them turns those resources into gold.

Town vendors

NPC vendors buy eligible goods and sell equipment and supplies. They provide a way to turn a gathering trip or hunt into the resources needed for your next outing.

Player-run commerce

Stock a player vendor with goods and choose your prices. Buyers spend their existing gold, and sellers earn from their work. Player trade connects specialists rather than requiring everyone to produce every item themselves.

Bank between adventures

Store items and gold in your bank, separate from what you carry into danger. Decide what belongs in reserve and what is worth taking on a hunt, gathering run, or journey.

Rebuild after a setback

The economy is intended to let a player earn a basic replacement weapon through gathering and selling, or by hunting weaker creatures. Losing equipment should create a recovery goal without making return to play feel unreachable.

Ongoing demand

Reagents, paper, ink, scrolls, and other supplies support recurring trade. Producing magical knowledge uses materials, giving scribes and suppliers a continuing role in the economy.

Freedom comes
with consequences.

Bandit play is possible, but hostility changes your standing and the risks you face. Protecting others, hunting dangerous players, and recovering lost possessions become meaningful choices.

Your standing in the world

StateMeaningWhat other players can do
Innocent / blueA lawful character with no active murder count or criminal timer.Unprovoked harmful actions carry criminal consequences.
Criminal / greyA character with an active criminal timer or murder counts below the murderer threshold.Other players can attack without becoming criminal for that attack.
Murderer / redA character with at least five active murder counts.Other players can attack without incurring criminal or murder penalties for doing so.

Actions, not intentions

Successfully harming an innocent player or protected NPC, applying a hostile effect, or taking protected corpse items causes criminal consequences. A missed attack, failed effect, or merely inspecting a corpse does not.

Self-defense and assistance

Personal self-defense rights let you respond to your aggressor without becoming criminal. Those rights are specific to the characters involved. Healing, buffing, curing, or resurrecting a criminal or murderer does not itself make the helper criminal.

Consequences persist

A successful criminal act refreshes a twenty-minute criminal timer. Eligible time runs while you are logged in, fully in the world, and alive. Logging out or dying does not clear your standing.

Murder counts

Killing an innocent player outside valid self-defense adds a murder count. Counts decay one at a time through eligible play; each requires two hours. Dropping below five counts changes red to grey, not immediately back to blue.

The outlaw’s tradeoff

Criminals and murderers rely on outlaw towns for services and face legal attacks from other players. Their freely lootable equipment gives innocent players a reason to organize hunts against them. The intention is to make indiscriminate killing costly while keeping conflict part of the sandbox.

Death, resurrection, and recovery

Death moves lootable carried property to your corpse, including backpack contents, equipped items, reagents, consumables, and carried currency. Permanent skills and learned character progression remain with you; explicitly non-lootable items are exceptions to the item-loss rule.

You enter a ghost state and can travel to a Resurrection Stone to return to life. Then decide how to recover or replace your belongings. Supplies stored in the bank remain separate from the risk of what you carried.

Who can loot a corpse?

CorpseLooting rule
Your ownRecover your own belongings without criminal consequences.
Another innocent playerTaking protected items is criminal. Protection can end when the owner recovers the final protected item or explicitly abandons the corpse.
An innocent NPCProtected for the corpse’s lifetime. Taking its items is criminal.
Criminal or murdererFreely lootable.
Monster or wildlifeFreely lootable, with no exclusive ownership for the player who killed it.

Opening or inspecting a corpse is legal. The transfer of a protected item is what triggers the looting consequence.

A way back to the livingIn-game screenshot · View full size