IRONVEIL SYSTEM GUIDES
Systems, exactly as they work in game
Every rule, prerequisite and interface below comes from the active server implementation.
City Factions
Join Yew, Trinsic, Serpent's Hold or Vesper, help its city stores, fight the evening siege rotation and earn Personal Silver for cosmetic rewards.
Read the complete City Factions guide →Thieves & Traps · lockpicking and signed traps
THIEVES & TRAPS
Lockpicking is a timed operation, not an instant click
Supported outpost locks, player dungeon caches and Ancient Dungeon Caches use a visible progress channel. Each step advances every 500 milliseconds and the target cannot be worked by two characters at the same time.
What cancels the operation
- Moving or being teleported.
- Going more than one tile from the target.
- Dying, disconnecting or logging out.
- The target being deleted, moved or changed.
- Another character already controlling that host.
Lockpick durability
A failed timed pick can break the lockpick with a 25% chance. A successful operation calls the real lock logic; it does not bypass keys, ownership or a solved cache state.
| Skill | Minimum / role | What it reveals or counters |
|---|---|---|
| Lockpicking | 50.0 minimum for the advanced rogue route | Starts the timed lock channel and determines how quickly difficult locks can be solved. |
| Detect Hidden | 50.0 minimum for Remove Trap training | Reveals signed-trap presence, tier and how many readable layers remain. |
| Item Identification | Difficulty-based | Reveals the trap family so the correct countermeasure can be chosen. |
| Remove Trap | Requires Lockpicking 50.0 and Detect Hidden 50.0 | Runs the timed disarm channel; progress is stored until the layer reaches 100%. |
| Poisoning | Poison-family counter | Neutralizes a revealed poison layer instead of working it as a mechanical or ward trap. |
Signed trap families
| Family | Crafted through | Identity | Placement |
|---|---|---|---|
| Mechanical | Tinkering with Blacksmithy support | Springs, plates and physical triggers | Supported outpost containers, doors, new pack-animal containers and cache targets. |
| Poison | Alchemy | A venom reservoir; Poisoning is its dedicated counter | The same supported hosts; never ordinary private houses. |
| Ward | Inscription | An arcane circuit identified through Item Identification | The same supported hosts; never ordinary private houses. |
A House-tier inner door may hold up to three layers—one Mechanical, one Poison and one Ward. Tent and Chest targets hold one layer. Trap integrity, maintenance and disarm progress are persistent.
Rentable outposts · buildings, keys and recovery
RENTABLE OUTPOSTS
Real buildings with temporary, public-world ownership
Staff place permanent outpost structures near selected points of interest. Players rent one available slot from its Outpost Stone and pay directly from the bank.
| Tier | Daily rent | Weekly rent | Protected target |
|---|---|---|---|
| Chest | 300 gold | 1,500 gold | One stand-alone lockable container and one signed-trap layer. |
| Tent | 800 gold | 4,200 gold | One real thatched-roof cottage with one protected inner door. |
| House | 2,000 gold | 11,000 gold | One real small brick house; each protected inner door may carry all three families. |
Keys and access
- A fresh native key is issued for every rental.
- That key opens and re-locks every registered container and door in the slot.
- Old keys stop working when the slot changes renter.
- Vacant buildings remain unlocked.
- The buildings stand in the public world; their protection comes from the rental system, not private-house immunity.
Expiry and recovery
- Renewal opens during the final day of the current rental.
- A one-day grace period follows expiry.
- After grace, belongings move to lost-and-found instead of dropping on the ground.
- Recovery costs 2,500 gold.
- The ordinary house sign cannot be used by players to bypass the Outpost Stone.
Ancient Treasure Keys · hidden dungeon caches
ANCIENT TREASURE KEYS
Find a hidden cache by following its key
Eligible monsters in real dungeons can drop an Ancient Treasure Key. Activate it in its dungeon to begin a private hunt: the cache appears only when the key's owner reaches the hidden location.
Double-click the key in your backpack while inside its dungeon, then explore and follow the yellow resonance messages. Only you can read these clues.
Ancient Treasure Key drop chances
A standard Dragon has an effective 5% key drop chance. For other eligible dungeon monsters, the server calculates a live threat score at death and applies a maximum-health limit. The table shows the base chance at selected threat scores; the final chance can be lower when the monster has less maximum health. Scores between the rows scale smoothly.
| Eligible monster / live threat at death | Base key chance per kill |
|---|---|
| Threat 0 | 0.2% |
| Threat 18 | 1% |
| Threat 30 | 2.5% |
| Standard Dragon (threat 42–43) | 5% — effective for its standard health |
| Threat 50 | 5% |
| Threat 75 | 8% |
| Threat 105 | 15% |
| Threat 150 or higher | 25% |
Only eligible kills in a real dungeon can roll a key. The monster must have valid player damage, including player-attributed Arcanism damage; environmental kills and chest Guardians do not qualify. Every eligible death is an independent roll, so even a 5% chance does not guarantee a key after 20 kills.
| Rarity | Base gold | Additional risk and reward |
|---|---|---|
| Common | 250–500 | Introductory cache and the lowest lock profile. |
| Rare | 1,000–1,800 | At least one meaningful protection mechanism. |
| Epic | 4,000–7,000 | Power Scroll chance 1%; equipment jackpot chance 9%. |
| Legendary | 12,000–18,000 | Power Scroll chance 3%; equipment jackpot chance 16%. |
| Lifecycle rule | Current value |
|---|---|
| New cache | Appears only when the owner discovers the location bound to an active Ancient Treasure Key |
| Hidden-location signal | Golden runes and a search sound grow stronger as you approach; nearby players can see and hear them, while yellow words remain private |
| Cache emergence | Only the searching owner can trigger it: remain beside the glowing point for three continuous seconds, then the cache appears with its emergence sound |
| Key consumption | Only after the cache is successfully created; a failed discovery leaves the key intact |
| Minimum separation | 28 tiles from other active treasure hunts and caches |
| Opened cache remains visible | 5 minutes |
| Unopened cache lifetime | 90 minutes |
| Empty-dungeon grace | 10 minutes before the area can retire it |
| Mechanisms | Pressure Seal, Guardian Seal, Soul Lock, Echo Trap, Runic Cipher, Counterweight Array and Arcane Polarity |
| Legendary false decoy | 1.25%: the decoy holds 25–75 gold and points toward the real cache 6–12 tiles away |
Claims and counterfeit caches
After a managed cache has been solved and opened, a thief may claim it by fitting the first signed trap. Claims work only in real dungeons on PvP-enabled facets, last two hours, allow one claimed cache per owner and one signed layer, and never relock the original native cache. Detect Hidden is the intended counter.
Carpentry can create a counterfeit Ancient Dungeon Cache from 60.0 to 100.0 skill using 20 logs and 10 ingots. One may exist per account, it must be spaced at least three tiles from another counterfeit and it lasts 24 hours. It begins unlocked; the owner supplies every item, and the first fitted trap seals it. No generated loot is added. When removed or expired, remaining contents are returned safely to the owner's bank.
Fishing · species and weekly competition
FISHING
Twenty-one species, productive schools and a weekly championship
The native fishing rod remains the starting tool. Every Ironveil fish preserves species, rarity, fractional weight, fisher, date, map and catch location, so a catch can feed records, trophies and the weekly score without losing its identity.
| Rarity | Species | Water | Weight range |
|---|---|---|---|
| Common | Sardine, Mackerel, Sea Bass, Trout, Carp | Shore / freshwater | 0.2–18 stones |
| Uncommon | Red Snapper, Swordfish, Tuna, Pike | Shore / open sea / freshwater | 4–90 stones |
| Rare | Royal Salmon, Black Marlin, Ghost Koi, Deepwater Tuna | Freshwater / open sea / underground / deep water | 8–180 stones |
| Epic | Crimson Swordfish, Abyssal Marlin, Moonfin, Storm Salmon | Deep water / underground / open sea | 12–280 stones |
| Legendary | Ancient Bluefin, Leviathan Koi, King of the Abyss, Golden Marlin | Deep water | 100–500 stones |
How the catch loop works
- Water type and Fishing skill decide which rarity and species are eligible.
- Repeated fishing depletes a local zone; moving and exploring restores the best scoring opportunity.
- Visible schools last 10–15 minutes or until 6–10 eligible catches are delivered.
- Schools add a 25% relative Rare/Epic multiplier and up to 4% weight bonus.
- Fish stack by species up to 1,000 while each unit keeps its own catch record.
- Double-click a Rare-or-better or exceptionally large catch to create its trophy deed; carving produces four fish steaks.
Weekly competition
- Qualify with 25 valid catches made during the week.
- One result and at most one podium place per game account.
- The objective rotates among Heaviest Catch, Species, Rare Catch and Total Weight.
- The week settles every Monday at 00:00 Europe/Rome.
- Gold scales with the number of qualified accounts.
- First place receives a permanent Weekly Fishing Champion Trophy.
.pg progression · five character views
.PG / [PG
One character panel, five separate views
Say .pg, . pg or use [PG to open the same private interface. It reports progression; it never increases the fixed 720.0 skill cap or replaces a skill requirement.
| View | What currently works |
|---|---|
| Overview | A summary of PvM, talents, the City Faction track and profession ranks. |
| PvM | Levels 1–100. Next-level XP is 100 + 25 × current level². Solo XP requires 3% contribution, survival, the same map and a position within 18 tiles. Qualified party members share XP within 50 tiles under the group contribution rules. |
| Talents | One point every five PvM levels, maximum 20. Twelve PvM-only talents have five ranks each; a complete reset costs 50,000 gold. |
| Faction | The live War Dashboard: membership, Level 1–50 XP, Personal Silver, city alerts, War Map, season and Commander information. |
| Crafting | Profession XP ranks: Apprentice 0, Artisan 2,000, Expert 8,000, Master 20,000 and Grandmaster Artisan 50,000. |
.events · automated PvP rotation
.EVENTS
Four events with a 30-minute break between them
Jhelom FFA, The Champion, Elimination and Conquest run in a permanent sequence. The next event starts 30 minutes after the current one actually finishes. Say .events or open .pg → Events → PvP to register, inspect rules or read a scoreboard.
| Rule | Current behaviour |
|---|---|
| Fixed order | Jhelom FFA → The Champion → Elimination → Conquest. |
| Automatic frequency | The next event starts 30 minutes after the previous event finishes or is cancelled. |
| Saved cycle | The next event and countdown survive world saves and restarts, so the order is not reset. |
| Full cycle | At maximum event durations, the same event returns after about 3 hours 30 minutes; early finishes shorten that cycle. |
| Registration | Opens during the final five minutes. Each event row has Registration, Scoreboard and Details. |
| Entry checks | You must be alive, connected, outside another duel/tournament, out of active PvP combat and not invulnerable. |
| Jhelom FFA | 15-minute free for all with temporary arcade mount, protected inventory and five-second respawn. |
| The Champion | 15-minute free for all. One fighter holds the Champion role while the field competes for score. |
| Elimination | Round-based team survival with a 30-minute overall limit. |
| Conquest | Team control-zone event with a 30-minute duration. |
| Finish | The event records its final scoreboard and returns participants safely after cleanup. |
















