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IRONVEIL SYSTEM GUIDES

Systems, exactly as they work in game

Every rule, prerequisite and interface below comes from the active server implementation.

ALPHA TESTING

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.

Real Ironveil signed Arcane Ward trap operation gump
The actual signed-trap progress gump. Detect Hidden reveals tier; Item Identification reveals the family and therefore its counter.

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.

SkillMinimum / roleWhat it reveals or counters
Lockpicking50.0 minimum for the advanced rogue routeStarts the timed lock channel and determines how quickly difficult locks can be solved.
Detect Hidden50.0 minimum for Remove Trap trainingReveals signed-trap presence, tier and how many readable layers remain.
Item IdentificationDifficulty-basedReveals the trap family so the correct countermeasure can be chosen.
Remove TrapRequires Lockpicking 50.0 and Detect Hidden 50.0Runs the timed disarm channel; progress is stored until the layer reaches 100%.
PoisoningPoison-family counterNeutralizes a revealed poison layer instead of working it as a mechanical or ward trap.

Signed trap families

FamilyCrafted throughIdentityPlacement
MechanicalTinkering with Blacksmithy supportSprings, plates and physical triggersSupported outpost containers, doors, new pack-animal containers and cache targets.
PoisonAlchemyA venom reservoir; Poisoning is its dedicated counterThe same supported hosts; never ordinary private houses.
WardInscriptionAn arcane circuit identified through Item IdentificationThe 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.

TierDaily rentWeekly rentProtected target
Chest300 gold1,500 goldOne stand-alone lockable container and one signed-trap layer.
Tent800 gold4,200 goldOne real thatched-roof cottage with one protected inner door.
House2,000 gold11,000 goldOne real small brick house; each protected inner door may carry all three families.
Real Ironveil Outpost Rental gump
The actual rental menu: availability, daily/weekly prices, renewal and lost-and-found recovery.
Native Ultima Online thatched cottage used by the Ironveil Tent rental tier
The exact native client multi used for the Tent tier.
Native Ultima Online small brick house used by the Ironveil House rental tier
The exact native client multi used for the House tier.

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.

Character with the private yellow message that the ancient key is searching for a hidden seal
Activate the key.
Character with the yellow message to explore the dungeon and listen for resonance
Explore while the key is silent.
Character with the yellow message The key begins to resonate
Follow its growing resonance.
Character with the yellow message A powerful presence can be felt nearby
The treasure is close.
Golden runes and rising sparks marking the hidden treasure beside a character in the Ironveil client
The glowing circle marks the hidden treasure.

When you are close to the hidden treasure, the ground lights up with golden runes and you hear a sound.

Stay inside the glowing circle for 3 seconds. The Ancient Dungeon Cache then reveals itself with a distinct emergence sound.

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 deathBase key chance per kill
Threat 00.2%
Threat 181%
Threat 302.5%
Standard Dragon (threat 42–43)5% — effective for its standard health
Threat 505%
Threat 758%
Threat 10515%
Threat 150 or higher25%

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.

Real Ironveil Legendary dungeon cache operation gump
The actual Legendary cache gump showing rarity, danger, remaining mechanisms, progress and the Runic Cipher counter-rune.
RarityBase goldAdditional risk and reward
Common250–500Introductory cache and the lowest lock profile.
Rare1,000–1,800At least one meaningful protection mechanism.
Epic4,000–7,000Power Scroll chance 1%; equipment jackpot chance 9%.
Legendary12,000–18,000Power Scroll chance 3%; equipment jackpot chance 16%.
Lifecycle ruleCurrent value
New cacheAppears only when the owner discovers the location bound to an active Ancient Treasure Key
Hidden-location signalGolden runes and a search sound grow stronger as you approach; nearby players can see and hear them, while yellow words remain private
Cache emergenceOnly the searching owner can trigger it: remain beside the glowing point for three continuous seconds, then the cache appears with its emergence sound
Key consumptionOnly after the cache is successfully created; a failed discovery leaves the key intact
Minimum separation28 tiles from other active treasure hunts and caches
Opened cache remains visible5 minutes
Unopened cache lifetime90 minutes
Empty-dungeon grace10 minutes before the area can retire it
MechanismsPressure Seal, Guardian Seal, Soul Lock, Echo Trap, Runic Cipher, Counterweight Array and Arcane Polarity
Legendary false decoy1.25%: 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.

RaritySpeciesWaterWeight range
CommonSardine, Mackerel, Sea Bass, Trout, CarpShore / freshwater0.2–18 stones
UncommonRed Snapper, Swordfish, Tuna, PikeShore / open sea / freshwater4–90 stones
RareRoyal Salmon, Black Marlin, Ghost Koi, Deepwater TunaFreshwater / open sea / underground / deep water8–180 stones
EpicCrimson Swordfish, Abyssal Marlin, Moonfin, Storm SalmonDeep water / underground / open sea12–280 stones
LegendaryAncient Bluefin, Leviathan Koi, King of the Abyss, Golden MarlinDeep water100–500 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.
Open the complete competition guide →
Ironveil Weekly Fishing Leaderboard
Track the weekly challenge, your qualification progress and the best catches on Ironveil. Actual in-game Gump layout rendered with native client art; the empty state contains no invented players or results.
.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.

Real Ironveil progression Overview gump
Overview combines PvM level, available talents, City Faction progress and every crafting profession.
Real Ironveil PvM progression gump
PvM shows rank, level, total experience, the next threshold and the current progress bar.
Real Ironveil PvM talents gump
Talents shows all twelve creature-only choices and the points available to spend.
Real Ironveil crafting progression gump
Crafting shows persistent profession XP and its current artisan rank.
ViewWhat currently works
OverviewA summary of PvM, talents, the City Faction track and profession ranks.
PvMLevels 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.
TalentsOne point every five PvM levels, maximum 20. Twelve PvM-only talents have five ranks each; a complete reset costs 50,000 gold.
FactionThe live War Dashboard: membership, Level 1–50 XP, Personal Silver, city alerts, War Map, season and Commander information.
CraftingProfession XP ranks: Apprentice 0, Artisan 2,000, Expert 8,000, Master 20,000 and Grandmaster Artisan 50,000.
Open the complete .pg and talent reference →
.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.

Real Ironveil scheduled events gump
The real event list with scheduled, registration-open or in-progress status.
Real Ironveil PvP event details gump
An event details page with timer, complete rules and registration controls.
RuleCurrent behaviour
Fixed orderJhelom FFA → The Champion → Elimination → Conquest.
Automatic frequencyThe next event starts 30 minutes after the previous event finishes or is cancelled.
Saved cycleThe next event and countdown survive world saves and restarts, so the order is not reset.
Full cycleAt maximum event durations, the same event returns after about 3 hours 30 minutes; early finishes shorten that cycle.
RegistrationOpens during the final five minutes. Each event row has Registration, Scoreboard and Details.
Entry checksYou must be alive, connected, outside another duel/tournament, out of active PvP combat and not invulnerable.
Jhelom FFA15-minute free for all with temporary arcade mount, protected inventory and five-second respawn.
The Champion15-minute free for all. One fighter holds the Champion role while the field competes for score.
EliminationRound-based team survival with a 30-minute overall limit.
ConquestTeam control-zone event with a 30-minute duration.
FinishThe event records its final scoreboard and returns participants safely after cleanup.