Uniques Policy

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
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Elodin
Posts: 929
Joined: Fri Feb 13, 2015 7:48 pm

Uniques Policy

Post by Elodin » Mon Sep 14, 2015 12:02 pm

Uniques are to be actively in play at all times, either by your character wielding it or wearing it. Sitting in the safety of, for example, a city or clanroom, or depositing the item before leaving safety is not deemed active play.

Activity is determined by an internal written Staff policy that all Staff members must follow; said policy is not published. Characters found in violation of this rule are subject to being put in Unique Jail, which one can leave immediately once they give up the unique item in question. Appeals may be mailed to the Staff.

It is expressly forbidden to trade uniques - if you can't use an item or will not be using it, simply give it away.

Disrupting the automated turn-in cycle of the weapons Justice and Malfeasor is forbidden, as is holding on to these items for a prolonged period of time in order to keep the other side from retrieving it. A deliberate failure to turn these items in properly will be punished harshly.

Regarding the new addition of the no-rent uniques: these do not fall under this policy, due to the inherent difference of them. Play them, drop them, trade them, etc as you see fit.


The Immortal Staff

Elodin
Posts: 929
Joined: Fri Feb 13, 2015 7:48 pm

Re: Uniques Policy

Post by Elodin » Wed Aug 02, 2017 5:59 pm

Bump. To clarify, the above rules include prohibiting the alting of both Malfeasor and Justice crossrace. In the past, we had a limited Staff presence and these things were more difficult to catch. That is no longer the case and any subsequent instances will have dire consequences for all parties involved. We have attempted to bump this down to players and let them police themselves appropriately when given information, but this has proven wholly ineffective. To give examples, since this is unclear to some:
  • Trading with a trolloc as the master of a Lightside justice clan will make you a darkfriend, by definition.

    Willingly giving the most powerful weapon of the enemy...back to the enemy will make you shunned and hated by the Great Lord's army.
Please turn in these items to the applicable mobs when you acquire them from the other side.

Feneon
Posts: 1297
Joined: Sat Dec 19, 2015 5:02 pm

Re: Uniques Policy

Post by Feneon » Wed Jun 01, 2022 5:54 pm

Unique Policy
If you have a unique then you can only play the character that has the unique. If you want to play alts then you can give it away, but if you have it then you are active on that character.

If you are inactive with a unique then your character will be jailed till a turn-in so that the unique can be reintroduced to the game. Inactivity is defined as not active play over the course of two weeks. Active play will be ultimately discretionary, but as a baseline: spending two hours a day online idling or spending two hours over the course of two weeks would be seen as inactive.

We do not want people to trade the item back and forth in order to avoid the intention of this rule which is: if you have a unique you are actively playing it. There are instances where you may want to give this to a friend to hold so you can attend an RP or clan event. This is reasonable. What is not reasonable is alternating the object at a regular pace with the intention of not actively playing it. (e.g. if you traded it every other day so you could play your alts then over 14 days the unique would only see 7 days of play).

Once you have a unique (not Justice or Malfeasor) show it to either Jeheran in Falme, the Dreadlord in Keep, or Lord Dremond in Fal Dara.

It would be against the spirit of the rules to transfer a unique cross-race and that unique would be removed. However, you can transfer it on the same side if you end up with the item. For this we would consider Light Side, Seanchan Side, Darkfriends, and Dark Side all cross-race transfer.

**These items should be fun, sought-after, encourage risk-taking, and good. Please help us by making sure that you understand the intent of this ruling and when you have a unique abide by it. Have fun with it and enjoy the challenges that come with being targeted!

If you get the unique, but don't want to play it then you can turn it in for the (50) turnpoints.

Reference this thread for conversations and an understanding of the general spirit of them.

viewtopic.php?f=74&t=16425

Saturday (6/4/22) around 2am EST We will release clues to a series of tasks or quests that will require arduous exploration and resting. A little bit of guess the mobol. First place will get Hawkwing's Hatchet. Tiered rewards for those who complete it after. It will only be open for that 22 hour timeframe though (unless it goes uncompleted).

Feneon
Posts: 1297
Joined: Sat Dec 19, 2015 5:02 pm

Re: Uniques Policy

Post by Feneon » Thu Jun 02, 2022 9:23 am

Current Unique Holders:



Hawkwing's Hatchet - Frey
Foxhead Medallion - Vannor

Feneon
Posts: 1297
Joined: Sat Dec 19, 2015 5:02 pm

Re: Uniques Policy

Post by Feneon » Fri Jun 10, 2022 4:30 pm

Re: Justice and Malfeasor.

At Lord Dremond you can say Justice for information on whether the sword can be retrieved or not. On the next turn in, if someone has recovered it, it should also name that individual.

Lord Dremond will also award for the return of Malfeasor.

At Dreadlord in Keep you can say Malfeasor for information on whether the chain can be retrieved or not. It also names the last individual who recovered it.

The Dreadlord in Keep will now accept Justice and reward for it. The original locations will not, however, they will give instructions.

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