It is the responsibility of the player to keep their password safe. There are several steps you can take to ensure the safety of your password.
Do not communicate with RWK players outside of RWK. Chatting with them on MSN, AIM or any other chat program gives them access to your IP address - something they can't get from RWK.
Do not go to websites that RWK players link unless you know they are safe. They could be attempts to get you to sign up in hopes you'll use RWK login info, or harmful files that if run will give them access to your computer.
Scan your computer regularly with an updated virus scanner. We highly recommend House Call, a FREE online scanner that is constantly updated to find all the latest viruses. Simply having a virus scanner running on your computer does not mean you are safe since most cannot detect the latest viruses.
Use a strong password. Make sure your password contains both numbers and letters. Passwords such as your name, your player name or qwerty are very poor choices.
Never give anyone your password. The only time we will ever ask for your password is when spending credit and in that case we only want the last 4 digits of your password. Anyone who wants your password wants your account.
Your location shows your position in the world. It is expressed in three parts: X coordinate, Plane, Y coordinate. For example, (23,Sky,129) would mean you were at position 23,129 in the Sky Plane. In general, the X/Y coordinates have a range of 0-299. The 3 known planes are: Dungeon, Surface, and Sky.
Gold is the common currency of RWK and is acquired by killing creatures. It is used for all trades and transactions, bribes and rewards. In this land the power of gold cannot be denied for it is the substance that separates men from gods.
Experience is expressed by the yellow bar at the top of the screen. When this bar fills to capacity you will be allowed to train. As you train your purple bar increases and once it is full you will gain a level.
Level and Level Advancement
Your level is determined by your raw stats. The more you train your stats the faster your level will increase. Certain upgrades such as Templar makes your training increase your stats by double the amount thus doubling level speed.
Strength is a factor which determines how much melee weapon damage you will deal upon landing an attack.
Dexterity is a factor which determines the likelihood of landing a melee weapon or archery attack.
Agility is a factor which determines the likelihood of avoiding an enemy's attack and the likelihood of landing a weaponless melee monk attack.
Durability determines your max health and theurgist class damage. The more health (also referred to as hit points) you have, the more physical abuse you can take.
Intelligence is a factor which determines how much damage you will inflict upon a successful damage cast and also how much you will recuperate upon a successful healing cast.
Concentration is a factor which determines the likelihood of successfully casting a spell or how much damage is dealt with archery attacks.
Contravention is a factor which determines the likelihood of causing your enemy's spell cast to fizzle.
The king is the character in control of and responsible for the upkeep and defense of the kingdom you are currently in. Kingdoms encompass more than one locational coordinate, however, and you may travel for quite some time and still be in the same kingdom, or in a different kingdom owned by the same king. Kings can obtain more abilities and enhancements via the kingmanship skill, for example 2 kingdom attacks and transports at a skill of 75 and 3 at a skill of 99 as well as unlimited deposits at a skill of 50.
Some locations in the Forge have a unique bonus which can affect how much resources come from a kingdom settled there. Note that these bonuses are displayed at their raw amount, not modified by your skills.
A guard is a creature hired by the king to protect himself and his kingdom. Guards play an important role in the upkeep of the population's morale by preventing rogue characters from assassinating high ranking officials or the king himself. Guards are permanent and, if killed, revive once an hour. Guards may also be moved with the transport kingdom command.
Runes currently only provide kingdoms with enhanced defense. They are also a component in high level crafting and chanting.
Tax determines the percentage of the gold from each battle that goes to the kingdom's treasury. Avoid high tax kingdoms in order to maximize the gold received from killing creatures.
Morale is a measure of the overall happiness of the peasants who reside in the kingdom. Kings beware, having a population with a low morale makes your kingdom susceptible to a coup.
Population represents the number of peasants (not players) in your kingdom. This number grows with time and brings prestige to your kingdom, but also is a burden in that you must feed the peasants in order to maintain their morale. After owning your kingdom for a certain period of time, however, the peasants will become organized enough to grow their own food.
Food is a measure of the amount of provisions your kingdom has stored. Food is necessary for, and consumed by the kingdom's population. Failure to maintain an adequate amount of food will affect the morale of your peasants.
A kingdom's treasury is simply its gold stores. When taxes are collected they go into the treasury, not to the king himself.
Soldiers dish out and take the most damage of any unit. When soldiers attack they first must get past enemy defenses to do any damage. Soldiers are highly susceptible to walls and moats, which lowers the effect of the soldiers attack but does not cause any casualties. Cannons on the other hand take out a large number of soldiers during their charge. After soldiers get past these defenses they will do heavy damage to enemy soldiers, archers, catapults, trebuchets, and all fortifications in the direction of the attack. Soldiers will take heavy losses during this attacking period from enemy soldiers and archers, and mediocre losses from catapults.
Archers only deal significant damage to enemy troops, not mechanical devices or fortifications. Archers, however, are only hindered by walls and only damaged by enemy catapults and archers.
Catapults are an important tool for dismantling enemy fortifications. Catapults are not hindered by moats or walls and are out of range of enemy cannons. During an attack catapults decimate enemy catapults, trebuchets, and fortifications in the direction of the attack but do very little damage to enemy troops. During the attack catapults take minimal damage from enemy archers and trebuchets and a substantial amount of damage from enemy catapults.
Trebuchets are a very unique unit because they can attack kingdoms that are two squares away. Trebuchets are, of course, not hindered at all by enemy fortifications. When attacking trebuchets do very little damage to enemy troops and catapults, but a fair amount of damage to enemy trebuchets and fortifications on all sides of the kingdom. The only damage they take in their attack is from enemy trebuchets no matter how close the attacked kingdom is.
Whenever attacking a kingdom only the fortifications in the opposing direction of your attack will affect you. For example, if you are attacking to the East, only the West fortifications of your target will affect your attack. If you are lucky enough to build your kingdom on the edge of the game map then you will not need to fortify in all directions. If you attack with all units, the order of the attack will be Trebuchets, Catapults, Archers, Soldiers. You can attack with each type of unit individually if you wish, but you can only ever attack once per hour per unit type. If you first attack with your trebuchets, for example, and then choose to attack with "everything" in the same hour, your trebuchets will not function in that attack. Strategy is very important in taking down a well fortified kingdom. Rushing in with massive amounts of the wrong unit will only result in massive losses.
Walls severely inhibit the rushing power of advancing troops. When attacking a kingdom that is heavily fortified with such structures you'll find yourself taking much more, and causing far fewer casualties with your soldiers and archers. Like moats and cannons, walls must be built on either the North, South, East, or West border of your kingdom.
Moats stop advancement in the same way as do walls but are only effective against soldiers. However, it is to your benefit to have a good balance of both walls and moats in order to defend your kingdom to the fullest extent.
Cannons not only stop advancing soldiers, they destroy them. Their power cannot be denied and are an essential element of a punishing defense.
See Also: Terms
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