Mordred is a faithful classic Mordred PvP shard — not Normal RvR, not realm-versus-realm. All three realms share one world. You fight for guild merit, keeps, and relics, not realm rank. Trust is earned; hostility is the default.
1. Shard Overview
Mordred runs on a classic 1.65 rules baseline with a dedicated PvP ruleset. The server type is full PvP: there are no realm teams in combat. Albion, Midgard, and Hibernia characters coexist in the same world and may group, guild, trade, and communicate across realm lines.
Frontier conflict takes place in New Frontiers (region 163). Old Frontiers zones are not the active RvR map — capital and border teleporters send players to NF border keeps, not legacy frontier zones. PvE and PvP mobs roam the NF landscape alongside keep warfare.
Progression from PvP emphasizes experience, coin, and guild merit. Realm points are not awarded for player kills on this shard. Endgame identity is guild-driven: your guild name matters more than your realm banner.
2. Player Conduct
Mordred is a hard-PvP environment, but being killed in-game is not permission to harass people out of game. All players are expected to behave like adults.
Respect & Harassment
- Trash talk in the context of PvP is part of the game; targeted harassment, stalking, hate speech, and sustained abuse are not.
- Do not follow players across zones or logout locations to grief them outside legitimate PvP.
- Excessive vulgarity, slurs, and personal attacks may result in warnings or bans at staff discretion.
- Do not impersonate staff, other players, or guild leaders to scam or mislead.
Scamming & Trade
- Cross-realm trade is allowed. Scamming through trade windows is discouraged but player beware applies — verify trades before accepting.
- Do not use trade, mail, or chat to phish for account credentials.
3. Fair Play & Exploits
The shard is maintained to be as exploit-free and authentic as possible. Anything that gives an unfair advantage through automation, duplication, or bug abuse is prohibited.
Prohibited — Zero Tolerance
- Buff botting — logging in a second character (or account) solely to buff, rez, or sustain your main in combat.
- Dual-logging for advantage — two clients active at once when one exists only to assist the other ( scouting, pulling, healing, rezzing, item transfer during fights).
- Third-party automation — bots, macro scripts, auto-follow combat assistants, unattended farming, or any tool that plays the game for you.
- Exploit abuse — knowingly using bugs (wall clipping, duping, stat exploits, teleport exploits, keep/relic bugs) rather than reporting them.
- Client modification — hacks that reveal hidden information, automate combat, or alter packets to the server’s disadvantage.
- Collusion to manipulate rewards — arranged kill trading, merit farming, or CON feeding between alts or friends.
Allowed With Limits
- Multi-boxing — running more than one account is permitted only when each character is played manually and legitimately. You may not automate any character. You may not log a character purely to buff or rez another.
- Multiple accounts — you may have alts, but each account must stand on its own. Alt armies used to scout, chain-rez, or rotate buffs in a single fight violate fair play.
4. Accounts & Multi-Boxing
Accounts are created automatically on first login. Choose your username and password at the launcher — no pre-registration is required.
- One person may control multiple accounts, but each must be actively and manually played.
- Sharing accounts is at your own risk; staff will not mediate ownership disputes.
- Character and guild names must comply with the server naming policy. Offensive, impersonation, or staff-mimicking names may be forced renamed or deleted.
- Account creation may be rate-limited if abused for spam or ban evasion.
5. Combat & Hostility
On a PvP shard, hostility is the default relationship between players.
- All players appear hostile (red) to you unless they are in your guild or your current group.
- Realm affiliation does not protect you. An Albion player and a Midgard player in the same cross-realm group fight as allies; everyone else remains fair game.
- Cross-realm grouping, guild membership, trade, and chat are fully enabled.
- You may attack any hostile player in a PvP-enabled zone, subject to safety flag, safe zone, and CON restrictions described below.
There is no realm-wide truce. Diplomacy happens at the guild level, not the realm level.
6. Safety Flag
New characters receive the safety flag to prevent immediate ganking while learning the game.
- Safety is on by default for new characters below level 10.
- While safety is active, other players cannot attack you and you cannot attack other players.
- You may voluntarily disable safety. This decision is permanent and one-way — you cannot turn safety back on.
- Safety does not apply in certain high-risk zones regardless of level (see below).
Where Safety Is Ignored
Even with safety on, you are not protected in:
- New Frontiers (region 163)
- Cathal Valley (region 165)
- Darkness Falls (region 249)
Entering these zones means accepting full PvP risk.
7. Safe Zones
Certain areas are designated PvP-free. Combat between players is not permitted in safe zones. Leaving a safe zone into open world or frontier territory removes that protection.
Capitals
| Realm | Zone | Region |
|---|---|---|
| Albion | Camelot | 10 |
| Midgard | Jordheim | 101 |
| Hibernia | Tir na Nog | 201 |
Housing
Housing instances for all three realms (regions 2, 102, 202) are safe. PvP combat cannot occur inside housing zones.
Select Dungeons
Certain low-level dungeons are treated as safe for their intended level range:
- Tomb of Mithra (region 21)
- Nisse's Lair (region 129)
- Muire Tomb (region 221)
Other dungeons may allow PvP — when in doubt, assume danger outside the listed safe dungeons.
8. Death & Release
Death is a core part of Mordred. PvP deaths carry real consequences.
PvP Death Penalties
- Constitution loss — worthy PvP deaths cost 3 CON. Repeated deaths stack until you recover CON through leveling or other means.
- Coin drop — you drop coin on worthy PvP death.
- Release immunity — after releasing from a PvP death, you receive approximately two minutes of immunity from further player attacks.
- Low CON protection — players below 3 effective CON cannot be attacked by other players.
Release
After dying, you must release before re-entering the world. Releasing to your capital city returns you to your realm’s capital safe zone. Plan your release location — the frontier does not forgive downtime.
Re-Kills & Griefing
- Killing the same player again within the worth window grants no merit, XP, or additional CON penalty to the victim.
- Camping a release point to instantly re-kill someone is poor form and may draw staff attention if combined with harassment.
9. Guild Merit & Worthy Kills
Player kills award guild merit instead of realm points. Merit fuels guild progression and frontier identity.
Who Earns Merit
- The killer must be in a guild to earn merit from player kills.
- Unguilded characters do not generate merit for kills.
Worthy Kill Requirements
- The victim must be at least 60% of the killer’s level to count as a worthy kill.
- Merit awarded is capped at 5 × the killer’s level per kill.
- Re-killing the same player inside the worth window awards no merit and no XP.
Rewards Per Worthy PvP Kill
- Experience
- Coin
- Guild merit (guild members only)
Realm points are not part of the Mordred reward structure.
10. Guild Warfare
Guilds are the primary political and military unit on Mordred. Realm banners do not claim keeps — guilds do.
Guild Membership
- Cross-realm guild rosters are allowed. Your guild may include members from Albion, Midgard, and Hibernia.
- After quitting a guild, you must accumulate two hours of played time on that character before joining another guild.
- Guild leadership tools (invites, promotions, enemy list management) follow standard DAoC guild permissions.
Alliances & Diplomacy
- Official guild alliances are disabled. You cannot formalize a server-supported alliance between guilds.
- Guild leaders may maintain an enemy guild list for diplomatic tracking. This is informational — it does not change the hostility rules (non-guildmates remain attackable regardless).
- Informal partnerships between guilds are roleplay and politics, not mechanical alliances.
11. Keeps & Relics
New Frontiers keep warfare is guild-centric. Relics are trophies of guild conquest, not realm conquest.
Keep Ownership
- Keeps are claimed and held by guilds, not by realms.
- Unclaimed keeps are hostile to all guilds — anyone may contest them.
- Capturing a keep requires defeating the keep lord with sufficient guild members present (claim requirements apply).
- Supply chain rules are relaxed for Mordred — guilds may teleport to keeps their guild controls across realm lines where enabled.
Relics
- Relics may only be captured from unclaimed keeps — not from keeps already held by another guild.
- After claiming a keep, a delay applies before relic storage becomes available on that keep (classic Mordred timing).
- You cannot teleport while carrying a relic or while in combat.
- Relic raids are among the highest-stakes PvP on the shard. Escort, intercept, and guerrilla tactics are all fair game in open PvP zones.
12. New Frontiers
Region 163 is the primary frontier. This is where keep sieges, relic hunts, roaming PvP, and open-world PvE collide.
- Approximately 105 New Frontiers keeps with full NF layout and relic pads.
- Safety flag does not protect you anywhere in NF.
- PvE mobs spawn throughout frontier zones — you can be ambushed by players while fighting mobs.
- Old Frontiers zones are not the active RvR destination. Do not expect classic OF relic gates or zone locks.
- Capital teleporters route new arrivals to NF border keeps, not legacy frontier towns.
13. Travel & Teleportation
Mordred uses cross-realm travel menus on most teleporters. You can reach enemy-realm destinations deliberately — this is a feature, not an exploit.
Cross-Realm Teleporters
- Capital, border-keep, Shrouded Isles, and medallion teleporters offer cross-realm destination menus.
- Any player may open another realm’s travel tree through the teleporter dialogue.
- Examples: an Albion character can port to Jordheim; a Hibernia character can port to an Albion NF border keep via emissary menus.
Housing Teleports — Realm Bound
- Personal, guild, hearth, and housing entrance teleports always use your character’s realm.
- You cannot teleport into another realm’s housing instance.
Teleport Restrictions
- No teleport while carrying a relic.
- No teleport while in combat.
- Cathal Valley enforces level and realm rank caps for entry.
- Classic old-Frontiers ejection rules apply in legacy zones, with exemptions for mainland border-keep villages (trainers, guards, and medallion circles remain accessible).
Home Medallion
- New characters receive a Home Medallion on first login.
- Wear it in the necklace slot and stand in an NF border teleporter circle to port using the medallion ceremony.
- Replacement medallions are sold by merchants at NF border keeps and Cathal Valley portal keeps.
Mainland Border Keeps
Classic border villages remain populated and usable on the mainland:
- Albion: Castle Sauvage, Snowdonia Fortress
- Midgard: Svasud Faste, Vindsaul Faste
- Hibernia: Druim Ligen, Druim Cain
These areas are exempt from old-Frontiers ejection. Capital teleporters still send you to New Frontiers for frontier PvP.
14. Cathal Valley
Cathal Valley (region 165) is the level 45–49 cross-realm battleground with portal keeps for each realm.
- Accessible from capital teleporters while you meet the level and realm rank requirements (RR 4L5 or below).
- Safety flag is ignored — treat it as open PvP territory.
- Each portal keep hosts a Realm Portal Keeper who can send you to other realm portal keeps or back to New Frontiers.
- Designed for mid-level cross-realm skirmishing before full NF participation.
15. Darkness Falls
Darkness Falls (region 249) is open to all realms at all times on Mordred.
- Not locked behind frontier realm control — any realm may enter when they can reach a portal.
- Safety flag does not apply inside Darkness Falls.
- Expect cross-realm PvP alongside PvE. DF is never a safe farming zone.
16. Dungeon Level Caps
Several classic dungeons enforce maximum level caps. Characters above the cap cannot enter or gain experience inside. These caps preserve low-level content and prevent farming abuse.
| Dungeon | Region | Maximum Level |
|---|---|---|
| Tomb of Mithra | 21 | 23 |
| Nisse's Lair | 129 | 28 |
| Muire Tomb | 221 | 31 |
| Spraggon Den | 222 | 35 |
| Cursed Tomb | 128 | 36 |
| Keltoi Fogou | 22 | 41 |
17. Items & Crafting
Cross-realm item rules are enabled so guilds and traders can equip across realm lines with limits.
Item Conversion
| Can Convert | Cannot Convert |
|---|---|
| Armor (all realms) | Ranged weapons |
| Melee weapons | Focus staves |
Crafting conversion uses realm-specific craft commands with cross-realm crafting enabled where configured. Plan templates accordingly — not every item type can be converted across realms.
19. Enforcement
Staff reserve the right to warn, suspend, or permanently ban accounts that violate these rules. Severity depends on intent, impact, and history.
Typical Escalation
- Warning or temporary mute for minor conduct issues.
- Temporary suspension for harassment, fair-play violations, or repeated minor offenses.
- Permanent ban for cheating, exploit abuse, buff botting, botting, or egregious harassment.
- Rollback of ill-gotten gains where technically feasible (items, coin, keep states if exploit-related).
Decisions are made at staff discretion. Arguing a ban in public channels will not reverse it — appeal through official community channels when available.
18. Social & Privacy
Information about other players is intentionally limited to preserve mystery and reduce targeting.