Perilous Legends Wiki

Murder & Reputation

Your actions follow you. Killing other players carries a reputation cost - but only in the places where the law reaches.

Overview

Perilous Legends keeps the classic Ultima Online idea that killing other players marks you. Rack up enough murders and your reputation turns against you. The rules for how that count is earned are deliberately tight and predictable, and there are whole regions of the map where the count simply does not apply.

The point of the system is that reputation is a real, lasting consequence - not a number you can farm, inflate, or dodge with a technicality. Understand exactly what does and does not add to your count and you will always know where you stand.

How Murder Counts Work

The murder count follows two hard rules, and they do not bend:

  1. A kill gives exactly one murder count. It does not matter how the kill happened, how many times you had fought that person, or how brutal the situation was. One player death at your hands is one long-term murder count. Nothing stacks extra counts onto a single kill.
  2. Only killing players counts. See below - nothing else in the world can add to your murder total.

Because the count is capped at one per kill and only comes from players, you can always reason about your own reputation. There are no hidden multipliers and no surprise sources. Cross 5 long-term counts and your name turns red - you are a murderer, with the costs that come with it (see below).

Players Only

Murder counts are issued for killing players, and players only. They are never given for killing a pet, a mount, an NPC, or a monster, no matter how harsh the act might feel. Slaughtering someone's pack animal, gunning down a hireling, or clearing a room of mobs does not touch your murder count.

This matters most around things like pack animals on trade routes. Destroying the animal itself is not a murder. If you want to stop a hauler and take what they are carrying, the reputation cost only appears when you actually kill the player - which is the one standard count the rules allow.

The Cost of Being Red

Going red is not just a color. On PL the penalties are specific and they bite:

The threshold to turn red is 5 long-term counts, and the resurrection penalty scales per count above that. These numbers are set on the server and are the ones a red player will feel directly; if they are ever retuned, the live values are what your bank balance shows.

Lawless Zones

Large parts of the map are lawless, and lawless on Perilous Legends means something specific. Inside a lawless zone:

Lawless covers all of the ocean (every water tile, and aboard ship) and Tortuga with its satellite islands. The rest of the world - towns, overland routes, and the dungeons (Deceit, Despise, Destard) - is not lawless and keeps full murder counts. Because everyone in a lawless zone is visibly grey to each other, you can read the rules straight off the screen: grey everywhere means the gloves are off and nobody is keeping score. Full detail lives on the Lawless Zones page.

Two PvP Rulesets

Put those two facts together and the world naturally splits into two styles of PvP.

Where you fight changes what a kill costs
RegionRulesReputation cost
Land between towns and hubsStandard shard rules; killers can be countedOne murder count per player kill
Dungeons (Deceit, Despise, Destard)Standard land rules - not lawlessOne murder count per player kill
Open ocean (and aboard ship)Lawless; everyone auto-greyNone - free
Tortuga & its islandsLawless; everyone auto-greyNone - free

What This Means For You