Players

counting…

How these are counted
  • Deaths — every time you have died in this world.
  • Joins — sessions started, one per connection to the server.
  • Chat — lines you have said in chat.
  • km — metres covered on foot and by boat, with teleports excluded.
  • Hops — portal trips and respawns: jumps over 100 m between one-second samples.
  • Pins — map pins you have placed.
  • Pieces, portals and ships — what is standing in the world right now with your name on it.
  • Graves — your tombstones still out there holding gear.
  • Deaths per km — deaths divided by km walked, overall and by the biome you were in: the biome is read off the ground under you every second.
  • Close calls — health under a tenth and back over three tenths without dying; the lowest shows the closest anyone came.
  • Streak — the longest walk between two deaths, and how far you have come since the last one.
  • Corpse runs — recovered means you got back to where you died; failed means you died again within 200 m of it first; rescued means the grave was emptied by someone else before you got there; out there is a death you have not returned to.
  • Bosses — the world's own record of which have fallen, in the order they did.
  • Kills, trees and rocks — creatures that fell, trees felled and rock areas broken with you as the last to hit them, or, when your own game was running the fight, with you standing there; a creature that despawns is nobody's kill.
  • Kitchen — what came out of the stations: dishes cooked on a fire or in the oven, for whoever put them on (burnt instead if left there too long); meads brewed, counted at the tap for whoever filled the fermenter; honey taken from a hive; and smelted, each bar, coal, flour or thread a smelter, kiln, windmill, spinning wheel or refinery made, for whoever loaded it. The server sees the stations, never the bag: the cauldron and the preparation table are invisible, so of bread and pies only the oven's step shows. At a fermenter, a hive or a smelter the player standing within 8 m is the one credited, and a slot filled before the count began counts for nobody.
  • Class — a title in three parts. The first word is a compound: what you fight with gives the prefix (battle for a two-hander, blade, shield, bow, knife, spell) and what your body is gives the root (mage, knight, warrior, rogue, brute), read from what you wear and from the food behind your bars, so a two-hander in eitr-weave is a Battlemage and a shield in heavy armour a Paladin; a few weapons colour it (a crossbow an Arbalist, an atgeir a Vanguard, axe and shield a Huscarl). The second word is your trade, from what you have done: the roster's top builder is the Architect, a builder who also mines an Engineer, who also fells a Carpenter, who also farms a Homesteader; a Cook, Baker, Brewer or Smith from fifty things made; the Slayer; Builders, Miners, Lumberjacks, Farmers, Explorers, Seafarers, Anglers and Wayfarers. Time in hand is the evidence: the server sees hands and back slots, never the bag, and blows only on creatures another player's game runs; skills never leave your character file. Dashed until ten minutes have had something in hand.
  • Gear — what you were last seen wearing, each item drawn from its own 3D model with the game's figures for it. The game tells the server the star level only of what is in your hands, on your back and your cape; the rest shows at level 1 with what each level adds. The favourite weapon is the one held the longest.
  • The pentagon — five sides, each your share of the roster's best, square-rooted so one giant does not flatten everyone: Explorer is km, portal hops and km at sea taken together; Builder pieces standing; Survivor km per death; Slayer kills; Harvester trees, rocks, dishes cooked and things smelted together.
  • Anything built before the tally started counts for nobody, so a builder who has not logged in since shows zero.
  • Time played is not tracked, and no figure here is a stand-in for it. Distances are the yardstick.

· state-as-code