Modes of Transportation

There are various different modes of transportation found among the world of Defenders of the Cross. Some can be used by the player directly, some run on automated schedules and some can be used via the MOB, we will be going over the four major modes of transportation in this article, and go over examples on how to use them and how to unlock them (in cases where it’s relevant).   Carts Your character starts with a “Drive Cart” skill which can be found under the “Parts” tab of your skill tree. This is the skill you use to get on a Cart (should you have one assembled) and get off of it once you are riding it. You can obtain the parts needed to assemble a cart via NPC shops, which provide the components for basic carts; crafters, who can provide more advanced parts for better and faster carts; and from schematics found among loot. Once you have the main components of a Cart (Frame, Engine, and Wheels), you can assemble them by going to the PAT tab of your inventory window. In additional to assembling the Cart, it is important to carry fuel in order to keep it running, as Carts will consume fuel as they are used. You can typically purchase fuel from the same Vendors you would get the basic components of a cart, and they go into the “Consume” tab of your inventory as they are consumables which refill portions of your fuel when double clicked. Once you are driving a cart, keep an eye on your stats! You will find that stat bonuses...

Defender Injury

Injuries Injuries in DOTC are painful moments in a character’s story line; be it in battle, during an interaction or a random accident. Injuries come with possible losses, depending on the severity of the injury. Do not expect all injuries to be the same, there are three types of Injuries players may run into which we will cover in this article. Minor Injury: Minor Injuries are mostly accidental or did not come about with intent to cause serious harm. These often occur when a player is randomly kicked and no announcement is sent out to report an injury. There is minimal loss to these injuries, from nothing to minor exp loss similar to that of a re-spawn. Injury: Typically referred to by players a Combat Injuries, this is where legitimate harm was done to the character and / or there was intent on harming the victim. These can happen during combat scenarios or something like a duel. It is safe to assume, that if you find yourself in a situation where you are involved in actual combat, an injury may take place. Injuries such as this can take an exp loss similar to that of a respawn, an announcement will be sent out reporting the Injury, and a piece of equipment may break as a cause of the injury. These Injuries are meant to be avoided by players, so remember to be careful during combat and avoid dangers that you understand you cannot take on. Critical Injury: A Critical Injury is the most severe type of injury. These are potentially fatal injuries which place the character at chance of...

Storyline Announcements

As you play in the world of Defenders of the Cross, you realize just how important the Storyline and Role Play are. One of the ways to reward players for their roles, and actions are with a set of Role Play Announcements. Here are the current <Announcement> you receive and their meaning, adjustment to these can be made so stay tuned for more in the Knowledge Base. Meanwhile… = It means the MOB is currently checking on your character. Someone’s remembering this. = You’ve left an impression with a mob entity (Creature, Monster, Native, SNPC or NPC). I should remember this. = This seems to be very important for your character. When you receive this, you might want to take a screenshot or write down what happen at this moment. A die has been cast. = A dice has been rolled. This will determine the success or fail of a current interaction, conversation or action. (Has now a static exp amount). I should pass this on. = This will be important for a mob entity or a person. This feels like progress. = An impression of progression is happening. Elsewhere… = Your interaction has ended. New Objective Received. = You’ve been given a mission. It will appear in your DOTC Mail. Here you can see the mission, main objective and difficulty. A new campaign has begun. You have failed an objective. = The mission you were on was a complete failure. It’s not necessarily the end, but you failed the objective this time. Secondary Objective Complete! = An objective for a Campaign or a small side mission has been...

Lesson Plan: M.O.B. Check Function

This article will provide various useful tips and information regarding how the M.O.B. checks up on players and attempts to start interactions. Armed with this knowledge, players can improve and optimize how they interact with the M.O.B. as well. Checks One of the M.O.B. partitions can check in on players to see what they are doing and see if an interaction of some sort can begin. An interaction can be a number of things: it could be a conversation with a nearby NPC, the reaction of nearby creatures, the response to the player’s attempt to interact with the environment, the results or effects of two or more players interacting with each other, among other similar examples. The M.O.B. is often times checking up on players and what they are doing, with the frequency of these checks increasing or decreasing based off of available resources. Resources There are various factors which affect how often the M.O.B. checks in on players and how quickly interactions proceed or even get started. One of the biggest factors is whether or not it is PRIME TIME, denoted as 5:00 PM to 12:00 AM (Midnight) Atlantic Standard Time. During this time frame is when the M.O.B. is at its highest and the most amount of events can start. In particular, at our around Prime Time’s start there will be active “check” going out letting a player know a partition is “listening in” to see if they can start events, players receive an announcement stating “Meanwhile . . .” to give them a heads up that they can try to start events at that time. Factors...
Using The Compass

Using The Compass

During your journey you may be referred to the use of a Compass, and to use it to provide detailed information about a location in an area. The Compass is part of a Defender’s basic tools which all characters have access to, here is how to use it.   To use your Compass and determine the coordinates of where you are currently standing, you use the command /myloc. This will give you back three pieces of information: Your map number (the ID of the zone you’re in) Your X Coordinate (West to East / Left to Right on a Map, Latitude) Your Y Coordinate (North to South / Up and Down on a Map, Longitude)   You can pass this information to other players and M.O.B. entities as a coordinate, such as: 5134, 5004. The Compass will provide you a rather precise measurement including various decimal places, but other than for precision purposes, you will not be asked to provide the EXACT decimal amount, just the non-decimal numbers will suffice! (Everything before the “.”). You’ll want to keep this in mind for when speaking to various systems of the Defenders of the Cross lands. A long range artillery bombardment, for example, will need to know the location to fire...