Storyline Announcements

The world of Defenders of the Cross is one where your character’s Storyline and how you Roleplay said storyline, are very important. Players receive prompts and rewards for completing storyline objectives and achieving progress in some way, shape, or form along their journey. Progress can be acquisition of knowledge, moving forward with objectives, and even character development. In this article, we will review various announcements that can appear during your gameplay and what they mean. Announcement Prompt List: Meanwhile… It means you have initiated an interaction, you will typically receive a Whisper letting you know who the interaction entity is, and there are some situations in which this may not be obvious. Someone’s remembering this.  You’ve left an impression with a mob entity (Creature, Monster, Native, SNPC or NPC) which they will recall for future decisions and interactions. I should remember this. Your character has just been told, or stumbled into, a piece of information that is key to the storyline of the game. This may be relevant to your character, another player, a campaign, an NPC, or various other similar entities. When you see this prompt, take note! A die has been cast.  For certain actions in the game, the M.O.B. will simulate a dice roll to determine the nature of effectiveness of an action taken or conclusion of an event. Though the exact details of the dice roll are not revealed to preserve in-character perception  I should pass this on.  You’ve just received some information that is crucial for an ongoing event or campaign, it is highly beneficial to pass this along to relevant parties, and likely...

Lesson Plan: M.O.B. Check Function

In this article we will help you understand how the M.O.B.checks for player activity and how you can use that in order to start interactions. How does the M.O.B. check on players? The M.O.B. has the ability to read everything that is said in Say Chat and in Shouts. Anything written in the other chats, such as Clan Chat, Trade Chat or Whispers are not processed by the M.O.B. What are the best times to interact with the M.O.B.? Though interactions with the M.O.B. can start at various times in the day, the best times to try and do so are during Prime Time hours. These hours are normally between 5:00pm and 12:00am on Atlantic Standard Time (AST -4). Some circumstances can extend or shorten Prime Time hours, but this is the schedule by default. Starting Interactions M.O.B. interactions can be all sorts of things:  You can have a conversation with an NPC, you can try to interact with your environment, you can even try to have meaningful conversations with yourself and other players. The world is always listening, but once an interaction starts, the world can come to life in a wide array of ways. Interaction Tips It is important to realize that multiple interactions and events can happen at the same time. Knowing this, understand that sometimes interactions can slow down or take longer than expected. Furthermore, if major events are currently underway, such as a massive battle involving multiple factions, smaller interactions may be delayed. There are things that can give priority to some of your character’s interactions starting, and they have to do with their...
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...
Bonus Exp! The Happy Hour System

Bonus Exp! The Happy Hour System

The Happy Hour Bonus Experience System: During playtime, you may see announcements stating that a Happy Hour is going on in some Map. While maps are under a Happy Hour, the amount of experience given by defeating enemies there is increased! Defenders of the Cross follows certain patterns of maps that undergo this Happy Hour, some parts are set in place, while some are dependent on events of the main story. There are 5 maps that are set in stone for Happy Hour rotation, although not necessarily in order, they are as follows: The Canyon City of Zant The Kenji Beach The Gorge of Silence The Crystal Snowfields The Xita Refuge The other 5 maps rotate between key locations of the story, their definitions are as follows: The Command Center, the major base of operations of the ruling organization. This could be their main base in a war of conquest or simply their capital settlement outside of war. Plot Point, these are areas that are currently one of the focal points of the storyline, it could be a zone with many major campaigns involved, or a highly contested area where the conflict is big enough to be considered a clash between organizations. As such, this rotation will shift constantly between any active Command Centers and Plot Points as defined by the story. Outside of war, it is not uncommon for some of these types of map to not currently exist, in these cases you may see the announcement call out that it is...
Raid Zones

Raid Zones

As you explore the world of Defenders of the Cross you may run into areas that automatically kick you out after you’ve entered them. These maps are known by the community as Raid Zones, and referred to ingame as Restricted Zones. These locations are maps that, for one reason or another, are not under the control of the main organization, or have their access restricted. Some examples (but not all) of these types of reasons are: -A Headquarters of an enemy organization or hostile force.-A Currently contested war zone.-Areas designated as restricted access by the authorities. A common term these areas go by is Raid Zones; put simply, these are the maps you can’t just walk into, access to them must be granted by the M.O.B. The most common way to gain entry to a Raid Zone is with a permit. Permits are handed out by NPCs of the Major Unions such as the Brigade, the Guild, the Order or the Faction. Once attained, they are handed in to Guards that stand at the entrances of these locations. Trying to enter these zones without a permit or some other sort of access will typically get you kicked out, as previously mentioned.  Let’s understand a little more of the permits. A permit is a document that allows a clan or party to enter a Raid Zone. As mentioned earlier, they are given by the Unions when you receive a campaign. This campaign will serve as your reason for going into a Raid Zone.  As a defender if you wish to enter a Raid Zone, your character must have a storyline...