How the game works under the surface: the rules the server keeps for everyone. Every number on this page is read from the game itself.
Fights and skulls
On Grimvald, the world of Dillei Online, players can fight each other; everything below is about that.
In a fight
- Battle - hitting or being hit, by a monster or a player: 2 minutes in which you cannot log out (unless you stand in a protection zone and have no PZ lock).
- PZ lock - attacking a player: 2 minutes without any protection zone.
- A dropped connection leaves your character in the world for 1 minute, and for as long as its battle lasts - monsters and players can still reach it. Logging in again takes it over.
- Every hit on a player - weapons, spells, runes and wands - does 50% of what it does to a monster.
- The icons under CAP show your timers and your skull.
Skulls
- White skull - attacking a player who has no skull (and is not yellow for you) is unjustified: a white skull for 2 minutes, kept going by every blow. Killing that player makes it 15 minutes and counts as an unjustified kill. Everyone sees it, and it keeps you out of protection zones.
- Defending yourself - hitting back someone who attacked you is your right: no skull, and if they die it does not count against you.
- Attacking a skulled player (white or red) is justified - no skull, and the kill does not count.
- Yellow skull - only a skulled player sees it, over someone who attacked them first; they may hit back and kill without it counting.
Red skull and ban
| Unjustified kills | in 24 hours | in 7 days | in 30 days | What happens |
|---|
| Red skull | 3 | 5 | 10 | 30 days of red skull; every unjustified kill while you have it starts the 30 days again |
| Account ban | 6 | 10 | 20 | the whole account is banned - 7 days the first time, 30 days each time after |
- Any one column is enough. A kill counts for every player who attacked the victim unjustly and hurt them in the last 5 minutes.
- With a red skull: anyone may attack you without getting a skull; no training isle; and if you die you drop everything you carry - only the bank and your deposit box are safe. A red skull who attacked a player lately (a PZ lock) - or anyone with a white skull - pays captains 30 times the fare. Dying does not take the red skull away.
- A ban takes the character out of the game at once; no character of the account can log in until it ends. The red skull and the counted kills are still there afterwards.
Training
The training yard - free
- A fenced yard just outside the south gate of Dillei, west of the road, full of training dolls. Drillmaster Tarn walks among them.
- A doll never moves, never fights back and never dies. Every blow at one trains like a blow at a monster, at 80%: the skill in your hand, and your shielding too if you hold a shield or a spellbook - even though nothing hits you.
- Arrows shot at a doll are not used up (you still need some in your quiver). A wand costs no mana there, and every bolt counts as 12 mana spent toward your magic level.
- It is no protection zone: anyone may attack you there, and monsters wander close. That is the price of free.
The training isle - paid
- Drillmaster Tarn sells hours on a small island south-east of the beach: 40,000 gold or 1 Dillei Coin an hour, in packs of 1, 3, 6 or 12 hours. Gold comes from your bags first, then your bank. You can hold up to 12 hours.
- On the isle the dolls train at 100%, and nobody can attack, push or wall in anybody.
- Your hours only run while you are on the isle and logged in. You are warned at 30, 10, 5 and 1 minutes; when they run out you wake up at the temple. Isle Keeper Mora sells more and takes you back to the yard.
- Not taken there: anyone with a red skull, a white skull or a PZ lock.
One teacher at a time: for 5 seconds after a blow at a doll, nothing else trains you - not a monster you let hit you, not another player, not your own spells. A doll is the whole lesson.
The Gate of Six
At the bottom of the Cinderreach (level 50 and above to cross the causeway from Dawnwatch), at the west end of the Demon Halls, a door only level 100 opens leads to a room with 4 plates and a lever.
Going down
- The one who pulls stands on the plate beside the lever; the others of the same party stand on the rest - exactly 4, every one level 100 or more, none who has passed the Gate before.
- One group at a time.
- Below, the four arrive in a row in a narrow corridor walled behind them - trapped from the first second, the one who pulled at the front. 6 demons wait in the hall beyond - two to the north, two to the south, two before the door. Hold the corridor.
- A seal pillar rises on the door with the lever and sinks only when all of them are dead. Then a bridge over lava leads to the reward room.
- 20 minutes from the pull, whoever is still below is sent back up and the demons go. A death down there is an ordinary death.
The reward room
- Four chests:
demonforged plate,
ashbrand,
hellfire longbow,
wand of the pit - each shown on a pedestal behind its chest, out of reach. - Open a chest once to see what it holds, again to take it. One reward per character, ever.
- The rewards are never sold and never dropped by monsters - but they are not bound: they can be traded like any item.
- The portal in the room takes you back up to the lever.
Character points
A point at level 5 and another every 5 levels after (level 50: 10, level 100: 20). Open them with the POINTS button above OUTFIT and spend each one on:
| Point | Each point gives |
|---|
| Vitality | +1% health |
| Might | +0.75% damage on the way your class fights (weapon blows for warriors and rangers; spells, runes and wands for mages) - half of that against players. Never on healing. |
| Fortitude | -0.4% damage taken, from everything |
The first reset is free; every one after costs 500 gold for each of your levels. A character that loses a level below the points it spent gives back points from its biggest one.
Achievements
186 achievements in 11 groups (Hunting, Bosses, Experience, Skills, Training, Wealth, Tasks and Quests, Gear, Treasure, World, Secrets). 34 of them are secret: they show as "???" until you earn them. Each one is worth points (599 in all), kept with your character. Open them with the trophy button; filter by all, in progress, done and to do.
Everything is counted by the server as you play - kills, bosses, tasks, quests, levels, gold in the bank, hours trained and many quieter things. What you reached before an achievement existed is yours the next time you log in.