Bloodlust
Poppy fields, baby bunnies, butterflies, fairies and unicorns, ruled by a kender king. For a clan that lives for blood, there is no worse place than somewhere this sweet.
Beneath Hell lies a realm Fatale built to twist reality into the worst nightmare of every clan that enters it. Clanners hunt there for seals, war over four keeps, and cross a poisoned ocean to face the black widow who holds them all.
Seal rate right now: Shalonesti 25% · every other clan 5%
There are only two. The Room Above, at the heart of the island, is the one place in the whole Underworld you can recall from. The seal merchant waits in The Room Below, straight down through the collapsed floor. The other way out is to die.
| Ship | Berth |
|---|---|
| Agility & Triumph | The docks below Hell |
| Swift | West Docks |
| Cutter | East Docks |
Ships drift back to their berths once the Underworld is empty of players.
Every creature in your clan's hunting grounds can drop a seal stamped with your clan's mark. Seals are the only coin the seal merchant takes, and a seal is good only to the clan whose stamp it bears.
Every piece of seal gear costs 40 seals; the full set costs 240.
| Keeps held | Drop rate | Kills per seal | Kills per item |
|---|---|---|---|
| None | 5% | 20 | 800 |
| One | 10% | 10 | 400 |
| Two | 15% | 7 | 267 |
| Three | 20% | 5 | 200 |
| All four | 25% | 4 | 160 |
Average kills, rounded. Holding all four keeps makes the grind five times shorter.
Polished black marble.
Polished black marble.
Dragonskin that changes color with the light.
Dragonskin that changes color with the light.
An ebony flame that burns endlessly.
A grey mist that rises and evaporates.
Black marble veined with violet light.
Black marble veined with violet light.
Dragonskin that shimmers as magic gathers.
Dragonskin that shimmers as magic gathers.
A violet flame that whispers to casters.
A violet mist crackling with stray magic.
Spell damage counts only for mana classes casting their own spells, up to +6% with the full Veiled set.
All level 51, clan-only and unable to be dropped. The merchant sells; he never buys.
The creatures of your hunting grounds attack your clan on sight. Each one wakes with one of six ways of fighting, so no two fights play out the same. Once one chooses a target it hunts them across the grounds, and if your group numbers more than six, it calls another of its kind to join the fight. Bring a group, and bring variety.
Blinds its chosen healer, then drains their energy. Anyone standing in the way is blinded and calmed.
Blinds, slows and weakens your heaviest hitter to take them out of the fight.
Strips your spells, then piles on curse, weaken, slow, energy drain and blindness.
Picks out whoever has the fewest hit points and chases them down.
Before the fight it turns two of you against each other. During it, it hurls gourds of chain lightning or earthquake at your group leader.
Once per fight it wraps itself in an antimagic shell that turns aside all spells for about a minute and a half, and it chains lightning through your group whenever two or more of you stand together.
Poppy fields, baby bunnies, butterflies, fairies and unicorns, ruled by a kender king. For a clan that lives for blood, there is no worse place than somewhere this sweet.
A sacred pond and quiet farmland, guarded by stoic paladins, purists and the founders and generals of the old Eclipse.
Murky water and caged rooms where dragon tamers keep sickly hatchlings, and giants of fire, frost and cloud guard the bridges. Sea serpents wait in the deep.
A lush forested valley of rapids and tree houses, where wild elves, sea elves and Shalonesti bladesingers hold sway, and a goblin king's bugbears and trolls skulk below.
A lawless port of smugglers' tunnels and rum runners, swarming with thieves, loan sharks, charlatans, drunken pirates and a navy executioner.
A thick copse of vallenwood where dark elven viziers, assassins and dwarven politicians plot together around a war table.
A destroyed tower of magic overrun by barbarian warlords, ogres, minotaurs and warlocks, while masons and blacksmiths pick over the ruins. Hunted by the White, Red and Black Robes.
Gardens, woodlands and a village of innocents: children, gardeners and worshippers, an enslaved paladin, and an executioner waiting in the prison halls.
When a clan takes an Underworld keep, its outer doors lock and there is no way in. Only one thing breaks that hold: killing the black widow spider, a level 70 horror with around twenty thousand hit points. She lives in the reset keep, far across the underground ocean.
The keeps themselves are defended by draconians: baaz, kapak, bozak, sivak and aurak. Kill a keep's Lord and it is yours. See The Keeps for how keeps change hands.
Type help underworld and help rules in game for the full text.
The Underworld was designed by Scorn and coded by Curumo, who picked it back up and saw it finished.
Built largely by Silic and Brictevia, with Thames, Kyri, Joules, Nazca and Volodya.