Iron Mode: Difference between revisions

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== Iron Mode ==
== Modes ==


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Waiting for more information / Working / Sketch




ironman
Ironman have "instanced" loot - when a regular + ironman engages with a monster, they both roll loot at a reduced drop rate, the items fall on the ground as normal but they only see their own loot
hardcore ironman
All entities roll at a reduced rate, but normal players all count as one entity only, members of the same ironman group also count as a one entity only
group ironman
 
hardcore group ironman
also, engaging with a mob =
Damaging it
Being the target of the mob
Healing someone that either damaged it or was damaged by it
Targetting it with any skill
 
it wears off after 20s without engaging with the mob
This is just for some people, i understand most players will just play normal characters, but i personally like it a lot and hope to see some people try hardcore
 
=== Loot ===
 
Normal players = one normal/public loot entity.
Solo IM / HCIM = personal loot entity.
GIM / HCGIM = one group loot entity shared by the whole Ironman group.
 
 
 
If multiple loot entities helped kill the mob, each entity gets its own reduced roll:
1 entity  = 100%
2 entities = 75%
3 entities = 70%
4 entities = 65%
5 entities = 60%
6 entities = 55%
7+ entities = 50%
 
some examples of loot:
 
Two solo Ironmen hit same mob:
each ironman gets their own personal roll, 75% each
 
One GIM group with 5 players kills mob:
one group-visible roll, 100%
any member of that GIM group can see/pick it
 
Two different GIM groups hit same mob:
each group gets its own group-visible roll, 75% each
 
4 regular players and 1 Ironman hit the same mob:
it rolls once at 75% drop rate and the item falls on the ground as normal for the 4 players (as one)
the ironman rolls at 75% drop rate
 
Ironmen do not interact with economy ever, and while you may think "oh but I get reduced drop rate if i group with one of these guys" well yes but you also dont share with them at all
 
 
===Ironman [IM]===
Self sufficient character. No trading, vending, regular account storage (you will have a personal storage), guild storage, bank, etc. Progression like professions/reputation is character bound instead of account bound
 
 
===Hardcore Ironman [HCIM]===
Same as Ironman, but with Hardcore rules. Dying removes Hardcore status
 
 
===Group Ironman [GIM]===
A permanent group of up to 5 players. Same Ironman restrictions, but group members can trade between the group, members can only party between themselves
 
 
===Hardcore Group Ironman [HCGIM]===
Same as Group Ironman, but the group starts with shared lives equal to the number of members. Any member dying consumes one shared life

Latest revision as of 20:46, 18 June 2026

Iron Mode

Modes

Working on It

Waiting for more information / Working / Sketch


Ironman have "instanced" loot - when a regular + ironman engages with a monster, they both roll loot at a reduced drop rate, the items fall on the ground as normal but they only see their own loot All entities roll at a reduced rate, but normal players all count as one entity only, members of the same ironman group also count as a one entity only

also, engaging with a mob = Damaging it Being the target of the mob Healing someone that either damaged it or was damaged by it Targetting it with any skill

it wears off after 20s without engaging with the mob This is just for some people, i understand most players will just play normal characters, but i personally like it a lot and hope to see some people try hardcore

Loot

Normal players = one normal/public loot entity. Solo IM / HCIM = personal loot entity. GIM / HCGIM = one group loot entity shared by the whole Ironman group.


If multiple loot entities helped kill the mob, each entity gets its own reduced roll: 1 entity = 100% 2 entities = 75% 3 entities = 70% 4 entities = 65% 5 entities = 60% 6 entities = 55% 7+ entities = 50%

some examples of loot:

Two solo Ironmen hit same mob: each ironman gets their own personal roll, 75% each

One GIM group with 5 players kills mob: one group-visible roll, 100% any member of that GIM group can see/pick it

Two different GIM groups hit same mob: each group gets its own group-visible roll, 75% each

4 regular players and 1 Ironman hit the same mob: it rolls once at 75% drop rate and the item falls on the ground as normal for the 4 players (as one) the ironman rolls at 75% drop rate

Ironmen do not interact with economy ever, and while you may think "oh but I get reduced drop rate if i group with one of these guys" well yes but you also dont share with them at all


Ironman [IM]

Self sufficient character. No trading, vending, regular account storage (you will have a personal storage), guild storage, bank, etc. Progression like professions/reputation is character bound instead of account bound


Hardcore Ironman [HCIM]

Same as Ironman, but with Hardcore rules. Dying removes Hardcore status


Group Ironman [GIM]

A permanent group of up to 5 players. Same Ironman restrictions, but group members can trade between the group, members can only party between themselves


Hardcore Group Ironman [HCGIM]

Same as Group Ironman, but the group starts with shared lives equal to the number of members. Any member dying consumes one shared life