Legacy of the Wilds

Rules and help

This is what is expected of everyone here, together with the guides new players are handed, and both are the very versions that live in the game.

Guides

wedding guide

This document may be modified at any time, in which case it will be announced in the changelog for you to come and check it out, as the marriage will be bringing new things from now on whenever possible.

Getting married takes a bit of preparation, so it is worth having everything ready before you start. What you need is an engagement ring, which the person proposing hands over, and two wedding rings, one each, which you will put on each other during the ceremony. Wedding rings can be engraved beforehand; whatever you engrave will be read out by your partner the moment they put it on, kept in your couple's book, and from then on it will also show up whenever someone looks at either of you: it names the ring right in the description, engraved with your partner's name. While you're married, that ring can't be taken off, dropped, or given away — it stays on your finger until the marriage ends. Keep a pen and some paper handy too, because you are going to need them halfway through the ceremony.

It all starts with the same gesture, and it is the same one whether you want to get engaged or to propose marriage: stand zero steps away from the other person, press Alt+Y to enter partner interaction mode, and press Enter. If there are several people on that square the game will ask you which one; if there is only one, it opens the menu straight away.

In that menu, the first option is to get engaged. When you choose it, the other person gets a notification to accept or refuse. A photo is taken at the moment you propose, capturing the scene, and once they answer that same photo is tagged with the outcome, whether they accepted or turned you down. If they accept, you become engaged and your marital status changes. If they refuse, you do not lose the engagement ring, but you will have to wait 24 hours before you can propose to that same person again.

Being engaged does not grant any benefit in itself, it is simply the step before. Whenever you both want to, and without having to wait for anything (unless one of you was recently refused), you can move on to the wedding by repeating the same gesture as before, but choosing to propose marriage this time. If the other person accepts, the wedding begins right there: in this game you do not need to be in any particular place to get married.

When the wedding starts, different music begins to play and, after a while, the officiant takes the floor. From there the ceremony explains itself and he guides you through it, but there are two moments where you have to do something. The first is the vows: you will have to write a letter using the game's own pen and paper. The title can be anything, what matters is the content, because that is the vow that will be announced publicly and recorded in your couple's book. The second is the ring: you have to put your wedding ring on the other person's finger, and to do that you hold the ring in one hand, enter partner interaction mode and press space with that hand. The ring goes from your inventory to their finger, it is announced publicly, and your partner then reads the engraving you wrote for them, which is also kept in the book. The officiant also tells you, right there, that you'll now earn 5% more LTW points on everything that grants them — that's true for every married couple, not only a deluxe one.

After that the ceremony carries on to the end, which comes with several fireworks around the couple and the whole wedding area. The officiant then hands you several keepsakes: the photo taken at the moment of the kiss, with its description; the guest book, where those attending have been leaving their good wishes; and the couple's book, which the two of you can go on writing in together. If the wedding is a deluxe one, everyone who signed that guest book also gets a small thank-you the moment it's delivered: a handful of LTW credits and LTW points each.

Being married brings quite a few things, deluxe or not. You can look after your partner: feed them, give them something to drink, dress and undress them, fan them and heal them. You can also carry them in your arms, which comes in very handy to help them along if they are not good at jumping, or to get them out of a dangerous place very quickly — with a deluxe wedding, carrying them like that doesn't tire you out at all. There are advantages that require doing nothing at all too: if you sleep together and very close by, energy recovers faster; on a cold map, being close together means you both feel the cold less, because you share the warmth; and, as the officiant already told you, you permanently earn 5% more LTW points on anything that grants them.

Finally there is the premium wedding, which is optional. If you pay for it you get a house with an orchard, that is in development for now, though it should be made clear that it grants no gameplay advantage beyond being able to plant trees inside it and get fruit at your own house; that same fruit can be obtained outside by playing normally, so it is not required in the slightest. Deluxe, a tandem bicycle each, so the two of you can ride together — pedal in sync within a moment of each other and you'll cover real distance, pedal alone and you'll still move, just slower; the option to travel straight to wherever your partner is, which costs one teleporter from your bag and has a cooldown that gets shorter the closer your bond grows; a shared family surname, if you want one; and a small anniversary gift what are ltw_credits, after a week, 1, 3, 6 months after getting married, and then, every year.

How to use the motorcycle, and basically any other vehicle.

It all starts with the vehicle stored in your backpack, like any other item. Take it into your

hand and press space: it appears on the square you are standing on and, in the same motion,

you pocket its key. That key belongs to that one vehicle and no other, and as long as you hold

it, you are in charge of it. You cannot deploy it if there is already a vehicle on your square,

nor on water unless that model can travel on it.

To get on, you have to be zero steps away from it, standing on it, and press alt + enter.

When you climb on you take the vehicle's heading, so if it was facing north you end up facing

north: from that moment on you are one thing and you turn together.

Once inside, space is the ignition. The first time you press it, it puts the key in (you

have to be carrying it) and starts the engine; press it again and you shut it off. If you would

rather take the key out of the ignition, that is alt + space, but only with the engine

stopped. And if the tank is empty it will not start no matter how much you insist.

Driving is easy to explain and takes a while to get the feel of. The up arrow and the

down arrow do not take a step: they are the throttle and the brake, and they work held down.

The longer you hold the up arrow, the higher the revs climb and the faster you go; when you let

go, the engine loses its pull and the vehicle slows on its own, more or less depending on the

model. A boat keeps gliding for a good while after you come off the throttle, and a motorbike

stops considerably sooner.

Gears are on shift + up arrow and shift + down arrow. You start in neutral, which is

gear zero, and there you will not move however much throttle you give it: you have to put it in

first. Each gear has its own speed band, so shifting up lets you go faster but you need the revs

to make use of it, and shifting down slows you with the engine itself without touching the

brake. The sound tells you everything: the pitch rises with the revs, and every vehicle has its

own scale, because a motorbike and a truck cannot sound the same.

To steer, the left arrow and the right arrow, forty-five degrees at a time. The H

key tells you how it is doing for health and fuel, and F tells you which way you are facing.

Getting off is escape, always with the engine off. And watch out for this one: while you are

riding, escape gets you off the vehicle, it does not leave the game. If what you want is to log

out while on it, that is shift + escape.

Crashing has consequences. If you run into a wall or into the edge of the map, the vehicle stops

dead and takes the hit. If you run someone over, they take it. And if the model is not amphibious,

water simply stops it: you do not sink and nothing happens to you, you just cannot go in.

You refuel and repair by using the matching item while standing on the vehicle, without needing

to climb on. Each model defines what fills its tank and what mends it; refuelling fills it

completely, and repairs come in batches with a waiting time between one and the next.

When you want to take it with you, stand on it with its key in your hand and press enter.

Two different things can happen here depending on its condition. If it is pristine, with health

and tank both full, it goes back into your backpack as the ordinary item and the key disappears

with it. But if it is damaged or short on fuel, it is stored exactly as it is, dents and all,

and you keep the key: to put it back out, use that key on a free square. This is deliberate, so

that packing and unpacking is not a way to repair it for free.

One detail you will appreciate: while you have the backpack, a form or a panel open, the vehicle

stops listening to the keyboard. The arrows move through the menu and do not accelerate, and

escape closes whatever you have open without getting you off. The engine keeps running and the

vehicle coasts, as though you had taken your hands off the controls, which is exactly what has

happened.

Survivor's Handbook

Welcome to Legacy of the Wilds. Out past the treeline and under the surface of every lake in this world there is a life waiting for you, and we hope you find your way to it, whatever kind of survivor you turn out to be. Big or small, everyone starts from the same handful of things worth knowing, and this handbook is here to walk you through them.

Let's start with getting around. Move with the arrow keys, up and down and left and right. Page Up and Page Down let you climb. Control and Space together gets you a jump. Most important of all is your inventory, opened with I, where Up and Down browse everything you're carrying. Press Left or Right to move the highlighted item into your left or right hand, and once you've closed the inventory back up, those same hands answer to 1 for the left and 2 for the right.

Now about your stats, because these are the numbers you'll want to keep in the back of your mind at all times. Press S to check your thirst, U for hunger, H for health, and O for temperature. Hunger and thirst climb the longer you go without eating or drinking, and if either one reaches one thousand, that's trouble you don't want to find yourself in, the same way you don't want your health dropping all the way to zero. Press E to check your energy, and don't treat that one as an afterthought, because energy decides how fast you move, what you're able to do, and how quickly you can react when the wilds throw something dangerous your way. You'll want to regulate your temperature with clothing, which you'll find either from a fellow survivor kind enough to share what they've gathered, or from a stockpile you're lucky enough to stumble across.

Let's talk about getting your hands dirty. Most survivors start by opening the survival pack sitting in their inventory. Press I, find the pack in your list of items, press Left to move it into your left hand, close the inventory, press 1, and then press T. T is your combine key, it takes whatever's in your two hands and, if the two make sense together, turns them into something new, opens a bottle, opens a package, or crafts an item outright.

Now about resources, since every bit of crafting needs something to craft with. Find whatever you're after, be it clay, grass, water, or anything else the world happens to be offering, and press Space to collect it. One press gets you one unit, so keep that in mind as you gather for a recipe that wants more than one.

A word of warning about water. Drinking straight from a stream, a pond, a lake, or anywhere else water sits out in the open will make you sick, since it runs too cold and is rarely as clean as it looks. The fix is a pot, and a pot is easy enough to make: gather two pieces of clay and combine them in your inventory. To fill it, take the pot into your hand the same way you took your survival pack, I to open your inventory, find the pot, press Left, close the inventory, and press 1. Then walk up to any body of water and press Space to fill it.

Now let's talk about finding your way around. Press M to see what's nearby, and press Enter to start tracking anything that catches your interest. Once something is tracked, W tells you the distance and direction back to it from wherever you're currently standing.

This handbook will keep growing as more gets remembered and more gets learned, and you're always welcome to suggest additions of your own by opening a ticket, done by pressing Control, Alt, Shift, and S together.

While we're on the subject of tickets, it's worth knowing the game has a wider interface built around helping you find your footing. Press Backslash to ask a question directly. Press Slash to speak over the radio, if you're carrying one. Press Tab to open the full menu, which holds far more than we could cover here and is worth exploring on your own time.

And finally, remember that you're never really out here alone. Fellow survivors are often glad to lend a hand or answer a question, and if your native language isn't English, press F5 to see what language channels are available and switch over to one where your own tongue is spoken. Once you're in it, Backslash lets you talk there too, and hopefully find the helping hand you're looking for.

Links

Game download link: https://ltw.ancadper.com/downloads/ltw-windows.zip

Telegram group: https://t.me/+ClwduY3B8SRhYjAx

Telegram channel: https://t.me/+RQb7pw6xw3MyZmUx

Legacy of the Wilds - Rules of Play

These rules apply everywhere connected to Legacy of the Wilds, not just in game, including the official Telegram group and channel and any other official community space.

Any breaking of or failure to follow these rules will result in a member of staff warning, a stint in jail, or a ban from the game. By playing Legacy of the Wilds you are agreeing to follow the rules below.

STAFF INSTRUCTIONS AND WARNINGS

If a member of staff tells you to stop doing something, stop. Not stopping results in jail or a ban. Staff do not tell players to stop doing things arbitrarily, if they've stepped in it's because something looks like cheating, so ignoring that instruction is treated as continuing to cheat, whether the follow-up is a formal warning or just a plain message.

No rules document can list every situation that might come up. If something isn't covered here but a member of staff tells you to stop, you're expected to listen. Staff are there to keep the game functioning, and "that exact scenario isn't written down anywhere" is not a reason to keep doing something after being told to stop.

If you think a member of staff got something wrong, or acted without justification, talk to them about it first. If that doesn't resolve it, take it to a master. If that still doesn't resolve it, the developer is the final step. A calm conversation gets you much further than an angry one, worth keeping in mind before firing off a message.

NAMING

Character names can't be offensive to a person or group. They need to read as an actual name, not a website, a phrase, or a string of numbers, and they can't be built specifically to insult another player, doing that gets you banned without a prior warning. Names need to be at least five letters, without a wall of numbers tacked onto the end, and can't start with PK, supernatural, newbie, or any other prefix that would trip up the game's built-in name flags and confuse other players. If a member of staff tells you to change your name, do it, refusing can mean the character gets deleted or the account gets banned. Names that are obviously spam get banned on sight, no warning first. The one exception to the five letter minimum is a paid account, those can keep a shorter name if it was already set up that way. Beyond the specific rules, use judgment, pick something that actually functions as a name.

PLAYER KILLING

Turning PK on is a choice to play under a different set of stakes, you can be killed, and you can kill. A few specific behaviors around it are not allowed.

Logging out to dodge PK is never allowed, under any circumstance. Logging out to escape a fight already underway, or because someone with PK on is closing in on your character, will get your health set by a member of staff and your character killed on the spot. Keep doing it and you're looking at up to fourteen days in jail.

Hiding inside walls or trees so you can hit people without being hit back is not allowed either. Doing this gets you killed by a member of staff, which can cost you a death free card. Keep doing it after a warning and it's jail.

Using any bug to stay somewhere you can't be reached, floating in the air, clipping underground, standing on a plank glitched into an unreachable spot, is not allowed. If you're caught, a member of staff will move you, which usually means falling and taking damage, or you'll be sent straight to jail. Continued use after a warning escalates to jail or a ban.

Tricking someone into turning PK on just to kill them is fair play, that's within the normal bounds of the game and part of the roleplay around PK. Actual cheating around PK is not.

SCRIPTS, SOFTWARE, AND AUTOMATION

Using any software to move faster, gain an advantage over other players, or avoid dying is not allowed, full stop. This covers altering game values in any way, and any tool that stands in for a human pressing keys, including scripts that jump, pick up items, or perform any other in-game action on your behalf. The only input the game accepts is a real person at the keyboard.

The punishment here is severe, at minimum jail, potentially an inventory reset depending on what the software was used for, potentially a ban. This is not a strikes-based rule, there is no guarantee of a prior warning before a ban for scripting or software-simulated input.

CHAT RULES

Out of character, private, radio, and sapi chat is you as a person talking to other people as people, not characters. Direct or indirect insults aren't allowed there. Swearing on its own is fine, the chat isn't rated for children, but name-calling or insulting a person or group crosses the line. First offense gets a warning, continuing gets jail or a ban. This doesn't cover language some people find generally distasteful, it covers actually singling someone out to insult them.

Spam is spam, you know when you're doing it, long nonsense messages with no purpose but to annoy, or the same message sent over and over. Depending on severity that's a warning or straight to a ban, continuing after a warning means jail or a ban. This applies across every chat channel in the game, radio, say, out of character, voice, private messages, and extends to spamming any automated notification just to be a nuisance. If a member of staff tells you to stop in chat, stop, this section can't cover every case.

None of the game's chat channels may be used to post links to pirated or cracked software, links to pornographic or adult content, or messages that are racist, vulgar, or disrespectful toward a culture, religion, or ethnicity. Getting caught doing any of this earns a warning at minimum, continuing after that means jail, continuing from jail means a permanent ban.

Messages to another player that are sexually suggestive, harassing, or otherwise seriously uncomfortable are not allowed in any form. A joke is one thing, genuine sexual harassment or stalkerish behavior is taken seriously. Cold-messaging random players for personal contact information with no context, or pushing for anything sexual, is prohibited outright, this game is not a venue for it, and the same caution applies inside roleplay, since it's easy to cross out of character without meaning to. This isn't about two people becoming friends organically, which happens here plenty, it's about targeting people. Most people can tell the difference between making a friend and being stalked. Behavior like this can result in an instant, permanent ban with no warning, or at minimum a permanent restriction on every chat method available to that account.

If separate language channels exist for out of character chat, use the channel for its actual language. Joining the Spanish channel to speak English, or the reverse, isn't allowed, these channels are organized by language spoken, not by where someone happens to live, since plenty of places speak more than one language.

Sending anything designed to crash a screen reader, or that degrades how one performs, is a banning offense with no warning, first occurrence, across any chat method, including flooding say chat to crash someone's client or creating accounts or statuses built around it.

STAFF TELLS AND TICKETS

Staff tells and tickets exist to flag something to every member of staff at once, quickly, for things that actually need a member of staff. Using them to insult a member of staff, say hello, or raise anything that isn't a real issue is not allowed. Being lost, or wanting a teleport somewhere, isn't a reason to use one. Abuse of the system gets a warning, continuing gets jail, and severe abuse can go straight to a ban. Staff use judgment here, and a warning comes first unless the abuse is serious. Character statuses fall under the same standard as out of character chat and shouldn't be used to get around any of the above.

BANS

A ban means you personally are no longer welcome to play, not just the account or the machine. Switching systems, using a virtual machine, or any other method to keep playing after a ban, and getting caught at it, can mean being banned again with no warning and no further discussion. If you were previously banned and buy credits on a new account built to dodge that ban, and a member of staff later connects the dots, there's no refund, same as with any other ban. The only real way back into the game after a ban is getting unbanned by a member of staff.

ACCOUNT SECURITY

Keeping your account and password secure is entirely your responsibility. Sharing your password so someone else can log in as you is not allowed, no exceptions. This exists to prevent cheating. There's no situation where handing over your password to a friend is acceptable, your character belongs to you and nobody else. If two people are caught doing this, both accounts get jailed, up to fourteen days, and a warning isn't guaranteed first. If you share your password and something goes wrong on your account as a result, staff are not going to restore what was lost. "Any circumstances" is meant literally here. Being in a relationship with someone, wanting a friend with a faster typing setup to finish a hard quest for you, covering for a friend while they're away, none of these are valid reasons, however reasonable they sound in the moment.

If you want to sell your account, talk to staff first. Selling is different from letting someone borrow it, selling means giving it up permanently, you don't get to come back to it later. If accounts could be sold and reclaimed a few days after, it would just become a loophole around the password-sharing rule.

If you've genuinely been hacked through something outside the game, staff ability to help is limited, this is why account security sits on you. Contact us as soon as you notice anything wrong, before it turns into a bigger problem. Claiming you were hacked to dodge a password-sharing violation, when you weren't, results in a ban.

JAIL

Being jailed means a rule was broken, either after ignored warnings or as a direct consequence of something serious enough to skip the warning. While jailed, creating a new character to keep playing outside jail isn't allowed, if character one is in jail, making character two to play normally is a warning first offense and a ban if it continues. Logging into an existing second character to play outside jail while your first character is jailed gets the same treatment, a warning, then a ban if it keeps happening. There's no exception, jail means staying in jail, not quietly playing on another character in the meantime. Jail exists as an alternative to an outright ban, trying to route around it turns it into one.

BUGS AND EXPLOITS

If you stumble onto something that's clearly a bug and don't realize it, a member of staff will either tell you directly and ask you to stop, or issue a warning. If a member of staff asks how a bug or exploit works, you're expected to explain it. Refusing means jail at minimum, potentially a ban. Bugs affect everyone, not just the person exploiting them, and unreported ones sometimes end in a server-wide item purge, so staff treat this seriously to stop one person's shortcut from costing everyone else their progress. The right move, always, is to report anything that looks like a bug the moment you find it, whether it's an action exploit, a way to duplicate items, or something off in a map. When in doubt, ask.

Using something you clearly know is a bug and not reporting it, instead quietly benefiting from it, will most likely end in a ban. Failing to report a bug specifically so you can keep using it is a rules violation on its own. This covers things like jumping across map boundaries, look-related bugs, or free items, and anything similar not explicitly listed.

Using a bug or exploit to obtain paid items without anyone actually paying for them results in an instant, permanent ban, and anyone who received those items through a trade, paid account or not, has them removed.

CHEATING FOR ITEMS

This is a non-exhaustive list of the most common ways people try to cheat their way into extra items. Where more than one account or person is involved, everyone involved is subject to jail or a ban. Anyone caught cheating this way also has their inventory reset to default, keeping only genuinely paid items, everything else gets taken, because at that point there's no reliable way to separate what was earned legitimately from what wasn't. Most of these skip the warning entirely and go straight to jail, this is treated as one of the more serious categories of rule-breaking.

Creating extra accounts or characters to be killed so your main account can collect the drops. Doing the same so a friend can collect the drops. Faking a PK death with a friend so they get your items. Running an extra account or character specifically to be repeatedly killed by the same person for a steady supply of items. Using extra accounts to farm quests, points, or purchases, then trading the proceeds to a different account of yours, whether directly, through a middleman, or by dropping and re-picking-up items. Farming on an extra account, trading it to a friend, and having that friend feed something back to a different account of yours. Trading between your own accounts generally, even without an obvious cheating angle, is risky enough that it's best avoided entirely, if you want multiple characters, keep progress on the character that earned it and don't move it around, especially after quests are involved. Being logged into two characters at the same time is never allowed, and can mean a direct, warningless ban regardless of how it was done. Only ever one character logged in at a time.

There are other ways to cheat for items beyond this list, but this covers the shape of it. Anyone caught doing this deliberately goes straight to jail, no warning. None of this applies to a normal player just enjoying the game, it's aimed squarely at people intentionally gaming the system.

IMPERSONATION

This happens by accident sometimes, and on purpose other times. If it looks accidental, you'll get a warning pointing it out and a request to pick a different name. Ignore it and the character gets removed by a member of staff, come back and ignore it again and the consequences get worse. If a name is clearly built to impersonate a member of staff, a developer, or another specific player, that's usually a ban without warning, especially where staff or the developer are the target. Judgment calls happen here, examples: adding punctuation or symbols to mimic an existing name closely, like inserting a period or underscore into a real player or staff name, is intentional. A name that's just similar in passing, sharing a syllable or two, usually isn't. Doubling a letter at the start of an existing well-known character's name to look like it is more often than not intentional and will likely draw a warning, ignoring that warning risks a ban. Deliberately spelling a name so it sounds identical to someone else's, even without matching letters, isn't strictly a violation but causes real confusion, and a member of staff will probably ask for a rename in that case, with items transferred to the new name where that's possible. It isn't always possible, if quests were already completed, items can't follow to a new character without effectively letting someone double up on quest rewards.

CLIENT AND GAME FILES

Attempting to debug, decompile, or otherwise tamper with the client or any part of the download package is not allowed. This can mean an instant ban and, depending on what was done, legal consequences.

CLOSING NOTE

This is a long list, and it can read as heavy handed, but it exists to cover known problem behavior, not to make life difficult for people who are just playing normally. Most players will never bump into most of this. Staff aren't here looking for reasons to ban people, they're here to keep the game running the way it's supposed to for everyone playing it honestly.