Wanted System Guide
The Wanted system puts a visible mark on players who build up a dangerous streak against the opposing nation. Once you become Wanted, every further enemy kill makes your Wanted Count climb faster—and every enemy who defeats you takes one step toward clearing that mark.
How You Become Wanted
Before you are Wanted, the game keeps track of your enemy-player kill streak.
- Defeat an enemy player: your hidden Wanted streak becomes 1 / 3.
- Defeat another enemy player: it becomes 2 / 3.
- Defeat a third enemy player: you gain Wanted Count 1 and become visibly Wanted.
Once that third kill is completed, the pre-Wanted streak resets to 0 because your character has moved into the normal Wanted system.
What Happens While You Are Wanted
After you already have at least 1 Wanted Count, the system becomes much more aggressive:
| Starting Wanted | Enemy kills made | Wanted after kills |
|---|---|---|
| 0 | 1 | 0 — streak 1/3 |
| 0 | 2 | 0 — streak 2/3 |
| 0 | 3 | 1 — Wanted begins |
| 1 | 1 more | 2 |
| 2 | 1 more | 3 |
| 5 | 3 more | 8 |
This means the first Wanted Count takes three kills to earn, but every kill after that increases your count immediately.
Losing Wanted Count
Wanted Count goes down when the Wanted player is defeated by an enemy player.
| Wanted before death | Wanted after enemy-player death | Status |
|---|---|---|
| 1 | 0 | Wanted status removed |
| 2 | 1 | Still Wanted |
| 5 | 4 | Still Wanted |
| 10 | 9 | Still Wanted |
Your Wanted status disappears only when your Wanted Count reaches 0. If you still have at least 1 count left, the Wanted mark remains active.
Your Pre-Wanted Streak Can Be Broken
If you are not yet Wanted and an enemy player defeats you, your unfinished 1/3 or 2/3 progress is reset to zero.
| Situation | Result |
|---|---|
| 2 enemy kills, then you defeat a third enemy | You become Wanted with count 1. |
| 2 enemy kills, then an enemy player kills you | Your unfinished streak resets to 0. |
| You are already Wanted and die to an enemy player | You lose 1 Wanted Count instead. |
Wanted Is Not the Same as Criminal
Wanted and Criminal are two separate PvP systems.
| System | Triggered by | Main effect |
|---|---|---|
| Wanted | Building an enemy-player kill streak | Wanted Count, visible Wanted marker, Wanted achievements |
| Criminal | Illegal same-town player killing | PK Count, reputation penalty, EXP penalty and jail punishment |
Killing players from your own town is handled by the Criminal/PK system. It does not use the same rules as building Wanted Count through enemy kills.
How Wanted Players Are Shown
Wanted status is deliberately visible to other players.
- A Wanted player receives a skull marker above their character.
- When inspecting or hovering a Wanted player, the nameplate can display Wanted (X), where X is their current Wanted Count.
- The Wanted visual remains active for as long as the character has at least 1 Wanted Count.
Killing a Wanted Enemy
Defeating an enemy who is already Wanted does two Wanted-system actions at once:
- The victim loses 1 Wanted Count.
- The killer receives progress for the Kill Wanted achievement.
If the killer is also Wanted, their own kill still adds +1 Wanted Count. In other words, a Wanted-vs-Wanted fight can raise the winner's Wanted Count while lowering the loser's count.
Wanted Count Examples
Example 1: Becoming Wanted
You start with Wanted 0 and defeat three enemy players without being killed by an enemy player:
Kill 2 → streak 2/3
Kill 3 → Wanted 1
Example 2: Growing a Wanted Streak
You are already Wanted 1 and then defeat four more enemy players:
Example 3: Clearing Wanted
You have Wanted 4 and are defeated by enemy players four times, without adding any new Wanted kills in between:
At 0, the Wanted status is removed.
Important: Wanted Progress Is Separate From EK Rewards
The Wanted system is processed as part of the server's enemy-player kill flow. The later Enemy Kill reward calculation has its own rules, including level and map conditions.
This is especially important during events, party Raiding Mode, or situations where EK rewards are distributed differently. Wanted progression follows its own kill-count rules.
Gladiator Arena
The normal enemy-kill reward handler exits early on arena1. As a result, normal Wanted progression is not processed through that handler inside the Gladiator Arena.
Wanted Achievements
The Wanted system has three dedicated achievement tracks.
Become Wanted
This progresses each time you complete the three-kill requirement while not Wanted and enter Wanted status.
| Times becoming Wanted | Title |
|---|---|
| 5 | Newly Wanted |
| 10 | Wanted Fighter |
| 25 | Wanted Hunter |
| 50 | Wanted Menace |
| 100 | Wanted Slayer |
| 250 | Wanted Nightmare |
| 500 | Highly Wanted |
| 1,000 | Wanted's Most Wanted |
| 2,500 | Wanted by Everyone |
| 5,000 | Wanted Dead or Deader |
Kill Wanted
This progresses when you defeat an enemy player who had at least 1 Wanted Count at the moment of the kill.
| Wanted enemies defeated | Title |
|---|---|
| 1 | Bounty Rookie |
| 5 | Bounty Hunter |
| 10 | Outlaw Tracker |
| 25 | Fugitive Chaser |
| 50 | Fugitive Bane |
| 100 | Bounty Warden |
| 250 | Outlaw Scourge |
| 500 | Fugitive Terror |
| 1,000 | Bounty Reaper |
| 2,500 | Reason They Hide |
Kills While Wanted
Once you are already Wanted, each further enemy-player kill adds one activity to this achievement track as well as increasing your Wanted Count.
| Enemy kills while Wanted | Title |
|---|---|
| 1 | Outlaw |
| 5 | Renegade |
| 10 | Fugitive |
| 25 | Marauder |
| 50 | Outlaw Raider |
| 100 | Marked Killer |
| 250 | Infamous Killer |
| 500 | Bounty Magnet |
| 1,000 | Realm Menace |
| 2,500 | Kingdom Threat |
Losing Wanted Count
There is also an achievement track for losing Wanted Count. Each enemy-player death that reduces your Wanted Count adds one activity.
| Wanted Counts lost | Title |
|---|---|
| 5 | Escapee |
| 10 | Law Dodger |
| 25 | Elusive |
| 50 | Quick Escape |
| 100 | Escape Artist |
| 200 | Untouchable |
| 300 | Shadow Runner |
| 500 | Uncatchable |
| 1,000 | Master Fugitive |
| 2,500 | Vanished Without Trace |
Quick Reference
| Rule | Current value |
|---|---|
| Enemy kills needed to first become Wanted | 3 |
| Starting Wanted Count | 1 |
| Wanted gained per enemy kill while already Wanted | +1 |
| Wanted lost when defeated by an enemy player | −1 |
| Wanted status removed at | 0 |
| Unfinished pre-Wanted streak after enemy-player death | Reset to 0 |
| Wanted data scope | Character |
| Wanted visual | Skull marker + Wanted (Count) |
| Normal Wanted progression in Gladiator Arena | Disabled through the normal enemy-kill handler |
