Chapter 11.3 Pirates

Deep Areas
Deep areas include the deep sea, deep lava, deep forest, and deep dunes. While players can built structures both on water, lava, and sand, as well as the deep areas, it is advisable to consider that deeper into these regions that piracy can be activated. (Similar to The Wilderness in Runescape.) The game will let players know they have entered a deep area for the first time in a message, (can toggle hints off at core menu,) as well as a distinguishable icon in the UI.

Pirates
Piracy is able to occur by activating the culture skill trait from a claim/outpost piracy control. This could be a building, vehicle, or a wildlife player's creature itself, or other constructions. You can only activate it in a deep area, and you must have created an accepted runic creation, which will become your banner and flags. You can only keep it active by remaining in deep areas. Unlike war where members cannot friendly fire, pirates are rough housers and backstabbers, and can and will friendly fire in their piracy radiuses. Essentially, all protection spells are nullified using break spells.

Pirate Basic Mechanics
In claims/outpost affected, your protections will be removed. It is similar to war where PVP is allowed, but with the affected radius there are no declarations with war torches. Within a pirate range, it's attack and be attacked freely. With enough culture skills, they can link piracy to other outposts in deep areas, allowing areas like buildings, creatures, ships and wagons, to fly under the same flag. Piracy in Spirit Relics takes many forms, some will be wagons pulled by animals, ships in the sand, sea, or lava, or fortresses built on land, trees, or upon the backs of animals themselves.

Pirate Flipping
Riftmist (crime trails) will be left hidden where a pirate hides and then raises their flag or banner again. Which may trick players into false senses of security in areas unsuspecting them. PVP ranges and piracy mechanics are inactive when their affiliation display is hidden.

Pirate Law
Piracy is similar to a property or settlement depending on intended scope of their hub. Therefore, crimes can be set as legal or illegal within the claimed land, wagon, or on the animal fortress. If laws are applied, riftmist will appear for the crimes that are illegal. This depends on what kind of culture each type of founder prefers. But attacking is never considered a crime in piracy lands. Even friendly fire is always allowed, unlike in war mechanics.

Piracy Culture
Because piracy is a type of state activated by a property or settlement hub, trials, festivals, and everything else is the same as a properties and settlements, except they will unlock different culture skills by performing piracy acts. But outposts also may unlock specific constructions by gaining piracy legend. They will also unlock controls to keep or expand deep area ecosystems, (with limits.) A piracy claim/outpost will gain piracy favor that is used to activate piracy based controls and culture skills.

Deep Evading and Edge Hugging
Exiting the edges of deep areas, when in active combat, you will still be able to attack and be attacked until a certain amount of time is met. You should consider only fleeing as a last resort. This is to avoid players hugging the edges of deep areas as a means to stop being attacked automatically at the borders. Also, in the case where deep areas are not consistently defined as it fades into a normal area, due to ecosystems changing over time.

Lingering Piracy State
A hub retains its piracy state after leaving a deep area, but it can no longer execute pirate skills or trigger piracy effects. This ensures that piracy benefits remain tied to deep zones, while still preserving the legal and cultural status of the hub.

Leaving Deep Areas
However, if you remain in non-deep areas for too long, piracy controls will demand exponentially more tinder to stay active. Your claim/outpost will remain in a pirate state until you remove all piracy controllers. At which you will lose all remaining (if any) piracy favor and not be able to activate piracy culture skills. You will need to perform new actions as a pirate in deep areas, or risk becoming a regular outpost again.

Decay and Ownership
Pirate controls and constructions follow the same decay and ownership rules as all other properties. If it runs out of tinder for too long, it begins to decay, and will need repairs. If left unattended, it will eventually collapse into ruin or be destroyed by monsters, after which it disappears entirely.

Explosives
Explosives are only effective in deep areas and war areas, and only activatable by members in active war or pirate radius. They cannot be activated within active sanctuaries, but can be used to weaken and potentially destroy them from the outside. In deep areas, anyone can set them off. The are activated by break converters. These converters suck in the unseen break spells (the opposite of protection spells) that coat piracy and war areas, as the final ingredient for an explosive to activate. It bypasses all protections in these listed areas.

Different Types of Explosives
Different types of explosives determine how they can go off. Some can be activated by specific elements, like fire or ice. Others require a certain threshold of damage, and others can be activated by corded switches, or remotely in a range using falsemana. When discovered, players can attempt to deactivate them, but without a skill for it, it has a higher chance to go off depending on the complexity of the design. It may be better to try to move it, but you can also risk your safety. Or it may be a trap!