Advancing a danger level is managed by simply walking further to the north and is not anyhow related to the players' statistics or level. Some games allow almost entirely unrestricted PvP, but inflict penalties on those who repeatedly attack players who do not regularly engage in PvP.
Lineage II uses a variation of this technique. Other games do not supervise player killing at all. However, since the days of Ultima Online, where player killing was originally entirely unrestricted, most developers have come to a consensus that some limitations are required to avoid driving away new players.
In EVE Online there is a security ranking for all locations (1.0 being safe and 0.0 being lawless) and in the more secure systems there is a solid NPC police force that actively hunts down any criminal that enters (personal security rating of -0.5 or lower). Even if you are not a ¡¥criminal¡¦ you can also expect to gain their attention if you start an act of aggression against another player or are caught carrying contraband. This sets up a safe, protected, civilised centre for new players, and those who would prefer to avoid confrontations but at the cost of reduced income as the real money is to be made out in the bad-lands, where the griefers lurk.
Battle staffs
Battle staffs are stronger versions of the "Elemental Staffs" with increased melee stats.
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