
Combat is slower paced and methodical, no button mashing! Manage your stamina and equip load, observe your enemies movements. Breaking of poise will interrupt attacks. Weapon hitboxes are physically simulated. Hits and misses are lag compensated from the receiving players perspective so you can precisely time your dodges and parries.
Handcrafted, interconnected, and vertical. Rather than having vast empty open spaces, we focus on intricately designed areas with a unique topology.
Different parts of the world have different rules on PvP or penalties for dying or getting injured. Ranging from noob friendly blue zones where there is no PvP and only light injuries up to black zones with ruthless PvP and devastating injuries that lasts for months, suitable for hardcore players. We also have a PvP arena where players can fight with no fear of injuries or item drops, ideal for official or player run tournaments.
Players can learn many skills found in skill books. Some of the books are quite rare or hard to get. Every player receives 1 learning point per hour even when they are offline, with the highest tier of skills requiring weeks or even months to learn.
We have a classless character system with huge emphasis on horizontal progression. You absorb power from slain enemies that you can invest into attributes, like Strength, Agility, Intellect etc. These attributes unlock Perks that form the basis of your character build.
Power is also used as a resource to cast certain high tier abilities or in certain interactions.
To craft an item, you need a recipe and appropriate skills. You can also salvage items into useful materials and even upgrade items with various upgrade tools. To discover a new recipe, you must research it according the clues found in the world. When you manage to invent something new, you can treat it as your intellectual property and get rich or be a good samaritan and reveal the research steps to others.
You can invest a bit of power at your private stash to bind/unbind items to your character. Bound items don’t drop on death, but they cannot be dropped manually or traded to others. As a result, you don’t have to worry about losing your most precious stuff, but transporting cargo for resale carries a risk. Also, when you find something valuable in the world, you still must get safely home to be able to protect it.
You can try examining anything more closely. You may find hidden, unexpected or wholly useless stuff everywhere in the world. Some examinations require skills or meeting other conditions to trigger.
When you are sneaking, red circles around enemies indicate the range at which they will start to see you. It’s calculated as the enemies Perception divided by your Stealth. Of course, you don’t see red circles around players that are invisible to you, there could always be a better sneaker watching you!
Some parts of the world are conquerable by force and can be claimed by a guild. To prevent zerging, the act of the conquest takes the form of a managed PvP mode with exact rules, like spectacular 15v15 or 2v2 battles between champions, according to the size and type of the conquerable object. This means that even smaller highly skilled groups of players can hold against larger guilds. Select your champions wisely, equip them well, provide them with plenty of training and keep them in good health!
This feature is not yet implemented in alfa.
Players can request a direct 1v1 trade or configure prices for items they are selling/buying automatically. Become a famous merchant with stable clientele and many suppliers, or a traveling salesman that brings goods to hard to reach areas for a nice profit, of course.
As you receive damage, there is a chance to gain an Injury or to worsen an already existing injury. The type of injury is related to the damage type and the security of the zone you are in. Some injuries require a death hit. Certain monsters can cause injuries specific to them.
Players can do quests for various Factions, increase reputation and get faction specific rewards and services. GMs can use faction reputation as a factor to determine what group of players to approach in special events. For example, having a high reputation with Undead may lead to you being selected to carry out a special dark task. However, it can also attract wrath of factions that are hostile to Undead.
Vast majority of text is hand made, but we experiment with live AI integration in a few non crucial places. The queries are constructed on-the-fly, fully under GMs control and take game state into consideration. So for example, GMs can direct an NPC to only talk about current 5 topics, to speak in a friendly manner and to take into consideration what the player is wearing. Later, when a world event is taking place that makes the NPC sick, GM updates the topics and instructs the NPC to speak in a tired and slickly manner. This type of reactivity would be impossible if we had to do all the permutations by hand, and it synergizes nicely with the live roleplay aspect of the game.
There is a proximity voice chat in the game.
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