Use to improve
Skills rise through practice. No level gates, no class locks. Specialization emerges from play.
Every system talks to the others. Skills affect pets. Pets affect camps. Camps affect trade. Nothing lives in a vacuum.
Morrowind and Ultima Online are the reference points. You advance by using skills, and the choices compound over years, not hours.
Skills rise through practice. No level gates, no class locks. Specialization emerges from play.
Attributes grow in service of the skills you actually use, not from XP pots.
From gathering to finished goods, with quality, wear, and specialization.
NPCs produce, consume, and need. Scarcity is real. Helping a settlement recover is more valuable than looting it.
Prices move because people need things, not because a quest says so.
Run goods between settlements for profit, or stock your own camp.
Your caravan moves with you and other players can join theirs to yours to adventure as a group.
Set up a guarded safe camp in a dungeon. Sleep, craft, store. A camp unguarded is a camp lost.
We have not settled the combat model. We are toying with real-time-with-tactics settings and issuing orders, or a turn-based approach. When we decide, it will be documented in the devlog.
Live action with pause-and-issue or queued orders. Spatial, reactive, tense.
Deliberate, readable, tactical. Full control of pets and party.
Help NPCs accomplish their tasks to gain favor. Favor opens training, trade, and the occasional echo.
Tracked per NPC. Visible in behavior, not just a number.
NPCs remember deeds. Kindness and cruelty both travel.
A fragment of an NPC that can travel with you.