Heir System
The player that dies will be able to give all his items and title to another character of his choice. The character written in his “will” will receive all the items that character has. This by default will be set to the first child born (unless set already). Thereby, the player will be able to access his infant when his character dies, with access to all the items accumulated by the parent. The child, however, will not retain the skills earned by the parent. They will, however, learn the skills as a child if the parent guides them through the creation while it isn’t in independent mode.
Creatures
All the creatures native to the world will be able to be domesticated into animals which help you do various tasks. The creatures themselves will be quite hard to domesticate, and the depending on the animal itself, it would flocculate on how hard is it to become your pet. The animal itself will have different attitudes depending on its base. The harder to influence animals will be a lot more loyal towards the master.
Party
The characters will have the possibility to team up with other players and start off quests together. This will greatly increase the survival rate of players, as for the ability to use weapons is never increased. The harder the quest, the more likely you would have to need better gear, and a well-rounded party. Attacks of the village by surrounding animals will make guard jobs a lot more risky, and required.
The party system also allows the player to avoid damage given to one another during the process of the game. This will prevent accidental kills or prevent traitors within a party.
Diverse Economy
Aside from the players armory, the players will have to be required to get nourishment, as well as a place to rest when hurt as well as when their stamina is low. Various buildings will have to be made to supply these people. Buildings will also be required to have an infant. This will provide a numerous need for ore, lumber, creature skins, bones, and other utility possible throughout the game. This will create a lot of different professions required, as well as provide a lot more flexibility. To total, the character can wear roughly 10 clothes articles.
Nobility
The characters that eventually reach a nobility social status will be able to receive their own family name, and depart from the given basic ones provided by the game itself. This will increase the social status of the character, and promote unique families from forming (as a player can give access to another player to control their child, and breed off that).
Nobilities will receive not only a new family name of their desire, but as well as a title they can proclaim their. The title will be given before the name, followed by either the full name or the family name. Thereby, Count Cruentus, or Count Velox Cruentus.
Child Evolution
A child born will have the average score of both their parents, give or take 2. The child will initially possess no amount of skill ranks, however they will be able to learn (at a superior speed then that of an adult) ranks in various skills displayed in front of them. Imitating their mentor or parents in a specific task will improve their ranks in the skill performed
Birth Marks
As a child or account is created, depending under which time of the year they were born, the child will inherit a specific birthmark. These birthmarks give the player a specific attribute special to themselves. These birthmarks may increase/decrease particular stats, cause players to have more skills in specific ranks, or likewise. This adds to create a variety of characters on creation.
Non-Player Characters
NPCs will be evolved to such a degree that they process the likings, the appearance, and the actions of real players. Judging their outlook on past experience, the NPC will be fully self-reliant in the materials it does. It will be able to interact with other characters of it’s sort – Buy and Sell various items throughout the market place, or produce items of their own experience. The NPCs will evolve as they grow older – Having a much more rational outlook on life. They will evolve to be able to produce items, houses, or raise to children.
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Damage System
In the damage system, you’ll have two types of health: Wound and health points. Wound points are given by their constitution modifier. Health points are given per level to a maximum of twice their wound points.
While some weapons (maul) are specialized specifically on taking down the player, it incurs little long term damage. It will cause bruises, and leave big marks however the player in question won’t have a cut. The damage is actually done on impact, and very little pain follows. Comparably, the dagger is a fine tool that doesn’t incur much pain on impact, however it is more likely going to impact important organs. This will leave the person with a bloody mess. Thereby, while the maul does a lot of health damage, it comparatively does very little wounds, likewise, the dagger does a lethal sum of wound points, yet very little on actual health damage.
Would Points
Wound points are characterized by the long term physical damage produced on the player. While not directly connected to the players health, the wound points effect health periodically. These points are regenerated at a constant rate, however, the lower the points are, the rapider the player drains from his blood/health.
Health Points
Health points are a direct measure to see how much the player is damaged. Contrasting the wound points, if you have no more health points, you fall unconscious and eventually die. These points are long-term and require special attention to heal. |