From a96502b14cf9d69ab317c4e16e78405fdb026b00 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Mon, 25 May 2026 13:45:37 +0000 Subject: [PATCH] Reorganize artwork, add island maps, remove consolidated sourcebook sections --- _git/artwork/README.md | 24 + .../heightmaps/crownspire-heightmap.png | Bin .../artwork/heightmaps/mainland-heightmap.png | Bin .../artwork/maps/crownspire-player-map.png | Bin .../artwork/maps/mainland-player-map.png | Bin _git/docs/bestiary.md | 3112 --------------- _git/docs/building-system.md | 2517 ------------ _git/docs/database-reference.md | 3153 --------------- _git/docs/development-roadmap.md | 460 --- _git/docs/gameplay-guide.md | 306 -- _git/docs/islands.md | 756 +--- _git/docs/items.md | 1535 ------- _git/docs/merchants-and-guilds.md | 1111 ------ _git/docs/player-characters.md | 2385 ----------- _git/docs/skills-and-abilities.md | 3510 ----------------- _git/docs/world-history.md | 652 --- 16 files changed, 40 insertions(+), 19481 deletions(-) rename 54DB2C70-F323-45FC-B6B2-0F0A2828C6BA.png => _git/artwork/heightmaps/crownspire-heightmap.png (100%) rename 2A3197EC-134D-448F-B240-D59E697F4BA2.png => _git/artwork/heightmaps/mainland-heightmap.png (100%) rename IMG_3125.png => _git/artwork/maps/crownspire-player-map.png (100%) rename IMG_3121.png => _git/artwork/maps/mainland-player-map.png (100%) diff --git a/_git/artwork/README.md b/_git/artwork/README.md index 5e9c6ac..0581167 100644 --- a/_git/artwork/README.md +++ b/_git/artwork/README.md @@ -2,6 +2,30 @@ Centralized gallery for all synced Mystical Islands artwork. +## Island Maps + +### Mainland + +![Mainland Player Map](./maps/mainland-player-map.png) + +[View Full Map](./maps/mainland-player-map.png) · [Download Terrain Heightmap](./heightmaps/mainland-heightmap.png) + +### Crownspire + +![Crownspire Player Map](./maps/crownspire-player-map.png) + +[View Full Map](./maps/crownspire-player-map.png) · [Download Terrain Heightmap](./heightmaps/crownspire-heightmap.png) + +## Terrain Heightmaps + +### Mainland + +![Mainland Heightmap](./heightmaps/mainland-heightmap.png) + +### Crownspire + +![Crownspire Heightmap](./heightmaps/crownspire-heightmap.png) + ## Logos ![Mystical Islands Logo](./logos/logo.png) diff --git a/54DB2C70-F323-45FC-B6B2-0F0A2828C6BA.png b/_git/artwork/heightmaps/crownspire-heightmap.png similarity index 100% rename from 54DB2C70-F323-45FC-B6B2-0F0A2828C6BA.png rename to _git/artwork/heightmaps/crownspire-heightmap.png diff --git a/2A3197EC-134D-448F-B240-D59E697F4BA2.png b/_git/artwork/heightmaps/mainland-heightmap.png similarity index 100% rename from 2A3197EC-134D-448F-B240-D59E697F4BA2.png rename to _git/artwork/heightmaps/mainland-heightmap.png diff --git a/IMG_3125.png b/_git/artwork/maps/crownspire-player-map.png similarity index 100% rename from IMG_3125.png rename to _git/artwork/maps/crownspire-player-map.png diff --git a/IMG_3121.png b/_git/artwork/maps/mainland-player-map.png similarity index 100% rename from IMG_3121.png rename to _git/artwork/maps/mainland-player-map.png diff --git a/_git/docs/bestiary.md b/_git/docs/bestiary.md index f10bb0e..2b02aab 100644 --- a/_git/docs/bestiary.md +++ b/_git/docs/bestiary.md @@ -5,3115 +5,3 @@ Centralized monster encyclopedia for Mystical Islands. Grouping emphasizes undea Each creature entry should track lore, locations, variants, behavior, loot, and encounter style. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/bestiary.md` - -# Bestiary - -This page is the centralized monster reference for Mystical Isles. It collects the main creature families in one place so the world stays easy to browse and easy to expand. - -Each entry includes: description, location, danger level, behavior, loot ideas, progression tier, faction alignment, and possible variants. - ---- - -## Humanoids - -- **Goblin Scout** — Description: small raider and lookout; Location: road edges, cave mouths, ruin camps; Danger: Low; Behavior: ambushes lone players and runs when pressured; Loot: scrap, coins, sling stones, tools; Tier: 1; Faction: goblin clans; Variants: Cave Goblin, Pirate Goblin, Veil Goblin. -- **Goblin Cutthroat** — Description: knife-fighting goblin enforcer; Location: tunnels, bandit camps, marsh edges; Danger: Low-Mid; Behavior: rushes the back line and attacks in pairs; Loot: crude daggers, coin pouches, bone charms; Tier: 1-2; Faction: goblin gangs; Variants: Poison Goblin, Armored Goblin, Ruin Goblin. -- **Orc Raider** — Description: aggressive frontline marauder; Location: frontier roads, war camps, shattered forts; Danger: Mid; Behavior: charges with brute force and intimidates weaker foes; Loot: axes, hides, trophies, war tokens; Tier: 2; Faction: orc warbands; Variants: Orc Bruiser, Orc Spearhand, Elite Orc Captain. -- **Dark Elf Ranger** — Description: disciplined ambusher and wilderness hunter; Location: deep forests, ruined groves, hidden shrines; Danger: Mid; Behavior: uses poisons, traps, and ranged pressure; Loot: arrow bundles, dark crystal shards, crafted cloth; Tier: 2; Faction: shadow court cells; Variants: Night Stalker, Veil-Touched Ranger, Shrine Guard. -- **Human Bandit Captain** — Description: organized outlaw leader; Location: roads, ruined outposts, frontier camps; Danger: Mid; Behavior: commands lesser bandits and uses terrain advantage; Loot: maps, keys, blades, stolen goods; Tier: 2; Faction: outlaw bands; Variants: Highway Captain, Dockside Captain, Smuggler Captain. - -## Pirates and Outlaws - -- **Pirate Corsair** — Description: mobile sea-raider with boarding weapons; Location: docks, ships, reefs, coves; Danger: Mid; Behavior: strikes fast, retreats toward allies, and fights dirty; Loot: cutlasses, rum, rope, salvage coins; Tier: 2; Faction: pirate fleets; Variants: Boarder Corsair, Reef Corsair, Blackwake Corsair. -- **Pirate Bombardier** — Description: explosives specialist; Location: ship decks, coastal forts, hidden bunkers; Danger: Mid; Behavior: throws bombs, controls space, and destroys cover; Loot: powder, fuse cord, bombs, salvage iron; Tier: 2-3; Faction: pirate fleets; Variants: Fire Bombardier, Smoke Bombardier, Salvage Bombardier. -- **Smuggler Knifehand** — Description: stealthy criminal fighter; Location: harbors, market alleys, secret warehouses; Danger: Low-Mid; Behavior: uses ambushes, poisons, and escape routes; Loot: contraband, daggers, lock tools, coin; Tier: 1-2; Faction: black market rings; Variants: Fence Guard, Harbor Thief, Contract Knife. -- **Deckhand Marauder** — Description: rough boarding specialist; Location: docks, ships, wrecks; Danger: Low-Mid; Behavior: swarms targets and overwhelms isolated players; Loot: scrap, food, hooks, cheap weapons; Tier: 1-2; Faction: pirate crews; Variants: Salt Deckhand, Mutiny Deckhand, Wreck Deckhand. -- **Black Market Enforcer** — Description: professional thug with a local network; Location: hidden dens, city underways, illegal stalls; Danger: Mid; Behavior: guards fences and retreats only if cornered; Loot: bribe notes, weapons, trade tokens; Tier: 2-3; Faction: illicit trade guilds; Variants: Fence Enforcer, Dock Enforcer, Relic Runner. - -## Undead - -- **Skeleton Warrior** — Description: basic animated soldier; Location: tombs, catacombs, battlefields, ruins; Danger: Low-Mid; Behavior: slow, relentless, and resistant to fear; Loot: rusted armor, bone dust, old coins; Tier: 1-2; Faction: none or necromantic control; Variants: Skeleton Spearman, Skeleton Shieldbearer, Skeleton Guard. -- **Skeleton Mage** — Description: bone caster with broken ritual power; Location: crypts, libraries, sealed halls; Danger: Mid; Behavior: casts bolts and supports other undead; Loot: scroll fragments, wand parts, ash crystals; Tier: 2; Faction: necromantic cults; Variants: Bone Adept, Grave Scholar, Runebone Mage. -- **Grave Wight** — Description: resentful undead predator; Location: burial grounds, cursed villages, ruins; Danger: Mid; Behavior: drains stamina and attacks from shadows; Loot: cursed cloth, rings, soul ash; Tier: 2; Faction: restless dead; Variants: Marsh Wight, Harbor Wight, Royal Wight. -- **Tomb Guardian** — Description: ancient protector bound to old orders; Location: royal tombs, sealed vaults, ancient temples; Danger: Mid-High; Behavior: defends chambers and punishes intruders; Loot: relic fragments, seal keys, ceremonial gear; Tier: 3; Faction: old kingdom wards; Variants: Golden Guardian, Stone Guardian, Veil-Scarred Guardian. -- **Bone Captain** — Description: elite undead commander; Location: shipwrecks, crypt forts, battlefield crypts; Danger: High; Behavior: coordinates lesser undead and fights with tactical discipline; Loot: captain tokens, unique blades, command relics; Tier: 3; Faction: undead legions; Variants: Grave Captain, Wreck Captain, Black Banner Captain. - -## Dragons - -- **Young Storm Drake** — Description: nimble young dragon predator; Location: cliffs, storm isles, high ridges; Danger: High; Behavior: swoops, breathes lightning, and retreats to height; Loot: scales, storm teeth, wing membranes; Tier: 3; Faction: draconic; Variants: Reef Drake, Cliff Drake, Tempest Drake. -- **Frost Dragon** — Description: cold-breath dragon of mountain regions; Location: Frostpeak peaks, frozen caves, glacier ruins; Danger: High; Behavior: freezes terrain and attacks from above; Loot: frost scales, ice hearts, hoard coins, rare ore; Tier: 4; Faction: draconic; Variants: Ancient Frost Dragon, Wyrmling Frost Dragon, Corrupted Frost Dragon. -- **Fire Dragon** — Description: aggressive fire-breath dragon; Location: volcanic vents, ash ruins, sun-baked canyons; Danger: High; Behavior: scorches terrain and punishes clustered groups; Loot: ember cores, molten scales, charred treasure; Tier: 4; Faction: draconic; Variants: Ember Dragon, Lava Dragon, Elder Fire Dragon. -- **Ancient Dragon** — Description: legendary apex dragon with deep knowledge; Location: hidden peaks, royal ruins, world boss lairs; Danger: Extreme; Behavior: dominates the battlefield and commands lesser creatures; Loot: ancient bones, legendary relics, world keys; Tier: 5; Faction: draconic elderblood; Variants: Ancient Frost Dragon, Ancient Fire Dragon, Ancient Storm Dragon. -- **Corrupted Dragon** — Description: Veil-twisted dragon warped by ancient power; Location: Veilreach, corrupted ruins, sealed breaches; Danger: Extreme; Behavior: mutates mid-fight and spreads corruption; Loot: corrupted scales, unstable cores, purge relics; Tier: 5; Faction: Veil corruption; Variants: Veil Dragon, Rift Dragon, Dread Dragon. - -## Veil and Corrupted Creatures - -- **Veil Goblin** — Description: mutated goblin warped by exposure; Location: Veil edges, corrupted camps, broken labs; Danger: Low-Mid; Behavior: erratic, twitchy, and opportunistic; Loot: unstable shards, twisted scrap, corruption residue; Tier: 2; Faction: Veil-afflicted; Variants: Veil Cutter, Veil Shaman, Veil Trickster. -- **Veil Hound** — Description: hunting beast with unnatural senses; Location: corrupted forests, ward breaches, underground passages; Danger: Mid; Behavior: tracks players through walls or noise cues; Loot: fangs, Veil glands, tracking hide; Tier: 2-3; Faction: Veil horde; Variants: Rift Hound, Nightmare Hound, Alpha Veil Hound. -- **Corrupted Treant** — Description: once-protective forest giant, now hostile; Location: ancient groves, ruined gardens, jungle heartlands; Danger: High; Behavior: roots targets in place and spawns adds; Loot: heartwood, corruption sap, ancient bark; Tier: 3; Faction: corrupted wilds; Variants: Blighted Treant, Ironwood Treant, Veil Treant. -- **Veil Stalker** — Description: stealth predator from the altered zones; Location: Veilreach, breach sites, collapsed sanctums; Danger: High; Behavior: appears, strikes, vanishes, and relocates; Loot: stealth organs, shadow glands, rare essence; Tier: 4; Faction: Veil hunters; Variants: Rift Stalker, Shade Stalker, Prime Stalker. -- **Rift Sentinel** — Description: ancient guardian machine or construct twisted by the Veil; Location: buried facilities, reactor halls, sealed towers; Danger: High; Behavior: guards zones and emits disruptive fields; Loot: core plates, ward gears, rune batteries; Tier: 4; Faction: ancient systems; Variants: Ward Sentinel, Reactor Sentinel, Corrupted Sentinel. - -## Beasts and Wildlife - -- **Mountain Wolf** — Description: pack predator adapted to cold ranges; Location: Frostpeak slopes, tundra paths, old hunting roads; Danger: Low-Mid; Behavior: circles targets and attacks in groups; Loot: pelts, teeth, meat, pack bones; Tier: 1; Faction: wildlife; Variants: Alpha Wolf, Frost Wolf, Cave Wolf. -- **Dire Boar** — Description: heavy charging beast; Location: forests, marsh edges, farm roads; Danger: Mid; Behavior: stamps, charges, and knocks players down; Loot: tusks, meat, leather, bristles; Tier: 1-2; Faction: wildlife; Variants: Iron Boar, Marsh Boar, Thorn Boar. -- **Jungle Raptor** — Description: fast pack hunter; Location: Emerald Wilds, ruins, dense canopy paths; Danger: Mid; Behavior: pounces from concealment and attacks in coordinated bursts; Loot: claws, feathers, hide, eggs; Tier: 2; Faction: wildlife; Variants: Alpha Raptor, Temple Raptor, Ash Raptor. -- **Bog Leech Swarm** — Description: hazardous swamp swarm creature; Location: Blackwater Marsh, stagnant pools, flooded tunnels; Danger: Low-Mid; Behavior: drains health and slows movement; Loot: venom sacs, swamp gel, alchemy parts; Tier: 1-2; Faction: wildlife; Variants: Giant Leech, Blood Leech, Mire Swarm. -- **Coral Strider** — Description: tough reef-dwelling beast; Location: reefs, tide pools, storm coasts; Danger: Mid; Behavior: defends territory and lashes with spines; Loot: shell plates, coral chips, coastal reagents; Tier: 2; Faction: wildlife; Variants: Reef Strider, Tide Strider, Deep Strider. - -## Sea Creatures - -- **Reef Shark** — Description: fast coastal predator; Location: reef waters, wreck sites, shallow seas; Danger: Low-Mid; Behavior: circles boats and attacks wounded targets; Loot: fins, teeth, oil, scales; Tier: 1-2; Faction: sea wildlife; Variants: Black Reef Shark, Tide Shark, Whitecap Shark. -- **Sea Serpent** — Description: long, territorial ocean predator; Location: open waters, storm routes, deep channels; Danger: High; Behavior: hits ships and retreats beneath the waves; Loot: serpent scales, deep oil, rare teeth; Tier: 3; Faction: sea wildlife; Variants: Storm Serpent, Reef Serpent, Elder Serpent. -- **Kraken Spawn** — Description: lesser abyssal offspring of the deep; Location: deep sea zones, ship graveyards, trench edges; Danger: High; Behavior: grapples vessels and summons pressure waves; Loot: ink sacs, abyss tentacles, rare pearls; Tier: 4; Faction: abyssal; Variants: Tentacle Spawn, Deep Spawn, Rift Spawn. -- **Tide Siren** — Description: aquatic lure creature or cursed singer; Location: cliffs, shipwreck beaches, moonlit coves; Danger: High; Behavior: charms, confuses, and draws sailors off course; Loot: siren shells, song relics, pearl fragments; Tier: 3; Faction: sea myth; Variants: Reef Siren, Storm Siren, Veil Siren. -- **Shipwrecker Crab** — Description: armored scavenger that breaks hulls and bones; Location: wreck beaches, reefs, tidal caves; Danger: Mid; Behavior: defends territory and crushes with heavy claws; Loot: shell armor, salvage claws, ship nails; Tier: 2; Faction: sea wildlife; Variants: Giant Crab, Stone Crab, Wreck Crab. - -## Demons and Elite Horrors - -- **Ash Imp** — Description: small fire-tainted nuisance; Location: volcanic vents, burned ruins, ritual sites; Danger: Low-Mid; Behavior: harasses players, steals items, and explodes on death; Loot: ember dust, charred charms, small cores; Tier: 1-2; Faction: infernal; Variants: Ember Imp, Smoke Imp, Furnace Imp. -- **Lesser Demon** — Description: brute infernal fighter; Location: sealed rifts, cult sites, ruined temples; Danger: Mid-High; Behavior: rushes targets and resists crowd control; Loot: horns, infernal cloth, soul residue; Tier: 3; Faction: infernal; Variants: Rift Demon, Claw Demon, Ash Demon. -- **Abyss Sentinel** — Description: massive guardian from the deep darkness; Location: Veil breaches, lost reactors, ancient vaults; Danger: High; Behavior: guards a space and retaliates with brutal area attacks; Loot: sentinel cores, abyss metal, ward fragments; Tier: 4; Faction: abyssal warders; Variants: Vault Sentinel, Rift Sentinel, Deep Sentinel. -- **Witch Hexer** — Description: ritual caster and curse specialist; Location: marsh circles, abandoned huts, shadow groves; Danger: Mid-High; Behavior: spreads debuffs, summons helpers, and disrupts healing; Loot: ritual herbs, curse fetishes, potion parts; Tier: 3; Faction: witch covens; Variants: Marsh Hexer, Bone Hexer, Veil Hexer. -- **Elite Orc Captain** — Description: veteran war leader and boss-level humanoid; Location: siege camps, frontier forts, war islands; Danger: High; Behavior: coordinates allies and punishes weak positioning; Loot: command trophies, banners, heavy weapons, war tokens; Tier: 3-4; Faction: orc warbands; Variants: Shield Captain, Berserker Captain, Warlord Captain. - ---- - -## Future Variant Hooks - -These are intended as future expansion patterns: - -- Frost Dragon -- Fire Dragon -- Ancient Dragon -- Corrupted Dragon -- Cave Goblin -- Pirate Goblin -- Veil Goblin -- Skeleton Mage -- Skeleton Warrior -- Elite Orc Captain -- Veil Siren -- Rift Stalker -- Blackwake Corsair -- Marsh Hexer -- Abyss Sentinel - -The bestiary should stay centralized here rather than split into many small pages. - ---- - -### Source: `docs/world/creatures_and_monsters.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / Creatures & Monsters - ---- - -# Creatures & Monsters -## Creature Design Goals - -Creatures in Mystical Isles should reinforce island identity, communicate the consequences of The Fracturing, and create distinct risk profiles for travel, exploration, and progression. - -## Encounter Categories - -| Category | Description | Gameplay Use | -| --- | --- | --- | -| Natural wildlife | Familiar creatures altered by island isolation | Baseline ecology, hunting, crafting | -| Mutated fauna | Wildlife reshaped by Veil exposure | Escalating combat and regional identity | -| Ancient guardians | Pre-Fracturing defense organisms or machines | Ruin protection, dungeon encounters | -| Cursed undead | Corpses or remnants reanimated by corrupted zones | Horror regions, siege pressure | -| Apex sea threats | Massive predators and anomaly-born leviathans | Naval danger, convoy risk, world bosses | -| Mythic anomalies | Rare entities tied to breaches, storms, or wards | Endgame events, legendary hunts | - -## Regional Bestiary Themes - -### Mainland Kingdom -- coastal prowlers, sewer chitterers, dock drakes, and tide wolves -- threats are readable and manageable to support new-player onboarding -- elite variants appear when sealed lower-city wards fail - -### Witchwood Isle -- thornstags, whisper moths, briar hounds, rootbound horrors, and mirror-eyed owls -- creatures should feel half-natural and half-ritualized by the forest -- corruption expresses itself through camouflage, charm effects, and living terrain ambushes - -### Frostpeak Isle -- frostfang bears, tunnel wyrms, ice drakes, shardhorn goats, and awakened forge sentinels -- vertical traversal and environmental hazards should matter as much as creature damage -- dragon caves provide high-value elite and boss ecosystems - -### Ashen Deadlands -- ash ghouls, ember wretches, bone crawlers, war-ogres, magma hounds, and siege revenants -- enemy density, attrition, and pressure should be higher than in earlier regions -- undead and volcanic predators compete with each other as well as the player - -### The Shattered Reefs -- reef stalkers, salt basilisks, sand striders, cove sirens, hullcrabs, and cannonjaw serpents -- encounters blend land ambushes with ship-based threats -- treasure zones should frequently mix environmental and monster danger - -### Stormreach Isles -- storm eels, veil-touched leviathans, shardwings, phase hunters, lightning-twisted giants, and breach-born horrors -- creatures should visibly embody instability, mutation, and impossible anatomy -- many high-end threats can alter visibility, movement, or spatial rules mid-fight - -## Progression and Reward Use - -- early creatures teach readable combat roles and material harvesting -- mid-game enemies introduce corruption, curses, and mixed-environment fights -- late-game monsters should require coordinated crews, ship support, or ward management -- rare monsters supply relic components, ship upgrade materials, and faction prestige rewards - -## Faction Interest - -- the Kingdom funds hunts that keep trade routes open -- Witchwood circles protect or study forest creatures rather than killing indiscriminately -- Frostpeak holds value monster parts tied to forgecraft and excavation safety -- pirate crews track beasts guarding wreck sites and hidden coves -- Stormreach expeditions seek samples from mutated apex predators for ward and portal research - ---- - -## Related Documents -- [🐉 Gameplay Track: Mobs] (../gameplay/mobs/README.md) -- [🛡 Gameplay Track: PvE] (../gameplay/pve/README.md) -- [⛈ Stormreach Isles] (stormreach_isles.md) - -## Suggested Reading -- Previous: [⛈ Stormreach Isles] (stormreach_isles.md) -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/humanoids.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Humanoids - ---- - -# 🛡 Humanoids - -Humanoid enemies in Mystical Isles are tied to territory, ideology, and resource pressure. Even when they are hostile, they should still feel like part of a political map rather than disposable monster clutter. - -## 🗺 Regional Encounter Notes -- **Mainland Kingdom:** goblin raiders, sewer scavengers, pirate infiltrators, and outlaw militias test early group combat -- **Witchwood Isle:** exile elves, masked cultists, serpent warriors, and illusion-heavy ambushers punish careless traversal -- **Shattered Reefs:** pirate crews and Reef Warden patrols react strongly to reputation and trespass -- **Ashen Deadlands:** orc warbands, minotaur shock troops, and troll mercenaries create frontline chaos between living and undead factions - -# Goblins -## Overview -Goblins are opportunistic scavengers that thrive anywhere trade routes, ruins, and unsecured supplies overlap. They are a classic starter-to-midgame enemy family because their variants teach traps, swarming, theft, and improvised ranged pressure. - -## Creature Type -- Humanoid - -## Regions Found -- Mainland Kingdom backroads and undercity drains -- Witchwood ruin edges -- Frostpeak tunnel camps -- Shattered Reefs wreck coves -- Veil breach outskirts as corrupted offshoots - -## Behavior -- hostile -- pack hunter -- ambush predator -- patrol - -## Threat Level -- Common - -## Gameplay Role -- starter enemy -- camp clearer -- faction nuisance - -## Variants -- Forest Goblin -- Cave Goblin -- Pirate Goblin -- Veil Goblin -- Goblin Sapper -- Goblin Totem-Keeper - -# Pirates -## Overview -Pirates are faction enemies first and monsters second. Free Reef Corsairs and unaffiliated raider crews control ship lanes, raid wrecks, and pressure convoy routes. Their encounters emphasize mobility, pistols, cutlasses, rope traversal, and boarding chaos. - -## Creature Type -- Humanoid - -## Regions Found -- Shattered Reefs outer ports and coves -- Mainland smuggler docks -- contested sea lanes between major islands - -## Behavior -- hostile -- patrol -- pack hunter -- ambush predator - -## Threat Level -- Common -- Dangerous -- Elite - -## Gameplay Role -- faction soldier -- naval threat -- boarding encounter -- convoy raider - -## Variants -- Deck Raider -- Corsair Gunner -- Rope Swing Boarder -- Pirate Captain -- Reef Smuggler -- Veil-Touched Mutineer - -# Native Desert Tribes (Reef Wardens) -## Overview -The canyon-dwelling native desert tribes of the Shattered Reefs are represented in modern lore by the Reef Wardens. They are not default enemies; they become encounter content when players trespass, violate oasis law, raid relic sites, or fail diplomatic quests. - -## Creature Type -- Humanoid - -## Regions Found -- inner canyon routes of the Shattered Reefs -- hidden oases -- cliff villages near relic vaults - -## Behavior -- territorial -- patrol -- ambush predator -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- faction soldier -- resource guardian -- relic guardian -- reputation gatekeeper - -## Variants -- Reef Warden Scout -- Storm Reader Adept -- Canyon Spear Guard -- Oasis Beast Handler -- Hollow Spire Relic Guardian - -# Orcs -## Overview -Orcs in the Ashen Deadlands belong mostly to the Cinder Tribes: salvage-driven warbands hardened by constant attrition. Their camps feel militarized, desperate, and brutally practical, often fighting both players and undead hosts over the same battlefield remains. - -## Creature Type -- Humanoid - -## Regions Found -- Ashen Deadlands war camps -- siege lines near ruined forts -- scorched caravan routes - -## Behavior -- hostile -- territorial -- patrol -- pack hunter - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- faction soldier -- siege enemy -- salvage rival - -## Variants -- Cinder Raider -- Ash Shieldbearer -- Bone Trophy Hunter -- War Shaman -- Orc Warlord - -# Elves -## Overview -Most Moonroot Enclave elves are neutral or allied by context, but militant ward defenders, exile cells, and Veil-tainted splinter groups become dangerous enemies in sacred groves and sealed ruins. Their encounters emphasize precision, stealth, and magical control rather than brute force. - -## Creature Type -- Humanoid - -## Regions Found -- Witchwood ancestral paths -- ward sites and hidden groves -- rare Tempest Accord ruin disputes - -## Behavior -- territorial -- patrol -- ambush predator -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- faction soldier -- route defender -- ruin guardian - -## Variants -- Moonroot Archer -- Thornbound Duelist -- Ward Keeper Sentinel -- Exile Spellhunter -- Veilbound Elf - -# Serpent Warriors -## Overview -Serpent Warriors guard forgotten temple roads, desert vaults, and abyssal shrines. They combine disciplined weapon combat with venom, constriction, and petrifying ritual magic, making them ideal mid-to-late game dungeon soldiers. - -## Creature Type -- Humanoid - -## Regions Found -- Shattered Reefs inner ruins -- storm-battered shrine islands -- buried temples beneath desert canyons - -## Behavior -- territorial -- patrol -- dungeon guardian -- ambush predator - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- dungeon enemy -- relic guardian -- poison specialist - -## Variants -- Venom Spearman -- Scale Archer -- Stone Coil Priest -- Shrine Champion - -# Trolls -## Overview -Trolls are regenerating bruisers that inhabit swamp margins, canyon bridges, and ash-blackened trenches. They turn travel chokepoints into attrition checks and punish groups without fire, focus damage, or terrain control. - -## Creature Type -- Humanoid -- Beast - -## Regions Found -- Witchwood bog roads -- Shattered Reefs canyon bridges -- Ashen Deadlands trench lines - -## Behavior -- territorial -- hostile -- patrol - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- chokepoint enemy -- bridge guardian -- siege brute - -## Variants -- Bog Troll -- Canyon Troll -- Ash Troll -- Veil Troll - -# Minotaurs -## Overview -Minotaurs serve as elite labyrinth guards, arena champions, and ruin shock troops. Their fights center on charge lanes, forced movement, and punishing close-quarters pressure. - -## Creature Type -- Humanoid - -## Regions Found -- buried arena complexes in the Shattered Reefs -- fortress ruins in the Ashen Deadlands -- labyrinth dungeons beneath the Mainland - -## Behavior -- hostile -- territorial -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- dungeon enemy -- arena boss -- relic guardian - -## Variants -- Labyrinth Minotaur -- Ash Colosseum Minotaur -- Horned Executioner -- Veil-Maddened Minotaur - ---- - -## Related Creatures -- [🔥 Demons] (demons.md) -- [☠ Undead] (undead.md) -- [🌀 Veil-Corrupted Creatures] (veil_corrupted.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [Faction Progression] (../../systems/faction_progression.md) - -## Related Islands -- [Shattered Reefs] (../../world/shattered_reefs.md) -- [Witchwood Isle] (../../world/witchwood_isle.md) -- [Ashen Deadlands] (../../world/ashen_deadlands.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: Quests] (../quests/README.md) - -## Suggested Reading -- Previous: [🐉 Bestiary] (README.md) -- Next: [☠ Undead] (undead.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/beasts.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Beasts - ---- - -# 🦇 Beasts, Constructs, and Wild Monsters - -This section covers natural predators, insect swarms, living plants, dungeon-fed aberrations, and ancient constructs that behave like ecosystem threats even when they were originally engineered. - -## 🏝 Existing Regional Wildlife Catalog -Existing world notes already establish these named ecosystem groups and they are preserved here as the baseline regional roster. - -| Region | Preserved Creature Roster | Encounter Identity | -| --- | --- | --- | -| Mainland Kingdom | coastal prowlers, sewer chitterers, dock drakes, tide wolves | readable starter threats and ward-failure cleanup | -| Witchwood Isle | thornstags, whisper moths, briar hounds, rootbound horrors, mirror-eyed owls | curse forests, stealth predators, ritual wildlife | -| Frostpeak Isle | frostfang bears, tunnel wyrms, ice drakes, shardhorn goats, awakened forge sentinels | vertical hazard combat and mine defense | -| Ashen Deadlands | ember wretches, magma hounds, war-ogres | attrition and environmental burn pressure | -| Shattered Reefs | salt basilisks, sand striders | desert predator lanes and ruin ambushes | -| Stormreach Isles | shardwings, phase hunters, lightning-twisted giants | impossible movement and anomaly-driven aggression | - -# Bats -## Overview -Bats occupy caves, vault ceilings, and dark forest hollows. They are useful low-cost swarm enemies that reinforce darkness, sound, and cluttered navigation. - -## Creature Type -- Beast - -## Regions Found -- Mainland caves and crypt openings -- Witchwood hollow trees -- Frostpeak mines - -## Behavior -- ambush predator -- pack hunter - -## Threat Level -- Common - -## Gameplay Role -- starter enemy -- dungeon annoyance - -## Variants -- Cave Bat -- Blood Bat -- Frost Bat -- Veil Bat - -# Bomber Bugs -## Overview -Bomber Bugs are explosive insectoids that convert narrow tunnels and jungle paths into hazard puzzles. They teach target prioritization and spacing. - -## Creature Type -- Insect - -## Regions Found -- Witchwood fungus groves -- Frostpeak mine shafts -- Shattered Reefs sulfur caves - -## Behavior -- hostile -- pack hunter -- ambush predator - -## Threat Level -- Dangerous - -## Gameplay Role -- trap enemy -- dungeon enemy -- area denial - -## Variants -- Sporespit Bomber Bug -- Sulfur Bomber Bug -- Frost Shell Bomber Bug - -# Mimics -## Overview -Mimics turn treasure greed into encounter design. They belong in vaults, pirate caches, and relic chambers where the world wants players to doubt every reward container. - -## Creature Type -- Construct -- Corrupted - -## Regions Found -- Mainland undercity vaults -- Shattered Reefs treasure caves -- ancient ruins on every major island - -## Behavior -- ambush predator -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- dungeon enemy -- treasure guardian -- greed punishment encounter - -## Variants -- Chest Mimic -- Coral Mimic -- Reliquary Mimic -- Veil Mimic - -# Mushroom Monsters -## Overview -Mushroom Monsters are fungal hulks, walking spore colonies, and rot-fed forest bruisers that dominate Witchwood rot pockets and damp ruins. - -## Creature Type -- Plant -- Corrupted - -## Regions Found -- Witchwood fungal groves -- flooded ruins -- forgotten crypt gardens - -## Behavior -- territorial -- ambush predator -- corruption spreader - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- poison enemy -- area-control monster -- forest dungeon brute - -## Variants -- Sporeback Brute -- Lanterncap Lurker -- Rotcap Sovereign - -# Rock Monsters -## Overview -Rock Monsters emerge from quarry walls, broken cliffs, and ruined foundations. They are excellent for mining zones and ruins because they make terrain itself look unsafe. - -## Creature Type -- Construct -- Beast - -## Regions Found -- Frostpeak excavation zones -- Shattered Reefs canyon walls -- Mainland quarry ruins - -## Behavior -- territorial -- ambush predator -- patrol - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- resource guardian -- chokepoint enemy -- mining hazard - -## Variants -- Granite Brute -- Coral Stone Crusher -- Ashstone Ram - -# Giant Worms -## Overview -Giant Worms are signature predators for deserts, volcanic trenches, and unstable deep-earth zones. Their presence should reshape movement, not just add more hit points. - -## Creature Type -- Beast - -## Regions Found -- Shattered Reefs dunes and sinkholes -- Ashen Deadlands fissures -- Frostpeak deep tunnels - -## Behavior -- ambush predator -- territorial -- roaming boss - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- route hazard -- dungeon boss -- world event threat - -## Variants -- Sand Worm -- Ash Bore Worm -- Frost Tunnel Worm -- Veil Maw Worm - -# Slimes -## Overview -Slimes are foundational dungeon ecology creatures. They clean refuse, absorb magic runoff, and split into dangerous masses when left unchecked. - -## Creature Type -- Corrupted -- Beast - -## Regions Found -- Mainland sewers -- Witchwood marsh ruins -- arcane laboratories - -## Behavior -- hostile -- patrol -- corruption spreader - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- starter enemy -- dungeon enemy -- hazard creature - -## Variants -- Green Slime -- Acid Slime -- Frost Slime -- Veil Slime - -# Plant Monsters -## Overview -Plant Monsters include carnivorous vines, walking thorn masses, and rootbound sentries. They are the backbone of Witchwood's living-terrain encounters. - -## Creature Type -- Plant - -## Regions Found -- Witchwood groves -- ruined greenhouses -- hidden Ward gardens - -## Behavior -- territorial -- ambush predator -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- forest ambush enemy -- route blocker -- resource guardian - -## Variants -- Thorn Creeper -- Vine Mauler -- Bloom Horror -- Rootbound Horror - -# Golems -## Overview -Golems are awakened guardians built to protect mines, vaults, and ancient infrastructure. They give Frostpeak and ruin content a strong construct identity. - -## Creature Type -- Construct - -## Regions Found -- Frostpeak excavation halls -- Mainland vault complexes -- Stormreach ruined arrays - -## Behavior -- territorial -- patrol -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- dungeon enemy -- resource guardian -- defense construct - -## Variants -- Stone Golem -- Forge Golem -- Crystal Golem -- Ward Golem - -# Treants -## Overview -Treants are slow, ancient wardens of the Witchwood that can be protectors, neutral guardians, or enraged enemies depending on player actions and corruption levels. - -## Creature Type -- Plant - -## Regions Found -- Witchwood old-growth groves -- druid sanctuaries -- Veil-scarred forest borders - -## Behavior -- passive -- territorial -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- forest guardian -- faction trial encounter -- corruption cleanser or avenger - -## Variants -- Grove Treant -- Thorn Treant -- Ancient Treant -- Veil-Corrupted Treant - -# Spiders -## Overview -Spiders support poison, web control, ceiling ambushes, and nest escalation. They fit naturally into Witchwood caves, Deadlands trenches, and ruin cellars. - -## Creature Type -- Insect - -## Regions Found -- Witchwood caves -- Mainland cellars -- Ashen trenches - -## Behavior -- ambush predator -- pack hunter - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- poison enemy -- crowd-control enemy - -## Variants -- Web Spider -- Widow Spider -- Ash Spider -- Veil Spider - -# Scorpions -## Overview -Scorpions dominate hot rock channels, treasure caves, and desert ruins. They make Shattered Reefs land travel more threatening even away from pirate-controlled spaces. - -## Creature Type -- Beast -- Insect - -## Regions Found -- Shattered Reefs canyons -- volcanic ash vents -- tomb entrances - -## Behavior -- territorial -- ambush predator - -## Threat Level -- Dangerous - -## Gameplay Role -- poison enemy -- treasure-route hazard - -## Variants -- Sand Scorpion -- Ember Scorpion -- Royal Scorpion - -# Cobras -## Overview -Cobras are fast venom predators of tomb corridors, oasis fringes, and shrine terraces. They complement Serpent Warrior content by showing the natural and ritual sides of serpent ecology. - -## Creature Type -- Beast - -## Regions Found -- Shattered Reefs oases -- desert shrines -- buried temple tunnels - -## Behavior -- ambush predator -- territorial - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- poison enemy -- trap follow-up attacker - -## Variants -- Oasis Cobra -- Tomb Cobra -- Crystal Hood Cobra - -# Gelly Cubes -## Overview -Gelly Cubes are living cubes of dungeon digestion and alchemical runoff. They fill the same ecological role as slimes but feel rarer, cleaner, and more unnatural. - -## Creature Type -- Corrupted -- Construct - -## Regions Found -- ancient laboratories -- sealed vaults -- Stormreach ruin chambers - -## Behavior -- patrol -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- dungeon enemy -- hazard creature -- trap room anchor - -## Variants -- Clear Gelly Cube -- Arcane Gelly Cube -- Veil Gelly Cube - ---- - -## Related Creatures -- [🐲 Dragons] (dragons.md) -- [🌊 Sea Creatures] (sea_creatures.md) -- [🌀 Veil-Corrupted Creatures] (veil_corrupted.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [🧰 Asset Usage Standards] (../../assets/asset_usage.md) - -## Related Islands -- [Witchwood Isle] (../../world/witchwood_isle.md) -- [Frostpeak Isle] (../../world/frostpeak_isle.md) -- [Creatures & Monsters] (../../world/creatures_and_monsters.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: Exploration] (../exploration/README.md) - -## Suggested Reading -- Previous: [🔥 Demons] (demons.md) -- Next: [🐲 Dragons] (dragons.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/dragons.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Dragons - ---- - -# 🐲 Dragons - -Dragons are not a single creature line in Mystical Isles. They are a full progression ladder of draconic ecosystems: juvenile drakes, island apex dragons, undead remnants, sea-borne tyrants, and corrupted catastrophe variants. - -## 🧭 Dragon System Notes -- dragons define regional prestige hunts, major crafting inputs, and elite lair content -- each dragon family should have a clear elemental identity and lair logic -- lesser drakes and tunnel wyrms foreshadow higher dragon content before players meet full bosses -- dragon loot should feed forging, ship reinforcement, anti-corruption gear, and faction prestige rewards -- Frostpeak Holds are the premier dragon-hunt economy, but sea dragons and Stormreach dragons create naval and expedition alternatives - -# Frost Dragons -## Overview -Frost Dragons rule glacier caves, wind shelves, and ancient hoard chambers beneath Frostpeak. They are iconic mid-to-late game apex predators built around terrain denial, freezing breath, and vertical arena control. - -## Creature Type -- Dragon - -## Regions Found -- Frostpeak sleeping dragon caves -- Embervein Chasm vents under ice -- high ridge lairs near avalanche routes - -## Behavior -- territorial -- patrol -- dungeon guardian -- roaming boss - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- dungeon boss -- resource guardian -- elite hunt target - -## Variants -- Ice Drake -- Frost Dragon -- Ancient Frost Dragon -- Veil-Frozen Dragon - -### Elemental Alignment -- Frost -- Wind - -### Progression Tiers -- **Tier 1:** Ice Drakes in mines and cliff nests -- **Tier 2:** Mature Frost Dragons in lair dungeons -- **Tier 3:** Ancient Frost Dragons in raid caverns - -### Loot Concepts -- frost scales for cold resistance gear -- dragonbone forging materials -- glacial breath glands for alchemy - -### Encounter Style Ideas -- collapsing ice bridges -- breath cones that freeze movement lanes -- airborne repositioning between cliff ledges - -# Fire Dragons -## Overview -Fire Dragons dominate volcanic chambers, ash pits, and collapsed war forges. They fit the Ashen Deadlands as catastrophic siege predators and heat-pressure bosses. - -## Creature Type -- Dragon - -## Regions Found -- Ashen Deadlands crater lairs -- volcanic vents beneath Frostpeak -- buried furnace citadels - -## Behavior -- hostile -- territorial -- roaming boss - -## Threat Level -- Boss - -## Gameplay Role -- siege enemy -- raid boss -- volcanic apex predator - -## Variants -- Ember Drake -- Fire Dragon -- Molten Tyrant -- Cinderstorm Dragon - -### Elemental Alignment -- Fire -- Ash - -### Progression Tiers -- **Tier 1:** Ember Drakes around vents and trenches -- **Tier 2:** Fire Dragons in fortress-scale lairs -- **Tier 3:** Molten Tyrants during regional eruption events - -### Loot Concepts -- furnace hearts for weapon crafting -- ash-resistant plates for siege armor -- inferno glands for explosive munitions - -### Encounter Style Ideas -- magma pools expanding over time -- siege-fire bombardment patterns -- forced movement away from ash storm zones - -# Storm Dragons -## Overview -Storm Dragons are the emblematic apex hunters of Stormreach: fast, charged, and often half-obscured by weather. Their fights merge lightning control with visibility disruption. - -## Creature Type -- Dragon - -## Regions Found -- Stormreach storm towers -- floating wreck fields -- lightning-broken cliff chains - -## Behavior -- hostile -- patrol -- roaming boss - -## Threat Level -- Boss - -## Gameplay Role -- raid boss -- sky-zone apex predator -- route disruption event - -## Variants -- Thunder Drake -- Storm Dragon -- Tempest Sovereign -- Veil-Charged Storm Dragon - -### Elemental Alignment -- Storm -- Arcane - -### Progression Tiers -- **Tier 1:** Thunder Drakes in fracture towers -- **Tier 2:** Storm Dragons over storm belts -- **Tier 3:** Tempest Sovereigns during live world events - -### Loot Concepts -- charged horn cores -- storm membranes for ship sails -- lightning scales for resistance gear - -### Encounter Style Ideas -- weather phase changes -- lightning marks that punish stacked groups -- wind shear that moves players and ships - -# Deep Sea Dragons -## Overview -Deep Sea Dragons are abyssal draconic horrors that haunt trenches, ruins, and blackwater passages. They bring naval terror and make sea routes feel ancient and unknowable. - -## Creature Type -- Dragon -- Sea Creature - -## Regions Found -- trench systems beyond the Shattered Reefs -- Stormreach abyssal shelves -- drowned ruins under the Glass Tide Basin - -## Behavior -- territorial -- ambush predator -- roaming boss - -## Threat Level -- Boss -- World Boss - -## Gameplay Role -- naval threat -- raid boss -- convoy destroyer - -## Variants -- Reef Drake -- Deep Sea Dragon -- Abyssal Crown Dragon -- Coral-Corrupted Dragon - -### Elemental Alignment -- Water -- Abyssal pressure - -### Progression Tiers -- **Tier 1:** Reef Drakes in shallow wreck zones -- **Tier 2:** Deep Sea Dragons in trench ambush encounters -- **Tier 3:** Abyssal Crown Dragons in multi-crew hunts - -### Loot Concepts -- abyssal scales for ship plating -- luminous glands for navigation tools -- coral teeth for high-tier spears - -### Encounter Style Ideas -- hull breach pressure -- above-water and below-water attack cycles -- whirlpool arena control - -# Ancient Dragons -## Overview -Ancient Dragons are pre-Fracturing apex intelligences whose lairs overlap with relic infrastructure. These creatures should feel older than kingdoms and smarter than most factions. - -## Creature Type -- Dragon - -## Regions Found -- sealed mountain vaults -- buried titan halls -- impossible ruins in Stormreach - -## Behavior -- territorial -- dungeon guardian -- roaming boss - -## Threat Level -- World Boss - -## Gameplay Role -- raid boss -- relic guardian -- world event anchor - -## Variants -- Ancient Frost Dragon -- Ancient Flame Dragon -- Ancient Storm Dragon -- Ancient Ward Dragon - -### Elemental Alignment -- Variable by lineage -- Ancient Ward resonance - -### Progression Tiers -- **Tier 1:** lore foreshadowing through drakes and lair remains -- **Tier 2:** hidden optional boss access -- **Tier 3:** world boss awakenings tied to relic misuse - -### Loot Concepts -- ancient heartstones -- relic keys -- legendary crafting catalysts - -### Encounter Style Ideas -- multi-phase boss states tied to ruin systems -- negotiation or tribute pre-phases -- faction race-to-lair event structure - -# Corrupted Dragons -## Overview -Corrupted Dragons show what happens when the Veil mutates apex creatures instead of killing them. They are less noble, less stable, and dramatically more dangerous in irregular ways. - -## Creature Type -- Dragon -- Corrupted - -## Regions Found -- Veil breach frontiers -- Stormreach anomaly nests -- failed Ward containment sites - -## Behavior -- hostile -- corruption spreader -- roaming boss - -## Threat Level -- Boss -- World Boss - -## Gameplay Role -- corruption enemy -- raid boss -- zone mutation driver - -## Variants -- Veil-Corrupted Dragon -- Crystal Maw Dragon -- Riftwing Dragon -- Nullfire Dragon - -### Elemental Alignment -- Veil -- unstable hybrid elements - -### Progression Tiers -- **Tier 1:** corrupted drake outbreaks -- **Tier 2:** lair bosses with mutation mechanics -- **Tier 3:** region-altering catastrophe dragons - -### Loot Concepts -- Veil shards -- corrupted scale plates for resistance gear -- unstable relic catalysts - -### Encounter Style Ideas -- mutation phases that rewrite attack patterns -- corruption zones expanding mid-fight -- unpredictable resistances and weaknesses - -# Undead Dragons -## Overview -Undead Dragons are necromantic war monuments: dragon skeletons and corpse-bound drakes used by cults, lich-commanders, or cursed battlefields. - -## Creature Type -- Dragon -- Undead - -## Regions Found -- Ashen Deadlands ossuaries -- Frostpeak grave caverns -- Stormreach ghost nests - -## Behavior -- hostile -- roaming boss -- dungeon guardian - -## Threat Level -- Boss -- World Boss - -## Gameplay Role -- raid boss -- undead event commander -- relic guardian - -## Variants -- Dragon Skeleton -- Grave Drake -- Ashbone Tyrant - -### Elemental Alignment -- Death -- ash-fire or frost depending on remains - -### Progression Tiers -- **Tier 1:** dragon bone mini-bosses -- **Tier 2:** reanimated lair bosses -- **Tier 3:** undead dragon kings in world events - -### Loot Concepts -- necrotic dragonbone -- cursed marrow cores -- anti-undead smithing materials - -### Encounter Style Ideas -- bone shard storms -- revive phases through corpse piles -- anti-healing aura windows - -# Sky Serpents -## Overview -Sky Serpents are elegant, elongated draconic predators that inhabit storm bridges, floating ruins, and upper atmosphere routes. They are faster and more mobile than classic dragons, but usually less armored. - -## Creature Type -- Dragon - -## Regions Found -- Stormreach cliffs -- high Witchwood spires -- ancient aerial ruins - -## Behavior -- patrol -- ambush predator -- roaming boss - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- sky hunt enemy -- traversal hazard -- escort-route attacker - -## Variants -- Wind Serpent -- Storm Serpent -- Ancient Sky Serpent -- Veil Serpent - -### Elemental Alignment -- Wind -- Storm - -### Progression Tiers -- **Tier 1:** roaming high-altitude patrols -- **Tier 2:** elite hunt targets above ruin towers -- **Tier 3:** named boss serpents that control weather corridors - -### Loot Concepts -- flight membranes -- aerial catalysts -- navigation charms - -### Encounter Style Ideas -- moving platform combat -- knockback and fall-pressure mechanics -- rapid strike windows after dive attacks - ---- - -## Related Creatures -- [☠ Undead] (undead.md) -- [🌊 Sea Creatures] (sea_creatures.md) -- [👑 World Bosses] (world_bosses.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [Mystical Isles Vendor Locations] (../../systems/vendor_locations.md) - -## Related Islands -- [Frostpeak Isle] (../../world/frostpeak_isle.md) -- [Stormreach Isles] (../../world/stormreach_isles.md) -- [Islands Overview] (../../world/islands_overview.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: PvE] (../pve/README.md) - -## Suggested Reading -- Previous: [🦇 Beasts, Constructs, and Wild Monsters] (beasts.md) -- Next: [🌊 Sea Creatures] (sea_creatures.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/undead.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Undead - ---- - -# ☠ Undead - -Undead in Mystical Isles are products of cursed battlefields, necromantic command structures, and Veil contamination that refuses to let history stay buried. They should communicate attrition, dread, and territory that has already been lost once. - -# Skeleton Warriors -## Overview -Skeleton Warriors are the baseline military undead of the Ashen Deadlands and buried fortress complexes. They preserve fragments of formation discipline, making them reliable frontline enemies for war-themed dungeons and open-field undead events. - -## Creature Type -- Undead - -## Regions Found -- Ashen Deadlands bone fields -- Mainland crypt outbreaks -- buried forts and watchtowers - -## Behavior -- hostile -- patrol -- dungeon guardian - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- starter undead enemy -- dungeon enemy -- siege line infantry - -## Variants -- Skeleton Warrior -- Skeleton Archer -- Skeleton Mage -- Skeleton Captain - -# Mummies -## Overview -Mummies are ritual-preserved dead bound to tomb complexes, sunken shrines, and desert reliquaries. They bring curse pressure, sand blindness, and slow but relentless pursuit rather than reckless aggression. - -## Creature Type -- Undead - -## Regions Found -- Shattered Reefs tomb vaults -- desert canyon crypts -- storm-buried temple chambers - -## Behavior -- territorial -- dungeon guardian -- patrol - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- dungeon enemy -- curse enemy -- relic guardian - -## Variants -- Sandbound Mummy -- Tomb Priest Mummy -- Royal Mummy -- Veil-Desiccated Mummy - -# Anubis Grave Sentinels -## Overview -Anubis-style jackal guardians are elite funerary wardens tied to sacred desert tombs and judgment halls. They bridge undead and divine guardian aesthetics, serving as executioners against grave robbers and failed cultists. - -## Creature Type -- Undead -- Construct - -## Regions Found -- Shattered Reefs burial temples -- ancient trial chambers beneath oasis ruins - -## Behavior -- territorial -- dungeon guardian -- patrol - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- tomb boss -- relic guardian -- anti-intrusion elite - -## Variants -- Anubis Sentinel -- Sand Judge -- Golden Tomb Warden -- Veil-Cursed Anubis - -# Dragon Skeletons -## Overview -Dragon Skeletons are catastrophic undead bosses created when ancient draconic remains are reanimated by necromancy or Veil storms. They preserve flight, tail sweeps, and breath attack silhouettes through bone magic and ash-fire. - -## Creature Type -- Undead -- Dragon - -## Regions Found -- Frostpeak buried caverns -- Ashen Deadlands crater shrines -- Stormreach breach graveyards - -## Behavior -- hostile -- roaming boss -- dungeon guardian - -## Threat Level -- Boss -- World Boss - -## Gameplay Role -- raid boss -- relic guardian -- event boss - -## Variants -- Frostbone Dragon -- Ashbone Dragon -- Storm-Risen Dragon Skeleton - -# Metal Ghost Knights -## Overview -Metal Ghost Knights are haunted armor shells animated by oath remnants, grief, and cursed command signals. They feel less like shambling undead and more like elite duelists whose discipline survived death. - -## Creature Type -- Undead -- Construct - -## Regions Found -- Ashen Deadlands fortress ruins -- royal vaults beneath the Mainland -- sealed Ward keeps - -## Behavior -- hostile -- patrol -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- elite duelist -- dungeon enemy -- faction relic guardian - -## Variants -- Iron Wraith Knight -- Oathbound Lancer -- Spectral Banner Knight -- Black Vault Commander - -# Weepers -## Overview -Weepers are mourning undead spirits that haunt execution sites, plague pits, and ruined chapels. Their power comes from fear, movement denial, and despair rather than direct weapon damage. - -## Creature Type -- Undead -- Corrupted - -## Regions Found -- Witchwood curse groves -- Ashen Deadlands memorial fields -- collapsed Mainland catacombs - -## Behavior -- hostile -- ambush predator -- corruption spreader - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- crowd-control enemy -- fear aura elite -- corruption enemy - -## Variants -- Grave Weeper -- Chapel Weeper -- Veil Weeper -- Widow of Ash - -# Ash Ghouls -## Overview -Ash Ghouls are fast corpse-feeders adapted to the cinder fields. They convert mass-death zones into moving swarms and frequently accompany Gravebound offensives. - -## Creature Type -- Undead - -## Regions Found -- Ashen Deadlands battlefields -- ash pits and trench graves - -## Behavior -- hostile -- pack hunter -- patrol - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- attrition enemy -- siege scavenger -- swarm pressure - -## Variants -- Ash Ghoul -- Ember Ghoul -- Bonefeast Ghoul - -# Bone Crawlers -## Overview -Bone Crawlers are low-profile crypt horrors built from fused remains. They pressure players in tight spaces, punish weak positioning, and turn tomb floors into danger zones. - -## Creature Type -- Undead - -## Regions Found -- crypt floors -- tomb tunnels -- collapsed battlefield bunkers - -## Behavior -- ambush predator -- hostile -- dungeon guardian - -## Threat Level -- Dangerous - -## Gameplay Role -- dungeon enemy -- trap follow-up attacker - -## Variants -- Tomb Bone Crawler -- Ash Bone Crawler -- Veil Bone Crawler - -# Siege Revenants -## Overview -Siege Revenants are undead remnants of war engines, shock troops, and command champions who return with fortress-breaking purpose. They appear during large-scale Deadlands events and advanced keep assaults. - -## Creature Type -- Undead - -## Regions Found -- Ashen Deadlands fortresses -- cursed siege lanes -- necromantic war camps - -## Behavior -- hostile -- patrol -- siege enemy -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- siege enemy -- event commander -- dungeon boss - -## Variants -- Revenant Breaker -- Grave Banner Revenant -- Furnace Revenant - ---- - -## Related Creatures -- [🔥 Demons] (demons.md) -- [🐲 Dragons] (dragons.md) -- [👑 World Bosses] (world_bosses.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [🏴 Factions Overview] (../../lore/factions_overview.md) - -## Related Islands -- [Ashen Deadlands] (../../world/ashen_deadlands.md) -- [Shattered Reefs] (../../world/shattered_reefs.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: Dungeons] (../dungeons/README.md) - -## Suggested Reading -- Previous: [🛡 Humanoids] (humanoids.md) -- Next: [🔥 Demons] (demons.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/demons.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Demons - ---- - -# 🔥 Demons - -Demons mark places where the world has been thinned, bargained away, or deliberately broken. They are less about natural ecology and more about pressure spikes: breach eruptions, cursed summoning sites, battlefield corruption, and late-game ritual dungeons. - -# Imps -## Overview -Imps are the most common infernal scavengers in Mystical Isles. Individually weak, they become dangerous through harassment, teleport feints, and environmental sabotage. - -## Creature Type -- Demon - -## Regions Found -- Witchwood ritual circles -- Ashen Deadlands breach pits -- Stormreach summoning debris fields - -## Behavior -- hostile -- pack hunter -- ambush predator - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- swarm enemy -- caster disruptor -- corruption escort - -## Variants -- Ember Imp -- Hex Imp -- Stormspark Imp -- Veil Imp - -# Demon Dogs -## Overview -Demon Dogs are infernal pursuit beasts used by cultists, devils, and warlords to run down prey. Their role is to deny safe retreat and punish players who try to kite infernal encounters forever. - -## Creature Type -- Demon -- Beast - -## Regions Found -- Ashen Deadlands war shrines -- volcanic breach corridors -- cursed hunt grounds near failed rituals - -## Behavior -- hostile -- pack hunter -- patrol - -## Threat Level -- Dangerous - -## Gameplay Role -- chase enemy -- anti-ranged pressure -- siege hound - -## Variants -- Ash Hound -- Hell Maw Hound -- Chainbound Demon Dog - -# Demons -## Overview -Generic lesser demons represent the standing infernal infantry of breach zones: brutal, direct, and visually iconic. They are useful as the baseline for ritual sites, cult dungeons, and Ashen battlefield escalations. - -## Creature Type -- Demon - -## Regions Found -- Ashen Deadlands breach lines -- Stormreach instability zones -- deep ruin summoning chambers - -## Behavior -- hostile -- patrol -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- dungeon enemy -- corruption enemy -- breach guard - -## Variants -- Lesser Ash Demon -- Horned Breach Demon -- Furnace Brute -- Rift Enforcer - -# Devils -## Overview -Devils are organized infernal officers who prefer contracts, command structures, and manipulation. Their combat design favors debuffs, battlefield control, and punitive mechanics tied to greed, oath-breaking, or failed objectives. - -## Creature Type -- Demon - -## Regions Found -- Ashen command ruins -- noble vaults corrupted by bargains -- Stormreach anomaly courts - -## Behavior -- hostile -- patrol -- dungeon guardian -- corruption spreader - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- commander enemy -- dungeon boss -- faction manipulator - -## Variants -- Contract Devil -- Ember Magistrate -- Chain Devil -- Storm Court Devil - -# Demoness -## Overview -Demoness enemies are high-mobility infernal elites built around seduction, deception, and punishing positional play. They work especially well in Witchwood cult content and Stormreach breach palaces. - -## Creature Type -- Demon - -## Regions Found -- Witchwood coven breach sites -- Stormreach fracture halls -- Ashen infernal courts - -## Behavior -- hostile -- ambush predator -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- assassin boss -- charm controller -- ritual commander - -## Variants -- Veil Siren Demoness -- Ash Court Temptress -- Thornfire Succubus - -# Harlequins -## Overview -Harlequins are nightmare performers born from ritual mockery, shattered identity, and breach theater. Their fights use misdirection, duplicate images, and cruel crowd-control patterns rather than pure stat weight. - -## Creature Type -- Demon -- Corrupted - -## Regions Found -- witch theaters and cursed carnivals -- Stormreach anomaly festivals -- hidden noble ruins beneath the Mainland - -## Behavior -- hostile -- ambush predator -- corruption spreader - -## Threat Level -- Elite - -## Gameplay Role -- trickster elite -- morale breaker -- event enemy - -## Variants -- Knife Harlequin -- Laughing Mask Harlequin -- Veil Stage Harlequin - -# Flying Eyes -## Overview -Flying Eyes are living surveillance organisms for infernal lairs and corrupted ruins. They reveal stealthed players, mark targets, and feed information to stronger demons. - -## Creature Type -- Demon - -## Regions Found -- breach towers -- ritual vaults -- Stormreach floating anomalies - -## Behavior -- hostile -- patrol -- ambush predator - -## Threat Level -- Dangerous - -## Gameplay Role -- scout enemy -- detection unit -- support monster - -## Variants -- Searing Eye -- Hex Eye -- Storm Eye - -# Gazers -## Overview -Gazers are more dangerous relatives of Flying Eyes, grown to serve as mini-boss observers, artillery casters, and lair overseers. They make arenas unsafe through beams, curses, and zone denial. - -## Creature Type -- Demon - -## Regions Found -- Stormreach breach citadels -- abyssal observatories -- infernal summoning dungeons - -## Behavior -- hostile -- patrol -- dungeon guardian - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- dungeon enemy -- beam turret -- support boss - -## Variants -- Infernal Gazer -- Void Gazer -- Crownless Gazer - -# Gargoyles -## Overview -Gargoyles are shrine-perched predators and infernal stone guardians that blur the line between demon and construct. They turn architecture into threat and excel in vertical ruins, cathedral roofs, and fortress walls. - -## Creature Type -- Demon -- Construct - -## Regions Found -- Mainland cathedral districts -- Witchwood ruins -- Ashen citadels - -## Behavior -- territorial -- ambush predator -- dungeon guardian - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- ambush enemy -- wall guardian -- siege defense - -## Variants -- Stone Gargoyle -- Ash Gargoyle -- Storm Gargoyle -- Veil Gargoyle - ---- - -## Related Creatures -- [☠ Undead] (undead.md) -- [🌀 Veil-Corrupted Creatures] (veil_corrupted.md) -- [👑 World Bosses] (world_bosses.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [Magic System] (../../systems/magic_system.md) - -## Related Islands -- [Ashen Deadlands] (../../world/ashen_deadlands.md) -- [Stormreach Isles] (../../world/stormreach_isles.md) -- [Witchwood Isle] (../../world/witchwood_isle.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: PvE] (../pve/README.md) - -## Suggested Reading -- Previous: [☠ Undead] (undead.md) -- Next: [🦇 Beasts, Constructs, and Wild Monsters] (beasts.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/sea_creatures.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Sea Creatures - ---- - -# 🌊 Sea Creatures - -Sea creatures define the danger of open water and coastal travel. They should be a core reason ships need escorts, reef charts, and weather planning rather than a decorative afterthought. - -## 🚢 Naval Ecosystem Notes -- **Shallow reef threats** punish greedy navigation near wreck fields -- **Open-water hunters** turn escort runs into combat scenarios -- **Abyssal predators** gate storm routes and late-game trench expeditions -- **Humanoid sea threats** like Fish Men and sirens link maritime ecology to ruins, cults, and faction interests - -# Fish Men -## Overview -Fish Men are amphibious raiders that emerge from reefs, flooded ruins, and moon-tide caves. They bridge monster ecology and faction-like society, making them ideal coastal dungeon enemies. - -## Creature Type -- Sea Creature -- Humanoid - -## Regions Found -- Shattered Reefs sea caves -- Stormreach flooded ruins -- hidden tidal chambers near the Mainland - -## Behavior -- hostile -- pack hunter -- ambush predator -- patrol - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- naval threat -- dungeon enemy -- ambush raider - -## Variants -- Reef Fish Man -- Tide Priest -- Abyssal Raider -- Coral Spear Champion - -# Medusa -## Overview -Medusa is best used as a mythic serpent-queen line tied to reef temples, drowned shrines, and ancient curse sites. Her fights combine gaze pressure, venom, and summoned serpent followers. - -## Creature Type -- Humanoid -- Sea Creature - -## Regions Found -- Shattered Reefs shrine vaults -- storm-isolated temple islands -- abyss-facing sanctuaries - -## Behavior -- territorial -- dungeon guardian -- ambush predator - -## Threat Level -- Boss - -## Gameplay Role -- dungeon boss -- relic guardian -- curse encounter - -## Variants -- Reef Medusa -- Gorgon Priestess -- Abyssal Medusa Queen - -# Cove Sirens -## Overview -Cove Sirens lure ships and treasure hunters into ambush routes. They make navigation and sound design matter, especially around fog banks and reef labyrinths. - -## Creature Type -- Sea Creature -- Corrupted - -## Regions Found -- Shattered Reefs coves -- fog-heavy coastal shelves -- Stormreach echo channels - -## Behavior -- ambush predator -- patrol -- corruption spreader - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- naval threat -- lure enemy -- event ambusher - -## Variants -- Reef Siren -- Storm Siren -- Veil Siren - -# Hullcrabs -## Overview -Hullcrabs are armored crustaceans that infest wrecks, docks, and ship graveyards. They are excellent environmental enemies for treasure zones because they weaponize surfaces players assume are safe. - -## Creature Type -- Sea Creature - -## Regions Found -- wreck beaches -- dock pilings -- barnacle-heavy cave systems - -## Behavior -- territorial -- pack hunter - -## Threat Level -- Common -- Dangerous - -## Gameplay Role -- naval nuisance -- salvage zone defender - -## Variants -- Wreck Hullcrab -- Coral Hullcrab -- Cannonback Hullcrab - -# Cannonjaw Serpents -## Overview -Cannonjaw Serpents are large reef serpents whose attacks feel tailored to ship combat: ramming hulls, breaching beside decks, and striking at rigging crews. - -## Creature Type -- Sea Creature - -## Regions Found -- Shattered Reefs chokepoints -- cannon lanes near pirate forts -- storm-tossed reef passes - -## Behavior -- hostile -- ambush predator -- patrol - -## Threat Level -- Elite -- Boss - -## Gameplay Role -- naval threat -- convoy attacker -- ship duel hazard - -## Variants -- Reef Cannonjaw -- Blackwater Cannonjaw -- Elder Cannonjaw Serpent - -# Reef Stalkers -## Overview -Reef Stalkers are fast semi-aquatic hunters that move between sandbars, coral shelves, and wreckage. They embody the Shattered Reefs' hybrid land-and-sea combat loops. - -## Creature Type -- Sea Creature -- Beast - -## Regions Found -- Shattered Reefs reef flats -- tidal ruins -- wreck approaches - -## Behavior -- pack hunter -- ambush predator - -## Threat Level -- Dangerous - -## Gameplay Role -- naval landing threat -- shoreline predator - -## Variants -- Sandbar Reef Stalker -- Coral Reef Stalker -- Night Reef Stalker - -# Storm Eels -## Overview -Storm Eels are charged serpentine hunters that turn Stormreach waters into living lightning traps. They should make even small-scale sea skirmishes feel unstable. - -## Creature Type -- Sea Creature - -## Regions Found -- Stormreach electrical shoals -- storm-belt crossings -- lightning-flooded ruins - -## Behavior -- hostile -- pack hunter -- patrol - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- naval threat -- environmental hazard enemy - -## Variants -- Static Eel -- Tempest Eel -- Rift Eel - -# Veil-Touched Leviathans -## Overview -Veil-Touched Leviathans are late-game apex sea monsters whose bodies reflect Stormreach instability. They are not common fauna; they are moving disasters that can change route maps and expedition plans. - -## Creature Type -- Sea Creature -- Corrupted - -## Regions Found -- Stormreach deep waters -- the Maw of Storms -- unstable trench corridors - -## Behavior -- roaming boss -- corruption spreader -- ambush predator - -## Threat Level -- Boss -- World Boss - -## Gameplay Role -- raid boss -- naval threat -- live event monster - -## Variants -- Veil-Touched Leviathan -- Split-Jaw Leviathan -- Riftwake Leviathan - ---- - -## Related Creatures -- [🐲 Dragons] (dragons.md) -- [👑 World Bosses] (world_bosses.md) -- [🌀 Veil-Corrupted Creatures] (veil_corrupted.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [🚢 Naval System] (../../systems/naval_system.md) - -## Related Islands -- [Shattered Reefs] (../../world/shattered_reefs.md) -- [Stormreach Isles] (../../world/stormreach_isles.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: Exploration] (../exploration/README.md) - -## Suggested Reading -- Previous: [🐲 Dragons] (dragons.md) -- Next: [�� Veil-Corrupted Creatures] (veil_corrupted.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/veil_corrupted.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Veil-Corrupted Creatures - ---- - -# 🌀 Veil-Corrupted Creatures - -Veil corruption is the setting's mutation engine. It should transform familiar enemies into stronger, visually altered, and tactically unstable versions rather than just recolored elites. - -## ☣ Mutation System -- **Stage 1 — Exposure:** creatures gain visual scarring, shard growths, eye glow, or unstable movement -- **Stage 2 — Adaptation:** attacks gain dimensional side effects such as teleport stutters, phase shifts, or corruption fields -- **Stage 3 — Dark Evolution:** the creature changes silhouette, role, and sometimes ecosystem function entirely -- **Stage 4 — Lair Contagion:** corrupted apex creatures reshape nearby terrain, spawn tables, and event triggers - -## 🌫 Environmental Corruption Rules -- corrupted wildlife clusters around breaches, storm scars, failed Ward towers, and battlefields saturated with Veil residue -- corruption should spread into water, roots, crystals, and carrion differently depending on biome -- Tempest Accord and Moonroot Ward-keepers can suppress or study outbreaks, creating faction-driven hunt content - -# Veil Creatures -## Overview -Veil Creatures are native or semi-native entities of dimensional fracture zones. They are less like mutated animals and more like hostile manifestations shaped by instability itself. - -## Creature Type -- Corrupted - -## Regions Found -- Stormreach breach corridors -- failed Ward chambers -- deep anomaly ruins - -## Behavior -- hostile -- corruption spreader -- patrol -- dungeon guardian - -## Threat Level -- Dangerous -- Elite -- Boss - -## Gameplay Role -- corruption enemy -- zone controller -- breach defender - -## Variants -- Veil Stalker -- Breach Horror -- Rift Maw -- Nullshade Guardian - -# Corrupted Wildlife -## Overview -Corrupted wildlife preserves recognizable regional creatures while pushing them into more aggressive, distorted behavior. This is the best way to show The Fracturing reshaping everyday ecology. - -## Creature Type -- Corrupted -- Beast - -## Regions Found -- Witchwood corrupted groves -- Stormreach shoreline anomalies -- ward-failure districts of the Mainland - -## Behavior -- hostile -- pack hunter -- corruption spreader - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- corruption enemy -- event escalation target -- environmental storytelling threat - -## Variants -- Veil Tide Wolf -- Corrupted Thornstag -- Rift Briar Hound -- Shardhorn Aberration -- Veil Owl - -# Veil Goblins -## Overview -Veil Goblins are what happens when already opportunistic scavengers adapt to breach zones instead of fleeing them. They are erratic, fast, and far more dangerous than their common counterparts. - -## Creature Type -- Corrupted -- Humanoid - -## Regions Found -- Mainland ward-failure alleys -- Witchwood ruin belts -- Stormreach scavenger camps - -## Behavior -- hostile -- pack hunter -- ambush predator - -## Threat Level -- Dangerous - -## Gameplay Role -- corruption enemy -- elite camp troop - -## Variants -- Veil Goblin Skirmisher -- Rift Sapper -- Shard-Eyed Goblin Chief - -# Phase Hunters -## Overview -Phase Hunters are one of the defining Stormreach predators. They blink between positions, erase safe angles, and turn pursuit encounters into spatial puzzles. - -## Creature Type -- Corrupted -- Beast - -## Regions Found -- Stormreach tower ruins -- unstable cliff paths -- anomaly forest pockets - -## Behavior -- ambush predator -- pack hunter -- patrol - -## Threat Level -- Elite - -## Gameplay Role -- corruption enemy -- traversal punisher -- expedition hunter - -## Variants -- Phase Hunter -- Mirror Phase Hunter -- Alpha Phase Hunter - -# Shardwings -## Overview -Shardwings are avian or draconic offshoot predators whose wings carry crystalized Veil fractures. They attack from above and leave lingering shards in movement lanes. - -## Creature Type -- Corrupted -- Beast - -## Regions Found -- Stormreach cliff fields -- shattered tower crowns -- corrupted glacier ridges - -## Behavior -- ambush predator -- patrol - -## Threat Level -- Dangerous -- Elite - -## Gameplay Role -- aerial harasser -- corruption enemy - -## Variants -- Lesser Shardwing -- Storm Shardwing -- Veil Alpha Shardwing - -# Lightning-Twisted Giants -## Overview -Lightning-Twisted Giants are monumental storm mutants whose bodies have adapted to repeated electrical and dimensional trauma. They function as roaming landmarks as much as enemies. - -## Creature Type -- Corrupted -- Humanoid - -## Regions Found -- Stormreach storm valleys -- charged ruins -- lightning tower basins - -## Behavior -- hostile -- territorial -- roaming boss - -## Threat Level -- Boss - -## Gameplay Role -- world event enemy -- route blocker -- storm-zone boss - -## Variants -- Storm Giant Aberration -- Thunderbone Giant -- Rift-Lit Colossus - -# Breach-Born Horrors -## Overview -Breach-Born Horrors are dark-evolution forms that emerge when corruption fully rewrites a creature or guardian into an entirely new predator. They are visually bizarre and mechanically unpredictable by design. - -## Creature Type -- Corrupted - -## Regions Found -- major Stormreach breaches -- failed ritual megasites -- deep Veil caverns - -## Behavior -- hostile -- corruption spreader -- roaming boss -- dungeon guardian - -## Threat Level -- Elite -- Boss -- World Boss - -## Gameplay Role -- raid boss -- corruption enemy -- breach event capstone - -## Variants -- Breach-Born Horror -- Maw of Glass -- Crownless Horror -- Hollow Rift Devourer - ---- - -## Related Creatures -- [🌊 Sea Creatures] (sea_creatures.md) -- [🐲 Dragons] (dragons.md) -- [👑 World Bosses] (world_bosses.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [Magic System] (../../systems/magic_system.md) -- [Effects System] (../../systems/effects_system.md) - -## Related Islands -- [Stormreach Isles] (../../world/stormreach_isles.md) -- [Witchwood Isle] (../../world/witchwood_isle.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 World Events System] (../../systems/world_events.md) - -## Suggested Reading -- Previous: [🌊 Sea Creatures] (sea_creatures.md) -- Next: [👑 World Bosses] (world_bosses.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to �� Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/world_bosses.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / World Bosses - ---- - -# 👑 World Bosses - -World bosses in Mystical Isles should be rare, territory-defining, and socially visible. Their spawn logic should create rumors, expeditions, faction competition, and route changes rather than simple timer farming. - -## 🌍 World Boss Rules -- world bosses should tie into storms, relic misuse, migrations, burial cycles, or corruption surges -- each boss should impact a region before players even reach the fight -- loot should grant prestige, crafting catalysts, ship materials, faction recognition, and story consequences -- most bosses should have scouting or preparation steps before the final encounter begins - -# The Maw Below -## Overview -The Maw Below is an ancient sea serpent whose path through reef trenches can shut down profitable sea lanes for days. It is the archetypal legendary naval hunt. - -## Creature Type -- World Boss -- Sea Creature - -## Regions Found -- deep trenches beyond the Shattered Reefs -- rare crossings near Stormreach - -## Behavior -- roaming boss -- ambush predator - -## Threat Level -- World Boss - -## Gameplay Role -- naval threat -- raid boss -- route disruption event - -## Variants -- Ancient Sea Serpent -- Blackwater Sea Serpent -- Stormwake Serpent - -# Colossal Ancient Dragon -## Overview -This legendary dragon line represents the awakened ruler of a forgotten hoard complex. An encounter should feel like trespassing on history itself. - -## Creature Type -- World Boss -- Dragon - -## Regions Found -- Frostpeak world lairs -- ancient mountain vaults -- sealed pre-Fracturing ruins - -## Behavior -- territorial -- roaming boss -- dungeon guardian - -## Threat Level -- World Boss - -## Gameplay Role -- raid boss -- relic guardian -- prestige hunt - -## Variants -- Colossal Frost Dragon -- Ancient Flame Tyrant -- Tempest Wyrm Monarch - -# Corrupted Titan -## Overview -Corrupted Titans are colossal constructs or giants wholly consumed by the Veil. They exist to make corruption feel like a civic-scale disaster instead of a dungeon-side problem. - -## Creature Type -- World Boss -- Corrupted - -## Regions Found -- Stormreach fracture plains -- failed Ward cities -- ash-cracked titan causeways - -## Behavior -- roaming boss -- corruption spreader -- territorial - -## Threat Level -- World Boss - -## Gameplay Role -- world event boss -- route blocker -- settlement threat - -## Variants -- Rift Titan -- Glass Titan -- Nullfire Colossus - -# Veil Horror -## Overview -Veil Horrors are mythic breach entities that do not belong to ordinary creature taxonomy. Their encounters focus on reality distortion, positioning failure, and objective protection. - -## Creature Type -- World Boss -- Corrupted - -## Regions Found -- Stormreach mega-breaches -- unstable tower cores -- hidden late-game anomaly zones - -## Behavior -- roaming boss -- corruption spreader -- dungeon guardian - -## Threat Level -- World Boss - -## Gameplay Role -- raid boss -- corruption enemy -- event capstone - -## Variants -- Veil Horror -- Crownless Veil Horror -- The Folded Maw - -# Undead King -## Overview -The Undead King is the symbolic apex of the Gravebound Legions: a ruler who still commands battlefields through dead banners, oath magic, and strategic cruelty. - -## Creature Type -- World Boss -- Undead - -## Regions Found -- Ashen Deadlands throne ruins -- buried war palaces -- grave citadel events - -## Behavior -- roaming boss -- patrol -- dungeon guardian - -## Threat Level -- World Boss - -## Gameplay Role -- raid boss -- siege enemy -- undead event commander - -## Variants -- Ash King -- Bone Crown Monarch -- Gravebound High King - -# Giant Worm Emperor -## Overview -This boss version of the giant worm family turns desert and volcanic movement into pure panic. It should be foreshadowed by tremors, sinkholes, and devoured caravans. - -## Creature Type -- World Boss -- Beast - -## Regions Found -- Shattered Reefs dune seas -- Ashen Deadlands fissure belts - -## Behavior -- roaming boss -- ambush predator - -## Threat Level -- World Boss - -## Gameplay Role -- route disruption event -- raid boss -- convoy destroyer - -## Variants -- Sand Worm Emperor -- Ash Bore Emperor -- Veil Maw Emperor - -# Abyssal Cathedral -## Overview -The Abyssal Cathedral is a living abyssal creature large enough to be mistaken for architecture. It exists to make the sea feel older and stranger than any faction can master. - -## Creature Type -- World Boss -- Sea Creature - -## Regions Found -- Stormreach abyssal trenches -- drowned ruin corridors - -## Behavior -- territorial -- roaming boss -- ambush predator - -## Threat Level -- World Boss - -## Gameplay Role -- raid boss -- naval threat -- exploration climax - -## Variants -- Abyssal Cathedral -- Black Bell Leviathan -- Trench Choir Horror - -# Storm Leviathan -## Overview -Storm Leviathans are the most famous Tempest Accord nightmare: massive sea-and-sky predators that ride storm belts and tear fleets apart. - -## Creature Type -- World Boss -- Sea Creature - -## Regions Found -- Stormreach storm belts -- lightning-flooded sea routes - -## Behavior -- roaming boss -- patrol -- ambush predator - -## Threat Level -- World Boss - -## Gameplay Role -- naval threat -- live-event boss -- convoy catastrophe - -## Variants -- Storm Leviathan -- Tempest Leviathan -- Riftwake Storm Leviathan - ---- - -## Related Creatures -- [🐲 Dragons] (dragons.md) -- [🌊 Sea Creatures] (sea_creatures.md) -- [🌀 Veil-Corrupted Creatures] (veil_corrupted.md) - -## Related Factions -- [Factions] (../../factions/factions.md) -- [📜 World Events System] (../../systems/world_events.md) - -## Related Islands -- [Stormreach Isles] (../../world/stormreach_isles.md) -- [Ashen Deadlands] (../../world/ashen_deadlands.md) -- [Shattered Reefs] (../../world/shattered_reefs.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: PvE] (../pve/README.md) - -## Suggested Reading -- Previous: [🌀 Veil-Corrupted Creatures] (veil_corrupted.md) -- Next: [📈 Creature Progression] (creature_progression.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- - -### Source: `docs/gameplay/bestiary/creature_progression.md` - -[⬅ Back to Mystical Isles README] (../../../README.md) -[⬆ Back to 🎮 Gameplay Index] (../README.md) -[📘 Back to Bestiary README] (README.md) - -**Breadcrumbs:** Home / Gameplay / Bestiary / Creature Progression - ---- - -# 📈 Creature Progression - -Creature progression in Mystical Isles follows the world map. As players push farther from civilized control, enemies gain more layered mechanics, environmental influence, and faction entanglement. - -## 🧭 Progression Philosophy -- beginner regions teach readability and role recognition -- midgame regions mix terrain danger with enemy skill expression -- endgame zones require resistance planning, route management, and group coordination -- corruption and world events can temporarily pull high-tier variants into lower-tier spaces when Ward stability fails - -## Starter Enemies -| Band | Regions | Core Enemies | Lessons | -| --- | --- | --- | --- | -| Levels 1-10 | Mainland roads, docks, undercity | tide wolves, sewer chitterers, dock drakes, goblins, slimes, bats | threat telegraphs, pack aggro, basic ranged pressure | -| Levels 10-15 | Mainland ruins, border forests | pirates, skeletons, mimics, bomber bugs | target priority, traps, environmental awareness | - -## Midgame Enemies -| Band | Regions | Core Enemies | Lessons | -| --- | --- | --- | --- | -| Levels 10-25 | Witchwood Isle | briar hounds, whisper moths, mushroom monsters, treants, spiders, elf wardens | curses, stealth, poison, living terrain | -| Levels 20-35 | Frostpeak Isle | frostfang bears, tunnel wyrms, ice drakes, golems, shardhorn goats | vertical traversal, cold resistance, elite patrols | -| Levels 25-40 | Shattered Reefs | reef stalkers, fish men, cove sirens, serpent warriors, pirates, giant worms | naval-land crossover, ambush routing, reputation-sensitive danger | - -## Dangerous Regions -| Region | Why It Escalates | Signature Threats | -| --- | --- | --- | -| Witchwood corruption pockets | stealth and curse layering | rootbound horrors, Veil wildlife, treants | -| Frostpeak deep mines | confined spaces and boss ecology | tunnel wyrms, golems, drakes | -| Shattered Reefs inner canyons | territorial routes and poison pressure | Reef Wardens, cobras, scorpions, giant worms | -| Ashen Deadlands | attrition war ecology | skeleton armies, ash ghouls, demons, siege revenants | -| Stormreach Isles | anomaly unpredictability | phase hunters, shardwings, storm dragons, Veil horrors | - -## Dungeon Creatures -- **Starter dungeons:** slimes, skeletons, bats, mimics, goblin sappers -- **Witchwood dungeons:** plant monsters, spiders, cursed elves, harlequins, treants -- **Frostpeak dungeons:** golems, tunnel wyrms, drakes, awakened forge sentinels -- **Reef dungeons:** mummies, Anubis sentinels, serpent warriors, Medusa lines, fish men -- **Deadlands dungeons:** metal ghost knights, demons, dragon skeletons, undead kings -- **Stormreach dungeons:** breach-born horrors, gazers, shardwings, corrupted dragons - -## Raid Bosses -- dragon lair tyrants in Frostpeak and volcanic vaults -- Medusa queens and deep reef shrine bosses in the Shattered Reefs -- undead kings, siege revenants, and dragon skeletons in the Ashen Deadlands -- corrupted dragons, Veil horrors, and Tempest-scale anomalies in Stormreach - -## Naval Threats -| Tier | Threats | Gameplay Impact | -| --- | --- | --- | -| Low | hullcrabs, reef stalkers, pirate skiffs | board defense and shoreline danger | -| Mid | fish men, cove sirens, cannonjaw serpents, storm eels | convoy disruption and deck management | -| High | deep sea dragons, Veil-touched leviathans, storm leviathans | fleet coordination, hull integrity, weather response | - -## Corruption Zones -- corrupted wildlife and Veil goblins appear first near unstable local Ward failures -- phase hunters, shardwings, and breach horrors define advanced anomaly routes -- corrupted dragons and Veil titans mark the threshold into regional disaster content -- cleansing a corruption zone should alter future spawn tables, quest access, and merchant confidence - -## World Events -- **Ward Failure:** low-tier zones temporarily spawn elite corrupted variants -- **Pirate Surge:** naval routes gain more boarding crews, reef beasts, and siren activity -- **Ash Offensive:** undead and demon density spikes in the Deadlands -- **Storm Alignment:** Stormreach bosses and sky predators become more active -- **Ancient Awakening:** dragon, titan, or leviathan world bosses trigger multi-faction expeditions - -## Reputation and Progression Interlock -- low reputation with **Reef Wardens** makes canyon routes far more dangerous because neutral patrols become hostile encounter packs -- strong **Moonroot Enclave** standing can reduce hostile elf encounters and open anti-corruption hunts -- **Frostpeak Holds** standing unlocks dragon hunt contracts and better value for monster materials -- **Crown Compact** standing creates bounty loops against pirates, goblins, and route-threatening beasts -- **Tempest Accord** progression opens late-game corrupted specimen hunts and breach response missions - ---- - -## Related Creatures -- [🛡 Humanoids] (humanoids.md) -- [🐲 Dragons] (dragons.md) -- [👑 World Bosses] (world_bosses.md) - -## Related Factions -- [Faction Progression] (../../systems/faction_progression.md) -- [Factions] (../../factions/factions.md) - -## Related Islands -- [Islands Overview] (../../world/islands_overview.md) -- [Creatures & Monsters] (../../world/creatures_and_monsters.md) - -## Related Quests -- [Quest Design] (../../quests/quest_design.md) -- [📜 Gameplay Track: Progression] (../progression/README.md) - -## Suggested Reading -- Previous: [👑 World Bosses] (world_bosses.md) -- Next: [🐉 Bestiary] (README.md) - -## Navigation -- [📘 Back to Bestiary README] (README.md) -- [⬆ Back to 🎮 Gameplay Index] (../README.md) -- [⬅ Back to Mystical Isles README] (../../../README.md) - ---- diff --git a/_git/docs/building-system.md b/_git/docs/building-system.md index e1e4a78..3ad982c 100644 --- a/_git/docs/building-system.md +++ b/_git/docs/building-system.md @@ -5,2520 +5,3 @@ Consolidated player construction reference for claims, structures, settlements, Preserves claim structures, object fields, stage systems, and requirement relationships. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/systems/building_and_claims_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Building & Claims System - ---- - -# Mystical Isles — Building & Claims System -Player construction is one of the defining systems of Mystical Isles. Players are not only adventurers — they are builders, settlers, faction leaders, and world-shapers. Every island can be transformed by the players who claim it. - ---- - -## Table of Contents - -1. [Core Design Goal] (#core-design-goal) -2. [Atavism Claim System Overview] (#atavism-claim-system-overview) -3. [Claim Creation Methods] (#claim-creation-methods) -4. [Claim Types] (#claim-types) -5. [Building Skills] (#building-skills) -6. [Tool Requirements] (#tool-requirements) -7. [Building Stages] (#building-stages) -8. [Progress Prefabs] (#progress-prefabs) -9. [Damage and Repair] (#damage-and-repair) -10. [Claim Upgrades] (#claim-upgrades) -11. [Building from Items] (#building-from-items) -12. [Technical Prefab Checklist] (#technical-prefab-checklist) -13. [Server and Editor Notes] (#server-and-editor-notes) -14. [Design Philosophy] (#design-philosophy) -15. [Related Documents] (#related-documents) - ---- - -## Core Design Goal - -Players can: - -- Build homes, workshops, shops, and farms -- Build docks, fortresses, and faction outposts -- Build mystical shrines and ancient sites -- Build pirate hideouts and smuggler coves -- Build tribal canyon villages -- Build dwarven underground halls -- Build elven forest groves -- Build gnome engineering workshops -- Build guild towns and civic structures -- Help expand and rebuild player-influenced cities -- Claim land, defend land, and politically control territory - -The world should feel like it is being built by the players over time. Ruins become outposts. Empty shores become harbors. Cliffs become tribal villages. The Isles change because players choose to build them. - ---- - -## Atavism Claim System Overview - -Claims are defined areas of land where players may place build objects. - -### How Claims Work - -- Claims define the region in which players may construct buildings and objects. -- Claims have a **claim type** that determines which build objects are permitted inside them. -- Claims have **object limit profiles** that control how many of each category of object can exist inside them. -- Claims can be assigned **taxes** that must be paid to maintain them. -- Claims may define an **upgrade path** allowing expansion to larger sizes over time. -- Players who **own** a claim or have been granted **build permission** may place objects inside it. -- All placed objects **persist on the server** between sessions. -- Placed objects may be interacted with: they can store items, spawn NPCs, provide resources, apply effects, or act as instance portals. -- Claims can be attacked in faction conflict scenarios (Fortress and Outpost claims). - -### Claim Object Behavior - -- Placed objects have health and can be damaged. -- Attackable objects can be repaired by players with appropriate tools and skill. -- Destroyed objects may drop loot based on the loot min/max percentage settings. -- Objects can be toggled visible/invisible per permission. - ---- - -## Claim Creation Methods - -### Method 1 — Admin-Created Claim Regions - -Administrators create claim regions directly in the game world using the **Atavism Claim Region** component in the Unity scene editor. - -- The admin defines the claim's position, size, type, profile, and upgrade path. -- These are typically used for: - - Empty city plots for players to purchase - - Predefined settlement locations - - Ruin restoration sites - - Designated fortress zones - - Official faction outpost locations -- Admin claims appear in the world ready for players to acquire through quests, purchase, or reputation unlock. - -**Setup steps:** -1. Place a GameObject in the Unity scene. -2. Attach the `AtavisClaimRegion` component. -3. Configure: Claim Name, Claim Type, Size, Object Limit Profile, Tax, Upgrade Path. -4. Register the claim in the Atavism Editor database. -5. Rebuild and restart the server. - -### Method 2 — Player-Created Claims via CreateClaim Item Effect - -Players can create their own claims by using a **Claim Deed** item that carries the `CreateClaim` item effect. - -- The player acquires a Claim Deed from a shop, quest reward, or crafting. -- The player uses the item in the world — this opens a placement preview. -- The player selects a valid placement location (must be on legal terrain, no overlap with other claims or reserved zones). -- On confirmation, the claim is placed and the item is consumed. -- The claim is automatically owned by the placing player. - -**Claim Deed item configuration:** -- Effect: `CreateClaim` -- Claim Type: (e.g., Residential Claim) -- Claim Profile: (e.g., Small Homestead) -- Claim Size: defined by the profile -- Duration: permanent until abandoned or lost - -**Player-created claims are used for:** -- Personal homesteads -- Private workshops -- Small guild outposts -- Frontier settlements -- Pirate coves - ---- - -## Claim Types - -Each claim type restricts which build objects can be placed inside it and which profiles apply. - -| Claim Type | Description | -|---|---| -| **Residential Claim** | Personal player homes, small gardens, basic storage, private space. | -| **City Plot** | Predefined empty lots within cities. May be residential, shop, guild, or civic. Subject to city taxes and reputation requirements. | -| **Guild Claim** | Owned by a guild. Supports guild halls, storage, crafting, defense structures, and guild banners. Requires guild leadership. | -| **Fortress Claim** | Large, politically significant claims. Support walls, towers, gates, barracks, siege weapons. Can be contested in faction conflict. | -| **Farm Claim** | Agricultural and resource-producing claims. Support crop plots, animal pens, herb gardens, wells. | -| **Workshop Claim** | Crafting and production claims. Support forge rooms, engineering benches, relic labs, alchemy stations. | -| **Dock Claim** | Coastal claims for naval infrastructure. Support docks, ship repair slips, cargo cranes, shipyards. | -| **Pirate Hideout Claim** | Hidden or outlaw claims. Support pirate shacks, smuggler storage, black market stalls, taverns. Requires pirate reputation. | -| **Tribal Camp Claim** | Desert/canyon tribal settlements. Support cliff homes, ritual fires, oasis gardens, bone totems. | -| **Dwarven Hall Claim** | Underground or mountainside claims for dwarven construction. Support stone halls, forge rooms, mine entrances. | -| **Elven Grove Claim** | Forest or elevated claims for elven construction. Support tree platforms, nature shrines, moon wells, ward groves. | -| **Gnome Workshop Claim** | Compact engineering claims. Support machines, relic labs, clockwork devices, power nodes. | -| **Mystical Site Claim** | Magical and dimensional claims. Support shrines, portals, ritual circles, Ward anchors, ancient power nodes. | -| **Outpost Claim** | Frontier military or faction outposts. Compact defense and logistics structures. May be attacked. | -| **Ruin Restoration Claim** | Placed at ruined structures. Players restore or rebuild destroyed settlements for rewards, reputation, and unlock of new NPC populations. | - ---- - -## Building Skills - -Building awards skill experience and unlocks higher-tier structures at higher skill levels. - -| Skill | Used For | -|---|---| -| **Carpentry** | Wooden structures, furniture, basic buildings, ships | -| **Masonry** | Stone walls, towers, roads, bridges | -| **Blacksmithing** | Forges, metal gates, iron reinforcements, cannons | -| **Engineering** | Machines, clockwork devices, siege weapons, power nodes | -| **Shipbuilding** | Docks, ship repair slips, shipyard frames, cargo cranes | -| **Farming** | Crop plots, animal pens, herb gardens, oasis pumps | -| **Alchemy** | Alchemy tables, potion cauldrons, corrupted gardens | -| **Enchanting** | Enchanting circles, mystical wards, rune stones | -| **Relic Restoration** | Relic storage, portal anchors, ancient power nodes, relic labs | -| **Ward Construction** | Ward shrines, Veil containment stones, Ward barriers, cleansing altars | -| **Siegecraft** | Ballista platforms, cannon emplacements, spike barricades, siege towers | -| **Decoration** | Banners, lighting, furniture, fountains, statues, decorative elements | -| **Architecture** | Guild halls, town halls, council tables, large civic buildings | -| **Tribal Construction** | Cliff homes, ritual fires, bone totems, canyon watch posts | -| **Dwarven Stonework** | Underground halls, defensive gates, smelters, dwarven strongboxes | -| **Elven Grovecraft** | Tree platforms, living bridges, moon wells, Ward groves | -| **Pirate Construction** | Pirate shacks, smuggler docks, hidden storage, black market stalls | -| **Gnomish Machinery** | Clockwork devices, automation stations, portal stabilizers, experimental towers | - -### Skill and Identity Notes - -- Building can award skill XP for both the builder and assisting players. -- Higher skill levels unlock advanced structures with better stats, more stages, or unique interactions. -- Race and class identity influences which skills develop faster (see [Race & Class Building Identity] (./race_class_building_identity.md)). -- Guilds benefit greatly from having specialized builders with advanced skills in multiple categories. -- Solo players can build basic structures without specialization; advanced structures require dedicated skill investment. - ---- - -## Tool Requirements - -Most structures require appropriate tools equipped or in the player's inventory to initiate construction. - -| Tool | Used For | -|---|---| -| **Hammer** | Wooden and basic construction, carpentry, repair | -| **Saw** | Lumber preparation, wooden wall framing | -| **Pickaxe** | Stone foundations, mine entrances, underground work | -| **Shovel** | Farm plots, foundations, oasis pumps, earthworks | -| **Chisel** | Masonry detail work, rune carving, stone finishing | -| **Wrench** | Engineering components, machine assembly, ship fittings | -| **Rune Tool** | Ward structures, mystical anchors, enchanting circles | -| **Alchemy Kit** | Alchemy tables, potion cauldrons, corrupted elements | -| **Enchanting Focus** | Enchanting circles, mystical wards, shrine activation | -| **Shipwright Hammer** | Ship repair slips, dock construction, shipyard frames | -| **Mason's Hammer** | Heavy stonework, defensive walls, dwarven halls | -| **Tribal Carving Knife** | Tribal structures, bone totems, ritual carvings | -| **Dwarven Forge Hammer** | Forge rooms, smelters, metal gates, volcanic forges | -| **Gnomish Spanner** | Machines, clockwork devices, automation stations, relic labs | - ---- - -## Building Stages - -Most significant structures are built in multiple stages. Each stage has its own: - -- Health -- Required materials -- Time to build -- Time to repair -- Progress prefab (visual state) -- Damage prefab (damaged visual state) -- Destruction loot table - -### Standard Three-Stage Construction - -**Stage 1 — Foundation** -- Low health (e.g., 20% of final) -- Basic material cost (wood, stone, or initial resources) -- Minimal visual footprint -- Not yet interactive -- Time to build: short (e.g., 120–300 seconds) - -**Stage 2 — Frame** -- Medium health (e.g., 60% of final) -- Additional materials required (planks, nails, stone blocks, etc.) -- Visible structural frame -- Still not fully interactive -- Time to build: moderate (e.g., 300–600 seconds) - -**Stage 3 — Complete** -- Full health -- Final materials required (roof, finishing, interior elements) -- Fully interactive -- Interaction type active -- Time to build: varies by structure size - -### Extended Stages for Large Structures - -Guild halls, fortresses, and large civic buildings may use 4–6 stages, breaking construction into: -1. Foundation -2. Outer walls -3. Roof and framing -4. Interior fitting -5. Decoration and detailing -6. Final completion - ---- - -## Progress Prefabs - -Every build object must have visual prefabs that represent its construction and damage states. - -| Prefab Type | Required | Description | -|---|---|---| -| **0% prefab** | Required | Foundation, ground markers, or just a stake in the ground | -| **50% prefab** | Recommended | Frame or half-built state | -| **100% prefab** | Required | Fully completed structure | -| **25% prefab** | Optional | Early stage for large builds | -| **75% prefab** | Optional | Near-complete stage | -| **Damaged prefab** | Required for attackable objects | Shows damage, broken walls, fire, destruction | - -### Prefab Rules - -- Large buildings should visually change at each construction stage. -- Damaged prefabs should reflect proportional damage — minor damage shows cracks, heavy damage shows partial collapse. -- Each prefab must have correct colliders, pivot points, and scale. -- Prefabs must be registered in the Build Object Template in the Atavism Editor. - ---- - -## Damage and Repair - -### Attackable Structures - -- Any structure marked `Attackable: true` can receive damage from players or NPCs. -- Defense structures (walls, towers, gates) have high health values. -- Decorations have low health. -- Mystical objects may have moderate health but require special repair materials. - -### Repairable Structures - -- Structures marked `Repairable: true` can be repaired by players with appropriate tools and skill. -- Repair requires materials proportional to the damage taken. -- Large defense structures may require coordination from multiple players to repair efficiently. - -### Destruction and Loot - -- When a structure reaches 0 health, it is destroyed. -- Destroyed structures may drop a portion of their construction materials as loot. -- The amount returned is controlled by: - - **Loot Min Percentage**: minimum materials returned (e.g., 25%) - - **Loot Max Percentage**: maximum materials returned (e.g., 75%) -- High-tier structures with rare materials should return a meaningful portion to reward defensive investment. - -### Repair Materials by Category - -| Category | Repair Material | -|---|---| -| Wooden structures | Timber, Planks, Nails | -| Stone structures | Stone Blocks, Mortar | -| Metal structures | Iron Ingots, Forge Coal | -| Mystical objects | Aether Crystals, Rune Fragments | -| Ancient machines | Relic Components, Gnomish Parts | -| Ward structures | Aether Shard, Ward Essence | - ---- - -## Claim Upgrades - -Claims can be upgraded to larger sizes over time, increasing the available building area and object limits. - -| Tier | Size | Requirements | -|---|---|---| -| **Small** | 10×10 | Initial claim deed or admin placement | -| **Medium** | 20×20 | Currency + building materials + time investment | -| **Large** | 30×30 | Currency + materials + faction reputation | -| **Guild** | 50×50+ | Guild level requirement + significant materials + political approval | -| **Fortress** | 60×60+ | Guild level + faction standing + large material investment + political permission | - -### Upgrade Requirements by Claim Type - -**Residential → City Plot Upgrade** -- Kingdom reputation threshold -- Plot purchase payment -- City council approval (if applicable) - -**Guild Claim Upgrade** -- Guild level minimum -- Currency and materials -- Guild leader approval - -**Fortress Claim Upgrade** -- Significant material investment -- Multiple guild officers approval -- Faction standing -- May require political permission in controlled territories - -**Ruin Restoration Upgrade** -- Requires completion of restoration quest chain -- Unlocks additional building area as restoration progresses - ---- - -## Building from Items - -Some build objects are placed directly from inventory items rather than through the standard build menu. - -### Available as Item Only - -When a build object has `Available as Item Only: true`, it does not appear in the World Builder build menu. It can only be placed by using the corresponding item from the player's inventory. - -**Uses for item-only placement:** -- Furniture and decorative pieces -- Rare shrine objects from quest rewards -- Claim deed items (triggers `CreateClaim` effect) -- Shop licenses that create merchant stalls -- Unique or event quest buildings -- Special relic objects found in ruins - -### Item Placement Flow - -1. Player acquires the item (loot, crafting, purchase, quest). -2. Player opens inventory and activates the item. -3. Placement preview appears — player positions the object. -4. Player confirms placement. -5. Item is consumed on successful placement. -6. If placement fails (invalid location, outside claim, etc.), the item is NOT consumed. - -### ClaimObject Item Effect - -Items that place build objects use the `ClaimObject` effect: -- Links the item to a specific Build Object Template entry. -- Optionally bypasses the material cost (since the item itself represents the object). -- Item is only consumed after confirmed successful placement. - ---- - -## Technical Prefab Checklist - -Every build object prefab must satisfy the following before being registered in the Atavism Editor: - -- [ ] Has `ClaimObject` component attached -- [ ] Has appropriate collider(s) -- [ ] Supports mouseover and click detection -- [ ] Correct world scale (not oversized or undersized) -- [ ] Correct pivot point (bottom-center for most objects) -- [ ] Has 0% progress prefab (pre-build state) -- [ ] Has 100% progress prefab (completed state) -- [ ] Has intermediate progress prefabs for staged builds (25%, 50%, 75% as needed) -- [ ] Has damage prefab(s) if `Attackable: true` -- [ ] Clear, consistent naming (e.g., `BuildObject_SmallWoodenHouse_Stage3`) -- [ ] Tested placement inside a claim in the development build -- [ ] Registered in Build Object Template in Atavism Editor -- [ ] Server restarted after registration - ---- - -## Server and Editor Notes - -### Build Object Template Setup - -- Build Object Templates are created and managed in the **Atavism Editor** (Unity plugin). -- Each template defines all fields: name, skill, categories, stages, interaction types, loot, prefabs, etc. -- After creating or editing templates, a **server restart is required** before the changes are available in-game. - -### World Builder UI - -- Players access building through the **World Builder UI** in-game. -- The radial menu can be integrated with **EBS Easy Build System** for improved UX. -- The build menu filters available objects based on: - - Claim type of the current claim - - Player skill levels - - Whether the object is item-only - - Object limit profiles for the claim - -### Claim Management - -- Claim permissions can be set by the claim owner: owner only, guild, public. -- Admins can manage claims through the Atavism admin panel. -- Abandoned claims (no taxes paid, no activity) may decay over time. -- The `CreateClaim` item effect handles all player-created claim placement logic. - ---- - -## Design Philosophy - -### Building Should - -- Let players physically shape the world over time -- Support race and class identity through unique building styles -- Support the player economy through crafting stations, shops, and workshops -- Support guilds with dedicated structures and political buildings -- Support political systems through city plots and faction control -- Support exploration by rewarding players who restore ruins or build frontier outposts -- Support war and defense through fortress and outpost systems -- Support peaceful professions for players who prefer building over combat -- Create long-term goals that require investment of time, materials, and social coordination - -### Building Should NOT - -- Be only cosmetic decoration with no gameplay effect -- Be limited to housing and ignore production, trade, or politics -- Be disconnected from the faction, quest, and economy systems -- Become impossible for solo players — basic construction must be accessible without a large guild -- Allow players to block or destroy critical quest areas or NPC spawns - -The goal is a living world where players physically build the future of the Isles. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [📈 Economy System] (economy_system.md) -- Next: [Mystical Isles — Building Categories] (building_categories.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/claim_profiles.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Claim Profiles - ---- - -# Mystical Isles — Claim Profiles -Claim profiles define the size, upgrade path, and object limits for each claim. Every claim placed in the world — whether by an admin or a player using a Claim Deed — references a profile that determines what can be built inside it and how many objects of each category are allowed. - ---- - -## Table of Contents - -1. [How Claim Profiles Work] (#how-claim-profiles-work) -2. [Claim Object Category Limits] (#claim-object-category-limits) -3. [Claim Profile Reference Table] (#claim-profile-reference-table) -4. [Profile Descriptions] (#profile-descriptions) -5. [Upgrade Paths] (#upgrade-paths) -6. [Tax and Maintenance] (#tax-and-maintenance) -7. [Related Documents] (#related-documents) - ---- - -## How Claim Profiles Work - -A claim profile is assigned to a claim when it is created. It controls: - -- **Claim Type**: which build object categories and valid types are permitted -- **Size**: the footprint of the claim area -- **Upgrade Path**: which profile this claim can be upgraded to, and at what cost -- **Object Limits**: how many objects of each category may exist inside the claim simultaneously -- **Intended Use**: the design purpose of this claim configuration - -Profiles are created and managed in the **Atavism Editor** and are referenced by name when configuring claim regions or Claim Deed items. - ---- - -## Claim Object Category Limits - -The following categories are tracked per-claim. Each profile defines a maximum count for each applicable category. - -| Category | Notes | -|---|---| -| Housing | Sleeping areas, livable structures | -| Storage | Chests, vaults, caches | -| Crafting Station | Forges, benches, tables | -| Defense | Walls, towers, gates, barricades | -| Farm | Crop plots, animal pens, resource nodes | -| NPC Service | Merchants, guards, trainers, bankers | -| Decoration | Banners, furniture, lighting, statues | -| Shrine | Mystical, Ward, and ritual objects | -| Portal | Instance entrances and anchors | -| Dock | Naval infrastructure | -| Guild Structure | Guild halls, council tables, civic objects | -| Political Structure | Thrones, governor desks, voting stones | - ---- - -## Claim Profile Reference Table - -| Claim Profile | Claim Type | Size | Upgrade Path | Object Limits (Key) | Intended Use | -|---|---|---|---|---|---| -| **Small Homestead** | Residential Claim | 10×10 | → Medium Homestead | Housing: 1, Storage: 2, Crafting: 1, Decoration: 10, Farm: 2 | Basic solo player home and small garden | -| **Medium Homestead** | Residential Claim | 20×20 | → Large Homestead | Housing: 2, Storage: 4, Crafting: 2, Decoration: 20, Farm: 4 | Comfortable player home with workshop space | -| **Large Homestead** | Residential Claim | 30×30 | → City Plot | Housing: 3, Storage: 6, Crafting: 3, Decoration: 30, Farm: 6 | Full homestead with crafting and storage | -| **City Plot — Residential** | City Plot | 10×10 | → City Plot — Extended | Housing: 1, Storage: 2, Crafting: 1, Decoration: 15 | Empty city lot for player home | -| **City Plot — Shop** | City Plot | 10×10 | → City Plot — Extended | NPC Service: 2, Storage: 3, Decoration: 10 | Shop or stall in a player city | -| **City Plot — Guild Office** | City Plot | 15×15 | → City Plot — Extended | Guild Structure: 1, Storage: 2, NPC Service: 1, Decoration: 10 | Small guild presence in a city | -| **City Plot — Extended** | City Plot | 20×20 | — | All categories increased | Larger city lot for established players | -| **Guild Settlement** | Guild Claim | 30×30 | → Guild Town | Housing: 4, Storage: 6, Crafting: 4, Defense: 6, Guild Structure: 2, Decoration: 20 | Core guild base with hall, storage, and defenses | -| **Guild Town** | Guild Claim | 50×50 | → Guild Fortress | Housing: 10, Storage: 10, Crafting: 8, Defense: 12, NPC Service: 4, Guild Structure: 4, Political Structure: 2 | Established guild town with full infrastructure | -| **Frontier Fortress** | Fortress Claim | 60×60 | → Grand Fortress | Defense: 30, Housing: 8, Storage: 8, Crafting: 4, NPC Service: 4, Political Structure: 2 | Major defensive installation for faction control | -| **Grand Fortress** | Fortress Claim | 80×80 | — | Defense: 50, Housing: 16, Storage: 12, Crafting: 6, NPC Service: 6, Political Structure: 4 | Regional capital-tier fortress | -| **Frontier Farm** | Farm Claim | 20×20 | → Established Farm | Farm: 8, Storage: 4, Housing: 1, Decoration: 6 | Agricultural production and resource gathering | -| **Established Farm** | Farm Claim | 30×30 | — | Farm: 14, Storage: 6, Housing: 2, NPC Service: 1, Decoration: 8 | Full farming settlement with NPC workers | -| **Workshop** | Workshop Claim | 20×20 | → Master Workshop | Crafting: 6, Storage: 4, Housing: 1, Decoration: 6 | Dedicated crafting facility | -| **Master Workshop** | Workshop Claim | 30×30 | — | Crafting: 10, Storage: 8, Housing: 2, NPC Service: 2, Decoration: 10 | Advanced production facility | -| **Small Dock** | Dock Claim | 20×20 | → Harbor | Dock: 4, Storage: 4, NPC Service: 1, Decoration: 6 | Coastal dock and ship services | -| **Harbor** | Dock Claim | 40×40 | — | Dock: 10, Storage: 8, NPC Service: 4, Crafting: 2, Decoration: 12 | Full naval port with commerce and repair | -| **Pirate Cove** | Pirate Hideout Claim | 30×30 | → Pirate Port | Housing: 4, Dock: 4, Storage: 6, NPC Service: 3, Decoration: 12 | Hidden outlaw base with black market | -| **Pirate Port** | Pirate Hideout Claim | 50×50 | — | Housing: 8, Dock: 8, Storage: 10, NPC Service: 6, Decoration: 20 | Major pirate harbor with full outlaw economy | -| **Canyon Tribal Camp** | Tribal Camp Claim | 30×30 | → Canyon Village | Housing: 4, Shrine: 2, Farm: 4, Decoration: 14 | Desert tribal settlement | -| **Canyon Village** | Tribal Camp Claim | 50×50 | — | Housing: 10, Shrine: 4, Farm: 8, NPC Service: 3, Decoration: 24 | Full tribal canyon village | -| **Dwarven Hall** | Dwarven Hall Claim | 40×40 | → Dwarven Fortress | Housing: 6, Crafting: 8, Defense: 8, Storage: 8, Decoration: 12 | Underground hall with forge and defenses | -| **Dwarven Fortress** | Dwarven Hall Claim | 60×60 | — | Housing: 12, Crafting: 12, Defense: 16, Storage: 12, NPC Service: 4, Decoration: 20 | Major dwarven stronghold | -| **Elven Grove** | Elven Grove Claim | 40×40 | → Elder Grove | Housing: 6, Shrine: 4, Farm: 4, Decoration: 16 | Forest grove with nature structures | -| **Elder Grove** | Elven Grove Claim | 60×60 | — | Housing: 12, Shrine: 8, Farm: 8, Portal: 2, NPC Service: 3, Decoration: 24 | Major elven sanctuary | -| **Gnome Workshop** | Gnome Workshop Claim | 30×30 | → Gnome Complex | Crafting: 8, Storage: 6, Housing: 2, Decoration: 10 | Engineering and relic workshop | -| **Gnome Complex** | Gnome Workshop Claim | 50×50 | — | Crafting: 14, Storage: 10, Housing: 4, Portal: 2, NPC Service: 3, Decoration: 16 | Advanced engineering complex | -| **Mystical Site** | Mystical Site Claim | 20×20 | → Major Mystical Site | Shrine: 4, Portal: 1, Decoration: 8 | Arcane ritual site or Ward anchor | -| **Major Mystical Site** | Mystical Site Claim | 40×40 | — | Shrine: 8, Portal: 3, NPC Service: 2, Decoration: 14 | Major dimensional site or Ward network node | -| **Frontier Outpost** | Outpost Claim | 20×20 | → Established Outpost | Defense: 8, Housing: 2, Storage: 2, NPC Service: 1 | Small forward military or faction post | -| **Established Outpost** | Outpost Claim | 30×30 | — | Defense: 14, Housing: 6, Storage: 4, NPC Service: 3, Crafting: 2 | Reinforced outpost with garrison | -| **Ruin Restoration — Stage 1** | Ruin Restoration Claim | 30×30 | → Stage 2 | Housing: 4, Crafting: 2, Storage: 2, Decoration: 8 | First stage of ruin rebuilding | -| **Ruin Restoration — Stage 2** | Ruin Restoration Claim | 40×40 | → Stage 3 | Housing: 8, Crafting: 4, Storage: 4, NPC Service: 2, Decoration: 14 | Partial restoration with NPC inhabitants | -| **Ruin Restoration — Complete** | Ruin Restoration Claim | 50×50 | — | All categories at settlement levels | Fully restored settlement | - ---- - -## Profile Descriptions - -### Small Homestead - -A basic personal claim suitable for a single player's home. Supports: -- A simple dwelling (Housing: 1) -- Basic storage containers (Storage: 2) -- One crafting station (Crafting: 1) -- A small garden or farm plot (Farm: 2) -- Decorative items for personalization (Decoration: 10) - -**Upgrade path:** Small Homestead → Medium Homestead → Large Homestead → City Plot (purchase required) - ---- - -### City Plot - -City plots are predefined empty lots within established cities. They come in several sub-types: - -- **Residential**: player home within the city -- **Shop**: storefront for player merchants -- **Guild Office**: small guild presence -- **Extended**: larger version for established city inhabitants - -City plots require city reputation and may involve purchase costs, taxes, and NPC council approval depending on the city's political configuration. - ---- - -### Guild Settlement - -The core claim for a guild's home base. Supports a full range of guild infrastructure: -- Guild hall and civic structures -- Storage and crafting -- Defensive walls and towers -- NPC service providers -- Decorative and political objects - -**Upgrade path:** Guild Settlement → Guild Town → Guild Fortress - ---- - -### Frontier Fortress - -A large, politically significant claim designed for faction conflict scenarios. Requires substantial guild investment. Supports: -- High wall and tower count -- Barracks and garrison housing -- Siege weapon emplacements -- Political structures (throne, war room) -- Merchant and service NPCs for a self-sustaining garrison - -**Upgrade path:** Frontier Fortress → Grand Fortress - ---- - -### Pirate Cove - -A hidden outlaw base supporting the black market and naval economy. Requires pirate reputation. Supports: -- Rough pirate housing -- Docks and ship repair slips -- Smuggler storage -- Black market merchants and tavern NPCs - -**Upgrade path:** Pirate Cove → Pirate Port - ---- - -### Canyon Tribal Camp - -A desert and canyon tribal settlement supporting the Canyon Tribes. Supports: -- Cliff homes and tribal tents -- Ritual fires and bone totems -- Oasis gardens and animal pens -- Storm-reading towers and desert watch posts - -**Upgrade path:** Canyon Tribal Camp → Canyon Village - ---- - -### Dwarven Hall - -An underground or mountainside dwarven claim. Supports: -- Stone halls and forge rooms -- Mine entrances and smelters -- Heavy defensive gates and reinforced walls -- Underground storage and dwarven strongboxes - -**Upgrade path:** Dwarven Hall → Dwarven Fortress - ---- - -### Elven Grove - -A forest or elevated elven settlement. Supports: -- Tree platforms and elevated homes -- Nature shrines and moon wells -- Hidden gardens and Ward groves -- Living bridges and archery platforms - -**Upgrade path:** Elven Grove → Elder Grove - ---- - -### Gnome Workshop - -A compact engineering and relic workshop. Supports: -- Workbenches, machines, and relic labs -- Clockwork devices and automation stations -- Power nodes and portal stabilizers -- Engineering-focused storage and housing - -**Upgrade path:** Gnome Workshop → Gnome Complex - ---- - -### Mystical Site - -A claim dedicated to dimensional and Ward magic. Supports: -- Ward shrines and ritual circles -- Portal anchors and Veil containment stones -- Ancient power nodes and aether stabilizers -- Mystical NPC guardians and attendants - -**Upgrade path:** Mystical Site → Major Mystical Site - ---- - -## Upgrade Paths - -Upgrading a claim increases its area and object limits. Upgrades require: - -| Upgrade Type | Requirements | -|---|---| -| Residential → Medium | Currency + Building Materials | -| Residential → Large | Currency + Materials + Time | -| Guild Settlement → Town | Guild Level 5+ + Materials + Currency | -| Guild Town → Fortress | Guild Level 10+ + Political approval + Large material cost | -| Frontier Fortress → Grand | Multi-guild coordination + Regional political approval | -| Pirate Cove → Port | Pirate Reputation Tier 3+ + Materials | -| Tribal Camp → Village | Tribal Reputation Tier 3+ + Materials | -| Dwarven Hall → Fortress | Dwarven Stonework Skill 40+ + Materials | -| Elven Grove → Elder | Elven Grovecraft Skill 40+ + Materials | -| Gnome Workshop → Complex | Gnomish Machinery Skill 40+ + Materials | -| Ruin Stage 1 → 2 | Quest completion + Materials + Time | -| Ruin Stage 2 → Complete | Quest completion + Materials + Faction unlock | - ---- - -## Tax and Maintenance - -Many claim types involve ongoing tax obligations: - -- **City Plots**: subject to city tax paid to the city NPC treasury -- **Fortress Claims**: require ongoing supply costs (materials, currency) -- **Guild Claims**: optional internal guild tax system -- **Pirate Claims**: may involve protection fees to pirate faction - -Claims that fall behind on taxes may: -- Lose building permissions -- Become claimable by other players -- Have NPC services disabled -- Eventually enter decay and be returned to unclaimed status - -Tax rates and intervals are configured per claim in the Atavism Editor. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Build Object Templates] (build_object_templates.md) -- Next: [Mystical Isles — Player Settlements] (player_settlements.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/building_categories.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Building Categories - ---- - -# Mystical Isles — Building Categories -This document defines all build object categories, interaction types, and the master list of build objects for Mystical Isles. - ---- - -## Table of Contents - -1. [Claim Object Categories] (#claim-object-categories) -2. [Interaction Types] (#interaction-types) -3. [Build Object Field Reference] (#build-object-field-reference) -4. [Build Object Master List] (#build-object-master-list) -5. [Related Documents] (#related-documents) - ---- - -## Claim Object Categories - -Every build object belongs to a category. Categories are used in claim object limit profiles to control how many of each type may exist in a claim. - -| Category | Description | -|---|---| -| **Housing** | Sleeping and living structures. Player homes, dormitories, huts, and private quarters. | -| **Storage** | Containers for items. Chests, vaults, caches, and lockers with Chest interaction. | -| **Crafting Station** | Workbenches, forges, tables, and production stations used to craft items. | -| **Defense** | Walls, towers, gates, barricades, and any structure primarily intended for protection. | -| **Wall** | Specifically wall segments, both wooden and stone. Sub-type of Defense. | -| **Gate** | Passable defensive openings in wall lines. Sub-type of Defense. | -| **Tower** | Elevated watchtower and defensive platform structures. Sub-type of Defense. | -| **Decoration** | Cosmetic items including furniture, lighting, statues, rugs, and banners. | -| **Farm** | Agricultural and natural resource production plots. Crop fields, herb gardens, animal pens. | -| **Resource Node** | Active resource extraction objects with Resource interaction. Wells, mines, coral harvesters. | -| **NPC Service** | Structures that spawn service NPCs: merchants, guards, trainers, bankers, quest givers. | -| **Merchant** | Specifically trade NPC structures including market stalls and black market stalls. | -| **Shrine** | Mystical, Ward, or ritual objects with Effect interaction. Includes healing and curse structures. | -| **Portal** | Dimensional gateway objects with Instance interaction. Includes anchors and stabilizers. | -| **Dock** | Naval infrastructure. Piers, ship repair slips, and cargo cranes. | -| **Shipyard** | Ship construction and large naval facilities. | -| **Guild Structure** | Guild-specific civic buildings: halls, council tables, and meeting rooms. | -| **Political Structure** | Government and faction leadership objects: thrones, war rooms, governor desks. | -| **Trap** | Defensive automated damage objects placed as strategic hazards. | -| **Lighting** | Light sources: torches, lanterns, mystical lights, and harbor beacons. | -| **Road** | Paved or graveled path segments improving movement. | -| **Bridge** | Crossing structures for water or elevation gaps. | -| **Mystic Object** | Dimensional, aetheric, or magical structures not fitting shrine or portal. Ancient power nodes, Ward anchors. | -| **Ancient Machine** | Pre-Fracturing technological objects including automation stations and power devices. | - ---- - -## Interaction Types - -Each build object may have one interaction type that determines what happens when a player activates it. - -### Chest - -Used for any object that stores items. - -| Sub-use | Examples | -|---|---| -| Personal storage | Wooden Chest, Iron Chest | -| Player bank | Banker Counter | -| Guild storage | Guild Vault | -| Warehouse / cargo | Ship Cargo Locker, Relic Storage Crate | -| Smuggler cache | Hidden Floor Stash, Smuggler Cache | - -**Behavior**: Opens inventory interface connected to the object's item container. Access permissions set by claim owner. - ---- - -### Resource - -Used for objects that produce or yield resources over time. - -| Sub-use | Examples | -|---|---| -| Farming | Small Farm Plot, Herb Garden, Mushroom Bed | -| Water / liquid | Water Well, Oasis Pump | -| Mineral | Mine Entrance | -| Aquatic | Fishing Net, Coral Harvester | -| Timber | Lumber Yard | -| Livestock | Animal Pen | - -**Behavior**: Opens a harvest interface or yields resources on a timer. Players interact to collect resources. May require skill check for full yield. - ---- - -### NPC - -Used for objects that spawn and manage persistent NPC actors. - -| Sub-use | Examples | -|---|---| -| Merchant | Merchant Stall, Black Market Stall | -| Banking | Banker Counter | -| Guard / Defense | Guard Barracks, Guard Post | -| Training | Trainer Post | -| Quest / Faction | Quest Board, Faction Banner Post | -| Dockmaster | Dockmaster Desk | - -**Behavior**: Spawns a linked NPC at the object location. NPC uses the standard Atavism NPC system (behaviors, inventory, dialogue). NPC despawns if structure is destroyed. - ---- - -### Effect - -Used for objects that apply ongoing or triggered effects to nearby players. - -| Sub-use | Examples | -|---|---| -| Ward protection | Ward Shrine, Veil Containment Stone | -| Healing | Healing Shrine | -| Combat buffs | Shrine of Strength | -| Corruption cleansing | Ward Shrine (cleanse variant) | -| Crafting bonus | Enchanting Circle | -| Debuff / curse | Curse Circle, Bone Altar | - -**Behavior**: Applies a buff or debuff effect to players within range. Effect may be continuous, triggered on interaction, or pulsed periodically. Effect strength may scale with skill level of the builder. - ---- - -### Instance - -Used for objects that transport players into a private or instanced interior. - -| Sub-use | Examples | -|---|---| -| Guild hall interior | Guild Hall | -| Underground hall | Dwarven Hall | -| Dungeon entrance | Ancient Dungeon Portal | -| Ship interior | Cabin entrance | -| Mystical portal | Portal Anchor | -| Workshop interior | Gnome Workshop (large variant) | - -**Behavior**: Sends the player (and optionally a group) into a separate instance. The instance may be fully private (guild only), semi-public (group only), or accessible to all claim members. - ---- - -### Leave Instance - -Used for exits from instanced interiors or dungeon spaces. - -| Sub-use | Examples | -|---|---| -| Guild hall exit | Interior exit portal | -| Dungeon exit | Dungeon end portal | -| Underground exit | Dwarven Hall exit door | - -**Behavior**: Returns the player to the main world at the location of the original Instance object. - ---- - -## Build Object Field Reference - -| Field | Purpose | Mystical Isles Usage | -|---|---|---| -| **Name** | Unique identifier for the build object template | Descriptive, category-prefixed name (e.g., `Housing_SmallWoodenHouse`) | -| **Icon** | UI icon shown in the build menu | Matches the completed structure's appearance | -| **Skill** | Which skill is checked to build this object | One of the 18 building skills (see Building & Claims System) | -| **Skill Level Req** | Minimum skill level required to place this object | Ranges from 0 (basic objects) to 50 (legendary structures) | -| **Category** | Claim Object Category for object limit tracking | One of the 24 defined categories | -| **Weapon Req** | Tool required to be equipped or in inventory | One of the 14 defined tools | -| **Max Distance** | Maximum distance from the player to place the object | Typically 8–15 for most objects | -| **Build Task Requires Player** | Whether the player must remain near the object during construction | `true` for most structures; `false` for automated/instant placement | -| **Valid Claim Type** | Which claim type(s) this object may be placed in | Comma-separated list of valid claim types | -| **Available as Item Only** | Hides from build menu; must be placed via inventory item | `true` for furniture, rare decorations, claim deeds | -| **Build Solo** | Whether one player can build this alone | `false` for large structures requiring cooperation | -| **Fixed Time** | Whether build time is fixed regardless of player actions | `true` for structures with non-skippable timers | -| **Attackable** | Whether the object can receive damage | `true` for all defense, housing, and service structures | -| **Repairable** | Whether the object can be repaired | `true` for all attackable objects | -| **Claim Object Category** | Category as stored in the Atavism database | Must match the Category field exactly | -| **Stage Number** | Total number of construction stages | 1 for simple objects, 3 for standard buildings, 4–6 for large structures | -| **Time to Build** | Seconds required to complete each stage | Ranges from 30 seconds (minor objects) to 3600+ seconds (fortress walls) | -| **Time to Repair** | Seconds required to repair damage | Typically 50–75% of build time for equivalent repair | -| **Interaction Type** | None, Chest, Resource, NPC, Effect, Instance, Leave Instance | As defined above | -| **Health** | Maximum hit points of the completed structure | Decorations: 100–500; Defense: 5000–20000+ | -| **Loot Table** | Reference to a loot table for destruction drops | Usually a "Construction Salvage" loot table per material type | -| **Loot Min Percentage** | Minimum percentage of materials returned on destruction | Typically 25–40% | -| **Loot Max Percentage** | Maximum percentage of materials returned on destruction | Typically 50–75% | -| **Items Required** | List of items and quantities needed to build each stage | Wood, Stone, Iron Ingots, special materials | -| **Progress Prefabs** | Unity prefabs for each construction stage (0%, 50%, 100% minimum) | Named `BuildObject_[Name]_Stage[N]` | -| **Damage Prefabs** | Unity prefabs for damaged states | Named `BuildObject_[Name]_Damaged[Percent]` | - ---- - -## Build Object Master List - -### Housing - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Simple Bedroll | Housing | Any | Decoration | 0 | None | None | No | No | Yes | Basic rest point, portable | -| Small Wooden House | Housing | Residential / City Plot | Carpentry | 5 | Hammer | None | Yes | Yes | No | Basic solo player home | -| Stone Cottage | Housing | Residential / City Plot | Masonry | 15 | Mason's Hammer | None | Yes | Yes | No | Durable mid-tier player home | -| City Townhouse | Housing | City Plot | Architecture | 20 | Hammer | None | Yes | Yes | No | Urban home in player city | -| Guild Dormitory | Housing | Guild Claim | Carpentry | 10 | Hammer | None | Yes | Yes | No | Multi-bunk housing for guild members | -| Pirate Shack | Housing | Pirate Hideout | Pirate Construction | 5 | Hammer | None | Yes | Yes | No | Rough outlaw housing | -| Canyon Cliff Hut | Housing | Tribal Camp | Tribal Construction | 10 | Tribal Carving Knife | None | Yes | Yes | No | Desert cliff-face dwelling | -| Dwarven Stone Room | Housing | Dwarven Hall | Dwarven Stonework | 15 | Mason's Hammer | None | Yes | Yes | No | Underground living quarters | -| Elven Tree Home | Housing | Elven Grove | Elven Grovecraft | 15 | None | None | Yes | Yes | No | Elevated forest dwelling | -| Gnome Workshop Home | Housing | Gnome Workshop | Gnomish Machinery | 10 | Gnomish Spanner | None | Yes | Yes | No | Compact home-workshop combo | -| Witch Hut | Housing | Any | Alchemy | 10 | Alchemy Kit | None | Yes | Yes | No | Dark forest dwelling for mystics | -| Orc War Hut | Housing | Any | Carpentry | 5 | Hammer | None | Yes | Yes | No | Crude warband housing | - ---- - -### Storage - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Wooden Chest | Storage | Any | Carpentry | 1 | Hammer | Chest | Yes | Yes | No | Basic personal storage | -| Iron Chest | Storage | Any | Blacksmithing | 10 | Dwarven Forge Hammer | Chest | Yes | Yes | No | Secure mid-tier storage | -| Guild Vault | Storage | Guild Claim | Architecture | 25 | Mason's Hammer | Chest | Yes | Yes | No | Shared guild item repository | -| Smuggler Cache | Storage | Pirate Hideout | Pirate Construction | 10 | Hammer | Chest | No | No | Yes | Hidden underground stash | -| Relic Storage Crate | Storage | Workshop / Mystical Site | Relic Restoration | 20 | Wrench | Chest | Yes | Yes | No | Protected storage for relic components | -| Ship Cargo Locker | Storage | Dock / Pirate Hideout | Carpentry | 5 | Hammer | Chest | Yes | Yes | No | Waterproof shipboard storage | -| Hidden Floor Stash | Storage | Any | Pirate Construction | 8 | Hammer | Chest | No | No | Yes | Concealed floor-level cache | -| Dwarven Strongbox | Storage | Dwarven Hall | Dwarven Stonework | 20 | Mason's Hammer | Chest | Yes | Yes | No | Heavy reinforced stone vault | - ---- - -### Crafting Stations - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Blacksmith Forge | Crafting Station | Any | Blacksmithing | 10 | Dwarven Forge Hammer | None | Yes | Yes | No | Metal crafting and weapon smithing | -| Alchemy Table | Crafting Station | Any | Alchemy | 10 | Alchemy Kit | None | Yes | Yes | No | Potion and reagent crafting | -| Enchanting Circle | Crafting Station | Any | Enchanting | 15 | Enchanting Focus | Effect | Yes | Yes | No | Weapon and armor enchanting | -| Carpentry Bench | Crafting Station | Any | Carpentry | 5 | Saw | None | Yes | Yes | No | Wood crafting and furniture production | -| Cooking Fire | Crafting Station | Any | Farming | 1 | None | None | No | No | No | Food preparation | -| Tailoring Frame | Crafting Station | Any | Decoration | 5 | None | None | Yes | Yes | No | Cloth and armor crafting | -| Engineering Workbench | Crafting Station | Workshop / Gnome | Engineering | 15 | Wrench | None | Yes | Yes | No | Machine and device assembly | -| Shipbuilding Station | Crafting Station | Dock | Shipbuilding | 20 | Shipwright Hammer | None | Yes | Yes | No | Ship component fabrication | -| Relic Restoration Table | Crafting Station | Workshop / Mystical | Relic Restoration | 25 | Rune Tool | None | Yes | Yes | No | Ancient artifact repair and study | -| Rune Carving Stone | Crafting Station | Any | Enchanting | 20 | Chisel | None | Yes | Yes | No | Rune inscription and ward preparation | - ---- - -### Defense - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Wooden Wall | Wall | Any | Carpentry | 5 | Hammer | None | Yes | Yes | No | Basic perimeter wall | -| Stone Wall | Wall | Any | Masonry | 15 | Mason's Hammer | None | Yes | Yes | No | Durable defensive wall | -| Reinforced Gate | Gate | Any | Blacksmithing | 20 | Dwarven Forge Hammer | None | Yes | Yes | No | Heavy defensive gate | -| Watchtower | Tower | Any | Masonry | 20 | Mason's Hammer | None | Yes | Yes | No | Elevated lookout and defense platform | -| Guard Post | NPC Service | Any | Carpentry | 5 | Hammer | NPC | Yes | Yes | No | Spawns guard NPC for defense | -| Spike Barricade | Defense | Any | Carpentry | 8 | Saw | None | Yes | No | No | Damage-dealing obstacle | -| Ballista Platform | Defense | Fortress | Siegecraft | 30 | Mason's Hammer | None | Yes | Yes | No | Ranged siege weapon platform | -| Cannon Platform | Defense | Fortress / Dock | Blacksmithing | 30 | Dwarven Forge Hammer | None | Yes | Yes | No | Heavy artillery emplacement | -| Ward Barrier Post | Defense | Any | Ward Construction | 25 | Rune Tool | Effect | Yes | Yes | No | Ward protection field post | -| Trap Floor | Trap | Any | Engineering | 20 | Wrench | None | No | No | Yes | Hidden damage trigger | - ---- - -### Farms and Resources - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Herb Garden | Farm | Farm / Residential | Farming | 5 | Shovel | Resource | No | No | No | Grows alchemical and cooking herbs | -| Small Farm Plot | Farm | Farm / Residential | Farming | 1 | Shovel | Resource | No | No | No | Basic food crop production | -| Mushroom Bed | Farm | Dwarven Hall / Cave | Farming | 8 | Shovel | Resource | No | No | No | Underground fungal farming | -| Fishing Net | Farm | Dock / Pirate Hideout | Farming | 5 | None | Resource | No | No | No | Aquatic resource harvesting | -| Coral Harvester | Resource Node | Dock / Coastal | Farming | 10 | None | Resource | No | No | No | Reef resource extraction | -| Mine Entrance | Resource Node | Dwarven Hall / Workshop | Dwarven Stonework | 25 | Pickaxe | Resource | Yes | Yes | No | Mineral and ore production | -| Lumber Yard | Resource Node | Farm / Workshop | Carpentry | 10 | Saw | Resource | Yes | Yes | No | Timber resource production | -| Water Well | Resource Node | Any | Masonry | 5 | Shovel | Resource | Yes | Yes | No | Fresh water source | -| Oasis Pump | Resource Node | Tribal Camp | Tribal Construction | 15 | Shovel | Resource | Yes | Yes | No | Desert water extraction | -| Animal Pen | Farm | Farm / Tribal | Farming | 10 | Hammer | Resource | Yes | Yes | No | Livestock management and products | - ---- - -### NPC Service Objects - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Merchant Stall | Merchant | Any | Carpentry | 10 | Hammer | NPC | Yes | Yes | No | Spawns player merchant NPC | -| Black Market Stall | Merchant | Pirate Hideout | Pirate Construction | 15 | Hammer | NPC | Yes | Yes | No | Illegal goods vendor | -| Banker Counter | NPC Service | Any | Architecture | 20 | Hammer | NPC | Yes | Yes | No | Spawns banker NPC for deposits | -| Guard Barracks | NPC Service | Any | Masonry | 15 | Mason's Hammer | NPC | Yes | Yes | No | Spawns multiple guard NPCs | -| Trainer Post | NPC Service | Any | Architecture | 10 | Hammer | NPC | Yes | Yes | No | Spawns skill trainer NPC | -| Quest Board | NPC Service | Any | Carpentry | 5 | Hammer | NPC | No | No | No | Faction and guild quests interface | -| Dockmaster Desk | NPC Service | Dock | Shipbuilding | 15 | Shipwright Hammer | NPC | Yes | Yes | No | Naval logistics and ship registration | -| Faction Banner Post | Political Structure | Any | Decoration | 5 | None | NPC | Yes | Yes | No | Faction marker with optional faction NPC | - ---- - -### Mystical Objects - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Ward Shrine | Shrine | Mystical Site / City Plot | Ward Construction | 20 | Rune Tool | Effect | Yes | Yes | No | Ward protection buff and corruption defense | -| Healing Shrine | Shrine | Any | Ward Construction | 15 | Rune Tool | Effect | Yes | Yes | No | Healing effect for claim members | -| Curse Circle | Shrine | Any | Alchemy | 20 | Alchemy Kit | Effect | Yes | Yes | No | Debuff effect field | -| Ritual Fire | Shrine | Tribal Camp / Any | Tribal Construction | 10 | Tribal Carving Knife | Effect | No | No | No | Tribal buff and ritual site | -| Moon Well | Shrine | Elven Grove | Elven Grovecraft | 25 | None | Effect | Yes | Yes | No | Elven healing and magical power source | -| Veil Containment Stone | Mystic Object | Mystical Site | Ward Construction | 35 | Rune Tool | Effect | Yes | Yes | Yes | Suppresses Veil corruption in area | -| Portal Anchor | Portal | Mystical Site | Relic Restoration | 40 | Rune Tool | Instance | Yes | Yes | Yes | Dimensional portal entrance | -| Ancient Power Node | Ancient Machine | Mystical Site / Workshop | Relic Restoration | 45 | Wrench | Effect | Yes | Yes | Yes | Buffs nearby crafting and mystical objects | -| Aether Stabilizer | Mystic Object | Mystical Site | Relic Restoration | 35 | Rune Tool | Effect | Yes | Yes | Yes | Stabilizes portal and Ward network | - ---- - -### Naval Objects - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Small Dock | Dock | Dock / Pirate Hideout | Shipbuilding | 10 | Shipwright Hammer | None | Yes | Yes | No | Basic ship mooring | -| Ship Repair Dock | Dock | Dock | Shipbuilding | 20 | Shipwright Hammer | Resource | Yes | Yes | No | Ship hull and equipment repair | -| Cargo Crane | Dock | Dock | Engineering | 20 | Wrench | None | Yes | Yes | No | Cargo loading and unloading | -| Harbor Lantern | Lighting | Dock | Decoration | 5 | None | None | No | No | No | Navigation lighting | -| Smuggler Dock | Dock | Pirate Hideout | Pirate Construction | 15 | Shipwright Hammer | None | Yes | Yes | No | Concealed mooring for outlaw ships | -| Cannon Emplacement | Defense | Dock / Fortress | Blacksmithing | 25 | Dwarven Forge Hammer | None | Yes | Yes | No | Coastal/harbor artillery defense | -| Harpoon Rack | Decoration | Dock / Pirate Hideout | Decoration | 5 | None | None | No | No | Yes | Naval equipment storage decoration | -| Shipyard Frame | Shipyard | Dock | Shipbuilding | 30 | Shipwright Hammer | None | Yes | Yes | No | Major ship construction facility | - ---- - -### Political and Guild Objects - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Guild Hall | Guild Structure | Guild Claim | Architecture | 30 | Hammer | Instance | Yes | Yes | No | Central guild meeting and governance hall | -| Council Table | Guild Structure | Guild Claim / City Plot | Architecture | 25 | Hammer | None | Yes | Yes | No | Guild officer meeting table | -| Throne Seat | Political Structure | Fortress / City Plot | Architecture | 35 | Hammer | None | Yes | Yes | Yes | Faction or city ruler seat | -| War Room Map | Political Structure | Fortress / Guild | Architecture | 30 | Hammer | None | Yes | Yes | No | Strategic planning interface | -| Faction Banner | Decoration | Any | Decoration | 1 | None | None | Yes | No | No | Faction identity marker | -| Tax Ledger Desk | Political Structure | City Plot / Guild | Architecture | 20 | Hammer | NPC | Yes | Yes | No | City taxation management NPC | -| Voting Stone | Political Structure | City Plot / Guild | Masonry | 20 | Mason's Hammer | None | Yes | Yes | No | Player vote interface | -| Governor's Desk | Political Structure | City Plot | Architecture | 30 | Hammer | NPC | Yes | Yes | Yes | City governor NPC and management | - ---- - -### Decoration - -| Object Name | Category | Claim Type | Skill | Skill Level | Tool Req | Interaction | Attackable | Repairable | Item Only | Purpose | -|---|---|---|---|---|---|---|---|---|---|---| -| Banner | Decoration | Any | Decoration | 1 | None | None | No | No | Yes | Customizable faction or personal banner | -| Rug | Decoration | Any | Decoration | 1 | None | None | No | No | Yes | Interior floor decoration | -| Chair | Decoration | Any | Carpentry | 1 | None | None | No | No | Yes | Seating furniture | -| Table | Decoration | Any | Carpentry | 1 | Hammer | None | No | No | Yes | Surface furniture | -| Torch | Lighting | Any | Decoration | 1 | None | None | No | No | Yes | Basic light source | -| Lantern | Lighting | Any | Decoration | 1 | None | None | No | No | Yes | Hanging or standing light source | -| Statue | Decoration | Any | Masonry | 15 | Chisel | None | Yes | No | Yes | Carved stone decorative figure | -| Fountain | Decoration | Any | Masonry | 10 | Mason's Hammer | None | Yes | Yes | No | Decorative water feature | -| Barrel Stack | Decoration | Any | Decoration | 1 | None | None | No | No | Yes | Storage prop decoration | -| Crate Stack | Decoration | Any | Decoration | 1 | None | None | No | No | Yes | Cargo prop decoration | -| Training Dummy | Decoration | Any | Carpentry | 5 | Hammer | None | Yes | Yes | No | Combat practice target | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Building & Claims System] (building_and_claims_system.md) -- Next: [Mystical Isles — Build Object Templates] (build_object_templates.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/build_object_templates.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Build Object Templates - ---- - -# Mystical Isles — Build Object Templates -This document provides detailed Atavism-ready build object template configurations for key structures in Mystical Isles. Each template can be entered directly into the Atavism Editor Build Object section. - ---- - -## Table of Contents - -1. [How to Read These Templates] (#how-to-read-these-templates) -2. [Housing Templates] (#housing-templates) -3. [Storage Templates] (#storage-templates) -4. [Defense Templates] (#defense-templates) -5. [Crafting Templates] (#crafting-templates) -6. [Resource Templates] (#resource-templates) -7. [NPC Service Templates] (#npc-service-templates) -8. [Mystical Object Templates] (#mystical-object-templates) -9. [Naval Templates] (#naval-templates) -10. [Political and Guild Templates] (#political-and-guild-templates) -11. [Related Documents] (#related-documents) - ---- - -## How to Read These Templates - -Each template entry uses Atavism Build Object field names. Fields are presented in the order they appear in the Atavism Editor. - -**Stage entries** are listed separately with their construction details. Build objects with multiple stages will have one entry per stage. - -**Prefab names** follow the convention: -- `BO_[ObjectName]_Stage[N]` — progress prefabs -- `BO_[ObjectName]_Damaged[Percent]` — damage state prefabs - ---- - -## Housing Templates - -### Small Wooden House - -``` -Name: Small Wooden House -Icon: icon_building_wooden_house -Skill: Carpentry -Skill Level Req: 5 -Category: Housing -Weapon Req: Hammer -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Residential Claim, City Plot -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Housing -Stage Number: 3 -Interaction Type: None -Health: 2500 -Loot Table: LT_ConstructionWood_Salvage -Loot Min Percentage: 30 -Loot Max Percentage: 60 - -Stage 1 — Foundation - Time to Build: 180 seconds - Time to Repair: 90 seconds - Health: 500 - Items Required: Timber x10, Nails x5 - Progress Prefab: BO_SmallWoodenHouse_Stage1 - Damage Prefab: BO_SmallWoodenHouse_Stage1_Damaged - -Stage 2 — Frame - Time to Build: 360 seconds - Time to Repair: 180 seconds - Health: 1200 - Items Required: Timber x20, Planks x15, Nails x20 - Progress Prefab: BO_SmallWoodenHouse_Stage2 - Damage Prefab: BO_SmallWoodenHouse_Stage2_Damaged - -Stage 3 — Finished House - Time to Build: 600 seconds - Time to Repair: 300 seconds - Health: 2500 - Items Required: Planks x25, Timber x10, Rope x5, Thatch x15 - Progress Prefab: BO_SmallWoodenHouse_Stage3 - Damage Prefab: BO_SmallWoodenHouse_Stage3_Damaged -``` - -**Purpose:** Basic solo or couple player home for Residential Claims or City Plots. Requires minimal skill. Foundation building block for new players establishing a home. - ---- - -### Stone Cottage - -``` -Name: Stone Cottage -Icon: icon_building_stone_cottage -Skill: Masonry -Skill Level Req: 15 -Category: Housing -Weapon Req: Mason's Hammer -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Residential Claim, City Plot, Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Housing -Stage Number: 3 -Interaction Type: None -Health: 4000 - -Stage 1 — Foundation - Time to Build: 240 seconds - Items Required: Stone Block x15, Mortar x10 - -Stage 2 — Walls - Time to Build: 600 seconds - Items Required: Stone Block x30, Mortar x20, Timber x10 - -Stage 3 — Complete - Time to Build: 900 seconds - Items Required: Stone Block x20, Mortar x10, Timber x15, Thatch x20 -``` - ---- - -### Guild Dormitory - -``` -Name: Guild Dormitory -Icon: icon_building_guild_dormitory -Skill: Carpentry -Skill Level Req: 10 -Category: Housing -Weapon Req: Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Housing -Stage Number: 3 -Interaction Type: None -Health: 3000 - -Stage 1 — Foundation - Time to Build: 300 seconds - Items Required: Timber x20, Stone Block x10 - -Stage 2 — Frame - Time to Build: 600 seconds - Items Required: Timber x30, Planks x25, Nails x30 - -Stage 3 — Complete - Time to Build: 900 seconds - Items Required: Planks x30, Timber x15, Thatch x20, Rope x10 -``` - ---- - -## Storage Templates - -### Wooden Chest - -``` -Name: Wooden Chest -Icon: icon_storage_wooden_chest -Skill: Carpentry -Skill Level Req: 1 -Category: Storage -Weapon Req: Hammer -Max Distance: 5 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Storage -Stage Number: 1 -Interaction Type: Chest -Health: 500 -Loot Table: LT_ConstructionWood_Salvage -Loot Min Percentage: 20 -Loot Max Percentage: 50 - -Stage 1 — Complete - Time to Build: 30 seconds - Time to Repair: 15 seconds - Health: 500 - Items Required: Planks x5, Nails x4, Hinge x2 - Progress Prefab: BO_WoodenChest_Stage1 - Damage Prefab: BO_WoodenChest_Stage1_Damaged -``` - ---- - -### Guild Vault - -``` -Name: Guild Vault -Icon: icon_storage_guild_vault -Skill: Architecture -Skill Level Req: 25 -Category: Storage -Weapon Req: Mason's Hammer -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Storage -Stage Number: 2 -Interaction Type: Chest -Health: 8000 -Loot Table: LT_ConstructionMixed_Salvage -Loot Min Percentage: 40 -Loot Max Percentage: 70 - -Stage 1 — Vault Base - Time to Build: 600 seconds - Items Required: Stone Block x30, Iron Ingot x20, Mortar x15 - -Stage 2 — Vault Complete - Time to Build: 900 seconds - Items Required: Stone Block x20, Iron Ingot x30, Steel Lock x4, Rune Fragment x2 -``` - ---- - -## Defense Templates - -### Stone Wall - -``` -Name: Stone Wall -Icon: icon_defense_stone_wall -Skill: Masonry -Skill Level Req: 15 -Category: Wall -Weapon Req: Mason's Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 2 -Interaction Type: None -Health: 6000 -Loot Table: LT_ConstructionStone_Salvage -Loot Min Percentage: 35 -Loot Max Percentage: 65 - -Stage 1 — Base Course - Time to Build: 300 seconds - Items Required: Stone Block x20, Mortar x15 - -Stage 2 — Complete Wall - Time to Build: 600 seconds - Items Required: Stone Block x25, Mortar x15 - Progress Prefab: BO_StoneWall_Stage2 - Damage Prefab: BO_StoneWall_Stage2_Damaged50, BO_StoneWall_Stage2_Damaged80 -``` - ---- - -### Reinforced Gate - -``` -Name: Reinforced Gate -Icon: icon_defense_reinforced_gate -Skill: Blacksmithing -Skill Level Req: 20 -Category: Gate -Weapon Req: Dwarven Forge Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 2 -Interaction Type: None -Health: 7000 - -Stage 1 — Gate Frame - Time to Build: 480 seconds - Items Required: Stone Block x15, Iron Ingot x20, Timber x10 - -Stage 2 — Complete Gate - Time to Build: 720 seconds - Items Required: Iron Ingot x30, Steel Bar x10, Stone Block x10, Hinge x4 -``` - ---- - -### Watchtower - -``` -Name: Watchtower -Icon: icon_defense_watchtower -Skill: Masonry -Skill Level Req: 20 -Category: Tower -Weapon Req: Mason's Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 3 -Interaction Type: None -Health: 8000 - -Stage 1 — Foundation - Time to Build: 300 seconds - Items Required: Stone Block x25, Mortar x20 - -Stage 2 — Tower Body - Time to Build: 600 seconds - Items Required: Stone Block x40, Mortar x25, Timber x10 - -Stage 3 — Battlements - Time to Build: 900 seconds - Items Required: Stone Block x20, Mortar x10, Timber x15, Iron Bar x8 -``` - ---- - -### Ballista Platform - -``` -Name: Ballista Platform -Icon: icon_defense_ballista -Skill: Siegecraft -Skill Level Req: 30 -Category: Defense -Weapon Req: Mason's Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Fortress Claim, Outpost Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 3 -Interaction Type: None -Health: 5000 - -Stage 1 — Platform Base - Time to Build: 600 seconds - Items Required: Stone Block x30, Timber x20, Iron Bar x10 - -Stage 2 — Ballista Frame - Time to Build: 900 seconds - Items Required: Timber x30, Iron Ingot x20, Rope x15 - -Stage 3 — Complete Ballista - Time to Build: 1200 seconds - Items Required: Iron Ingot x30, Steel Bar x15, Rope x20, Timber x10 -``` - ---- - -## Crafting Templates - -### Blacksmith Forge - -``` -Name: Blacksmith Forge -Icon: icon_crafting_forge -Skill: Blacksmithing -Skill Level Req: 10 -Category: Crafting Station -Weapon Req: Dwarven Forge Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Crafting Station -Stage Number: 2 -Interaction Type: None -Health: 3000 - -Stage 1 — Forge Base - Time to Build: 600 seconds - Items Required: Stone Block x20, Mortar x15, Iron Ingot x10 - -Stage 2 — Complete Forge - Time to Build: 900 seconds - Items Required: Stone Block x15, Iron Ingot x20, Forge Coal x10, Bellows x1 -``` - ---- - -### Enchanting Circle - -``` -Name: Enchanting Circle -Icon: icon_crafting_enchanting_circle -Skill: Enchanting -Skill Level Req: 15 -Category: Crafting Station -Weapon Req: Enchanting Focus -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Crafting Station -Stage Number: 2 -Interaction Type: Effect -Health: 2000 -Loot Table: LT_MysticalComponents_Salvage -Loot Min Percentage: 25 -Loot Max Percentage: 50 - -Stage 1 — Circle Foundation - Time to Build: 480 seconds - Items Required: Stone Block x10, Aether Shard x5, Rune Fragment x3 - -Stage 2 — Complete Circle - Time to Build: 900 seconds - Items Required: Aether Crystal x8, Rune Fragment x6, Silver Dust x4 -``` - ---- - -### Relic Restoration Table - -``` -Name: Relic Restoration Table -Icon: icon_crafting_relic_table -Skill: Relic Restoration -Skill Level Req: 25 -Category: Crafting Station -Weapon Req: Rune Tool -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Workshop Claim, Gnome Workshop Claim, Mystical Site Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Crafting Station -Stage Number: 2 -Interaction Type: None -Health: 2500 - -Stage 1 — Table Frame - Time to Build: 600 seconds - Items Required: Timber x10, Iron Bar x8, Rune Fragment x4 - -Stage 2 — Complete Table - Time to Build: 1200 seconds - Items Required: Timber x5, Iron Ingot x10, Aether Shard x6, Ancient Component x2 -``` - ---- - -## Resource Templates - -### Mine Entrance - -``` -Name: Mine Entrance -Icon: icon_resource_mine -Skill: Dwarven Stonework -Skill Level Req: 25 -Category: Resource Node -Weapon Req: Pickaxe -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Dwarven Hall Claim, Workshop Claim, Outpost Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Resource Node -Stage Number: 3 -Interaction Type: Resource -Health: 5000 -Loot Table: LT_Mining_Resource_Table -Loot Min Percentage: 40 -Loot Max Percentage: 70 - -Stage 1 — Shaft Entrance - Time to Build: 600 seconds - Items Required: Stone Block x20, Timber x15, Iron Bar x8 - -Stage 2 — Reinforced Entrance - Time to Build: 900 seconds - Items Required: Stone Block x20, Timber x20, Iron Ingot x15 - -Stage 3 — Operational Mine - Time to Build: 1800 seconds - Items Required: Stone Block x15, Iron Ingot x20, Timber x10, Rope x10, Lantern x2 - Progress Prefab: BO_MineEntrance_Stage3 - Damage Prefab: BO_MineEntrance_Stage3_Damaged -``` - -**Purpose:** Primary mineral and ore production node for claims. Requires Dwarven Stonework skill but yields a consistent stream of mining resources over time. - ---- - -### Small Farm Plot - -``` -Name: Small Farm Plot -Icon: icon_farm_plot -Skill: Farming -Skill Level Req: 1 -Category: Farm -Weapon Req: Shovel -Max Distance: 5 -Build Task Requires Player: true -Valid Claim Type: Farm Claim, Residential Claim, Tribal Camp Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: false -Repairable: false -Claim Object Category: Farm -Stage Number: 1 -Interaction Type: Resource -Health: 200 - -Stage 1 — Prepared Plot - Time to Build: 60 seconds - Items Required: Seeds x5, Water x2 -``` - ---- - -### Coral Harvester - -``` -Name: Coral Harvester -Icon: icon_resource_coral -Skill: Farming -Skill Level Req: 10 -Category: Resource Node -Weapon Req: None -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Dock Claim, Pirate Hideout Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: false -Repairable: true -Claim Object Category: Resource Node -Stage Number: 2 -Interaction Type: Resource -Health: 800 - -Stage 1 — Anchor Frame - Time to Build: 120 seconds - Items Required: Rope x6, Iron Ring x4 - -Stage 2 — Operational - Time to Build: 300 seconds - Items Required: Net x3, Rope x4, Coral Seed x2 -``` - ---- - -## NPC Service Templates - -### Merchant Stall - -``` -Name: Merchant Stall -Icon: icon_npc_merchant_stall -Skill: Carpentry -Skill Level Req: 10 -Category: Merchant -Weapon Req: Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: NPC Service -Stage Number: 1 -Interaction Type: NPC -NPC Spawned: Merchant_Player_Generic -Health: 1500 - -Stage 1 — Complete Stall - Time to Build: 300 seconds - Items Required: Timber x12, Planks x8, Canvas x4, Rope x3 -``` - ---- - -### Pirate Black Market Stall - -``` -Name: Black Market Stall -Icon: icon_npc_black_market -Skill: Pirate Construction -Skill Level Req: 15 -Category: Merchant -Weapon Req: Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Pirate Hideout Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: NPC Service -Stage Number: 1 -Interaction Type: NPC -NPC Spawned: NPC_BlackMarket_Merchant -Health: 1200 - -Stage 1 — Complete Stall - Time to Build: 240 seconds - Items Required: Timber x10, Canvas x3, Rope x4, Barrel x2 -``` - -**Purpose:** Spawns a Black Market Merchant NPC who trades in contraband, rare naval goods, stolen relics, and outlaw equipment. Only valid inside Pirate Hideout Claims. - ---- - -### Guard Barracks - -``` -Name: Guard Barracks -Icon: icon_npc_guard_barracks -Skill: Masonry -Skill Level Req: 15 -Category: NPC Service -Weapon Req: Mason's Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: NPC Service -Stage Number: 3 -Interaction Type: NPC -NPC Spawned: NPC_Guard_Player (x2 by default, configurable) -Health: 4000 - -Stage 1 — Foundation - Time to Build: 300 seconds - Items Required: Stone Block x15, Timber x10 - -Stage 2 — Walls - Time to Build: 600 seconds - Items Required: Stone Block x25, Timber x15, Mortar x15 - -Stage 3 — Complete - Time to Build: 900 seconds - Items Required: Stone Block x10, Timber x10, Iron Bar x8, Thatch x10 -``` - ---- - -## Mystical Object Templates - -### Ward Shrine - -``` -Name: Ward Shrine -Icon: icon_shrine_ward -Skill: Ward Construction -Skill Level Req: 20 -Category: Shrine -Weapon Req: Rune Tool -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim, City Plot, Guild Claim, Elven Grove Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Shrine -Stage Number: 2 -Interaction Type: Effect -Effect Applied: Ward Protection Aura (reduces incoming Veil damage, resists corruption in claim radius) -Health: 3500 -Loot Table: LT_MysticalComponents_Salvage -Loot Min Percentage: 30 -Loot Max Percentage: 65 - -Stage 1 — Shrine Base - Time to Build: 600 seconds - Items Required: Stone Block x15, Aether Shard x6, Rune Fragment x4 - -Stage 2 — Complete Shrine - Time to Build: 1200 seconds - Items Required: Stone Block x10, Aether Crystal x8, Ward Essence x3, Silver Dust x4 - Progress Prefab: BO_WardShrine_Stage2 - Damage Prefab: BO_WardShrine_Stage2_Damaged -``` - -**Purpose:** Core mystical defense object. Applies a Ward Protection Aura that reduces Veil corruption within claim radius. May require maintenance with Ward Essence to stay active. - ---- - -### Veil Containment Stone - -``` -Name: Veil Containment Stone -Icon: icon_mystic_veil_stone -Skill: Ward Construction -Skill Level Req: 35 -Category: Mystic Object -Weapon Req: Rune Tool -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim -Available as Item Only: true -Build Solo: true -Fixed Time: true -Attackable: true -Repairable: true -Claim Object Category: Mystic Object -Stage Number: 1 -Interaction Type: Effect -Effect Applied: Veil Suppression Field (suppresses active Veil corruption events in a large radius) -Health: 4000 -Loot Table: LT_AncientRelics_Salvage -Loot Min Percentage: 50 -Loot Max Percentage: 80 - -Stage 1 — Complete - Time to Build: 3600 seconds - Items Required: Veil Containment Core x1 (rare quest item), Aether Crystal x12, Ward Essence x8, Rune Fragment x10 -``` - -**Purpose:** Suppresses active Veil corruption in the area. Rare and politically significant — a target for enemy factions. - ---- - -### Portal Anchor - -``` -Name: Portal Anchor -Icon: icon_portal_anchor -Skill: Relic Restoration -Skill Level Req: 40 -Category: Portal -Weapon Req: Rune Tool -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim -Available as Item Only: true -Build Solo: false -Fixed Time: true -Attackable: true -Repairable: true -Claim Object Category: Portal -Stage Number: 3 -Interaction Type: Instance -Health: 5000 -Loot Table: LT_AncientRelics_Salvage -Loot Min Percentage: 50 -Loot Max Percentage: 75 - -Stage 1 — Anchor Foundation - Time to Build: 1800 seconds - Items Required: Ancient Stone Block x20, Rune Fragment x10, Iron Bar x15 - -Stage 2 — Portal Frame - Time to Build: 3600 seconds - Items Required: Ancient Component x10, Aether Crystal x15, Rune Fragment x15 - -Stage 3 — Calibrated Portal - Time to Build: 7200 seconds - Items Required: Portal Calibration Stone x1 (rare), Ancient Component x15, Aether Crystal x20, Ward Essence x10 -``` - -**Purpose:** Creates a permanent dimensional portal to a linked location. Extremely resource-intensive. Politically significant as a major travel node. - ---- - -### Ancient Power Node - -``` -Name: Ancient Power Node -Icon: icon_mystic_power_node -Skill: Relic Restoration -Skill Level Req: 45 -Category: Ancient Machine -Weapon Req: Wrench -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim, Gnome Workshop Claim, Workshop Claim -Available as Item Only: true -Build Solo: false -Fixed Time: true -Attackable: true -Repairable: true -Claim Object Category: Ancient Machine -Stage Number: 2 -Interaction Type: Effect -Effect Applied: Power Surge (buffs nearby crafting stations — reduced craft time, increased yield chance) -Health: 4500 -Loot Table: LT_AncientRelics_Salvage -Loot Min Percentage: 60 -Loot Max Percentage: 85 - -Stage 1 — Node Base - Time to Build: 3600 seconds - Items Required: Ancient Component x15, Aether Crystal x10, Iron Bar x20 - -Stage 2 — Operational Node - Time to Build: 7200 seconds - Items Required: Ancient Component x20, Aether Crystal x20, Power Core x1 (rare), Rune Fragment x12 -``` - ---- - -## Naval Templates - -### Ship Repair Dock - -``` -Name: Ship Repair Dock -Icon: icon_dock_repair -Skill: Shipbuilding -Skill Level Req: 20 -Category: Dock -Weapon Req: Shipwright Hammer -Max Distance: 15 -Build Task Requires Player: true -Valid Claim Type: Dock Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Dock -Stage Number: 3 -Interaction Type: Resource -Health: 4000 - -Stage 1 — Dock Frame - Time to Build: 600 seconds - Items Required: Timber x25, Rope x10, Iron Ring x8 - -Stage 2 — Dock Structure - Time to Build: 1200 seconds - Items Required: Timber x30, Planks x20, Iron Bar x12, Rope x15 - -Stage 3 — Operational Dock - Time to Build: 1800 seconds - Items Required: Planks x20, Iron Ingot x15, Rope x10, Shipwright Supplies x4 -``` - ---- - -### Shipyard Frame - -``` -Name: Shipyard Frame -Icon: icon_dock_shipyard -Skill: Shipbuilding -Skill Level Req: 30 -Category: Shipyard -Weapon Req: Shipwright Hammer -Max Distance: 20 -Build Task Requires Player: true -Valid Claim Type: Dock Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Dock -Stage Number: 4 -Interaction Type: None -Health: 6000 - -Stage 1 — Keel Foundation - Time to Build: 900 seconds - Items Required: Timber x30, Stone Block x20, Iron Bar x10 - -Stage 2 — Frame Structure - Time to Build: 1800 seconds - Items Required: Timber x40, Planks x30, Iron Bar x20, Rope x20 - -Stage 3 — Crane and Rigging - Time to Build: 2400 seconds - Items Required: Timber x20, Planks x20, Rope x30, Iron Ingot x20 - -Stage 4 — Operational Shipyard - Time to Build: 3600 seconds - Items Required: Planks x20, Iron Ingot x25, Rope x20, Shipwright Supplies x8 -``` - ---- - -## Political and Guild Templates - -### Guild Hall - -``` -Name: Guild Hall -Icon: icon_guild_hall -Skill: Architecture -Skill Level Req: 30 -Category: Guild Structure -Weapon Req: Hammer -Max Distance: 15 -Build Task Requires Player: true -Valid Claim Type: Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Guild Structure -Stage Number: 4 -Interaction Type: Instance -Health: 10000 -Loot Table: LT_ConstructionMixed_Salvage -Loot Min Percentage: 40 -Loot Max Percentage: 70 - -Stage 1 — Foundation - Time to Build: 900 seconds - Items Required: Stone Block x30, Timber x20, Mortar x20 - -Stage 2 — Outer Walls - Time to Build: 1800 seconds - Items Required: Stone Block x50, Mortar x30, Timber x20, Iron Bar x10 - -Stage 3 — Interior Fitting - Time to Build: 2700 seconds - Items Required: Planks x40, Timber x20, Iron Ingot x15, Glass x8 - -Stage 4 — Complete Hall - Time to Build: 3600 seconds - Items Required: Planks x20, Stone Block x10, Timber x10, Tapestry x4, Banner x2 - Progress Prefab: BO_GuildHall_Stage4 - Damage Prefab: BO_GuildHall_Stage4_Damaged -``` - -**Purpose:** The central building of every guild claim. Provides Instance access to a private interior meeting hall. Politically important — losing a guild hall weakens guild morale and limits governance access. - ---- - -### Throne Seat - -``` -Name: Throne Seat -Icon: icon_political_throne -Skill: Architecture -Skill Level Req: 35 -Category: Political Structure -Weapon Req: Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Fortress Claim, City Plot -Available as Item Only: true -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Political Structure -Stage Number: 1 -Interaction Type: None -Health: 3000 - -Stage 1 — Complete Throne - Time to Build: 1800 seconds - Items Required: Stone Block x15, Timber x10, Gold Trim x4, Velvet x6, Iron Ingot x8 -``` - -**Purpose:** The physical seat of power for a faction or city ruler. Required for certain political progression milestones. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Building Categories] (building_categories.md) -- Next: [Mystical Isles — Claim Profiles] (claim_profiles.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/player_settlements.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Player Settlements - ---- - -# Mystical Isles — Player Settlements -This document covers the design rules for three major settlement types: **City Building**, **Fortresses**, and **Mystical Sites**. Each represents a different scale and function of player-built civilization in the Isles. - ---- - -## Table of Contents - -1. [City Building System] (#city-building-system) -2. [Fortress System] (#fortress-system) -3. [Mystical Site System] (#mystical-site-system) -4. [Settlement Progression Overview] (#settlement-progression-overview) -5. [Settlement Conflict and Control] (#settlement-conflict-and-control) -6. [Ruin Restoration System] (#ruin-restoration-system) -7. [Related Documents] (#related-documents) - ---- - -## City Building System - -### Overview - -Cities in Mystical Isles are not entirely pre-built by the developers. They contain **predefined empty plots** that players may acquire, develop, and lose over time. Players physically shape the visible look, commerce, and politics of every city. - -### City Plot Types - -| Plot Type | Description | -|---|---| -| **Residential Plot** | Player home within a city neighborhood | -| **Shop Plot** | Storefront or stall for player-run commerce | -| **Guild Office Plot** | Small guild presence within a city | -| **Civic Plot** | Structures like meeting halls, training areas, and shrines | -| **Harbor Plot** | Dock and naval service lots in coastal cities | -| **Market Plot** | Open market areas with multiple stall slots | - -### Acquiring a City Plot - -Players acquire city plots through one of these methods: - -1. **Purchase**: Pay gold or currency to a City Deed NPC or via an auction system. -2. **Quest Reward**: Complete city faction quests to earn a free or discounted plot. -3. **Reputation Unlock**: Reach a required reputation tier with the city's ruling faction. -4. **Guild Assignment**: Guild leader assigns a plot to a member within a guild-owned city district. - -### City Plot Requirements - -- **Lawful Cities (Kingdom)**: Require Kingdom faction reputation (Tier 2+) -- **Pirate Cities**: Require Pirate faction reputation (Tier 2+) -- **Neutral Cities**: Open to all players above minimum level -- **Restored Cities** (Ruin Restoration): Unlock progressively as restoration completes - -### City Taxes - -City plots are subject to ongoing tax obligations: - -| Tax Type | Description | -|---|---| -| **Weekly Plot Tax** | Fixed periodic payment to maintain the plot | -| **Commerce Tax** | Percentage of NPC merchant sales | -| **Guild Office Tax** | Flat fee for guild presence in city | -| **Expansion Tax** | Additional cost when upgrading from basic to extended plot | - -**Tax failure consequences:** -- 3-day grace period after missed payment -- Building permissions suspended after grace period -- NPC services disabled after 7 days -- Plot returned to unclaimed status after 14 days -- Former owner has first right of repurchase for 7 days - -### City Plot Limits - -Each city has a finite number of each plot type. Established, high-reputation cities have more plots. Frontier cities may have as few as 6–10 total plots. Players compete for desirable plots in high-traffic locations. - -### Special City Rules - -- **Protected NPC areas**: Core city buildings (main tavern, guild hall, city guard post) cannot be replaced by player buildings. -- **Aesthetic restrictions**: Certain city factions may restrict which building styles are permitted in their city. -- **Plot abandonment**: Plots abandoned for 30+ days without payment revert to the city and can be reclaimed. -- **City expansion**: Players may collectively invest in a city to unlock new plot rows or expand the city's footprint into adjacent unclaimed land. - ---- - -## Fortress System - -### Overview - -Fortresses are the largest and most politically significant player structures. They are constructed over weeks of coordinated effort and can be contested during faction conflict events. - -### Fortress Claim Sizes - -| Tier | Size | Description | -|---|---|---| -| **Frontier Outpost** | 20×20 | Basic forward position, minimal defenses | -| **Established Outpost** | 30×30 | Reinforced position with garrison | -| **Frontier Fortress** | 60×60 | Major defensive installation | -| **Grand Fortress** | 80×80 | Regional capital-level stronghold | - -### What Can Be Built in a Fortress - -| Category | Examples | -|---|---| -| **Walls** | Stone walls, reinforced walls, battlemented walls | -| **Towers** | Standard watchtowers, ballista towers, mage towers | -| **Gates** | Reinforced gates, portcullis gates, hidden postern doors | -| **Barracks** | Guard barracks, officer quarters, war huts | -| **Siege Weapons** | Ballista platforms, cannon emplacements | -| **Support** | Forges, supply storage, resource nodes | -| **Political** | Throne room, war room, governor's desk, council table | -| **Services** | Merchant stalls, banker counters, trainer posts | - -### Fortress Requirements - -Building a full Frontier Fortress requires: -- **Guild**: Guild Claim ownership, minimum guild level 8 -- **Materials**: Hundreds of stone blocks, iron ingots, timber, and specialized materials -- **Skills**: Masonry 20+, Blacksmithing 20+, Siegecraft 30+ (at least one guild member each) -- **Time**: Weeks of coordinated construction -- **Political**: Regional faction standing in contested territory may require political approval - -### Fortress Maintenance - -Active fortresses require ongoing maintenance: -- **Weekly supply cost**: Iron, timber, and stone for upkeep -- **NPC guard cost**: Currency per guard NPC active -- **Siege weapon maintenance**: Periodic repair materials -- Neglected fortresses begin to decay in health; walls weaken over time - -### Fortress Conflict - -Fortresses in contested territory can be attacked: - -| Phase | Description | -|---|---| -| **Declaration** | Attacking faction declares siege, triggering a timed event | -| **Siege** | Attackers attempt to breach walls and disable key structures | -| **Victory Condition** | Capture the throne/war room, or destroy the guild hall | -| **Aftermath** | Winning side may claim the fortress or raze it | -| **Reconstruction** | Losing guild may rebuild over time if not fully expelled | - -Fortress defenders receive: -- Advance notice of siege declaration -- Ability to reinforce walls and position siege weapons -- NPC guard spawns from barracks -- Buff effects from shrines and Ward objects - -### Fortress Political Influence - -A functioning Grand Fortress grants its controlling guild: -- Regional political title and governance access -- Tax income from nearby settlements -- Control of regional spawn tables (influence on NPC density) -- Territory markers on the world map -- NPC faction alignment in the surrounding region - ---- - -## Mystical Site System - -### Overview - -Mystical Sites are dimensional or Ward-magic structures that affect the world around them. They can be built by Wardkeepers, witches, elves, gnomes, or players specializing in relic restoration and dimensional engineering. - -### Who Can Build Mystical Sites - -| Race / Class | Skill Focus | Site Type | -|---|---|---| -| Wardkeeper | Ward Construction | Ward Shrines, Veil Containment Stones, Healing Sanctuaries | -| Witch | Alchemy, Enchanting | Curse Circles, Bone Altars, Shadow Shrines, Corrupted Gardens | -| Elf | Elven Grovecraft | Moon Wells, Ward Groves, Living Bridges | -| Gnome | Gnomish Machinery, Relic Restoration | Ancient Power Nodes, Portal Stabilizers, Automation Stations | -| Relic Specialist (any) | Relic Restoration | Portal Anchors, Aether Stabilizers, Ancient Machines | - -### Mystical Site Object Types - -| Object | Effect | Notes | -|---|---|---| -| **Ward Shrine** | Ward Protection Aura in claim radius | Requires Ward Essence to maintain | -| **Healing Shrine** | Periodic healing pulse to claim members | Powerful in defended settlements | -| **Curse Circle** | Debuff field; damages or weakens enemies in radius | Dangerous; may affect friendly players | -| **Ritual Fire** | Tribal buff to combat stats | Limited duration per activation | -| **Moon Well** | Healing and magical power source | Elven Grove only; long cooldown | -| **Veil Containment Stone** | Suppresses active Veil corruption events | Rare; politically significant target | -| **Portal Anchor** | Dimensional portal to linked location | Extremely expensive; requires ancient materials | -| **Ancient Power Node** | Buffs nearby crafting stations | Powers adjacent machines | -| **Aether Stabilizer** | Stabilizes nearby portals and Ward network | Required near Portal Anchors for stability | -| **Shadow Shrine** | Stealth buff in area | Witch-built; debuffs non-stealth players | -| **Bone Altar** | Corruption ritual site | Witch; dangerous to nearby non-allied players | - -### Mystical Site Rules - -**Effect zones:** -- Mystical objects project effect zones of varying radius. -- Friendly effects apply to claim members and allied players. -- Hostile effects (Curse Circle, Bone Altar) can affect any player. -- Effects may stack with multiple objects, up to defined limits. - -**Political targets:** -- Active Ward Shrines and Veil Containment Stones are high-value targets. -- Destroying a Ward Shrine removes its protection effect. -- Factions aligned with the Veil may actively target Ward Shrines. -- Guild claims with active Ward Shrines are harder to siege. - -**Maintenance:** -- Most mystical objects require periodic material feeding (Ward Essence, Aether Shards, etc.). -- Objects without maintenance gradually lose effectiveness. -- Neglected shrines become inactive but retain their structure. -- Inactive objects may attract hostile supernatural entities. - -**Corruption risk:** -- Building certain dark objects (Curse Circle, Bone Altar, Shadow Shrine) near Veil-weakened terrain may attract corruption events. -- Witch-path players accept this risk as part of their power. - -### Example Mystical Site Configurations - -**Ward Sanctuary (Wardkeeper/Kingdom)** -- Ward Shrine (central) -- Healing Shrine (adjacent) -- Ward Barrier Posts (perimeter) -- Veil Containment Stone (if Tier 2+ site) - -**Elven Moon Grove** -- Moon Well (central) -- Ward Grove (surrounding trees) -- Nature Shrine (east) -- Living Bridge (connecting canopy platforms) - -**Gnomish Research Node** -- Ancient Power Node (central) -- Aether Stabilizer (adjacent) -- Portal Anchor (connected) -- Relic Restoration Table (nearby) - -**Witch's Dark Garden** -- Curse Circle (entry perimeter) -- Bone Altar (center) -- Shadow Shrine (hidden) -- Corrupted Gardens (perimeter) - ---- - -## Settlement Progression Overview - -Settlements in Mystical Isles can evolve from small camps to major cities over time. - -``` -Personal Homestead - ↓ - Small Outpost / Workshop - ↓ - Settlement Cluster (multiple claims) - ↓ - Village / Camp (NPC services unlock) - ↓ - Town (guild hall, markets) - ↓ - City (political structures, full services) - ↓ - Capital / Fortress City (regional control) -``` - -**Key milestone unlocks:** -- First merchant stall: enables commerce -- First guard barracks: enables NPC defense -- Guild Hall completion: unlocks Instance interior and guild governance -- Throne Seat placement: enables faction leadership title -- Fortress completion: grants regional political influence -- Ruin Restoration complete: unlocks NPC population and expansion plots - ---- - -## Settlement Conflict and Control - -### Contested Territory - -Certain islands and regions are designated as contested territory. Settlements built here may be attacked during: -- Declared sieges by enemy guilds -- Faction invasion events (NPC armies + player coordination) -- Veil corruption events (if Ward objects are insufficient) - -### Uncontested Territory - -Most residential and civilian claims exist in uncontested territory where PvP building conflict is not possible. These areas are safe for solo and small-group players. - -### Political Control Effects - -Controlling a fortress or city grants the owning faction: -- Tax income from territory -- NPC spawn influence -- Travel point control (safe landing zones) -- Trade route bonuses -- World map presence - ---- - -## Ruin Restoration System - -### Overview - -Many islands contain ruined settlements — remnants of pre-Fracturing civilization or abandoned towns. Players can undertake **Ruin Restoration** projects to rebuild these sites into functional settlements. - -### How Ruin Restoration Works - -1. **Discover the Ruin**: Players find an eligible ruined site (flagged with Ruin Restoration Claim type). -2. **Acquire Restoration Rights**: Purchase a Ruin Restoration Deed from a faction quest, reputation vendor, or rare drop. -3. **Place the Claim**: Use the deed to establish a Ruin Restoration Claim on the site. -4. **Stage 1 Restoration**: Clear debris, rebuild foundations, meet stage 1 build requirements. -5. **Quest Integration**: Each restoration stage may require completing associated lore quests. -6. **Stage 2 Restoration**: Interior structures, NPC slots, services. -7. **Full Restoration**: The site becomes a fully functional settlement with NPC population. - -### Ruin Restoration Rewards - -| Stage | Reward | -|---|---| -| Stage 1 Complete | Expanded claim area, first NPCs unlock | -| Stage 2 Complete | Full NPC population, market access | -| Full Restoration | Faction reputation gain, possible city-tier designation, regional map presence | - -### Ruin Types - -| Ruin Type | Restored Into | -|---|---| -| Ancient Ward Station | Mystical Site or Ward Sanctuary | -| Abandoned Trade Port | Player Harbor Town | -| Collapsed Canyon Village | Tribal Village | -| Ruined Kingdom Keep | Kingdom Outpost or Fortress | -| Overgrown Elven Sanctuary | Elven Grove Settlement | -| Flooded Dwarven Hall | Dwarven Stronghold | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Claim Profiles] (claim_profiles.md) -- Next: [Mystical Isles — Race & Class Building Identity] (race_class_building_identity.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/database-reference.md b/_git/docs/database-reference.md index f5fa9e5..1455c68 100644 --- a/_git/docs/database-reference.md +++ b/_git/docs/database-reference.md @@ -5,3156 +5,3 @@ Technical Atavism plugin and SQL reference for field meanings, plugin relationsh This is the primary future source for SQL insert generation, balancing workflows, NPC/item/merchant/quest generation, and AI-assisted content tooling. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/technical/database_notes.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🛠 Technical Index] (README.md) - -**Breadcrumbs:** Home / Technical / 🗄 Database Notes - ---- - -# 🗄 Database Notes -## Overview -Document authoritative data ownership for characters, progression, economy transactions, and world state. - -## Priority -**P1 before vertical slice persistence hardening.** - ---- - -## Related Documents -- [🧩 Atavism Notes] (atavism_notes.md) -- [🖥 Server Setup] (server_setup.md) -- [Mystical Isles Merchant Tables (Atavism X 9)] (../systems/merchant_tables.md) - -## Suggested Reading -- Previous: [🧱 Prefab Standards] (prefab_standards.md) -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to 🛠 Technical Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/technical/atavism_notes.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🛠 Technical Index] (README.md) - -**Breadcrumbs:** Home / Technical / 🧩 Atavism Notes - ---- - -# 🧩 Atavism Notes -## Overview -Atavism is the MMORPG backbone for character, combat, inventory, quest, and networked progression systems. - -## Implementation Notes -- keep system data normalized across skills/items/abilities -- maintain strict ID ownership rules to avoid content collisions - -## Production Priority -**P0 core platform dependency.** - ---- - -## Related Documents -- [🛠 Unity Setup] (unity_setup.md) -- [🗄 Database Notes] (database_notes.md) -- [Mystical Isles Items System (Atavism X 9)] (../systems/items_system.md) - -## Suggested Reading -- Previous: Start with this page. -- Next: [🛠 Unity Setup] (unity_setup.md) - -## Navigation -- [⬆ Back to 🛠 Technical Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/technical/server_setup.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🛠 Technical Index] (README.md) - -**Breadcrumbs:** Home / Technical / 🖥 Server Setup - ---- - -# 🖥 Server Setup -## Overview -Server environment standards for multiplayer stability, persistence, and update safety. - -## Priority -**P0 for multiplayer prototype reliability.** - ---- - -## Related Documents -- [🛠 Unity Setup] (unity_setup.md) -- [🗄 Database Notes] (database_notes.md) -- [✅ MVP Scope — Minimum Playable MMORPG] (../production/mvp_scope.md) - -## Suggested Reading -- Previous: [🛠 Unity Setup] (unity_setup.md) -- Next: [🧱 Prefab Standards] (prefab_standards.md) - -## Navigation -- [⬆ Back to 🛠 Technical Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/technical/unity_setup.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🛠 Technical Index] (README.md) - -**Breadcrumbs:** Home / Technical / 🛠 Unity Setup - ---- - -# 🛠 Unity Setup -## Overview -Unity project setup standards for deterministic builds and shared team workflow. - -## Key Standards -- fixed package versions per milestone -- scene/prefab folder structure consistency -- environment and lighting presets by region profile - -## Production Priority -**P0 team onboarding and stability.** - ---- - -## Related Documents -- [🖥 Server Setup] (server_setup.md) -- [🧱 Prefab Standards] (prefab_standards.md) -- [⚙ Technical Asset Notes] (../assets/technical_asset_notes.md) - -## Suggested Reading -- Previous: [🧩 Atavism Notes] (atavism_notes.md) -- Next: [🖥 Server Setup] (server_setup.md) - -## Navigation -- [⬆ Back to 🛠 Technical Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/merchant_tables.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Merchant Tables (Atavism X 9) - ---- - -# Mystical Isles Merchant Tables (Atavism X 9) -## Atavism Merchant Table Overview - -Atavism Merchant Tables define what items each merchant sells and how stock behaves over time. - -- Merchant Tables define sell inventory for a merchant profile. -- Merchant Tables attach to Mob/NPC templates during spawn setup. -- Merchants are assigned through in-game spawner configuration. -- Item `Count = -1` means unlimited stock. -- Item `Count > 0` means limited stock. -- `Refresh Time` controls restock interval. -- Multiple merchant tables should be used for different merchant identities. - -## Merchant Table Field Reference - -| Field | Purpose | Mystical Isles Usage | -| --- | --- | --- | -| Merchant Table Name | Unique table identifier | Use role + region naming (example: `Frostpeak Dwarven Forge Merchant`) | -| Item | Item template entry in merchant inventory | Add only role-appropriate items to preserve merchant identity | -| Count | Available quantity for each item entry | `-1` for basics, finite counts for rare/specialized stock | -| Refresh Time | Restock interval in seconds | Short for common goods, long for rare blueprints/maps/relics | -| Add Item | Appends an item row to the table | Build curated inventory per merchant archetype | - -## Stock and Refresh Rules - -| Stock Category | Rule | Recommended Refresh | -| --- | --- | --- | -| Basic food/supplies | Unlimited or high stock | Unlimited or 300 seconds | -| Beginner tools/common consumables | Unlimited | Unlimited or 300 seconds | -| Crafting supplies | Limited by tier | 900-1800 seconds | -| Rare materials | Limited | 3600-21600 seconds | -| Blueprints and ship upgrades | Very limited | 7200-43200 seconds | -| Treasure maps | Very limited | 43200-86400 seconds | -| Legendary/event items | Event/quest gated | Event-only or unlock-only | - -## Merchant Table Master List - -| Merchant Table | Merchant Type | Region | Faction | Items Sold | Stock Rules | Refresh Time | Notes | -| --- | --- | --- | --- | --- | --- | --- | --- | -| General Town Supplies | General Merchant | Multi-region towns | Neutral | Basic supplies and consumables | Mostly unlimited | 0-600 | New player sustain | -| Basic Adventurer Goods | General Merchant | Multi-region towns | Neutral | Starter gear and utility items | Mixed | 300-900 | Early progression | -| Common Food and Drink | Food Merchant | Multi-region towns | Neutral | Rations and drinks | Unlimited | 0-300 | Travel prep | -| Starter Tools | Tool Merchant | Multi-region towns | Neutral | Basic gathering tools | Unlimited | 0-300 | Gathering entry | -| Common Bags | General Merchant | Multi-region towns | Neutral | Low-tier bag upgrades | Limited | 600-1800 | Inventory progression | -| Kingdom Weapons | Weapon Merchant | Mainland Kingdom | Kingdom | Kingdom weapon lineup | Limited | 900-3600 | Lawful combat identity | -| Kingdom Armor | Armor Merchant | Mainland Kingdom | Kingdom | Kingdom armor tiers | Limited | 900-3600 | Defensive progression | -| Pirate Weapons | Pirate Merchant | Shattered Reefs | Reef Corsairs | Pirate melee/ranged weapons | Limited | 1800-7200 | Outlaw loadouts | -| Pirate Gear | Pirate Merchant | Shattered Reefs | Reef Corsairs | Utility and smuggling gear | Limited | 1800-7200 | Smuggling-focused | -| Dwarven Forge Weapons | Dwarven Forge Merchant | Frostpeak Isle | Frostpeak Clan | Heavy forged weapon stock | Limited | 1800-7200 | Ore/forge synergy | -| Dwarven Armor | Dwarven Forge Merchant | Frostpeak Isle | Frostpeak Clan | Heavy armor sets | Limited | 1800-21600 | Tank gear progression | -| Elven Bows and Robes | Elven Grove Merchant | Witchwood Isle | Witchwood Enclave | Bows, robes, nature gear | Limited | 1800-7200 | Nature/stealth role | -| Witch Coven Implements | Witch Coven Merchant | Witchwood Isle | Coven of the Veil | Ritual tools and cursed focus gear | Limited | 3600-21600 | Veil-aligned inventory | -| Orc War Gear | Orc War Merchant | Ashen Deadlands | Ashen Horde | War salvage and heavy battle gear | Limited | 1800-7200 | War economy | -| Blacksmith Supplies | Crafting Merchant | Mainland/Frostpeak | Neutral | Smelting and forging materials | Mixed | 900-1800 | Core crafting supply | -| Alchemy Supplies | Crafting Merchant | Mainland/Witchwood | Neutral | Herbs, vials, reagents | Mixed | 900-1800 | Potion pipelines | -| Engineering Supplies | Crafting Merchant | Frostpeak/Stormreach | Arcforge Consortium | Mechanical parts and kits | Limited | 1800-7200 | Tech progression | -| Shipbuilding Supplies | Crafting Merchant | Shattered Reefs ports | Neutral | Timber, sailcloth, fittings | Mixed | 900-3600 | Naval economy | -| Enchanting Supplies | Crafting Merchant | Mainland/Witchwood | Neutral | Dust, runes, catalysts | Limited | 1800-7200 | Enchanting loop | -| Cooking Supplies | Crafting Merchant | Multi-region towns | Neutral | Ingredients and cookware | Unlimited/Mixed | 0-900 | Survival loop | -| Tailoring Supplies | Crafting Merchant | Mainland/Witchwood | Neutral | Cloth, thread, leather supports | Mixed | 900-1800 | Apparel crafting | -| Dockside Supplies | Dock Merchant | All major ports | Neutral | Rope, lanterns, cargo tools | Mixed | 300-1800 | Port logistics | -| Ship Repair Goods | Ship Merchant | All major ports | Neutral | Repair kits and hull materials | Limited | 900-3600 | Expedition sustain | -| Sailor Provisions | Dock Merchant | All major ports | Neutral | Naval food/water stock | Unlimited | 0-300 | Voyage prep | -| Shipwright Upgrades | Shipwright Merchant | Shattered Reefs/Stormreach | Neutral | Upgrade components and plans | Limited | 3600-21600 | Ship progression | -| Pirate Ship Goods | Pirate Merchant | Shattered Reefs | Reef Corsairs | Contraband naval modules | Limited | 3600-21600 | Illegal naval trade | -| Wardkeeper Reputation Vendor | Reputation Vendor | Mainland Kingdom | Wardkeepers | Sigil rewards and authority gear | Tier-gated | 1800-21600 | Requires standing | -| Kingdom Military Vendor | Faction Vendor | Mainland Kingdom | Kingdom | Military issue gear | Tier-gated | 1800-21600 | Combat reputation rewards | -| Reef Corsair Vendor | Faction Vendor | Shattered Reefs | Reef Corsairs | Pirate faction goods | Tier-gated | 1800-21600 | Pirate standing required | -| Frostpeak Clan Vendor | Faction Vendor | Frostpeak Isle | Frostpeak Clan | Forge and mountain rewards | Tier-gated | 1800-21600 | Clan progression | -| Witchwood Enclave Vendor | Faction Vendor | Witchwood Isle | Witchwood Enclave | Nature relic and stealth rewards | Tier-gated | 1800-21600 | Enclave progression | -| Arcforge Consortium Vendor | Faction Vendor | Stormreach Isles | Arcforge Consortium | Tech prototypes and plans | Tier-gated | 3600-43200 | High-end engineering | -| Ashen Horde Vendor | Faction Vendor | Ashen Deadlands | Ashen Horde | War trophies and siege gear | Tier-gated | 1800-21600 | Horde loyalty | -| Coven of the Veil Vendor | Faction Vendor | Witchwood/Ashen edge | Coven of the Veil | Forbidden ritual stock | Tier-gated | 3600-43200 | Veil affinity | -| Relic Scholar Buyer | Rare Buyer | Mainland/Stormreach | Neutral | Buys ancient relic items | Buy-focused | N/A | High relic valuation | -| Dragon Part Buyer | Rare Buyer | Frostpeak Isle | Frostpeak Clan | Buys dragon trophies/components | Buy-focused | N/A | Monster specialization | -| Veil Material Buyer | Rare Buyer | Witchwood/Ashen | Coven-aligned | Buys Veil materials and cursed drops | Buy-focused | N/A | Corruption specialization | -| Treasure Broker Buyer | Rare Buyer | Shattered Reefs | Pirate networks | Buys maps, keys, treasure artifacts | Buy-focused | N/A | Treasure economy anchor | -| Sea Monster Trophy Buyer | Rare Buyer | Shattered Reefs ports | Neutral/Pirate | Buys leviathan and sea trophies | Buy-focused | N/A | Naval hunting rewards | -| Ancient Machine Buyer | Rare Buyer | Stormreach Isles | Arcforge Consortium | Buys machine cores and tech relics | Buy-focused | N/A | Tech economy anchor | -| Pirate Black Market | Black Market Merchant | Shattered Reefs | Reef Corsairs | Pirate contraband inventory | Limited | 3600-43200 | Hidden access | -| Smuggler Goods | Black Market Merchant | Shattered Reefs/Docks | Smuggler networks | Concealment and smuggling tools | Limited | 1800-21600 | Illegal logistics | -| Forbidden Relics | Black Market Merchant | Hidden nodes | Veil/Pirate brokers | Restricted relic inventory | Limited | 7200-43200 | High risk stock | -| Stolen Cargo Dealer | Black Market Merchant | Reefs back alleys | Smuggler networks | Fenced cargo goods | Limited | 1800-7200 | Dynamic stolen stock | -| Cursed Item Dealer | Black Market Merchant | Hidden covens | Coven brokers | Cursed weapons and reagents | Limited | 7200-43200 | Corruption-heavy inventory | -| Traveling Merchant | Traveling Trader | Route-based multi-region | Neutral | Rotating mixed stock | Limited | 900-7200 | Route-dependent | -| Storm Event Merchant | Event Merchant | Stormreach event zones | Neutral | Storm event rewards and supplies | Event-limited | 3600-event | Appears by event | -| Festival Vendor | Event Merchant | Major settlements | Neutral | Festival consumables and cosmetics | Event-limited | 1800-event | Seasonal goods | -| Siege Supply Vendor | Event Merchant | Conflict zones | Faction-linked | Siege kits and support gear | Event-limited | 900-3600 | War-time stock | -| World Event Relic Vendor | Event Merchant | Rotating world events | Neutral | World event relic offerings | Event-limited | Event-only | Rare cycle inventory | - -## Merchant Table Examples - -### General Town Supplies - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Minor Healing Potion | -1 | 0 | -| Minor Mana Potion | -1 | 0 | -| Traveler’s Satchel | 5 | 600 | -| Basic Mining Pick | -1 | 0 | -| Bread | -1 | 0 | - -### Dwarven Forge Merchant - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Iron Longsword | 5 | 1800 | -| Froststeel Axe | 2 | 7200 | -| Miner’s Pickaxe | -1 | 0 | -| Blacksmith Hammer | -1 | 0 | -| Frostplate Armor | 1 | 21600 | - -### Pirate Black Market - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Reef Cutlass | 3 | 3600 | -| Storm Flintlock | 1 | 21600 | -| Smuggler’s Hidden Bag | 2 | 7200 | -| Coral Vault Key | 1 | 43200 | -| Treasure Map | 1 | 86400 | - -### Gnome Relic Scholar - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Relic Scanner | 2 | 7200 | -| Aether Compass Blueprint | 1 | 86400 | -| Spark Rod | 3 | 3600 | -| Portal Stabilizer Parts | 1 | 21600 | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Merchant System (Atavism X 9)] (merchant_system.md) -- Next: [Mystical Isles Black Market Merchants] (black_market_merchants.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/item_master_list.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Item Master List (Atavism X 9) - ---- - -# Item Master List (Atavism X 9) -| Item Name | Type | Subtype | Quality | Slot | Currency | Cost | Sellable | Auction | Stack | Weight | Binding | Effect | Source | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Iron Longsword | Weapon | Sword | Common | Main Hand | Silver | 120 | Yes | Yes | 1 | 4.0 | None | Balanced melee | Kingdom vendors | -| Training Sword | Weapon | Sword | Common | Main Hand | Copper | 35 | Yes | Yes | 1 | 3.6 | None | Starter weapon | Starting equipment | -| Wardguard Blade | Weapon | Sword | Rare | Main Hand | Ward Sigils | 180 | Yes | No | 1 | 4.3 | Bind on Equip | Passive ward resist | Faction rewards | -| Knight's Shield | Weapon | Shield | Uncommon | Off Hand | Silver | 160 | Yes | Yes | 1 | 5.2 | None | Parry bonus | Kingdom vendors | -| Paladin Warhammer | Weapon | Hammer | Rare | Main Hand | Gold | 320 | Yes | No | 1 | 5.8 | Bind on Equip | Anti-corruption hit | Dungeon/faction | -| Kingdom Spear | Weapon | Spear | Uncommon | Main Hand | Silver | 140 | Yes | Yes | 1 | 4.7 | None | Reach bonus | Kingdom vendors | -| Reef Cutlass | Weapon | Sword | Uncommon | Main Hand | Doubloons | 95 | Yes | Yes | 1 | 3.9 | None | Boarding bonus | Pirate merchants | -| Rusted Cutlass | Weapon | Sword | Common | Main Hand | Copper | 28 | Yes | Yes | 1 | 3.5 | None | Budget melee | Pirate drops | -| Storm Flintlock | Weapon | Pistol | Rare | Main Hand | Doubloons | 210 | Yes | No | 1 | 4.1 | Bind on Equip | Uses Bullet ammo | Pirate faction shop | -| Boarding Axe | Weapon | Axe | Uncommon | Main Hand | Doubloons | 155 | Yes | Yes | 1 | 4.6 | None | Bonus vs ship parts | Pirate loot/vendor | -| Corsair Dagger | Weapon | Dagger | Uncommon | Main Hand | Silver | 90 | Yes | Yes | 1 | 2.0 | None | Backstrike bonus | Pirate vendors | -| Sandfang Spear | Weapon | Spear | Uncommon | Main Hand | Silver | 150 | Yes | Yes | 1 | 4.8 | None | Bleed on crit | Canyon tribe vendors | -| Stormbone Bow | Weapon | Bow | Rare | Main Hand | Silver | 185 | Yes | No | 1 | 3.3 | Bind on Equip | Uses Arrow ammo | Canyon hunts | -| Reef Hunter Harpoon | Weapon | Harpoon Launcher | Rare | Main Hand | Gold | 260 | Yes | No | 1 | 5.0 | Bind on Equip | Uses Harpoon ammo | Naval quests | -| Canyon Knife | Weapon | Dagger | Common | Main Hand | Silver | 75 | Yes | Yes | 1 | 1.9 | None | Fast strikes | Canyon drops | -| Iceforge Hammer | Weapon | Hammer | Rare | Main Hand | Gold | 340 | Yes | No | 1 | 6.0 | Bind on Equip | Frost impact | Dwarven forges | -| Miner's Pickaxe | Weapon | Pickaxe | Common | Main Hand | Silver | 65 | Yes | Yes | 1 | 4.5 | None | Mining skill exp | Starter/profession vendor | -| Froststeel Axe | Weapon | Axe | Rare | Main Hand | Gold | 300 | Yes | No | 1 | 5.2 | Bind on Equip | Armor sunder | Dwarven crafting | -| Dragonbone Maul | Weapon | Maul | Epic | Main Hand | Gold | 520 | Yes | No | 1 | 6.8 | Bind on Pickup | Stagger chance | Dungeon boss | -| Witchwood Bow | Weapon | Bow | Rare | Main Hand | Gold | 240 | Yes | No | 1 | 3.1 | Bind on Equip | Uses Arrow ammo | Elven crafters | -| Thornblade | Weapon | Sword | Rare | Main Hand | Silver | 210 | Yes | No | 1 | 3.8 | Bind on Equip | Nature bleed | Elven faction rewards | -| Moonlit Staff | Weapon | Staff | Rare | Main Hand | Gold | 260 | Yes | No | 1 | 4.2 | Bind on Equip | Mana regen passive | Elven relic sites | -| Forest Dagger | Weapon | Dagger | Uncommon | Main Hand | Silver | 95 | Yes | Yes | 1 | 1.8 | None | Stealth crit | Elven vendors | -| Arcforge Pistol | Weapon | Pistol | Epic | Main Hand | Ancient Cores | 120 | Yes | No | 1 | 4.0 | Bind on Equip | Uses Aether Cell | Gnome relic lab | -| Spark Rod | Weapon | Rod | Rare | Main Hand | Gold | 220 | Yes | No | 1 | 2.7 | Bind on Equip | Chain spark | Gnome engineering vendors | -| Relic Spanner | Weapon | Tool-Blade | Uncommon | Main Hand | Silver | 130 | Yes | Yes | 1 | 2.5 | None | Construct bonus | Gnome crafting | -| Dimensional Resonator | Weapon | Resonator | Legendary | Main Hand | Ancient Cores | 220 | No | No | 1 | 4.9 | Bind on Pickup | Rift pulse | Ancient vault reward | -| Bone Wand | Weapon | Wand | Rare | Main Hand | Veil Shards | 140 | Yes | No | 1 | 2.2 | Bind on Equip | Curse amplification | Witch faction vendor | -| Curse Staff | Weapon | Staff | Epic | Main Hand | Veil Shards | 260 | Yes | No | 1 | 4.6 | Bind on Pickup | DoT extension | Forbidden rituals | -| Veil Knife | Weapon | Dagger | Rare | Main Hand | Veil Shards | 180 | Yes | No | 1 | 2.0 | Bind on Equip | Corruption strike | Veilfront loot | -| Shadow Sickle | Weapon | Sickle | Epic | Main Hand | Veil Shards | 230 | Yes | No | 1 | 3.9 | Bind on Pickup | Health siphon | Witch boss drops | -| Ancient Energy Blade | Weapon | Energy Blade | Legendary | Main Hand | Ancient Cores | 260 | No | No | 1 | 4.4 | Bind on Pickup | Aether burn | Ancient discovery | -| Portal Pike | Weapon | Pike | Epic | Main Hand | Ancient Cores | 245 | No | No | 1 | 5.1 | Bind on Pickup | Teleport lunge | Ancient events | -| Aether Rifle | Weapon | Rifle | Legendary | Main Hand | Ancient Cores | 320 | No | No | 1 | 5.6 | Bind on Pickup | Uses Aether Cell | Endgame relic cache | -| Wardsteel Helm | Armor | Plate Helm | Uncommon | Head | Silver | 140 | Yes | Yes | 1 | 4.2 | None | Endurance bonus | Kingdom vendors | -| Wardsteel Chestplate | Armor | Plate Chest | Rare | Chest | Gold | 260 | Yes | No | 1 | 8.8 | Bind on Equip | Ward resistance | Kingdom faction vendor | -| Wardsteel Greaves | Armor | Plate Legs | Uncommon | Legs | Silver | 180 | Yes | Yes | 1 | 6.1 | None | Stability | Kingdom vendors | -| Wardsteel Boots | Armor | Plate Boots | Uncommon | Feet | Silver | 120 | Yes | Yes | 1 | 3.8 | None | Movement control | Kingdom vendors | -| Wardsteel Gloves | Armor | Plate Gloves | Uncommon | Hands | Silver | 105 | Yes | Yes | 1 | 2.9 | None | Parry bonus | Kingdom vendors | -| Corsair Hat | Armor | Leather Hat | Common | Head | Doubloons | 70 | Yes | Yes | 1 | 1.6 | None | Luck bonus | Pirate vendors | -| Corsair Coat | Armor | Leather Coat | Uncommon | Chest | Doubloons | 150 | Yes | Yes | 1 | 4.9 | None | Evasion bonus | Pirate vendors | -| Corsair Boots | Armor | Leather Boots | Common | Feet | Doubloons | 85 | Yes | Yes | 1 | 2.3 | None | Deck grip | Pirate vendors | -| Smuggler Gloves | Armor | Gloves | Uncommon | Hands | Doubloons | 95 | Yes | Yes | 1 | 1.8 | None | Stealth handling | Black market | -| Reef Captain Belt | Armor | Belt | Rare | Waist | Doubloons | 180 | Yes | No | 1 | 2.0 | Bind on Equip | Cargo efficiency | Pirate faction rewards | -| Stormcaller Mask | Armor | Tribal Mask | Rare | Head | Silver | 170 | Yes | No | 1 | 2.7 | Bind on Equip | Storm resistance | Canyon tribe faction | -| Canyonhide Vest | Armor | Hide Chest | Uncommon | Chest | Silver | 145 | Yes | Yes | 1 | 4.1 | None | Heat resistance | Canyon crafters | -| Sandwalker Boots | Armor | Hide Boots | Uncommon | Feet | Silver | 110 | Yes | Yes | 1 | 2.4 | None | Desert movement | Canyon vendors | -| Boneguard Bracers | Armor | Bracers | Rare | Hands | Silver | 130 | Yes | No | 1 | 2.2 | Bind on Equip | Bleed resist | Canyon hunts | -| Frostplate Helm | Armor | Heavy Helm | Rare | Head | Gold | 220 | Yes | No | 1 | 4.6 | Bind on Equip | Frost resist | Dwarven forges | -| Frostplate Armor | Armor | Heavy Chest | Epic | Chest | Gold | 410 | Yes | No | 1 | 9.6 | Bind on Equip | Endurance and armor | Dwarven faction vendor | -| Miner's Gauntlets | Armor | Work Gloves | Uncommon | Hands | Silver | 115 | Yes | Yes | 1 | 2.6 | None | Mining bonus | Dwarven vendors | -| Dragonhide Boots | Armor | Reinforced Boots | Rare | Feet | Gold | 210 | Yes | No | 1 | 3.3 | Bind on Equip | Fire resist | Dragon hunt rewards | -| Witchwood Hood | Armor | Cloth Hood | Uncommon | Head | Silver | 130 | Yes | Yes | 1 | 1.9 | None | Focus bonus | Elven vendors | -| Leafwoven Robe | Armor | Cloth Robe | Rare | Chest | Gold | 240 | Yes | No | 1 | 3.8 | Bind on Equip | Nature attunement | Elven crafters | -| Forest Strider Boots | Armor | Cloth Boots | Uncommon | Feet | Silver | 125 | Yes | Yes | 1 | 2.1 | None | Stealth movement | Elven vendors | -| Moonthread Gloves | Armor | Cloth Gloves | Rare | Hands | Silver | 145 | Yes | No | 1 | 1.7 | Bind on Equip | Cast speed | Elven faction vendor | -| Engineer Goggles | Armor | Goggles | Rare | Head | Gold | 205 | Yes | No | 1 | 1.4 | Bind on Equip | Engineering bonus | Gnome engineers | -| Arcforge Coat | Armor | Utility Coat | Rare | Chest | Gold | 255 | Yes | No | 1 | 4.4 | Bind on Equip | Aether handling | Gnome lab vendor | -| Utility Gloves | Armor | Utility Gloves | Uncommon | Hands | Silver | 110 | Yes | Yes | 1 | 1.5 | None | Craft speed | Gnome vendors | -| Relic Harness | Armor | Harness | Epic | Waist | Ancient Cores | 90 | No | No | 1 | 2.8 | Bind on Pickup | Relic capacity | Ancient lab reward | -| Coven Hood | Armor | Hood | Rare | Head | Veil Shards | 160 | Yes | No | 1 | 1.8 | Bind on Equip | Hex focus | Witch vendors | -| Veil-Touched Robe | Armor | Robe | Epic | Chest | Veil Shards | 280 | Yes | No | 1 | 3.9 | Bind on Pickup | Corruption power | Veil dungeon reward | -| Cursebinder Gloves | Armor | Gloves | Rare | Hands | Veil Shards | 145 | Yes | No | 1 | 1.6 | Bind on Equip | DoT potency | Witch faction rewards | -| Shadowwrap Boots | Armor | Boots | Rare | Feet | Veil Shards | 150 | Yes | No | 1 | 1.9 | Bind on Equip | Phase-step bonus | Veilfront merchants | -| Ancient Surveyor Helm | Armor | Survey Helm | Epic | Head | Ancient Cores | 105 | No | No | 1 | 3.1 | Bind on Pickup | Relic scan bonus | Ancient ruins | -| Relic Explorer Coat | Armor | Explorer Coat | Epic | Chest | Ancient Cores | 125 | No | No | 1 | 4.7 | Bind on Pickup | Artifact protection | Ancient ruins | -| Portal Stabilizer Harness | Armor | Harness | Legendary | Waist | Ancient Cores | 180 | No | No | 1 | 3.5 | Bind on Pickup | Portal stability | Portal events | -| Hollow Veil Plate | Armor | Corrupted Plate | Corrupted | Chest | Veil Shards | 340 | Yes | No | 1 | 8.2 | Bind on Pickup | Corruption armor | Veil bosses | -| Cursed Bone Helm | Armor | Corrupted Helm | Corrupted | Head | Veil Shards | 210 | Yes | No | 1 | 3.9 | Bind on Pickup | Fear aura | Veil bosses | -| Tainted Wraps | Armor | Corrupted Wraps | Corrupted | Hands | Veil Shards | 170 | Yes | No | 1 | 2.1 | Bind on Pickup | Hex throughput | Veil bosses | -| Mining Pick | Tool | Gathering | Common | Tool | Silver | 45 | Yes | Yes | 1 | 4.5 | None | Mine ore nodes | Tool vendors | -| Lumber Axe | Tool | Gathering | Common | Tool | Silver | 42 | Yes | Yes | 1 | 4.2 | None | Harvest wood | Tool vendors | -| Skinning Knife | Tool | Gathering | Common | Tool | Silver | 25 | Yes | Yes | 1 | 1.2 | None | Skin creature parts | Hunters' vendors | -| Fishing Rod | Tool | Gathering | Common | Tool | Silver | 30 | Yes | Yes | 1 | 2.4 | None | Fishing interaction | Dock vendors | -| Salvage Hook | Tool | Naval | Uncommon | Tool | Silver | 65 | Yes | Yes | 1 | 3.1 | None | Wreck salvage | Naval vendors | -| Archaeology Brush | Tool | Exploration | Uncommon | Tool | Silver | 55 | Yes | Yes | 1 | 0.8 | None | Relic excavation | Relic vendors | -| Relic Scanner | Tool | Relic | Rare | Tool | Gold | 190 | Yes | No | 1 | 2.0 | Bind on Equip | Cache detection | Ancient blueprint craft | -| Repair Hammer | Tool | Crafting | Uncommon | Tool | Silver | 70 | Yes | Yes | 1 | 3.4 | None | Repair gear durability | Smithing vendors | -| Shipwright Hammer | Tool | Naval Crafting | Rare | Tool | Gold | 210 | Yes | No | 1 | 3.8 | Bind on Equip | Ship module repair | Shipwright progression | -| Alchemy Kit | Tool | Crafting Kit | Uncommon | Tool | Silver | 60 | Yes | Yes | 1 | 1.6 | None | Potion crafting | Alchemy vendors | -| Enchanting Focus | Tool | Enchanting | Rare | Tool | Gold | 175 | Yes | No | 1 | 1.7 | Bind on Equip | Enchant profile access | Enchanting vendor | -| Diving Bell Tool | Tool | Exploration | Rare | Tool | Gold | 240 | Yes | No | 1 | 5.2 | Bind on Equip | Deep dive interaction | Naval exploration rewards | -| Coral Chisel | Tool | Gathering | Uncommon | Tool | Silver | 68 | Yes | Yes | 1 | 2.3 | None | Coral harvest | Reefcraft vendors | -| Cartographer Compass | Tool | Navigation | Rare | Tool | Gold | 185 | Yes | No | 1 | 1.1 | Bind on Equip | Map reveal bonus | Navigation vendors | -| Wooden Arrow | Ammo | Arrow | Common | None | Copper | 1 | Yes | Yes | 250 | 0.02 | None | +2 ammo damage | Fletcher vendors | -| Iron Arrow | Ammo | Arrow | Uncommon | None | Copper | 2 | Yes | Yes | 250 | 0.03 | None | +4 ammo damage | Crafting outputs | -| Witchwood Arrow | Ammo | Arrow | Rare | None | Silver | 3 | Yes | Yes | 200 | 0.03 | None | +6 ammo damage | Elven crafting | -| Crossbow Bolt | Ammo | Bolt | Uncommon | None | Silver | 3 | Yes | Yes | 220 | 0.03 | None | +5 ammo damage | Engineering craft | -| Lead Bullet | Ammo | Bullet | Uncommon | None | Silver | 4 | Yes | Yes | 180 | 0.04 | None | +6 ammo damage | Gunsmith vendors | -| Storm Bullet | Ammo | Bullet | Rare | None | Gold | 6 | Yes | Yes | 180 | 0.04 | None | +8 storm damage | Pirate/Storm crafting | -| Cannonball | Ammo | Cannonball | Rare | None | Gold | 14 | Yes | Yes | 40 | 1.20 | None | Naval cannon shot | Shipwright vendors | -| Chain Shot | Ammo | Cannonball | Rare | None | Gold | 16 | Yes | Yes | 30 | 1.10 | None | Sail-ripping shot | Naval crafting | -| Harpoon Bolt | Ammo | Harpoon | Uncommon | None | Silver | 8 | Yes | Yes | 120 | 0.09 | None | +9 harpoon damage | Harpoon craft | -| Explosive Harpoon | Ammo | Harpoon | Epic | None | Gold | 15 | Yes | No | 80 | 0.12 | None | Explosive harpoon shot | Advanced naval craft | -| Aether Cell | Ammo | Aether Cell | Epic | None | Ancient Cores | 3 | Yes | No | 100 | 0.06 | None | +12 aether shot | Ancient tech craft | -| Minor Healing Potion | Consumable | Potion | Common | None | Copper | 12 | Yes | Yes | 50 | 0.10 | None | UseAbility Heal_Minor | Alchemy craft | -| Healing Potion | Consumable | Potion | Uncommon | None | Copper | 35 | Yes | Yes | 50 | 0.10 | None | UseAbility Heal_Standard | Alchemy craft | -| Greater Healing Potion | Consumable | Potion | Rare | None | Silver | 1 | Yes | Yes | 30 | 0.11 | None | UseAbility Heal_Greater | Advanced alchemy | -| Minor Mana Potion | Consumable | Potion | Common | None | Copper | 12 | Yes | Yes | 50 | 0.10 | None | UseAbility Mana_Minor | Alchemy craft | -| Mana Potion | Consumable | Potion | Uncommon | None | Copper | 35 | Yes | Yes | 50 | 0.10 | None | UseAbility Mana_Standard | Alchemy craft | -| Greater Mana Potion | Consumable | Potion | Rare | None | Silver | 1 | Yes | Yes | 30 | 0.11 | None | UseAbility Mana_Greater | Advanced alchemy | -| Stamina Draught | Consumable | Tonic | Uncommon | None | Copper | 60 | Yes | Yes | 40 | 0.12 | None | UseAbility Stamina_Burst | Field alchemy | -| Frostpeak Stew | Consumable | Food | Uncommon | None | Copper | 90 | Yes | Yes | 20 | 0.30 | None | Cold resistance buff | Cooking | -| Desert Bloom Elixir | Consumable | Elixir | Rare | None | Copper | 95 | Yes | Yes | 20 | 0.12 | None | Heat resistance buff | Canyon alchemy | -| Stormproof Tonic | Consumable | Tonic | Rare | None | Silver | 1 | Yes | Yes | 20 | 0.13 | None | Storm resistance buff | Naval alchemy | -| Reef Rum | Consumable | Drink | Uncommon | None | Copper | 75 | Yes | Yes | 20 | 0.20 | None | Morale regen buff | Pirate crafting | -| Ward Tonic | Consumable | Cleanser | Rare | None | Silver | 2 | Yes | Yes | 20 | 0.12 | None | Cleanse corruption | Ward alchemy | -| Anti-Venom | Consumable | Cleanser | Uncommon | None | Copper | 85 | Yes | Yes | 30 | 0.11 | None | Cleanse poison | Herbal alchemy | -| Curse Cleanser | Consumable | Cleanser | Rare | None | Silver | 2 | Yes | Yes | 20 | 0.12 | None | Cleanse curse | Arcane alchemy | -| Veil Purge Draught | Consumable | Cleanser | Epic | None | Silver | 3 | Yes | No | 15 | 0.13 | None | Purge Veil stacks | Veilfront alchemy | -| Water Breathing Draught | Consumable | Exploration | Rare | None | Silver | 2 | Yes | Yes | 15 | 0.12 | None | Underwater breathing | Reef alchemy | -| Night Sight Elixir | Consumable | Exploration | Uncommon | None | Silver | 1 | Yes | Yes | 20 | 0.12 | None | Night vision | Exploration alchemy | -| Relic Awareness Potion | Consumable | Exploration | Epic | None | Silver | 3 | Yes | No | 15 | 0.12 | None | Relic detection | Relic lab | -| Heatguard Tonic | Consumable | Exploration | Uncommon | None | Silver | 1 | Yes | Yes | 20 | 0.12 | None | Heat mitigation | Canyon alchemy | -| Coldguard Tonic | Consumable | Exploration | Uncommon | None | Silver | 1 | Yes | Yes | 20 | 0.12 | None | Cold mitigation | Frostpeak alchemy | -| Iron Ore | Material | Ore | Common | None | Copper | 4 | Yes | Yes | 200 | 0.20 | None | Smithing input | Mainland mines | -| Silver Ore | Material | Ore | Uncommon | None | Copper | 8 | Yes | Yes | 200 | 0.20 | None | Smithing input | Highland veins | -| Gold Ore | Material | Ore | Rare | None | Silver | 1 | Yes | Yes | 200 | 0.22 | None | High-tier smithing | Deep mines | -| Froststeel Ore | Material | Ore | Rare | None | Silver | 2 | Yes | Yes | 150 | 0.24 | None | Froststeel crafting | Frostpeak mines | -| Ancient Alloy Fragment | Material | Ore | Epic | None | Ancient Cores | 1 | Yes | No | 100 | 0.18 | None | Ancient gear craft | Ancient ruins | -| Softwood | Material | Wood | Common | None | Copper | 2 | Yes | Yes | 300 | 0.15 | None | Basic crafting | Mainland forests | -| Hardwood | Material | Wood | Uncommon | None | Copper | 5 | Yes | Yes | 300 | 0.18 | None | Weapons/structures | Dense forests | -| Witchwood Branch | Material | Wood | Rare | None | Silver | 1 | Yes | Yes | 200 | 0.16 | None | Arcane bows/staves | Elven groves | -| Ship Timber | Material | Wood | Uncommon | None | Silver | 1 | Yes | Yes | 150 | 0.35 | None | Ship construction | Naval lumberyards | -| Healing Herb | Material | Herb | Common | None | Copper | 3 | Yes | Yes | 250 | 0.05 | None | Healing potions | Meadow zones | -| Mana Bloom | Material | Herb | Uncommon | None | Copper | 6 | Yes | Yes | 250 | 0.05 | None | Mana potions | Arcane glades | -| Desert Bloom | Material | Herb | Uncommon | None | Copper | 7 | Yes | Yes | 250 | 0.05 | None | Heat tonics | Canyon deserts | -| Frostcap Mushroom | Material | Herb | Uncommon | None | Copper | 7 | Yes | Yes | 250 | 0.05 | None | Cold tonics | Frost caves | -| Witchroot | Material | Herb | Rare | None | Silver | 1 | Yes | Yes | 200 | 0.06 | None | Curse remedies | Veil woodlands | -| Goblin Ear | Material | Monster Part | Common | None | Copper | 2 | Yes | Yes | 200 | 0.04 | None | Quest/crafting token | Goblin camps | -| Dragon Scale | Material | Monster Part | Rare | None | Silver | 3 | Yes | Yes | 100 | 0.20 | None | Dragon armor crafting | Dragon lairs | -| Leviathan Scale | Material | Monster Part | Epic | None | Gold | 2 | Yes | No | 80 | 0.30 | None | Naval plate crafting | Deep sea hunts | -| Scorpion Stinger | Material | Monster Part | Uncommon | None | Copper | 8 | Yes | Yes | 200 | 0.06 | None | Poison crafting | Desert fauna | -| Cobra Venom Sac | Material | Monster Part | Uncommon | None | Silver | 1 | Yes | Yes | 150 | 0.07 | None | Anti-venom craft | Jungle fauna | -| Treant Bark | Material | Monster Part | Uncommon | None | Copper | 9 | Yes | Yes | 180 | 0.14 | None | Nature armor craft | Forest encounters | -| Demon Horn | Material | Monster Part | Rare | None | Silver | 3 | Yes | No | 120 | 0.12 | None | Hexcraft components | Veil incursions | -| Veil Heart | Material | Monster Part | Epic | None | Veil Shards | 4 | Yes | No | 60 | 0.16 | None | Corrupted gear craft | Veil bosses | -| Relic Shard | Material | Ancient | Rare | None | Silver | 2 | Yes | Yes | 200 | 0.10 | None | Relic crafting | Ancient ruins | -| Aether Fragment | Material | Ancient | Epic | None | Ancient Cores | 1 | Yes | No | 150 | 0.09 | None | Aether tech crafting | Ancient ruins | -| Ancient Core | Material | Ancient | Legendary | None | Ancient Cores | 3 | Yes | No | 80 | 0.15 | None | High-end ancient crafting | Vault encounters | -| Portal Gear | Material | Ancient | Epic | None | Ancient Cores | 2 | Yes | No | 100 | 0.14 | None | Portal construction | Portal facilities | -| Dimensional Lens | Material | Ancient | Epic | None | Ancient Cores | 2 | Yes | No | 100 | 0.08 | None | Scanner and compass craft | Dimensional labs | -| Sailcloth | Material | Naval | Common | None | Copper | 5 | Yes | Yes | 250 | 0.18 | None | Sail crafting | Dock producers | -| Rope | Material | Naval | Common | None | Copper | 3 | Yes | Yes | 300 | 0.12 | None | Ship and utility craft | Dock producers | -| Tar | Material | Naval | Common | None | Copper | 4 | Yes | Yes | 200 | 0.20 | None | Hull sealing | Shipyards | -| Cannon Fuse | Material | Naval | Uncommon | None | Copper | 9 | Yes | Yes | 200 | 0.08 | None | Ammunition crafting | Naval workshops | -| Coral Plate | Material | Naval | Rare | None | Silver | 2 | Yes | Yes | 120 | 0.25 | None | Marine armor craft | Reef regions | -| Ship Nails | Material | Naval | Common | None | Copper | 3 | Yes | Yes | 300 | 0.10 | None | Ship assembly | Shipyards | -| Broken Ward Fragment | Quest | Quest Artifact | Uncommon | None | None | 0 | No | No | 1 | 0.10 | Bind on Pickup | Quest progression | Main quest reward | -| Queen Elyra's Seal | Quest | Royal Seal | Rare | None | None | 0 | No | No | 1 | 0.05 | Bind on Pickup | Political quest flag | Kingdom storyline | -| Ancient Map Piece | Quest | Map Fragment | Rare | None | None | 0 | No | No | 1 | 0.03 | Bind on Pickup | Starts treasure chain | Exploration quest | -| Pirate Ledger | Quest | Ledger | Uncommon | None | None | 0 | No | No | 1 | 0.05 | Bind on Pickup | Smuggling evidence quest | Pirate storyline | -| Witchwood Rune | Quest | Rune | Rare | None | None | 0 | No | No | 1 | 0.02 | Bind on Pickup | Unlocks ward puzzle | Elven/ward quest | -| Frostpeak Mining Charter | Quest | Charter | Uncommon | None | None | 0 | No | No | 1 | 0.05 | Bind on Pickup | Mining district access | Frostpeak quest | -| Orc War Banner | Quest | Banner | Rare | None | None | 0 | No | No | 1 | 0.40 | Bind on Pickup | War objective trigger | Battlefield events | -| Coral Vault Key | Quest | Key | Epic | None | None | 0 | No | No | 1 | 0.03 | Bind on Pickup | Opens coral vault | Reef expedition | -| Sunken Journal | Quest | Journal | Uncommon | None | None | 0 | No | No | 1 | 0.08 | Bind on Pickup | Lore and map clue | Sunken wreck quest | -| Portal Stabilizer Core | Quest | Core | Epic | None | None | 0 | No | No | 1 | 0.50 | Bind on Pickup | Portal quest objective | Ancient facility quest | -| Lost Navigator Compass | Quest | Compass | Rare | None | None | 0 | No | No | 1 | 0.12 | Bind on Pickup | Route unlock quest | Naval questline | -| Veil-Stained Relic | Quest | Relic | Epic | None | None | 0 | No | No | 1 | 0.20 | Bind on Pickup | Veil investigation quest | Corruption questline | -| Traveler's Satchel | Bag | Satchel | Common | Bag | Silver | 45 | Yes | Yes | 16 | 0.9 | None | +16 inventory slots | General vendors | -| Merchant Pack | Bag | Pack | Uncommon | Bag | Silver | 90 | Yes | Yes | 24 | 1.5 | None | +24 inventory slots | Trade guild vendors | -| Miner's Pack | Bag | Pack | Uncommon | Bag | Silver | 85 | Yes | Yes | 22 | 1.8 | None | +22 slots, ore-friendly | Mining vendors | -| Ship Captain's Locker | Bag | Locker | Rare | Bag | Gold | 160 | Yes | No | 28 | 2.4 | Bind on Equip | +28 slots | Naval vendors | -| Relic Hunter's Bag | Bag | Relic Bag | Rare | Bag | Gold | 170 | Yes | No | 26 | 1.4 | Bind on Equip | +26 slots, relic bonus | Relic vendors | -| Alchemist Pouch | Bag | Pouch | Uncommon | Bag | Silver | 80 | Yes | Yes | 20 | 0.8 | None | +20 slots for reagents | Alchemy vendors | -| Smuggler's Hidden Bag | Bag | Hidden Pack | Epic | Bag | Doubloons | 190 | Yes | No | 24 | 1.1 | Bind on Equip | Concealed inventory bonus | Black market | -| Bent Spoon | Junk | Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.05 | None | Vendor trash | Mob/chest drop | -| Broken Blade | Junk | Scrap Metal | Common | None | Copper | 2 | Yes | Yes | 50 | 0.30 | None | Vendor trash | Mob/chest drop | -| Cracked Goblin Charm | Junk | Trinket | Common | None | Copper | 2 | Yes | Yes | 50 | 0.06 | None | Vendor trash | Goblin drop | -| Rusted Gear | Junk | Mechanical Scrap | Common | None | Copper | 2 | Yes | Yes | 50 | 0.20 | None | Vendor trash | Construct drop | -| Torn Sailcloth | Junk | Cloth Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.10 | None | Vendor trash | Naval wreck drop | -| Burnt Bone | Junk | Bone Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.08 | None | Vendor trash | Undead drop | -| Cracked Shell | Junk | Shell Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.09 | None | Vendor trash | Reef drop | -| Dented Mug | Junk | Salvage | Common | None | Copper | 1 | Yes | Yes | 50 | 0.12 | None | Vendor trash | Tavern/wreck drop | -| Old Boot | Junk | Salvage | Common | None | Copper | 1 | Yes | Yes | 50 | 0.15 | None | Vendor trash | Fishing loot | -| Splintered Shield | Junk | Scrap Wood/Metal | Common | None | Copper | 2 | Yes | Yes | 50 | 0.35 | None | Vendor trash | Battlefield loot | -| Wooden Chest | Container | Loot Chest | Common | None | None | 0 | No | No | 1 | 25.0 | None | Opens loot table | World placement | -| Pirate Lockbox | Container | Lockbox | Uncommon | None | None | 0 | No | No | 1 | 12.0 | None | Requires key | Pirate encounters | -| Ancient Vault Cache | Container | Vault Cache | Epic | None | None | 0 | No | No | 1 | 18.0 | None | High-tier relic loot | Ancient vaults | -| Coral Chest | Container | Reef Chest | Rare | None | None | 0 | No | No | 1 | 16.0 | None | Underwater loot table | Reef dungeons | -| Witchwood Coffer | Container | Coffer | Rare | None | None | 0 | No | No | 1 | 14.0 | None | Rune/key gating | Witchwood zones | -| Frostpeak Strongbox | Container | Strongbox | Rare | None | None | 0 | No | No | 1 | 20.0 | None | Skill lock requirement | Frostpeak mines | -| Veil-Tainted Chest | Container | Corrupted Chest | Corrupted | None | None | 0 | No | No | 1 | 17.0 | None | Corruption-risk loot | Veilfront zones | -| Mimic Chest | Container | Mimic Mob | Corrupted | None | None | 0 | No | No | 1 | 17.0 | None | Mob encounter disguised as chest | Rare ambush spawn | -| Fire Rune | Material | Socket Rune | Rare | None | Silver | 4 | Yes | Yes | 20 | 0.05 | None | SocketAbility fire proc | Rune crafting | -| Frost Rune | Material | Socket Rune | Rare | None | Silver | 4 | Yes | Yes | 20 | 0.05 | None | SocketEffect slow | Rune crafting | -| Storm Rune | Material | Socket Rune | Epic | None | Gold | 2 | Yes | No | 20 | 0.05 | None | SocketAbility chain strike | Rune crafting | -| Ward Gem | Material | Socket Gem | Rare | None | Silver | 5 | Yes | Yes | 20 | 0.05 | None | SocketEffect ward resist | Ward crafting | -| Veil Crystal | Material | Socket Crystal | Epic | None | Veil Shards | 2 | Yes | No | 20 | 0.05 | None | SocketEffect corruption power | Veil crafting | -| Ancient Core Socket | Material | Socket Core | Epic | None | Ancient Cores | 1 | Yes | No | 10 | 0.06 | None | Relic core socket bonus | Ancient crafting | -| Pirate Luck Charm | Material | Socket Charm | Rare | None | Doubloons | 12 | Yes | Yes | 10 | 0.04 | None | Bonus loot chance | Pirate crafting | -| Navigator's Starstone | Material | Socket Stone | Epic | None | Gold | 3 | Yes | No | 10 | 0.04 | None | Navigation stability bonus | Navigation crafting | -| Blueprint: Reinforced Hull | Quest | Blueprint | Rare | None | Gold | 25 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Naval reward | -| Blueprint: Storm Sails | Quest | Blueprint | Rare | None | Gold | 24 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Naval reward | -| Blueprint: Wardsteel Blade | Quest | Blueprint | Rare | None | Gold | 20 | Yes | No | 1 | 0.05 | Bind on Pickup | CraftsItem unlock | Kingdom crafting quest | -| Blueprint: Froststeel Armor | Quest | Blueprint | Epic | None | Gold | 35 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Dwarven reward | -| Blueprint: Relic Scanner | Quest | Blueprint | Epic | None | Ancient Cores | 5 | Yes | No | 1 | 0.05 | Bind on Pickup | CraftsItem unlock | Ancient rewards | -| Blueprint: Aether Compass | Quest | Blueprint | Epic | None | Ancient Cores | 4 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Ancient rewards | -| Blueprint: Pirate Smuggler Hold | Quest | Blueprint | Rare | None | Doubloons | 30 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Pirate reputation | -| Blueprint: Ancient Portal Key | Quest | Blueprint | Legendary | None | Ancient Cores | 12 | No | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Ancient storyline | -| Manual of Swordsmanship | Quest | Skill Book | Uncommon | None | Silver | 6 | Yes | Yes | 1 | 0.12 | None | SkillPoints + sword skill | Trainers | -| Beginner's Guide to Navigation | Quest | Skill Book | Uncommon | None | Silver | 5 | Yes | Yes | 1 | 0.12 | None | SkillPoints + navigation | Dock trainers | -| Treatise on Relic Recovery | Quest | Skill Book | Rare | None | Gold | 8 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + relic skill | Scholar quests | -| Witchwood Herbal Primer | Quest | Skill Book | Uncommon | None | Silver | 5 | Yes | Yes | 1 | 0.12 | None | SkillPoints + herbalism | Elven trainers | -| Frostpeak Mining Notes | Quest | Skill Book | Uncommon | None | Silver | 5 | Yes | Yes | 1 | 0.12 | None | SkillPoints + mining | Dwarven trainers | -| Pirate Boarding Manual | Quest | Skill Book | Rare | None | Doubloons | 9 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + boarding | Pirate faction vendor | -| Gnomish Engineering Handbook | Quest | Skill Book | Rare | None | Gold | 9 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + engineering | Gnome vendor | -| Wardkeeper Prayer Book | Quest | Skill Book | Rare | None | Ward Sigils | 12 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + ward skill | Ward faction vendor | -| Forbidden Veil Codex | Quest | Skill Book | Epic | None | Veil Shards | 15 | No | No | 1 | 0.12 | Bind on Pickup | Skill unlock/start quest | Veil questline | -| Market Stall License | Quest | Shop License | Rare | None | Gold | 30 | Yes | No | 1 | 0.10 | Bind on Pickup | Player shop unlock | Trade guild vendor | -| Merchant Cart Deed | Quest | Shop Deed | Rare | None | Gold | 45 | Yes | No | 1 | 0.30 | Bind on Pickup | Player shop unlock | Trade guild reward | -| Pirate Black Market Stall | Quest | Shop License | Epic | None | Doubloons | 65 | Yes | No | 1 | 0.12 | Bind on Pickup | Player shop unlock | Pirate faction reward | -| Dockside Vendor Permit | Quest | Shop Permit | Rare | None | Gold | 40 | Yes | No | 1 | 0.10 | Bind on Pickup | Player shop unlock | Port authority rewards | -| Traveling Trader Contract | Quest | Shop Contract | Rare | None | Gold | 35 | Yes | No | 1 | 0.10 | Bind on Pickup | Timed roaming shop unlock | Merchant contracts | -| Small Land Claim Deed | Quest | Claim Deed | Rare | None | Gold | 75 | Yes | No | 1 | 0.20 | Bind on Pickup | CreateClaim | Settlement progression | -| Guild Hall Claim Deed | Quest | Claim Deed | Epic | None | Gold | 220 | No | No | 1 | 0.35 | Bind on Pickup | CreateClaim + ClaimObject | Guild progression | -| Dock Claim Deed | Quest | Claim Deed | Epic | None | Gold | 180 | No | No | 1 | 0.30 | Bind on Pickup | CreateClaim + dock object | Naval progression | -| Workshop Claim Deed | Quest | Claim Deed | Rare | None | Gold | 140 | No | No | 1 | 0.25 | Bind on Pickup | CreateClaim + crafting object | Crafting progression | -| Farm Claim Deed | Quest | Claim Deed | Rare | None | Gold | 120 | Yes | No | 1 | 0.22 | Bind on Pickup | CreateClaim + farm object | Settlement economy | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Item Types Reference (Atavism X 9)] (item_types_reference.md) -- Next: [Item Effects and Requirements (Atavism X 9)] (item_effects_and_requirements.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/item_types_reference.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Item Types Reference (Atavism X 9) - ---- - -# Item Types Reference (Atavism X 9) -## Atavism Item Types Used in Mystical Isles - -| Item Type | Classification | Gameplay Weight | Notes | -| --- | --- | --- | --- | -| Weapon | Equipment-specific | Heavy | Uses combat stats, weapon profile, equip slot, and display data | -| Armor | Equipment-specific | Heavy | Uses slot, durability, defensive identity, and display data | -| Consumable | Logical category | Medium | Mostly shared fields plus UseAbility effects | -| Material | Logical category | Heavy (economy/crafting) | Shared fields with stack/weight/value/crafting source | -| Junk | Logical category | Light | Shared sell-value fields for loot flavor economy | -| Quest | Logical category | Medium | Shared fields with strict bind/trade controls | -| Bag | Logical category | Heavy (inventory) | Uses slot count semantics and storage progression | -| Container | Logical category | Medium | Shared fields; supports loot container planning | -| Ammo | Specialized category | Heavy | Uses ammo type, damage contribution, and compatibility rules | -| Tool | Equipment-specific | Heavy | Uses subtype, slot, durability, world interaction role | - -Weapon, Armor, and Tool are equipment-specific records. Consumable, Material, Junk, Quest, Bag, and Container primarily share common item-template fields. Ammo uses dedicated ammo and damage behavior. - -## Core Item Field Reference - -| Field | Applies To | Purpose | Mystical Isles Usage | -| --- | --- | --- | --- | -| Name | All | Item display and DB key label | Unique production-facing names for each authored item | -| Item Type | All | Top-level behavior routing | Selects Weapon/Armor/Consumable/etc pipeline behavior | -| Sub Type | Most | Defines subtype logic | Swords, bows, plate, potion, ore, deed, map, etc. | -| Icon | All | UI representation | Culture/region-specific icon language for fast recognition | -| Ground Prefab | Droppable items | World drop model | Scaled pickup visuals matching biome style | -| Equipment Display | Equippable | Character display mesh binding | Links to prefab in Resources/Content/EquipmentDisplay | -| Slot | Equippable/bags | Equip or inventory placement | Main Hand, Off Hand, Head, Chest, Tool, Bag slot | -| Gear Score | Weapon/Armor/Tool | Comparative strength index | Vendor sorting and progression signaling only | -| Skill Exp | Weapons/tools/books | Skill progression contribution | Supports combat and profession progression loops | -| Damage Min | Weapons/ammo | Minimum damage roll | Defines weapon baseline output | -| Damage Max | Weapons/ammo | Maximum damage roll | Defines weapon variance ceiling | -| Delay | Weapons | Attack interval | Balances weapon family tempo | -| Enchant Profile | Gear/socketables | Enchanting profile route | Defines valid enchant progression family | -| Item Quality | All | Rarity expectation and value scaling | Controls rarity, color, economy expectation, not raw power by itself | -| Binding | Most | Ownership/trade control | None, Bind on Equip, Bind on Pickup | -| Currency | Tradeable/purchasable | Purchase denomination | Copper, Silver, Gold, Doubloons, Sigils, etc. | -| Purchase Cost | Vendor items | Buy price | Merchant and faction vendor pricing | -| Sellable | Most | Vendor resale toggle | Disables selling for protected quest/political records | -| Auction Sellable | Most | Player market toggle | Enables or blocks auction flow per design intent | -| Unique | Quest/relics/special | Max ownership count | Prevents duplicates for critical progression items | -| Stack Limit | Stackables | Max stack amount | Governs inventory pressure and trade granularity | -| Passive Ability | Gear/relic/socketables | Passive stat/effect grant | Ward resistance, navigation bonuses, etc. | -| Parry | Weapon/shield | Defensive stat | Used for melee guard identities | -| Repairable | Durability gear/tools | Repair eligibility | Enables maintenance economy loop | -| Durability | Gear/tools | Wear lifespan | Supports attrition, repair, and replacement demand | -| Draw Weapon CoordEffect | Weapons | Draw-time effect hook | Culture-specific weapon draw FX | -| Holstering Weapon CoordEffect | Weapons | Sheath-time effect hook | Supports polished equip/unequip feedback | -| Weapon Profile | Weapons | Weapon handling behavior | Connects attack style, animations, and tuning | -| Audio Profile | Equippable/consumables | SFX profile routing | Per-material or per-weapon sound family | -| Socket Type | Socketables/gear | Socket compatibility control | Weapon Rune, Armor Gem, Relic Core, etc. | -| Weight | Most | Encumbrance contribution | Core inventory and travel pressure lever | -| Death Loss Chance | Most carryables | Drop risk on death | Tunes hardcore risk by category/value | -| Ammo Type | Ammo/ranged weapons | Ammo compatibility key | Arrow, Bullet, Harpoon, Aether Cell, etc. | -| Auto Attack | Weapons | Auto-attack enablement | Defines standard weapon attack channel | -| Tooltip | All | Player-facing description | Includes usage, restrictions, source, and flavor | - -## Item Quality Tiers - -Quality does not create power by itself. It controls rarity signaling, tooltip color, economy value expectations, and progression messaging. - -| Quality | Purpose | Color Theme | Use | -| --- | --- | --- | --- | -| Common | Baseline utility | Gray | Starting gear, common drops, basic materials | -| Uncommon | Improved reliability | Green | Better crafted gear, regional upgrades | -| Rare | Specialized progression | Blue | Faction and dungeon progression items | -| Epic | Build-defining pieces | Purple | Major crafting outputs and advanced rewards | -| Legendary | Signature rewards | Orange | Named rewards, major discoveries | -| Ancient | Pre-Fracturing tech identity | Teal | Ancient tech and relic-oriented progression | -| Corrupted | Risk/reward identity | Crimson | Veil-altered gear and unstable utility | -| Mythic | World-class prestige | Prismatic | Singular discoveries and political artifacts | - -## Binding Rules - -| Binding Type | Rule | Mystical Isles Usage | -| --- | --- | --- | -| None | Item remains tradable | Materials, trade goods, crafted goods, common equipment, consumables | -| Bind on Equip | Binds when first equipped | Faction gear, crafted rare gear, dungeon equipment | -| Bind on Pickup | Binds on acquisition | Quest rewards, political items, unique relics, legendary discoveries | - -## Tradeability Summary - -Tradable by default: - -- materials -- trade goods -- crafted goods -- common equipment -- consumables - -Restricted trade by design: - -- major quest progression items -- political authority artifacts -- one-off relic discoveries -- high-significance legendary discoveries - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Items System (Atavism X 9)] (items_system.md) -- Next: [Item Master List (Atavism X 9)] (item_master_list.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/skills_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Skills System - ---- - -# Skills System -## Overview - -The Skill System is the single most important progression framework in Mystical Isles. It is not a combat ladder. It is the mechanism through which players build identity, earn social standing, unlock world access, and become recognizable figures in the politics and history of the Isles. - -A player's skill profile determines: -- what they can do in the world -- what factions will deal with them -- what other players will seek them out for -- what regions, ruins, and routes they can access -- what role they fill in cooperative play -- what their legacy will be - -This document defines the full Atavism X 9 skill architecture for Mystical Isles: structure, categories, learning systems, progression models, profiles, and long-term identity design. - ---- - -## Related Documents - -- [Abilities System] (./abilities_system.md) -- [Effects System] (./effects_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Starting Character Templates] (./starting_templates.md) -- [Races & Classes] (./races_and_classes.md) -- [Magic System] (./magic_system.md) -- [Naval Travel] (./naval_travel.md) -- [Exploration Systems] (./exploration_systems.md) -- [Factions] (../factions/factions.md) - ---- - -## Core Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Skills define identity | Every skill choice shapes who the player is, not just what they can do in combat | -| Horizontal progression | Skills deepen in capability and complexity rather than inflating raw stats | -| Interconnected systems | Combat, crafting, naval, social, and exploration skills cross-reference and reinforce each other | -| Meaningful scarcity | Not every skill is available to every player — some require faction loyalty, discovery, or dangerous pursuit | -| No single optimal build | Dozens of viable specialization paths ensure no single meta dominates | -| World recognition | Mastery of skills creates social reputation, political access, and world-level consequences | - ---- - -## The Atavism X 9 Skill Hierarchy - -In Atavism X 9, skills are the primary progression controllers. They operate as the backbone of the entire gameplay experience. The hierarchy is: - -``` -Skill - └── unlocks Abilities - └── Abilities apply Effects - └── Effects modify Gameplay -``` - -### Skills -Skills are leveled progression systems. Each skill tracks XP, current level, and associated unlocks. Skills improve through use, training, investment, and world engagement. They define what the player can attempt. - -### Abilities -Abilities are discrete gameplay actions or passive modifiers unlocked at skill thresholds. A Swordsmanship skill at level 10 might unlock the **Precision Thrust** ability. A Navigation skill at level 25 might unlock **Chart Hazard Routes**. Abilities are the functional expression of what a skill actually does. - -### Effects -Effects are the direct gameplay modifications applied by abilities. A **Shield Bash** ability applies a **Stun Effect** and a **Interrupt Effect**. Effects are the atomic units of gameplay change — they modify stats, alter states, trigger world interactions, or apply conditions. - -### Gameplay Changes -The terminal result: an enemy is stunned, a route is unlocked, a ward is activated, a crafted item gains a special property. This is where skill investment becomes tangible experience. - ---- - -## Skill Improvement - -Skills advance through multiple pathways: - -| Method | Description | Examples | -| --- | --- | --- | -| Active use | Using a skill in the world contributes XP | Fighting with a sword raises Swordsmanship; sailing raises Navigation | -| Focused training | Practising with trainers grants accelerated XP in specific areas | Swordsmanship trainer at a garrison; cooking instructor at a faction inn | -| Quests and faction contracts | Completing skill-relevant objectives provides milestone XP | Naval escort contract advances Sailing; ruin excavation advances Archaeology | -| Tier investment | Players allocate Skill Points at level-up milestones to unlock tier gates | Required to progress past Foundation, Mastery, and Expert breakpoints | -| Discovery | Finding hidden knowledge, ruins, or teachers grants rare skill boosts | A lost scrollbook advances Veil Attunement; a hidden temple reveals Forbidden Rituals | -| World events | Seasonal or dynamic world events create bonus skill progression windows | Storm season accelerates Storm Survival; relic discovery events boost Archaeology | - ---- - -## Skill Categories - -Mystical Isles organizes skills into six primary categories. Players are not locked to a category — any character can invest in any learnable skill. Racial and class starting bonuses accelerate early progression in naturally aligned skills but do not gate others permanently. - -### Category Overview - -| Category | Focus | Example Skills | -| --- | --- | --- | -| Combat | Physical and magical fighting proficiency | Swordsmanship, Archery, Elemental Magic, Stealth Combat | -| Crafting | Producing items, ships, and consumables | Blacksmithing, Alchemy, Shipbuilding, Enchanting | -| Gathering | Acquiring raw materials and hidden resources | Mining, Herbalism, Fishing, Treasure Hunting | -| Naval | Seamanship, ship warfare, and sea survival | Navigation, Sailing, Cannon Operation, Storm Survival | -| Social & Political | Faction influence, leadership, and negotiation | Leadership, Diplomacy, Espionage, Governance | -| Forbidden | Dangerous, consequence-bearing dimensional skills | Veil Attunement, Curse Mastery, Forbidden Rituals | - ---- - -## Combat Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Swordsmanship | Proficiency with one and two-handed swords — parry, riposte, power strikes | Active | 100 | No (class grant) | — | Fighter, Knight, Pirate, Rogue | Strength, Dexterity | Core melee combat | -| Axes | Proficiency with axes and hatchets — cleave, heavy overhead, armor penetration | Active | 100 | No | — | Fighter, Dwarf Defender | Strength | Melee, armor penetration | -| Polearms | Reach weapon mastery — spears, halberds, pikes | Active | 100 | No | — | Fighter, Knight | Strength, Dexterity | Reach control, group combat | -| Shield Mastery | Blocking, counter-blocking, shield bash, and formation defense | Active/Passive | 100 | No (class grant) | — | Knight, Paladin, Dwarf Defender | Endurance, Strength | Defensive anchor | -| Dual Wielding | Paired weapon combat and off-hand mechanics | Active | 100 | No | Swordsmanship 20 | Rogue, Fighter | Dexterity | Burst melee, evasion offense | -| Heavy Weapons | Two-handed hammers, mauls, great-axes | Active | 100 | No | — | Fighter, Dwarf Defender | Strength, Endurance | Suppression, siege combat | -| Archery | Short bow, longbow, compound bow — precision and range | Active | 100 | No (class grant) | — | Ranger, Elf Mystic Ranger | Dexterity | Ranged precision | -| Firearms | Flintlock pistols, blunderbuss, rifles — burst ranged | Active | 100 | No | — | Pirate, Rogue | Dexterity | Burst ranged, boarding | -| Elemental Magic | Channeling post-Fracturing energy into damaging spells | Active | 100 | No (class grant) | — | Mage, Witch, Paladin | Intelligence, Willpower | Ranged magical damage | -| Ward Magic | Defensive and suppressive Ward energy application | Active/Passive | 100 | No | Elemental Magic 15 | Paladin, Elf Mystic Ranger | Willpower | Anti-Veil, support | -| Veil Magic | Direct channeling of dimensional corruption energy | Active | 100 | No (forbidden, quest-locked) | Veil Attunement 30 | Witch | Willpower, Intelligence | Corruption attacks, debuffs | -| Stealth Combat | Fighting from concealment — ambush, poisoned strikes, shadow retreats | Active | 100 | No | Stealth 25 | Rogue | Dexterity | Assassination, infiltration | -| Defensive Combat | Counter-fighting, wound management, controlled retreat | Passive | 100 | No | Shield Mastery 20 | Knight, Paladin | Endurance | Sustained survival | -| Mounted Combat | Fighting from horseback or creature mounts | Active | 75 | No | Swordsmanship 30 | Knight | Strength, Dexterity | Cavalry, pursuit, charge | - -### Combat Skill Progression Notes - -- Combat skills advance with every relevant combat encounter -- Advanced tiers gate behind trainer investment, faction contracts, or legendary encounters -- Mixing combat skills creates hybrid build identities — the Pirate who combines Firearms + Swordsmanship + Boarding Combat has a distinct playstyle from a pure Fighter -- Mastery-tier combat skills unlock abilities that change how the world perceives and reacts to the player - ---- - -## Crafting Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Blacksmithing | Weapons, armor, structural components, forge work | Active | 100 | No | — | Fighter, Dwarf Defender | Strength, Intelligence | Equipment supply, economy | -| Alchemy | Potions, poisons, reagents, restoration compounds | Active | 100 | No | — | Mage, Witch | Intelligence, Willpower | Consumables, buffs, sabotage | -| Engineering | Mechanical devices, ship components, gadgets, deployable systems | Active | 100 | No | — | Gnome Engineer | Intelligence | Gadgets, ship augmentation | -| Shipbuilding | Hull construction, rigging, ship class upgrades | Active | 100 | No | — | Pirate, Dwarf Defender | Strength, Intelligence | Naval economy | -| Enchanting | Imbuing dimensional energy into items and equipment | Active | 100 | No | Elemental Magic 20 | Mage, Elf Mystic Ranger | Intelligence, Willpower | Equipment enhancement | -| Cooking | Rations, buff food, long-voyage supplies, rare recipes | Active | 100 | Yes (basic tier) | — | Ranger, all | Endurance | Survival consumables | -| Tailoring | Cloth armor, travel gear, faction livery, sails | Active | 100 | No | — | Rogue, Ranger | Dexterity, Intelligence | Light armor, expedition gear | -| Leatherworking | Medium armor, straps, bindings, harpoon lines | Active | 100 | No | — | Ranger, Fighter | Strength, Dexterity | Medium armor, equipment | -| Jewelcrafting | Rings, amulets, relic adornments, ward-stones | Active | 100 | No | — | Gnome Engineer, Mage | Intelligence, Dexterity | Stat-enhancing accessories | -| Relic Restoration | Repairing and reactivating pre-Fracturing artifacts | Active | 100 | No (faction/discovery) | Archaeology 30 | Gnome Engineer | Intelligence, Willpower | Relic activation, world events | - -### Crafting Skill Progression Notes - -- Every crafted item contributes XP regardless of quality outcome -- Exceptional crafting (high-quality items, rare materials, complex recipes) provides bonus XP -- Master crafters can accept commissioned work, establish workshops, train apprentices, and hold license rights in faction territories -- Relic Restoration is the rarest crafting skill — it requires both Archaeology investment and a discovery unlock - ---- - -## Gathering Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Mining | Ore extraction, gem mining, tunnel exploration | Active | 100 | No | — | Dwarf Defender, Fighter | Strength, Endurance | Raw material supply | -| Herbalism | Identifying, harvesting, and preserving alchemical flora | Active | 100 | No | — | Ranger, Witch, Mage | Intelligence, Dexterity | Alchemy materials | -| Fishing | Open water and coastal fishing, rare specimen recovery | Active | 100 | Yes (basic tier) | — | Pirate, Ranger | Dexterity, Endurance | Food, rare specimens | -| Salvaging | Recovering usable materials from wreckage and ruins | Active | 100 | No | — | Pirate, Rogue | Strength, Intelligence | Ship materials, rare finds | -| Treasure Hunting | Identifying hidden caches, reading environmental clues, deciphering maps | Active | 100 | No | — | Rogue, Ranger | Intelligence, Dexterity | Hidden rewards, rare items | -| Archaeology | Excavating, analyzing, and documenting ruin sites | Active | 100 | No | — | Gnome Engineer, Mage | Intelligence | Relic access, lore unlock | -| Lumber Harvesting | Felling and processing timber for shipbuilding and construction | Active | 100 | No | — | Ranger, Fighter | Strength | Shipbuilding materials | -| Coral Diving | Underwater harvesting of reef materials and sunken relic recovery | Active | 100 | No | — | Pirate, Ranger | Dexterity, Endurance | Rare sea materials | -| Ancient Recovery | Identifying and extracting technology from pre-Fracturing sites | Active | 100 | No (quest-locked) | Archaeology 40 | Gnome Engineer | Intelligence, Willpower | Ancient tech, rare crafting | - ---- - -## Naval Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Navigation | Chart routes, read sea conditions, identify hazards and anomalies | Active/Passive | 100 | No | — | Pirate, Ranger | Intelligence, Dexterity | Route access, exploration | -| Sailing | Ship speed management, wind reading, course control | Active/Passive | 100 | No | — | Pirate, any crew role | Dexterity, Endurance | Core naval movement | -| Cannon Operation | Aiming, loading, firing, and maintenance of ship armament | Active | 100 | No | — | Pirate, Fighter, Dwarf Defender | Strength, Dexterity | Naval combat offense | -| Harpoon Mastery | Ranged harpoon use, creature control, boarding utility | Active | 100 | No | — | Pirate, Ranger | Strength, Dexterity | Naval control, hunting | -| Ship Repair | Hull assessment and field repair under combat or storm conditions | Active | 100 | No | — | Pirate, Dwarf Defender | Strength, Intelligence | Naval survival | -| Reef Navigation | Navigating shallow, broken, and reef-hazard sea terrain | Active/Passive | 75 | No | Navigation 25 | Pirate, Ranger | Intelligence, Dexterity | Shattered Reefs access | -| Storm Survival | Keeping crew and vessel functional in severe weather conditions | Active/Passive | 100 | No | — | Pirate, Ranger | Endurance, Willpower | Dangerous sea survival | -| Smuggling | Contraband movement, hidden route access, black market networks | Active | 100 | No (faction/discovery) | — | Rogue, Pirate | Dexterity, Intelligence | Economy, covert operations | -| Boarding Combat | Coordinated assault across ship gunwales and enemy decks | Active | 100 | No | Swordsmanship 20 | Pirate, Fighter | Strength, Dexterity | Naval offense, raiding | - ---- - -## Social & Political Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Leadership | Command authority, crew morale, expedition direction | Active/Passive | 100 | No | — | Knight, Paladin, Pirate | Willpower | Group effectiveness, political access | -| Diplomacy | Faction reputation management, negotiation, peace-brokering | Active | 100 | No | — | All Human classes | Intelligence, Willpower | Cross-faction access | -| Merchant Negotiation | Trade pricing, contract terms, market leverage | Active | 100 | No | — | Rogue, Pirate | Intelligence | Economy, trade influence | -| Intimidation | Force-based social leverage, information extraction, submission | Active | 100 | No | — | Fighter, Pirate | Strength, Willpower | Non-combat pressure | -| Espionage | Infiltration, information gathering, covert network management | Active | 100 | No (faction/quest) | — | Rogue | Dexterity, Intelligence | Covert political operations | -| Faction Influence | Building sustained standing with specific factions | Passive | 100 | No | Diplomacy 20 | All | Willpower | Long-term faction access | -| Governance | Administrative authority, law enforcement, regional management | Active | 100 | No (political tier) | Leadership 50 | Knight, Paladin, Human classes | Intelligence, Willpower | Political endgame | -| Trade Negotiation | Bulk trade pricing, exclusive contracts, supply agreements | Active | 100 | No | Merchant Negotiation 25 | Pirate, Rogue | Intelligence | Economy, supply chains | - ---- - -## Forbidden Skills - -Forbidden skills carry real consequences. They are not simply power — they are choices that change what the player is and how the world responds to them. - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | How Unlocked | Risk | -| --- | --- | --- | --- | --- | --- | --- | --- | -| Veil Attunement | Manipulating dimensional corruption energy for active effects | Active | 100 | No | — | Specific quest event or forbidden trainer | Corruption buildup per use | -| Curse Mastery | Applying and extending curse effects on targets and environments | Active | 100 | No | Veil Attunement 30 | Thornbound Circles (forbidden path) or ruin discovery | Corruption buildup, faction hostility | -| Dimensional Resonance | Interacting with and stabilizing or destabilizing dimensional anomalies | Active | 100 | No | — | Tempest Accord deep research or ruin discovery | Anomaly exposure, instability risk | -| Corruption Resistance | Resisting, absorbing, and recovering from Veil exposure | Passive | 100 | No | — | Paladin training line or specific quest | Diminishing returns at extreme levels | -| Forbidden Rituals | Performing dangerous ancient rites from pre-Fracturing knowledge | Active | 75 | No | Veil Attunement 50 | Lost ruins, forbidden archives, hidden teachers | Severe corruption, faction consequences | - -### Forbidden Skill Mechanics - -- **Corruption** builds with every use of Veil Attunement, Curse Mastery, and Forbidden Rituals -- At low corruption: minor visual changes, some faction suspicion -- At moderate corruption: debuffs, NPC reactions, faction standing penalties with aligned factions -- At high corruption: character becomes recognizable as Veil-touched; certain regions become hostile; new Veil-faction interactions open -- **Cleansing** requires ritual investment or Paladin assistance -- Forbidden skills represent the deepest player identity statement in the game — choosing them is choosing consequence - ---- - -## Skill Learning System - -### How Players Learn Skills - -| Method | Description | Access | Examples | -| --- | --- | --- | --- | -| Racial auto-grant | Skills given to all members of a race at character creation | Automatic | Dwarves receive Mining basics; Elves receive Ward Attunement awareness | -| Class auto-grant | Skills assigned at class selection | Automatic | Fighter receives Swordsmanship; Pirate receives Sailing and Navigation | -| Trainers | NPCs who teach skills in exchange for currency, faction standing, or proof of readiness | Trainer locations | Swordsmanship trainers in barracks; Alchemy trainers in faction labs | -| Books and Scrolls | Rare items that grant skill XP or unlock tiers | Loot, trade, discovery | Lost navigational texts advance Reef Navigation; ancient scrollbooks unlock Forbidden Rituals | -| Relics | Pre-Fracturing artifacts that contain encoded knowledge | Archaeology, Relic Restoration | A recovered resonator grants Dimensional Resonance basics | -| Faction reputation | Skills available only to characters with sufficient faction standing | Earned through faction play | Free Reef Corsairs unlock Smuggling; Tempest Accord unlocks advanced Dimensional Resonance | -| Quest events | Story-triggered skill unlocks tied to specific narrative moments | Quest completion | Completing the Witchwood corruption chain unlocks Veil Attunement | -| Discovery | Exploring hidden locations or deciphering forgotten knowledge | Exploration | Finding a hidden underground forge unlocks advanced Blacksmithing tier | -| Experimentation | Combining skills or using them in unusual ways may trigger new unlock opportunities | Active play | High Alchemy + Relic Restoration + specific ruin event unlocks Ancient Recovery | -| World events | Seasonal or dynamic events create temporary skill-learning windows | Participation | Storm season events accelerate Storm Survival and unlock special navigation skills | - -### Access Restrictions - -Not all skills are available to all players. Some require: - -| Restriction Type | Example | -| --- | --- | -| Faction loyalty | Smuggling requires positive Free Reef Corsairs standing | -| Political standing | Governance requires Leadership 50 and a political appointment | -| Rare discovery | Ancient Recovery requires a specific deep-ruin exploration event | -| Dangerous corruption | Forbidden Rituals requires Veil Attunement 50 and accepted corruption risk | -| Hidden trainers | Veil Attunement can be learned from a hidden trainer in corrupted ruins | -| Lost ruins | Some relic-based skills exist only in a single location in the world | - -This creates natural differentiation between player characters — two players of the same race and class can have dramatically different skill profiles based on what they pursued, who they aligned with, and what they discovered. - ---- - -## Skill Profiles - -Skill Profiles are Atavism X 9 configuration templates that govern how each skill category behaves in terms of XP curves, mastery pacing, and specialization design. - -### Combat Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Moderate initial gain, steepening mid-tier | Early combat is accessible; deep mastery requires real investment | -| Tier Gates | Levels 25, 50, 75, 100 | Each gate requires trainer investment or narrative unlock | -| Mastery Pacing | 200–400 combat encounters per tier | Organic progression through real play | -| Specialization Pacing | Accessible at level 25; deep specialization at 75+ | Players can feel specialized without requiring years of grinding | -| Usage Progression | Every relevant combat action contributes | Swordsmanship advances through sword use, not generic combat XP | - -### Crafting Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Linear early, material-gated mid-tier | Access to rare materials is the real limiter, not time | -| Tier Gates | Levels 20, 40, 60, 80, 100 | Each requires new recipes, trainers, or materials | -| Mastery Pacing | Production volume drives advancement | High-volume crafters advance faster; quality crafting gives bonus XP | -| Specialization Pacing | Sub-specializations unlock at level 40 | Players commit to weapon smithing vs. armor smithing at meaningful depth | -| Usage Progression | Every crafted item contributes | Failed crafts contribute reduced XP; exceptional crafts give bonus XP | - -### Gathering Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Fast early, discovery-gated late | Finding new node types and locations drives advancement | -| Tier Gates | Levels 20, 50, 80 | Mid-tier requires new region access; late-tier requires ruin exploration | -| Mastery Pacing | Discovery events and volume both contribute | Explorers advance through finding new sites; dedicated gatherers through volume | -| Specialization Pacing | Location-based specialization unlocks at level 30 | Deep-sea fishing vs. freshwater; surface mining vs. underground excavation | -| Usage Progression | Node interaction drives XP | Rare node types yield bonus XP | - -### Naval Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Steep early, plateau-breakers from dangerous voyages | Dangerous routes and combat encounters create the biggest advancement windows | -| Tier Gates | Levels 25, 50, 75 | Mid-tier requires storm encounters or deep-sea voyages | -| Mastery Pacing | Voyage frequency + difficulty both matter | Safe coastal sailing advances slowly; storm-season deep routes advance quickly | -| Specialization Pacing | Naval specialization unlocks at level 30 | Combat navigation vs. exploration navigation vs. trade route optimization | -| Usage Progression | Time at sea, encounters, and successful objectives all contribute | Failed voyages still advance skills — experience earned the hard way | - -### Political Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Interaction-based, milestone-heavy | Social skills advance through meaningful events, not repetitive grinding | -| Tier Gates | Levels 20, 40, 60, 80 | Each tier requires faction standing milestones, not just XP | -| Mastery Pacing | Narrative events and sustained faction engagement | A player who actively participates in faction politics advances faster | -| Specialization Pacing | Political specialization unlocks at level 40 | Governance path vs. espionage path vs. merchant trade path | -| Usage Progression | Every significant interaction contributes | Routine trade gives minimal XP; major negotiations, faction events, and political crises give substantial XP | - -### Forbidden Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Slow and risk-gated | Every advance costs corruption; progress demands commitment | -| Tier Gates | Levels 20, 40, 60, 80 | Each tier requires new corruption tolerance or ritual cleansing events | -| Mastery Pacing | Deliberate and consequence-bearing | Forbidden skills are never casually maxed; every tier is a meaningful choice | -| Specialization Pacing | Full specialization requires long commitment | Deep Forbidden specialists are rare and recognizable | -| Usage Progression | Every use advances AND costs | This is the only skill category where advancement has a built-in cost | - ---- - -## Long-Term Skill Identity - -Over time, a player's skill profile becomes their signature in the world: - -- A character with maxed Navigation, Reef Navigation, and Storm Survival is known as a legendary navigator before any title confirms it -- A character with maxed Blacksmithing and Relic Restoration becomes the person factions seek for ancient systems -- A character with maxed Veil Attunement and Curse Mastery carries visible corruption markers that NPCs and other players recognize -- A character with maxed Diplomacy, Leadership, and Governance moves in political circles that most players never reach - -Skills are not a mechanical grind system. They are a long-term journal of what the player chose to become. - -> See also: [Mastery & Progression] (./mastery_progression.md) for detailed treatment of skill mastery, hidden ability unlocks, and world reputation effects. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: Start with this page. -- Next: [Skills & Progression] (skills_and_progression.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/abilities_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Abilities System - ---- - -# Abilities System -## Overview - -Abilities are the active and passive expressions of a player's skill investment. Where skills define *what a player has learned*, abilities define *what a player can do*. Every ability is unlocked through a specific skill at a specific level threshold. Abilities apply effects. Effects change gameplay. - -The Abilities System is where identity becomes action. - -This document defines all ability types, their structures, the full ability catalog organized by skill category, and the design principles that make abilities feel meaningful in the world of Mystical Isles. - ---- - -## Related Documents - -- [Skills System] (./skills_system.md) -- [Effects System] (./effects_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Starting Character Templates] (./starting_templates.md) -- [Races & Classes] (./races_and_classes.md) - ---- - -## Core Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Abilities express identity | What abilities a player has reveals what they are, not just what they can do | -| Abilities connect to world systems | Combat abilities affect politics; naval abilities affect exploration; crafting abilities affect economy | -| Abilities are earned | No ability is available at character creation without context — each is a reward for investment | -| Abilities have narrative weight | Master-tier abilities change how the world reacts to the character who has them | -| Abilities enable cooperation | Specialized abilities create natural player cooperation — you need what someone else has | - ---- - -## Ability Types - -| Type | Description | Examples | -| --- | --- | --- | -| Active | Deliberately triggered by the player; has a cost, cooldown, or cast time | Shield Bash, Stormcall, Boarding Strike | -| Passive | Always active once unlocked; no trigger required | Duelist's Resolve, Relic Sensitivity, Storm Instinct | -| Toggle | Switched between on/off states; may drain resources while active | Stealth Mode, Berserker Stance, Ward Aura | -| Channeling | Sustained cast requiring continuous input to maintain | Veil Drain, Dimensional Anchor, Harpoon Hold | -| Naval | Active during ship-based gameplay; tied to naval skill | Full Sail, Broadside, Emergency Patch | -| Ritual | Long-cast ceremony abilities that alter world states or apply major effects | Consecrate Ground, Veil Seal, Storm Binding | -| Crafting | Abilities that modify crafting outcomes or unlock special production | Masterwork Attempt, Rune Infusion, Salvage Insight | -| Leadership | Abilities that affect group members, crews, or commanded units | Rally, Commander's Presence, Crew Discipline | -| Exploration | Abilities that alter traversal, detection, or site interaction | Relic Scan, Hazard Sense, Ward Read | - ---- - -## Ability Structure (Atavism X 9) - -Each ability in Atavism X 9 has the following definition fields: - -| Field | Description | -| --- | --- | -| Name | Unique identifier | -| Description | What the ability does in plain language | -| Ability Type | Active / Passive / Toggle / Channeling / Naval / Ritual / Crafting / Leadership / Exploration | -| Resource Cost | Stamina, Mana, Corruption, or none | -| Cooldown | Seconds before reuse | -| Cast Time | Seconds before activation; 0 = instant | -| Range | Distance to valid target in meters; 0 = self | -| Target Type | Self, Single Enemy, Single Ally, Area, Ship, Object, World | -| Required Skill | Skill that gates this ability | -| Skill Level Requirement | Minimum skill level to unlock | -| Effects Applied | List of effects triggered on use | -| Animation Type | Attack, Cast, Channel, Ceremony, Passive | -| Audio Type | Weapon impact, spell cast, environment, leadership shout | -| Visual FX | Particle, glow, beam, aura, weather, none | -| Gameplay Role | What role this ability fills in the player's toolkit | - ---- - -## Combat Abilities - -### Swordsmanship Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Precision Thrust | Active | 15 Stamina | 3s | 0.5s | Melee | 5 | Pierce Damage (High), Armor Ignore | Single-target precision strike | -| Parry Stance | Toggle | 10 Stamina/s | — | 0 | Self | 10 | Parry Buff, Counter Window | Defensive posture for melee | -| Riposte | Active | 20 Stamina | 6s | 0 | Melee | 15 | Slash Damage, Speed Debuff on target | Counter-strike after successful parry | -| Blade Whirlwind | Active | 35 Stamina | 12s | 0.5s | 3m radius | 25 | Slash Damage (multi-target), Balance Debuff | Group melee suppression | -| Duelist's Focus | Passive | — | — | — | Self | 35 | Crit Chance +10%, Parry +15% | Sustained single-combat excellence | -| Vital Strike | Active | 40 Stamina | 20s | 1s | Melee | 50 | Slash Damage (critical), Bleeding Effect | Decisive single-target damage | -| Grand Master's Edge | Passive | — | — | — | Self | 100 | Parry ×2, Counter Max Damage, Evasion Negate on target | Pinnacle swordsmanship mastery | - ---- - -### Shield Mastery Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Shield Bash | Active | 20 Stamina | 8s | 0 | Melee | 5 | Stun (2s), Cast Interrupt, Crush Damage (low) | Interrupt, gap opener | -| Cover Ally | Active | 15 Stamina | 5s | 0 | 5m | 15 | Redirect Damage (partial), Taunt | Group protection | -| Shield Wall | Toggle | 20 Stamina/s | — | 0 | Self | 25 | Physical Defense +50%, Movement Speed -30% | Frontline anchor | -| Fortress Stance | Active | 30 Stamina | 30s | 0.5s | Self | 50 | Immovable (10s), Defense Max, Reflect Damage | Unmovable defensive posture | -| Counter Shield | Passive | — | — | — | Self | 35 | After block: instant Crush Damage counter | Passive counter-attack on block | -| Rally Point | Active | 50 Stamina | 60s | 1s | 15m | 75 | Defense Aura for group, Morale Buff | Group defensive anchor | - ---- - -### Archery Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Pinning Shot | Active | 20 Stamina | 8s | 0.5s | 40m | 5 | Pierce Damage, Root (3s) | Range control, immobilization | -| Eagle Eye | Toggle | 10 Stamina/s | — | 0 | Self | 15 | Range +30%, Accuracy +20%, Movement Speed -50% | Long-range precision mode | -| Volley | Active | 40 Stamina | 15s | 1s | 30m radius | 25 | Pierce Damage (area, low per arrow) | Group suppression | -| Splitting Arrow | Active | 25 Stamina | 10s | 0.5s | 50m | 35 | Pierce Damage (3 targets in line) | Line-clearing shot | -| Hunter's Mark | Active | 10 Stamina | 20s | 0 | 60m | 50 | Target Visibility, Tracking Buff, Damage Taken +15% | Coordination and group damage amplification | -| Windreader Shot | Passive | — | — | — | Self | 75 | Wind Penalty Removed, Range +20% | Navigation of difficult conditions | - ---- - -### Firearms Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Warning Shot | Active | 15 Stamina | 5s | 0 | 30m | 5 | Fear (brief), Panic Debuff | Crowd control opener | -| Deadeye | Active | 30 Stamina | 12s | 1s (aim) | 60m | 15 | Pierce Damage (very high), Armor Ignore | Long-range single-target elimination | -| Scatter Shot | Active | 35 Stamina | 15s | 0.5s | 15m cone | 25 | Pierce Damage (area, moderate) | Close-range suppression | -| Powder Keg Throw | Active | 40 Stamina | 30s | 1s | 25m | 35 | Fire Damage (area), Root | Area denial | -| Overwatch | Toggle | 20 Stamina/s | — | 0 | Self + 60m | 50 | Auto-fire on moving targets, Interrupt on cast | Battlefield control mode | -| Detonation Expertise | Passive | — | — | — | Self | 75 | Explosive ability damage +25%, Reload Speed +30% | Explosive and firearm optimization | - ---- - -### Elemental Magic Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Force Bolt | Active | 20 Mana | 3s | 0.5s | 40m | 5 | Arcane Damage (moderate) | Reliable ranged damage | -| Frost Shards | Active | 25 Mana | 6s | 0.5s | 35m | 10 | Frost Damage, Slow (30%, 5s) | Kiting tool | -| Fireball | Active | 40 Mana | 10s | 1.5s | 50m | 20 | Fire Damage (area), Burning Effect | Area damage | -| Chain Lightning | Active | 50 Mana | 15s | 1s | 40m | 30 | Arcane Damage (bounces up to 5 targets) | Multi-target offense | -| Frost Prison | Active | 60 Mana | 25s | 2s | 30m | 45 | Frost Damage, Root (8s), Vulnerability to Damage | Hard crowd control | -| Stormcall | Ritual | 150 Mana | 120s | 5s | Regional | 75 | Storm Weather (10 min), Lightning Strikes (random area), Navigation Penalty for others | Environmental manipulation | -| Rift Tear | Active | 100 Mana | 60s | 3s | 20m | 90 | Dimensional Damage (extreme), AoE Knockback, Anomaly spawned | Pinnacle magical offense | - ---- - -### Ward Magic Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Ward Barrier | Active | 30 Mana | 20s | 1s | 10m | 10 | Magic Resistance Buff (group), Veil Damage Reduction | Group anti-Veil defense | -| Purge Corruption | Active | 40 Mana | 30s | 2s | 8m | 20 | Corruption Removal (target), Brief Stun to Veil creatures | Cleanse and anti-Veil | -| Aetheric Anchor | Active | 60 Mana | 45s | 2s | 5m | 35 | Root (Veil creatures, 10s), Ward Stability in area | Veil creature control | -| Ward Pulse | Active | 80 Mana | 60s | 3s | 20m radius | 50 | Veil Damage (area), Corruption Clear (allies), Reveal Hidden | Anti-Veil area clear | -| Sacred Ground | Ritual | 150 Mana | 300s | 10s | 15m radius | 75 | Veil Resistance Aura, Health Regen (allies), Veil Creatures Weakened | Major defensive ritual | - ---- - -### Stealth Combat Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Shadow Step | Active | 25 Stamina | 12s | 0 | 15m | 10 | Teleport to shadow point, brief Stealth | Repositioning | -| Ambush Strike | Active | 35 Stamina | 10s | 0 | Melee | 20 | Slash Damage (×3 from stealth), Bleed | Burst opener from stealth | -| Poison Blade | Toggle | 5 Stamina/s | — | 0 | Self | 30 | Adds Poison Effect to melee attacks | Sustained damage over time | -| Vanish | Active | 50 Stamina | 60s | 0 | Self | 50 | Full Stealth (8s), Movement Speed +20% | Emergency escape | -| Death Mark | Active | 40 Stamina | 45s | 0 | 30m | 65 | Target revealed, Damage Taken +30%, Cannot hide | Priority target designation | -| Shadow Clone | Active | 80 Stamina | 120s | 1s | Self | 85 | Decoy created (lasts 15s), Stealth for caster | Distraction and evasion | - ---- - -## Naval Abilities - -### Navigation Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Chart Course | Active | 10 Stamina | 60s | 2s | — | 5 | Route Visualization, Hazard Warning | Navigation aid | -| Hazard Read | Passive | — | — | — | Self | 15 | Reef and Shoal warning detection radius +100% | Passive navigation safety | -| Deep Route Memory | Passive | — | — | — | Self | 35 | Access to charted deep routes in Memory Map | Long-term navigation asset | -| Anomaly Detection | Active | 20 Mana | 30s | 1s | 500m | 50 | Detect Dimensional Anomaly, Ward Resonance | Exploration navigation | -| Current Mastery | Passive | — | — | — | Self | 75 | Speed +15% using ocean currents, Fuel Cost Reduced | Long-range efficiency | - ---- - -### Sailing Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Full Sail | Active | 20 Stamina | 30s | 1s | Ship | 5 | Ship Speed +40% (30s), Maneuver Penalty | Sprint mode for ships | -| Wind Reading | Passive | — | — | — | Ship | 15 | Wind Bonus automatically applied to speed | Passive sailing efficiency | -| Hard Turn | Active | 30 Stamina | 20s | 0 | Ship | 25 | Sharp Maneuver, Heel Avoidance | Combat evasion maneuver | -| Storm Sailing | Active | 40 Stamina | 60s | 0 | Ship | 50 | Storm Damage Reduction +50%, Speed Maintained | Storm navigation | -| Ghost Wind | Active | 60 Stamina | 120s | 2s | Ship | 75 | Speed +100% (15s), Visibility Reduced for others | High-speed burst move | - ---- - -### Cannon Operation Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Focused Volley | Active | 30 Stamina | 15s | 1s (aim) | 300m | 10 | Crush Damage (ship), Hull Breach Chance | Naval offense | -| Chain Shot | Active | 35 Stamina | 20s | 1s | 250m | 20 | Rigging Damage, Sail Slow Effect | Rigging destruction | -| Broadside | Active | 80 Stamina | 45s | 0 | Ship arc | 35 | Crush Damage (all targets in arc, moderate) | Fleet engagement | -| Heated Shot | Active | 50 Stamina | 30s | 1.5s | 300m | 50 | Fire Damage, Burning Hull Effect, Crew Damage | Fire warfare | -| Dead Eye Gunner | Passive | — | — | — | Self | 75 | Cannon Accuracy +30%, Reload Time -25% | Elite gunnery mastery | - ---- - -### Boarding Combat Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Boarding Strike | Active | 30 Stamina | 20s | 0.5s | 15m (ship gap) | 10 | Leap to enemy ship, Crush Damage on landing, Fear (1s) | Naval combat opener | -| Grappling Hook | Active | 20 Stamina | 15s | 0.5s | 20m | 5 | Ship Tether (prevents escape), Assists Boarding | Tactical setup | -| Deck Sweep | Active | 40 Stamina | 15s | 0 | 5m radius | 25 | Slash Damage (multiple targets), Knockback | Boarder crowd control | -| Hold the Deck | Toggle | 15 Stamina/s | — | 0 | Self | 35 | Defense +40%, Cannot be boarded-thrown | Defensive boarding hold | -| Captain's Challenge | Active | 50 Stamina | 120s | 0 | Ship | 65 | Fear (enemy crew, 5s), Morale Break, Taunt captain | Naval duel opener | - ---- - -## Crafting Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Masterwork Attempt | Active | 50 Stamina | 30 min | 10s | Any Crafting | 50 | Quality Upgrade Chance, Rare Trait Roll | Superior item production | -| Salvage Insight | Passive | — | — | — | Salvaging | 25 | Additional material yield +30% from salvage | Efficiency gatherer | -| Rune Infusion | Active | 40 Mana | 60s | 5s | Enchanting | 35 | Enchant Applied, Stat Enhancement | Item enchantment | -| Ward Forge | Active | 60 Mana | 120s | 30s | Blacksmithing 50 + Ward Magic 25 | 50 | Ward Property Added to weapon/armor | Anti-Veil equipment crafting | -| Relic Attune | Active | 80 Mana | 300s | 60s | Relic Restoration | 50 | Relic Activated, Relic Ability Unlocked | Ancient technology access | -| Recipe Discovery | Passive | — | — | — | Any Crafting | 40 | Chance to discover hidden recipe on craft | Content unlock through mastery | - ---- - -## Exploration Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Relic Scan | Active | 20 Mana | 30s | 2s | Archaeology | 15 | Detect Relics and ancient sites in 200m radius | Exploration navigation | -| Hazard Sense | Passive | — | — | — | Survival | 20 | Environmental hazard warning, trap detection | Survival exploration | -| Ward Read | Active | 15 Mana | 20s | 1s | Relic Detection | 25 | Identify Ward function state and damage level | Ward interaction | -| Ancient Sight | Active | 30 Mana | 60s | 3s | Archaeology 50 | 50 | Visualize original pre-Fracturing layout of ruins | Exploration navigation | -| Veil Sight | Active | 40 Mana | 45s | 2s | Veil Attunement 20 | 20 | Reveal Veil corruption, hidden Veil creatures, dimensional weaknesses | Corruption detection | -| Treasure Sense | Passive | — | — | — | Treasure Hunting | 30 | Detection radius for hidden caches +100% | Passive exploration bonus | - ---- - -## Leadership Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Rally | Active | 40 Stamina | 30s | 0 | Leadership | 10 | Morale Buff (group), Fear Immunity (10s) | Emergency group leadership | -| Commander's Presence | Passive | — | — | — | Leadership | 25 | Group XP Bonus +10%, Group Morale Sustained | Passive group benefit | -| Crew Discipline | Active | 30 Stamina | 60s | 1s | Leadership | 35 | Crew Efficiency +30%, Crew Morale Reset | Naval crew management | -| Inspiring Speech | Ritual | 60 Stamina | 600s | 30s | Leadership 50 + Diplomacy 25 | 50 | Group Buff Suite (speed, damage, morale) | Pre-engagement group buff | -| Warlord's Authority | Active | 80 Stamina | 300s | 2s | Leadership | 75 | Enemy Morale Break (area), Allied Damage +20% (30s) | Major battle leadership | -| Faction Address | Ritual | 100 Stamina | 3600s | 120s | Governance 30 | 60 | Faction Standing Gain (all present), Political Event Trigger | Political leadership | - ---- - -## Social & Forbidden Abilities - -### Social Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Hard Bargain | Active | 20 Stamina | 120s | 0 | Merchant Negotiation | 15 | Trade Price Reduction (session), Contract Bonus | Economic leverage | -| Silver Tongue | Active | 15 Stamina | 60s | 0 | Diplomacy | 20 | NPC Disposition Buff, Faction Check Bonus | Social navigation | -| Intimidate | Active | 25 Stamina | 30s | 0 | Intimidation | 10 | Fear (NPC), Information Extract, Surrender Chance | Non-combat pressure | -| Deep Cover | Toggle | 30 Stamina/s | — | 2s | Espionage | 35 | Faction disguise active, NPC faction affiliation change | Infiltration | -| Blackmail File | Active | — | 3600s | 10s | Espionage | 50 | NPC Compliance Forced (1 use), Political Consequence | Covert leverage | - -### Forbidden Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Veil Drain | Channeling | 10 Corruption/s | — | 0 | Veil Attunement | 20 | Veil Corruption Damage (target), Mana Restore (self) | Drain and damage | -| Curse Brand | Active | 50 Mana + 20 Corruption | 60s | 2s | Curse Mastery | 20 | Curse Effect (target), Debuff Stack, Duration extension | Persistent debuff | -| Dimensional Rift | Active | 80 Mana + 30 Corruption | 120s | 3s | Dimensional Resonance | 35 | Anomaly spawned, Area Damage, Navigation Disruption | Area denial, anomaly creation | -| Veil Siphon | Active | 60 Mana + 40 Corruption | 90s | 2s | Veil Attunement | 50 | Corruption Transfer to target, Self-Cleanse (partial) | Corruption manipulation | -| Forbidden Rite | Ritual | 200 Mana + 100 Corruption | 24h | 600s | Forbidden Rituals | 50 | Major World Effect (area), Faction Consequence, Corruption Surge | Extreme, world-impacting event | -| Corruption Aura | Toggle | 30 Corruption/min | — | 0 | Curse Mastery | 75 | AoE Corruption Buildup on nearby enemies, Fear (Corruption-weak targets) | Area presence ability | - ---- - -## Example Ability Detail Profiles - -### Shield Bash (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Shield Bash | -| Description | The defender drives their shield forward with full force, interrupting any ongoing ability and briefly stunning the target | -| Ability Type | Active | -| Resource Cost | 20 Stamina | -| Cooldown | 8 seconds | -| Cast Time | Instant (0s) | -| Range | Melee (2m) | -| Target Type | Single Enemy | -| Required Skill | Shield Mastery | -| Skill Level Requirement | 5 | -| Effects Applied | Stun (2s), Cast Interrupt, Crush Damage (low) | -| Animation Type | Weapon attack (shield forward) | -| Audio Type | Heavy impact — metal on body | -| Visual FX | Shield glow on impact, brief ring of stunned sparks | -| Gameplay Role | Interrupt tool and gap opener — prevents enemy casts and creates offensive window | - ---- - -### Boarding Strike (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Boarding Strike | -| Description | The attacker launches across the gap between ships, slamming down on the enemy deck with enough force to scatter nearby crew | -| Ability Type | Active | -| Resource Cost | 30 Stamina | -| Cooldown | 20 seconds | -| Cast Time | 0.5s (leap animation) | -| Range | 15m (ship gap) | -| Target Type | Enemy Ship Deck (area) | -| Required Skill | Boarding Combat | -| Skill Level Requirement | 10 | -| Effects Applied | Crush Damage on landing, Fear (1s, nearby enemies) | -| Animation Type | Leap with landing impact | -| Audio Type | Wind during leap, heavy deck impact | -| Visual FX | Wake trail during leap, dust/debris ring on landing | -| Gameplay Role | Naval combat opener — initiates boarding engagement and creates immediate pressure on enemy deck | - ---- - -### Veil Sight (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Veil Sight | -| Description | The caster briefly attunes their perception to dimensional fracture energy, revealing corruption presence, hidden Veil creatures, and dimensional weak points | -| Ability Type | Active | -| Resource Cost | 40 Mana | -| Cooldown | 45 seconds | -| Cast Time | 2 seconds | -| Range | 100m radius (self) | -| Target Type | Self (area reveal) | -| Required Skill | Veil Attunement | -| Skill Level Requirement | 20 | -| Effects Applied | Visibility Reveal (Veil entities), Corruption Mapping, Weak Point Reveal | -| Animation Type | Eye glow, brief distortion in view | -| Audio Type | Low dimensional resonance hum | -| Visual FX | Purple-violet haze on revealed targets, corruption areas highlighted in overlay | -| Gameplay Role | Exploration and combat scouting — essential for navigating corrupted ruins and Veil-heavy zones | - ---- - -### Stormcall (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Stormcall | -| Description | The caster channels atmospheric energy into a localized storm system, disrupting navigation, suppressing enemies, and creating lightning strike hazards across a wide area | -| Ability Type | Ritual | -| Resource Cost | 150 Mana | -| Cooldown | 120 seconds | -| Cast Time | 5 seconds | -| Range | Regional (2km radius from cast location) | -| Target Type | World (area) | -| Required Skill | Elemental Magic | -| Skill Level Requirement | 75 | -| Effects Applied | Storm Weather (10 min), Random Lightning Strikes (area), Navigation Penalty (-50% for those without Storm Survival), Visibility Reduction | -| Animation Type | Long sky-cast with atmospheric visual buildup | -| Audio Type | Building wind, thunder, cracking lightning | -| Visual FX | Sky darkens, clouds form rapidly, lightning flashes, rain begins | -| Gameplay Role | Battlefield control and area denial at massive scale — creates chaos that skilled sailors and defenders can exploit | - ---- - -### Relic Scan (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Relic Scan | -| Description | The practitioner pulses an aetheric frequency that bounces off pre-Fracturing material signatures, detecting their location and approximate type | -| Ability Type | Active | -| Resource Cost | 20 Mana | -| Cooldown | 30 seconds | -| Cast Time | 2 seconds | -| Range | 200m radius (self) | -| Target Type | Self (detection radius) | -| Required Skill | Archaeology | -| Skill Level Requirement | 15 | -| Effects Applied | Relic Detection (radius), Ancient Site Reveal, Artifact Type Estimate | -| Animation Type | Brief energy pulse emanation | -| Audio Type | Soft resonance ping | -| Visual FX | Outward pulse ring, distant glows on detected objects | -| Gameplay Role | Exploration navigation — the core tool for relic hunters, guiding excavation priorities and hidden site discovery | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mastery & Progression] (mastery_progression.md) -- Next: [Abilities & Skill Trees] (abilities_and_skill_trees.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/build_object_templates.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Build Object Templates - ---- - -# Mystical Isles — Build Object Templates -This document provides detailed Atavism-ready build object template configurations for key structures in Mystical Isles. Each template can be entered directly into the Atavism Editor Build Object section. - ---- - -## Table of Contents - -1. [How to Read These Templates] (#how-to-read-these-templates) -2. [Housing Templates] (#housing-templates) -3. [Storage Templates] (#storage-templates) -4. [Defense Templates] (#defense-templates) -5. [Crafting Templates] (#crafting-templates) -6. [Resource Templates] (#resource-templates) -7. [NPC Service Templates] (#npc-service-templates) -8. [Mystical Object Templates] (#mystical-object-templates) -9. [Naval Templates] (#naval-templates) -10. [Political and Guild Templates] (#political-and-guild-templates) -11. [Related Documents] (#related-documents) - ---- - -## How to Read These Templates - -Each template entry uses Atavism Build Object field names. Fields are presented in the order they appear in the Atavism Editor. - -**Stage entries** are listed separately with their construction details. Build objects with multiple stages will have one entry per stage. - -**Prefab names** follow the convention: -- `BO_[ObjectName]_Stage[N]` — progress prefabs -- `BO_[ObjectName]_Damaged[Percent]` — damage state prefabs - ---- - -## Housing Templates - -### Small Wooden House - -``` -Name: Small Wooden House -Icon: icon_building_wooden_house -Skill: Carpentry -Skill Level Req: 5 -Category: Housing -Weapon Req: Hammer -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Residential Claim, City Plot -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Housing -Stage Number: 3 -Interaction Type: None -Health: 2500 -Loot Table: LT_ConstructionWood_Salvage -Loot Min Percentage: 30 -Loot Max Percentage: 60 - -Stage 1 — Foundation - Time to Build: 180 seconds - Time to Repair: 90 seconds - Health: 500 - Items Required: Timber x10, Nails x5 - Progress Prefab: BO_SmallWoodenHouse_Stage1 - Damage Prefab: BO_SmallWoodenHouse_Stage1_Damaged - -Stage 2 — Frame - Time to Build: 360 seconds - Time to Repair: 180 seconds - Health: 1200 - Items Required: Timber x20, Planks x15, Nails x20 - Progress Prefab: BO_SmallWoodenHouse_Stage2 - Damage Prefab: BO_SmallWoodenHouse_Stage2_Damaged - -Stage 3 — Finished House - Time to Build: 600 seconds - Time to Repair: 300 seconds - Health: 2500 - Items Required: Planks x25, Timber x10, Rope x5, Thatch x15 - Progress Prefab: BO_SmallWoodenHouse_Stage3 - Damage Prefab: BO_SmallWoodenHouse_Stage3_Damaged -``` - -**Purpose:** Basic solo or couple player home for Residential Claims or City Plots. Requires minimal skill. Foundation building block for new players establishing a home. - ---- - -### Stone Cottage - -``` -Name: Stone Cottage -Icon: icon_building_stone_cottage -Skill: Masonry -Skill Level Req: 15 -Category: Housing -Weapon Req: Mason's Hammer -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Residential Claim, City Plot, Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Housing -Stage Number: 3 -Interaction Type: None -Health: 4000 - -Stage 1 — Foundation - Time to Build: 240 seconds - Items Required: Stone Block x15, Mortar x10 - -Stage 2 — Walls - Time to Build: 600 seconds - Items Required: Stone Block x30, Mortar x20, Timber x10 - -Stage 3 — Complete - Time to Build: 900 seconds - Items Required: Stone Block x20, Mortar x10, Timber x15, Thatch x20 -``` - ---- - -### Guild Dormitory - -``` -Name: Guild Dormitory -Icon: icon_building_guild_dormitory -Skill: Carpentry -Skill Level Req: 10 -Category: Housing -Weapon Req: Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Housing -Stage Number: 3 -Interaction Type: None -Health: 3000 - -Stage 1 — Foundation - Time to Build: 300 seconds - Items Required: Timber x20, Stone Block x10 - -Stage 2 — Frame - Time to Build: 600 seconds - Items Required: Timber x30, Planks x25, Nails x30 - -Stage 3 — Complete - Time to Build: 900 seconds - Items Required: Planks x30, Timber x15, Thatch x20, Rope x10 -``` - ---- - -## Storage Templates - -### Wooden Chest - -``` -Name: Wooden Chest -Icon: icon_storage_wooden_chest -Skill: Carpentry -Skill Level Req: 1 -Category: Storage -Weapon Req: Hammer -Max Distance: 5 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Storage -Stage Number: 1 -Interaction Type: Chest -Health: 500 -Loot Table: LT_ConstructionWood_Salvage -Loot Min Percentage: 20 -Loot Max Percentage: 50 - -Stage 1 — Complete - Time to Build: 30 seconds - Time to Repair: 15 seconds - Health: 500 - Items Required: Planks x5, Nails x4, Hinge x2 - Progress Prefab: BO_WoodenChest_Stage1 - Damage Prefab: BO_WoodenChest_Stage1_Damaged -``` - ---- - -### Guild Vault - -``` -Name: Guild Vault -Icon: icon_storage_guild_vault -Skill: Architecture -Skill Level Req: 25 -Category: Storage -Weapon Req: Mason's Hammer -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Storage -Stage Number: 2 -Interaction Type: Chest -Health: 8000 -Loot Table: LT_ConstructionMixed_Salvage -Loot Min Percentage: 40 -Loot Max Percentage: 70 - -Stage 1 — Vault Base - Time to Build: 600 seconds - Items Required: Stone Block x30, Iron Ingot x20, Mortar x15 - -Stage 2 — Vault Complete - Time to Build: 900 seconds - Items Required: Stone Block x20, Iron Ingot x30, Steel Lock x4, Rune Fragment x2 -``` - ---- - -## Defense Templates - -### Stone Wall - -``` -Name: Stone Wall -Icon: icon_defense_stone_wall -Skill: Masonry -Skill Level Req: 15 -Category: Wall -Weapon Req: Mason's Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 2 -Interaction Type: None -Health: 6000 -Loot Table: LT_ConstructionStone_Salvage -Loot Min Percentage: 35 -Loot Max Percentage: 65 - -Stage 1 — Base Course - Time to Build: 300 seconds - Items Required: Stone Block x20, Mortar x15 - -Stage 2 — Complete Wall - Time to Build: 600 seconds - Items Required: Stone Block x25, Mortar x15 - Progress Prefab: BO_StoneWall_Stage2 - Damage Prefab: BO_StoneWall_Stage2_Damaged50, BO_StoneWall_Stage2_Damaged80 -``` - ---- - -### Reinforced Gate - -``` -Name: Reinforced Gate -Icon: icon_defense_reinforced_gate -Skill: Blacksmithing -Skill Level Req: 20 -Category: Gate -Weapon Req: Dwarven Forge Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 2 -Interaction Type: None -Health: 7000 - -Stage 1 — Gate Frame - Time to Build: 480 seconds - Items Required: Stone Block x15, Iron Ingot x20, Timber x10 - -Stage 2 — Complete Gate - Time to Build: 720 seconds - Items Required: Iron Ingot x30, Steel Bar x10, Stone Block x10, Hinge x4 -``` - ---- - -### Watchtower - -``` -Name: Watchtower -Icon: icon_defense_watchtower -Skill: Masonry -Skill Level Req: 20 -Category: Tower -Weapon Req: Mason's Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 3 -Interaction Type: None -Health: 8000 - -Stage 1 — Foundation - Time to Build: 300 seconds - Items Required: Stone Block x25, Mortar x20 - -Stage 2 — Tower Body - Time to Build: 600 seconds - Items Required: Stone Block x40, Mortar x25, Timber x10 - -Stage 3 — Battlements - Time to Build: 900 seconds - Items Required: Stone Block x20, Mortar x10, Timber x15, Iron Bar x8 -``` - ---- - -### Ballista Platform - -``` -Name: Ballista Platform -Icon: icon_defense_ballista -Skill: Siegecraft -Skill Level Req: 30 -Category: Defense -Weapon Req: Mason's Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Fortress Claim, Outpost Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Defense -Stage Number: 3 -Interaction Type: None -Health: 5000 - -Stage 1 — Platform Base - Time to Build: 600 seconds - Items Required: Stone Block x30, Timber x20, Iron Bar x10 - -Stage 2 — Ballista Frame - Time to Build: 900 seconds - Items Required: Timber x30, Iron Ingot x20, Rope x15 - -Stage 3 — Complete Ballista - Time to Build: 1200 seconds - Items Required: Iron Ingot x30, Steel Bar x15, Rope x20, Timber x10 -``` - ---- - -## Crafting Templates - -### Blacksmith Forge - -``` -Name: Blacksmith Forge -Icon: icon_crafting_forge -Skill: Blacksmithing -Skill Level Req: 10 -Category: Crafting Station -Weapon Req: Dwarven Forge Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Crafting Station -Stage Number: 2 -Interaction Type: None -Health: 3000 - -Stage 1 — Forge Base - Time to Build: 600 seconds - Items Required: Stone Block x20, Mortar x15, Iron Ingot x10 - -Stage 2 — Complete Forge - Time to Build: 900 seconds - Items Required: Stone Block x15, Iron Ingot x20, Forge Coal x10, Bellows x1 -``` - ---- - -### Enchanting Circle - -``` -Name: Enchanting Circle -Icon: icon_crafting_enchanting_circle -Skill: Enchanting -Skill Level Req: 15 -Category: Crafting Station -Weapon Req: Enchanting Focus -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Crafting Station -Stage Number: 2 -Interaction Type: Effect -Health: 2000 -Loot Table: LT_MysticalComponents_Salvage -Loot Min Percentage: 25 -Loot Max Percentage: 50 - -Stage 1 — Circle Foundation - Time to Build: 480 seconds - Items Required: Stone Block x10, Aether Shard x5, Rune Fragment x3 - -Stage 2 — Complete Circle - Time to Build: 900 seconds - Items Required: Aether Crystal x8, Rune Fragment x6, Silver Dust x4 -``` - ---- - -### Relic Restoration Table - -``` -Name: Relic Restoration Table -Icon: icon_crafting_relic_table -Skill: Relic Restoration -Skill Level Req: 25 -Category: Crafting Station -Weapon Req: Rune Tool -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Workshop Claim, Gnome Workshop Claim, Mystical Site Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Crafting Station -Stage Number: 2 -Interaction Type: None -Health: 2500 - -Stage 1 — Table Frame - Time to Build: 600 seconds - Items Required: Timber x10, Iron Bar x8, Rune Fragment x4 - -Stage 2 — Complete Table - Time to Build: 1200 seconds - Items Required: Timber x5, Iron Ingot x10, Aether Shard x6, Ancient Component x2 -``` - ---- - -## Resource Templates - -### Mine Entrance - -``` -Name: Mine Entrance -Icon: icon_resource_mine -Skill: Dwarven Stonework -Skill Level Req: 25 -Category: Resource Node -Weapon Req: Pickaxe -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Dwarven Hall Claim, Workshop Claim, Outpost Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Resource Node -Stage Number: 3 -Interaction Type: Resource -Health: 5000 -Loot Table: LT_Mining_Resource_Table -Loot Min Percentage: 40 -Loot Max Percentage: 70 - -Stage 1 — Shaft Entrance - Time to Build: 600 seconds - Items Required: Stone Block x20, Timber x15, Iron Bar x8 - -Stage 2 — Reinforced Entrance - Time to Build: 900 seconds - Items Required: Stone Block x20, Timber x20, Iron Ingot x15 - -Stage 3 — Operational Mine - Time to Build: 1800 seconds - Items Required: Stone Block x15, Iron Ingot x20, Timber x10, Rope x10, Lantern x2 - Progress Prefab: BO_MineEntrance_Stage3 - Damage Prefab: BO_MineEntrance_Stage3_Damaged -``` - -**Purpose:** Primary mineral and ore production node for claims. Requires Dwarven Stonework skill but yields a consistent stream of mining resources over time. - ---- - -### Small Farm Plot - -``` -Name: Small Farm Plot -Icon: icon_farm_plot -Skill: Farming -Skill Level Req: 1 -Category: Farm -Weapon Req: Shovel -Max Distance: 5 -Build Task Requires Player: true -Valid Claim Type: Farm Claim, Residential Claim, Tribal Camp Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: false -Repairable: false -Claim Object Category: Farm -Stage Number: 1 -Interaction Type: Resource -Health: 200 - -Stage 1 — Prepared Plot - Time to Build: 60 seconds - Items Required: Seeds x5, Water x2 -``` - ---- - -### Coral Harvester - -``` -Name: Coral Harvester -Icon: icon_resource_coral -Skill: Farming -Skill Level Req: 10 -Category: Resource Node -Weapon Req: None -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Dock Claim, Pirate Hideout Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: false -Repairable: true -Claim Object Category: Resource Node -Stage Number: 2 -Interaction Type: Resource -Health: 800 - -Stage 1 — Anchor Frame - Time to Build: 120 seconds - Items Required: Rope x6, Iron Ring x4 - -Stage 2 — Operational - Time to Build: 300 seconds - Items Required: Net x3, Rope x4, Coral Seed x2 -``` - ---- - -## NPC Service Templates - -### Merchant Stall - -``` -Name: Merchant Stall -Icon: icon_npc_merchant_stall -Skill: Carpentry -Skill Level Req: 10 -Category: Merchant -Weapon Req: Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: NPC Service -Stage Number: 1 -Interaction Type: NPC -NPC Spawned: Merchant_Player_Generic -Health: 1500 - -Stage 1 — Complete Stall - Time to Build: 300 seconds - Items Required: Timber x12, Planks x8, Canvas x4, Rope x3 -``` - ---- - -### Pirate Black Market Stall - -``` -Name: Black Market Stall -Icon: icon_npc_black_market -Skill: Pirate Construction -Skill Level Req: 15 -Category: Merchant -Weapon Req: Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Pirate Hideout Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: NPC Service -Stage Number: 1 -Interaction Type: NPC -NPC Spawned: NPC_BlackMarket_Merchant -Health: 1200 - -Stage 1 — Complete Stall - Time to Build: 240 seconds - Items Required: Timber x10, Canvas x3, Rope x4, Barrel x2 -``` - -**Purpose:** Spawns a Black Market Merchant NPC who trades in contraband, rare naval goods, stolen relics, and outlaw equipment. Only valid inside Pirate Hideout Claims. - ---- - -### Guard Barracks - -``` -Name: Guard Barracks -Icon: icon_npc_guard_barracks -Skill: Masonry -Skill Level Req: 15 -Category: NPC Service -Weapon Req: Mason's Hammer -Max Distance: 12 -Build Task Requires Player: true -Valid Claim Type: Any -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: NPC Service -Stage Number: 3 -Interaction Type: NPC -NPC Spawned: NPC_Guard_Player (x2 by default, configurable) -Health: 4000 - -Stage 1 — Foundation - Time to Build: 300 seconds - Items Required: Stone Block x15, Timber x10 - -Stage 2 — Walls - Time to Build: 600 seconds - Items Required: Stone Block x25, Timber x15, Mortar x15 - -Stage 3 — Complete - Time to Build: 900 seconds - Items Required: Stone Block x10, Timber x10, Iron Bar x8, Thatch x10 -``` - ---- - -## Mystical Object Templates - -### Ward Shrine - -``` -Name: Ward Shrine -Icon: icon_shrine_ward -Skill: Ward Construction -Skill Level Req: 20 -Category: Shrine -Weapon Req: Rune Tool -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim, City Plot, Guild Claim, Elven Grove Claim -Available as Item Only: false -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Shrine -Stage Number: 2 -Interaction Type: Effect -Effect Applied: Ward Protection Aura (reduces incoming Veil damage, resists corruption in claim radius) -Health: 3500 -Loot Table: LT_MysticalComponents_Salvage -Loot Min Percentage: 30 -Loot Max Percentage: 65 - -Stage 1 — Shrine Base - Time to Build: 600 seconds - Items Required: Stone Block x15, Aether Shard x6, Rune Fragment x4 - -Stage 2 — Complete Shrine - Time to Build: 1200 seconds - Items Required: Stone Block x10, Aether Crystal x8, Ward Essence x3, Silver Dust x4 - Progress Prefab: BO_WardShrine_Stage2 - Damage Prefab: BO_WardShrine_Stage2_Damaged -``` - -**Purpose:** Core mystical defense object. Applies a Ward Protection Aura that reduces Veil corruption within claim radius. May require maintenance with Ward Essence to stay active. - ---- - -### Veil Containment Stone - -``` -Name: Veil Containment Stone -Icon: icon_mystic_veil_stone -Skill: Ward Construction -Skill Level Req: 35 -Category: Mystic Object -Weapon Req: Rune Tool -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim -Available as Item Only: true -Build Solo: true -Fixed Time: true -Attackable: true -Repairable: true -Claim Object Category: Mystic Object -Stage Number: 1 -Interaction Type: Effect -Effect Applied: Veil Suppression Field (suppresses active Veil corruption events in a large radius) -Health: 4000 -Loot Table: LT_AncientRelics_Salvage -Loot Min Percentage: 50 -Loot Max Percentage: 80 - -Stage 1 — Complete - Time to Build: 3600 seconds - Items Required: Veil Containment Core x1 (rare quest item), Aether Crystal x12, Ward Essence x8, Rune Fragment x10 -``` - -**Purpose:** Suppresses active Veil corruption in the area. Rare and politically significant — a target for enemy factions. - ---- - -### Portal Anchor - -``` -Name: Portal Anchor -Icon: icon_portal_anchor -Skill: Relic Restoration -Skill Level Req: 40 -Category: Portal -Weapon Req: Rune Tool -Max Distance: 10 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim -Available as Item Only: true -Build Solo: false -Fixed Time: true -Attackable: true -Repairable: true -Claim Object Category: Portal -Stage Number: 3 -Interaction Type: Instance -Health: 5000 -Loot Table: LT_AncientRelics_Salvage -Loot Min Percentage: 50 -Loot Max Percentage: 75 - -Stage 1 — Anchor Foundation - Time to Build: 1800 seconds - Items Required: Ancient Stone Block x20, Rune Fragment x10, Iron Bar x15 - -Stage 2 — Portal Frame - Time to Build: 3600 seconds - Items Required: Ancient Component x10, Aether Crystal x15, Rune Fragment x15 - -Stage 3 — Calibrated Portal - Time to Build: 7200 seconds - Items Required: Portal Calibration Stone x1 (rare), Ancient Component x15, Aether Crystal x20, Ward Essence x10 -``` - -**Purpose:** Creates a permanent dimensional portal to a linked location. Extremely resource-intensive. Politically significant as a major travel node. - ---- - -### Ancient Power Node - -``` -Name: Ancient Power Node -Icon: icon_mystic_power_node -Skill: Relic Restoration -Skill Level Req: 45 -Category: Ancient Machine -Weapon Req: Wrench -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Mystical Site Claim, Gnome Workshop Claim, Workshop Claim -Available as Item Only: true -Build Solo: false -Fixed Time: true -Attackable: true -Repairable: true -Claim Object Category: Ancient Machine -Stage Number: 2 -Interaction Type: Effect -Effect Applied: Power Surge (buffs nearby crafting stations — reduced craft time, increased yield chance) -Health: 4500 -Loot Table: LT_AncientRelics_Salvage -Loot Min Percentage: 60 -Loot Max Percentage: 85 - -Stage 1 — Node Base - Time to Build: 3600 seconds - Items Required: Ancient Component x15, Aether Crystal x10, Iron Bar x20 - -Stage 2 — Operational Node - Time to Build: 7200 seconds - Items Required: Ancient Component x20, Aether Crystal x20, Power Core x1 (rare), Rune Fragment x12 -``` - ---- - -## Naval Templates - -### Ship Repair Dock - -``` -Name: Ship Repair Dock -Icon: icon_dock_repair -Skill: Shipbuilding -Skill Level Req: 20 -Category: Dock -Weapon Req: Shipwright Hammer -Max Distance: 15 -Build Task Requires Player: true -Valid Claim Type: Dock Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Dock -Stage Number: 3 -Interaction Type: Resource -Health: 4000 - -Stage 1 — Dock Frame - Time to Build: 600 seconds - Items Required: Timber x25, Rope x10, Iron Ring x8 - -Stage 2 — Dock Structure - Time to Build: 1200 seconds - Items Required: Timber x30, Planks x20, Iron Bar x12, Rope x15 - -Stage 3 — Operational Dock - Time to Build: 1800 seconds - Items Required: Planks x20, Iron Ingot x15, Rope x10, Shipwright Supplies x4 -``` - ---- - -### Shipyard Frame - -``` -Name: Shipyard Frame -Icon: icon_dock_shipyard -Skill: Shipbuilding -Skill Level Req: 30 -Category: Shipyard -Weapon Req: Shipwright Hammer -Max Distance: 20 -Build Task Requires Player: true -Valid Claim Type: Dock Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Dock -Stage Number: 4 -Interaction Type: None -Health: 6000 - -Stage 1 — Keel Foundation - Time to Build: 900 seconds - Items Required: Timber x30, Stone Block x20, Iron Bar x10 - -Stage 2 — Frame Structure - Time to Build: 1800 seconds - Items Required: Timber x40, Planks x30, Iron Bar x20, Rope x20 - -Stage 3 — Crane and Rigging - Time to Build: 2400 seconds - Items Required: Timber x20, Planks x20, Rope x30, Iron Ingot x20 - -Stage 4 — Operational Shipyard - Time to Build: 3600 seconds - Items Required: Planks x20, Iron Ingot x25, Rope x20, Shipwright Supplies x8 -``` - ---- - -## Political and Guild Templates - -### Guild Hall - -``` -Name: Guild Hall -Icon: icon_guild_hall -Skill: Architecture -Skill Level Req: 30 -Category: Guild Structure -Weapon Req: Hammer -Max Distance: 15 -Build Task Requires Player: true -Valid Claim Type: Guild Claim -Available as Item Only: false -Build Solo: false -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Guild Structure -Stage Number: 4 -Interaction Type: Instance -Health: 10000 -Loot Table: LT_ConstructionMixed_Salvage -Loot Min Percentage: 40 -Loot Max Percentage: 70 - -Stage 1 — Foundation - Time to Build: 900 seconds - Items Required: Stone Block x30, Timber x20, Mortar x20 - -Stage 2 — Outer Walls - Time to Build: 1800 seconds - Items Required: Stone Block x50, Mortar x30, Timber x20, Iron Bar x10 - -Stage 3 — Interior Fitting - Time to Build: 2700 seconds - Items Required: Planks x40, Timber x20, Iron Ingot x15, Glass x8 - -Stage 4 — Complete Hall - Time to Build: 3600 seconds - Items Required: Planks x20, Stone Block x10, Timber x10, Tapestry x4, Banner x2 - Progress Prefab: BO_GuildHall_Stage4 - Damage Prefab: BO_GuildHall_Stage4_Damaged -``` - -**Purpose:** The central building of every guild claim. Provides Instance access to a private interior meeting hall. Politically important — losing a guild hall weakens guild morale and limits governance access. - ---- - -### Throne Seat - -``` -Name: Throne Seat -Icon: icon_political_throne -Skill: Architecture -Skill Level Req: 35 -Category: Political Structure -Weapon Req: Hammer -Max Distance: 8 -Build Task Requires Player: true -Valid Claim Type: Fortress Claim, City Plot -Available as Item Only: true -Build Solo: true -Fixed Time: false -Attackable: true -Repairable: true -Claim Object Category: Political Structure -Stage Number: 1 -Interaction Type: None -Health: 3000 - -Stage 1 — Complete Throne - Time to Build: 1800 seconds - Items Required: Stone Block x15, Timber x10, Gold Trim x4, Velvet x6, Iron Ingot x8 -``` - -**Purpose:** The physical seat of power for a faction or city ruler. Required for certain political progression milestones. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Building Categories] (building_categories.md) -- Next: [Mystical Isles — Claim Profiles] (claim_profiles.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/claim_profiles.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Claim Profiles - ---- - -# Mystical Isles — Claim Profiles -Claim profiles define the size, upgrade path, and object limits for each claim. Every claim placed in the world — whether by an admin or a player using a Claim Deed — references a profile that determines what can be built inside it and how many objects of each category are allowed. - ---- - -## Table of Contents - -1. [How Claim Profiles Work] (#how-claim-profiles-work) -2. [Claim Object Category Limits] (#claim-object-category-limits) -3. [Claim Profile Reference Table] (#claim-profile-reference-table) -4. [Profile Descriptions] (#profile-descriptions) -5. [Upgrade Paths] (#upgrade-paths) -6. [Tax and Maintenance] (#tax-and-maintenance) -7. [Related Documents] (#related-documents) - ---- - -## How Claim Profiles Work - -A claim profile is assigned to a claim when it is created. It controls: - -- **Claim Type**: which build object categories and valid types are permitted -- **Size**: the footprint of the claim area -- **Upgrade Path**: which profile this claim can be upgraded to, and at what cost -- **Object Limits**: how many objects of each category may exist inside the claim simultaneously -- **Intended Use**: the design purpose of this claim configuration - -Profiles are created and managed in the **Atavism Editor** and are referenced by name when configuring claim regions or Claim Deed items. - ---- - -## Claim Object Category Limits - -The following categories are tracked per-claim. Each profile defines a maximum count for each applicable category. - -| Category | Notes | -|---|---| -| Housing | Sleeping areas, livable structures | -| Storage | Chests, vaults, caches | -| Crafting Station | Forges, benches, tables | -| Defense | Walls, towers, gates, barricades | -| Farm | Crop plots, animal pens, resource nodes | -| NPC Service | Merchants, guards, trainers, bankers | -| Decoration | Banners, furniture, lighting, statues | -| Shrine | Mystical, Ward, and ritual objects | -| Portal | Instance entrances and anchors | -| Dock | Naval infrastructure | -| Guild Structure | Guild halls, council tables, civic objects | -| Political Structure | Thrones, governor desks, voting stones | - ---- - -## Claim Profile Reference Table - -| Claim Profile | Claim Type | Size | Upgrade Path | Object Limits (Key) | Intended Use | -|---|---|---|---|---|---| -| **Small Homestead** | Residential Claim | 10×10 | → Medium Homestead | Housing: 1, Storage: 2, Crafting: 1, Decoration: 10, Farm: 2 | Basic solo player home and small garden | -| **Medium Homestead** | Residential Claim | 20×20 | → Large Homestead | Housing: 2, Storage: 4, Crafting: 2, Decoration: 20, Farm: 4 | Comfortable player home with workshop space | -| **Large Homestead** | Residential Claim | 30×30 | → City Plot | Housing: 3, Storage: 6, Crafting: 3, Decoration: 30, Farm: 6 | Full homestead with crafting and storage | -| **City Plot — Residential** | City Plot | 10×10 | → City Plot — Extended | Housing: 1, Storage: 2, Crafting: 1, Decoration: 15 | Empty city lot for player home | -| **City Plot — Shop** | City Plot | 10×10 | → City Plot — Extended | NPC Service: 2, Storage: 3, Decoration: 10 | Shop or stall in a player city | -| **City Plot — Guild Office** | City Plot | 15×15 | → City Plot — Extended | Guild Structure: 1, Storage: 2, NPC Service: 1, Decoration: 10 | Small guild presence in a city | -| **City Plot — Extended** | City Plot | 20×20 | — | All categories increased | Larger city lot for established players | -| **Guild Settlement** | Guild Claim | 30×30 | → Guild Town | Housing: 4, Storage: 6, Crafting: 4, Defense: 6, Guild Structure: 2, Decoration: 20 | Core guild base with hall, storage, and defenses | -| **Guild Town** | Guild Claim | 50×50 | → Guild Fortress | Housing: 10, Storage: 10, Crafting: 8, Defense: 12, NPC Service: 4, Guild Structure: 4, Political Structure: 2 | Established guild town with full infrastructure | -| **Frontier Fortress** | Fortress Claim | 60×60 | → Grand Fortress | Defense: 30, Housing: 8, Storage: 8, Crafting: 4, NPC Service: 4, Political Structure: 2 | Major defensive installation for faction control | -| **Grand Fortress** | Fortress Claim | 80×80 | — | Defense: 50, Housing: 16, Storage: 12, Crafting: 6, NPC Service: 6, Political Structure: 4 | Regional capital-tier fortress | -| **Frontier Farm** | Farm Claim | 20×20 | → Established Farm | Farm: 8, Storage: 4, Housing: 1, Decoration: 6 | Agricultural production and resource gathering | -| **Established Farm** | Farm Claim | 30×30 | — | Farm: 14, Storage: 6, Housing: 2, NPC Service: 1, Decoration: 8 | Full farming settlement with NPC workers | -| **Workshop** | Workshop Claim | 20×20 | → Master Workshop | Crafting: 6, Storage: 4, Housing: 1, Decoration: 6 | Dedicated crafting facility | -| **Master Workshop** | Workshop Claim | 30×30 | — | Crafting: 10, Storage: 8, Housing: 2, NPC Service: 2, Decoration: 10 | Advanced production facility | -| **Small Dock** | Dock Claim | 20×20 | → Harbor | Dock: 4, Storage: 4, NPC Service: 1, Decoration: 6 | Coastal dock and ship services | -| **Harbor** | Dock Claim | 40×40 | — | Dock: 10, Storage: 8, NPC Service: 4, Crafting: 2, Decoration: 12 | Full naval port with commerce and repair | -| **Pirate Cove** | Pirate Hideout Claim | 30×30 | → Pirate Port | Housing: 4, Dock: 4, Storage: 6, NPC Service: 3, Decoration: 12 | Hidden outlaw base with black market | -| **Pirate Port** | Pirate Hideout Claim | 50×50 | — | Housing: 8, Dock: 8, Storage: 10, NPC Service: 6, Decoration: 20 | Major pirate harbor with full outlaw economy | -| **Canyon Tribal Camp** | Tribal Camp Claim | 30×30 | → Canyon Village | Housing: 4, Shrine: 2, Farm: 4, Decoration: 14 | Desert tribal settlement | -| **Canyon Village** | Tribal Camp Claim | 50×50 | — | Housing: 10, Shrine: 4, Farm: 8, NPC Service: 3, Decoration: 24 | Full tribal canyon village | -| **Dwarven Hall** | Dwarven Hall Claim | 40×40 | → Dwarven Fortress | Housing: 6, Crafting: 8, Defense: 8, Storage: 8, Decoration: 12 | Underground hall with forge and defenses | -| **Dwarven Fortress** | Dwarven Hall Claim | 60×60 | — | Housing: 12, Crafting: 12, Defense: 16, Storage: 12, NPC Service: 4, Decoration: 20 | Major dwarven stronghold | -| **Elven Grove** | Elven Grove Claim | 40×40 | → Elder Grove | Housing: 6, Shrine: 4, Farm: 4, Decoration: 16 | Forest grove with nature structures | -| **Elder Grove** | Elven Grove Claim | 60×60 | — | Housing: 12, Shrine: 8, Farm: 8, Portal: 2, NPC Service: 3, Decoration: 24 | Major elven sanctuary | -| **Gnome Workshop** | Gnome Workshop Claim | 30×30 | → Gnome Complex | Crafting: 8, Storage: 6, Housing: 2, Decoration: 10 | Engineering and relic workshop | -| **Gnome Complex** | Gnome Workshop Claim | 50×50 | — | Crafting: 14, Storage: 10, Housing: 4, Portal: 2, NPC Service: 3, Decoration: 16 | Advanced engineering complex | -| **Mystical Site** | Mystical Site Claim | 20×20 | → Major Mystical Site | Shrine: 4, Portal: 1, Decoration: 8 | Arcane ritual site or Ward anchor | -| **Major Mystical Site** | Mystical Site Claim | 40×40 | — | Shrine: 8, Portal: 3, NPC Service: 2, Decoration: 14 | Major dimensional site or Ward network node | -| **Frontier Outpost** | Outpost Claim | 20×20 | → Established Outpost | Defense: 8, Housing: 2, Storage: 2, NPC Service: 1 | Small forward military or faction post | -| **Established Outpost** | Outpost Claim | 30×30 | — | Defense: 14, Housing: 6, Storage: 4, NPC Service: 3, Crafting: 2 | Reinforced outpost with garrison | -| **Ruin Restoration — Stage 1** | Ruin Restoration Claim | 30×30 | → Stage 2 | Housing: 4, Crafting: 2, Storage: 2, Decoration: 8 | First stage of ruin rebuilding | -| **Ruin Restoration — Stage 2** | Ruin Restoration Claim | 40×40 | → Stage 3 | Housing: 8, Crafting: 4, Storage: 4, NPC Service: 2, Decoration: 14 | Partial restoration with NPC inhabitants | -| **Ruin Restoration — Complete** | Ruin Restoration Claim | 50×50 | — | All categories at settlement levels | Fully restored settlement | - ---- - -## Profile Descriptions - -### Small Homestead - -A basic personal claim suitable for a single player's home. Supports: -- A simple dwelling (Housing: 1) -- Basic storage containers (Storage: 2) -- One crafting station (Crafting: 1) -- A small garden or farm plot (Farm: 2) -- Decorative items for personalization (Decoration: 10) - -**Upgrade path:** Small Homestead → Medium Homestead → Large Homestead → City Plot (purchase required) - ---- - -### City Plot - -City plots are predefined empty lots within established cities. They come in several sub-types: - -- **Residential**: player home within the city -- **Shop**: storefront for player merchants -- **Guild Office**: small guild presence -- **Extended**: larger version for established city inhabitants - -City plots require city reputation and may involve purchase costs, taxes, and NPC council approval depending on the city's political configuration. - ---- - -### Guild Settlement - -The core claim for a guild's home base. Supports a full range of guild infrastructure: -- Guild hall and civic structures -- Storage and crafting -- Defensive walls and towers -- NPC service providers -- Decorative and political objects - -**Upgrade path:** Guild Settlement → Guild Town → Guild Fortress - ---- - -### Frontier Fortress - -A large, politically significant claim designed for faction conflict scenarios. Requires substantial guild investment. Supports: -- High wall and tower count -- Barracks and garrison housing -- Siege weapon emplacements -- Political structures (throne, war room) -- Merchant and service NPCs for a self-sustaining garrison - -**Upgrade path:** Frontier Fortress → Grand Fortress - ---- - -### Pirate Cove - -A hidden outlaw base supporting the black market and naval economy. Requires pirate reputation. Supports: -- Rough pirate housing -- Docks and ship repair slips -- Smuggler storage -- Black market merchants and tavern NPCs - -**Upgrade path:** Pirate Cove → Pirate Port - ---- - -### Canyon Tribal Camp - -A desert and canyon tribal settlement supporting the Canyon Tribes. Supports: -- Cliff homes and tribal tents -- Ritual fires and bone totems -- Oasis gardens and animal pens -- Storm-reading towers and desert watch posts - -**Upgrade path:** Canyon Tribal Camp → Canyon Village - ---- - -### Dwarven Hall - -An underground or mountainside dwarven claim. Supports: -- Stone halls and forge rooms -- Mine entrances and smelters -- Heavy defensive gates and reinforced walls -- Underground storage and dwarven strongboxes - -**Upgrade path:** Dwarven Hall → Dwarven Fortress - ---- - -### Elven Grove - -A forest or elevated elven settlement. Supports: -- Tree platforms and elevated homes -- Nature shrines and moon wells -- Hidden gardens and Ward groves -- Living bridges and archery platforms - -**Upgrade path:** Elven Grove → Elder Grove - ---- - -### Gnome Workshop - -A compact engineering and relic workshop. Supports: -- Workbenches, machines, and relic labs -- Clockwork devices and automation stations -- Power nodes and portal stabilizers -- Engineering-focused storage and housing - -**Upgrade path:** Gnome Workshop → Gnome Complex - ---- - -### Mystical Site - -A claim dedicated to dimensional and Ward magic. Supports: -- Ward shrines and ritual circles -- Portal anchors and Veil containment stones -- Ancient power nodes and aether stabilizers -- Mystical NPC guardians and attendants - -**Upgrade path:** Mystical Site → Major Mystical Site - ---- - -## Upgrade Paths - -Upgrading a claim increases its area and object limits. Upgrades require: - -| Upgrade Type | Requirements | -|---|---| -| Residential → Medium | Currency + Building Materials | -| Residential → Large | Currency + Materials + Time | -| Guild Settlement → Town | Guild Level 5+ + Materials + Currency | -| Guild Town → Fortress | Guild Level 10+ + Political approval + Large material cost | -| Frontier Fortress → Grand | Multi-guild coordination + Regional political approval | -| Pirate Cove → Port | Pirate Reputation Tier 3+ + Materials | -| Tribal Camp → Village | Tribal Reputation Tier 3+ + Materials | -| Dwarven Hall → Fortress | Dwarven Stonework Skill 40+ + Materials | -| Elven Grove → Elder | Elven Grovecraft Skill 40+ + Materials | -| Gnome Workshop → Complex | Gnomish Machinery Skill 40+ + Materials | -| Ruin Stage 1 → 2 | Quest completion + Materials + Time | -| Ruin Stage 2 → Complete | Quest completion + Materials + Faction unlock | - ---- - -## Tax and Maintenance - -Many claim types involve ongoing tax obligations: - -- **City Plots**: subject to city tax paid to the city NPC treasury -- **Fortress Claims**: require ongoing supply costs (materials, currency) -- **Guild Claims**: optional internal guild tax system -- **Pirate Claims**: may involve protection fees to pirate faction - -Claims that fall behind on taxes may: -- Lose building permissions -- Become claimable by other players -- Have NPC services disabled -- Eventually enter decay and be returned to unclaimed status - -Tax rates and intervals are configured per claim in the Atavism Editor. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Build Object Templates] (build_object_templates.md) -- Next: [Mystical Isles — Player Settlements] (player_settlements.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/starting_templates.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Starting Character Templates - ---- - -# Starting Character Templates -## Overview - -Starting templates define the complete beginning state for each playable race and class combination in Mystical Isles. Every template specifies the character's race, class, starting region, faction alignment, starting gear, starter abilities, initial stats, profession exposure, and tutorial path. - -Templates are not rigid scripts. They are the foundation from which player identity begins to diverge. By the time a character has been in the world for twenty hours, no two players of the same template will look the same — because the skills they chose to invest in, the factions they approached, and the decisions they made have already started defining who they are. - -This document is the authoritative reference for character creation configuration in Atavism X 9 for Mystical Isles. - ---- - -## Related Documents - -- [Races & Classes] (./races_and_classes.md) -- [Skills System] (./skills_system.md) -- [Abilities System] (./abilities_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Factions] (../factions/factions.md) - ---- - -## Template Format - -Each template defines the following fields: - -| Field | Description | -| --- | --- | -| Race | Character's playable race | -| Class | Character's chosen class or racial specialization | -| Gender Models | Available model variants | -| Starting Region | World region where character spawns | -| Spawn Location | Specific named spawn point | -| Faction | Starting faction alignment | -| Starter Gear | Complete equipment at spawn | -| Starter Weapon | Primary weapon at spawn | -| Starter Consumables | Usable items at spawn | -| Starting Skills | Skills active at spawn with starting level | -| Starting Abilities | Abilities unlocked at spawn | -| Starting Stats | Stat values at spawn (using racial base + class modifiers) | -| Profession Exposure | Crafting or gathering skill introductions at start | -| Tutorial Path | First quest chain structure and goals | -| Starting Identity | The narrative self that the character begins as | - ---- - -## Human Templates - -### Human Fighter - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Fighter | -| Gender Models | Male Fighter (muscular build, battle-worn), Female Fighter (lean build, scarred) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Garrison barracks — eastern gate district of the Kingdom capital | -| Faction | Crown Compact (Neutral Conscript standing) | -| Starter Gear | Standard-issue iron chainmail (torso), leather arm guards, iron leg greaves, leather boots | -| Starter Weapon | Iron longsword (one-handed), wooden shield | -| Starter Consumables | 3× Soldier's Ration, 2× Basic Bandage, 1× Minor Stamina Potion | -| Starting Skills | Swordsmanship 1, Shield Mastery 1, Survival 1 | -| Starting Abilities | Precision Thrust (Swordsmanship 5 — to be earned), Shield Bash (Shield Mastery 5 — to be earned), basic attack | -| Starting Stats | STR 12, DEX 10, END 12, INT 9, WIL 9, STA 12 — HP 105, Mana 90, Stamina 105 | -| Profession Exposure | Blacksmithing basics introduced through garrison forge quest | -| Tutorial Path | 1. Garrison training drill (introduces combat and Shield Bash). 2. Patrol escort outside walls (introduces exploration and survival). 3. Ruins encounter — first Ward and Veil introduction. 4. Report to garrison commander — faction introduction. | -| Starting Identity | A soldier at the beginning of a career — loyal to the Crown for now, capable of becoming much more than a rank in someone else's army. | - ---- - -### Human Knight - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Knight | -| Gender Models | Male Knight (broad, armored, formal bearing), Female Knight (composed, disciplined, ceremonially armored) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Crown Compact Templar barracks — inner district fortress | -| Faction | Crown Compact (Sworn Initiate standing) | -| Starter Gear | Full iron plate armor (torso, arms, legs), iron knight helmet, heavy boots | -| Starter Weapon | Iron longsword, iron kite shield | -| Starter Consumables | 2× Knight's Ration, 2× Basic Bandage, 1× Defense Salve | -| Starting Skills | Swordsmanship 1, Shield Mastery 3, Defensive Combat 1, Leadership 1 | -| Starting Abilities | Shield Bash (unlocked at Shield Mastery 5), Cover Ally (Shield Mastery 15 — to be earned) | -| Starting Stats | STR 11, DEX 8, END 14, INT 9, WIL 10, STA 13 — HP 115, Mana 90, Stamina 110 | -| Profession Exposure | None at start; armor maintenance introduced through early quest | -| Tutorial Path | 1. Formation drill — introduces Shield Wall and group combat mechanics. 2. Escort mission for a Crown official — introduces political and faction systems. 3. Ward site defense — introduces Paladin/Templar alliance and Veil mechanics. 4. Oath ceremony — formalizes Crown Compact alignment. | -| Starting Identity | A sworn defender — bound by oath, respected by institution, and carrying the weight of what the Crown represents. | - ---- - -### Human Paladin - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Paladin | -| Gender Models | Male Paladin (weathered, devoted, glowing ward-marks visible), Female Paladin (calm authority, ceremonial armor with Ward inscriptions) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Ward Command chapel — near the capital's ancient Ward installation | -| Faction | Ward Command (Acolyte standing), Crown Compact (Affiliated) | -| Starter Gear | Ward-inscribed iron plate (torso, arms), ceremonial white cloth underlayer, iron boots | -| Starter Weapon | Iron mace, Ward-emblazoned heater shield | -| Starter Consumables | 2× Healing Draught, 1× Corruption Cleanse (small), 2× Ration | -| Starting Skills | Shield Mastery 2, Ward Magic 1, Elemental Magic 1, Corruption Resistance 1 | -| Starting Abilities | Purge Corruption (Ward Magic 20 — to be earned), Ward Barrier (Ward Magic 10 — to be earned) | -| Starting Stats | STR 10, DEX 8, END 13, INT 11, WIL 14, STA 11 — HP 108, Mana 115, Stamina 105 | -| Profession Exposure | Ward repair basics introduced through chapel maintenance quest | -| Tutorial Path | 1. Ward site visit — demonstrates Ward function and Veil suppression. 2. Corruption encounter — introduces Purge Corruption mechanic. 3. Group defense scenario — introduces group healing and Ward Barrier. 4. Ward Command formal introduction — establishes anti-Veil identity. | -| Starting Identity | An acolyte who has seen what the Veil actually is — and chosen to stand between it and everything else. | - ---- - -### Human Mage - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Mage | -| Gender Models | Male Mage (intellectual bearing, long robes, focus crystal visible), Female Mage (precise, focused, layered enchanted garments) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Tempest Accord research hall — near the capital's scholarly district | -| Faction | Tempest Accord (Junior Scholar standing), Crown Compact (Registered) | -| Starter Gear | Scholar's robes (enchanted light cloth), leather satchel, arcane focus crystal | -| Starter Weapon | Iron-tipped staff | -| Starter Consumables | 3× Mana Potion (small), 1× Spell Focus Talisman, 2× Scholar's Ration | -| Starting Skills | Elemental Magic 1, Survival 1, Archaeology 1 | -| Starting Abilities | Force Bolt (Elemental Magic 5 — starter), Frost Shards (Elemental Magic 10 — to be earned) | -| Starting Stats | STR 8, DEX 10, END 9, INT 14, WIL 13, STA 8 — HP 88, Mana 125, Stamina 85 | -| Profession Exposure | Alchemy basics introduced through scholar's experiment quest | -| Tutorial Path | 1. Research hall — introduces magical mechanics and Force Bolt. 2. Field survey — ruins outside the capital introduce Archaeology and Relic Scan basics. 3. Anomaly encounter — a minor dimensional anomaly introduces Ward and Veil concepts. 4. Accord orientation — establishes research identity and Tempest Accord connections. | -| Starting Identity | A scholar at the threshold of understanding — the world is full of forces they can describe but not yet command. | - ---- - -### Human Ranger - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Ranger | -| Gender Models | Male Ranger (lean, sun-weathered, practical travel gear), Female Ranger (precise, quiet, layered travel clothing) | -| Starting Region | Mainland Kingdom frontier | -| Spawn Location | Frontier waystation — eastern edge of Kingdom territory, overlooking uncharted forest | -| Faction | Crown Compact (Frontier Agent, Neutral) | -| Starter Gear | Leather vest, leather arm guards, travel boots, travel cloak | -| Starter Weapon | Short bow (32 arrows), hunting knife | -| Starter Consumables | 3× Field Ration, 2× Basic Bandage, 1× Herbal Remedy | -| Starting Skills | Archery 1, Survival 3, Treasure Hunting 1, Herbalism 1 | -| Starting Abilities | Pinning Shot (Archery 5 — to be earned), Hazard Sense (Survival 20 — to be earned) | -| Starting Stats | STR 9, DEX 13, END 11, INT 10, WIL 9, STA 10 — HP 100, Mana 90, Stamina 100 | -| Profession Exposure | Cooking basics from field survival; Herbalism from starting skill | -| Tutorial Path | 1. Waystation patrol — introduces exploration and survival mechanics. 2. Creature hunt — introduces Archery and tracking. 3. Ruin discovery — introduces Archaeology basics and the wonder of exploration. 4. Route report — introduces navigation and the value of frontier knowledge to factions. | -| Starting Identity | Someone the settled world hasn't quite claimed — a person more comfortable at the edge of the map than at the center of any city. | - ---- - -### Human Rogue - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Rogue | -| Gender Models | Male Rogue (slim, hooded, nondescript clothing), Female Rogue (precise, layered shadow gear, minimal reflection) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Dockside district — lower city, near the harbor black market | -| Faction | Neutral (no formal faction; Crown Compact Negative standing possible) | -| Starter Gear | Light leather jacket, shadow-dyed cloth wrap, soft-soled boots, pick kit | -| Starter Weapon | Iron dagger (main), iron dagger (off-hand) | -| Starter Consumables | 2× Smoke Pouch, 2× Field Ration, 1× Lockpick Set (5 uses) | -| Starting Skills | Swordsmanship 1 (dagger focus), Stealth Combat 1, Treasure Hunting 1, Espionage 1 | -| Starting Abilities | Ambush Strike (Stealth Combat 20 — to be earned), Warning Shot available if Firearms purchased | -| Starting Stats | STR 9, DEX 14, END 9, INT 11, WIL 10, STA 9 — HP 90, Mana 95, Stamina 92 | -| Profession Exposure | Smuggling basics through early dockside contact quest; light Merchant Negotiation | -| Tutorial Path | 1. Dockside contract — introduces stealth, pickpocket, and evasion mechanics. 2. Warehouse infiltration — introduces lock-picking and trap-detection systems. 3. Deliver a package — first smuggling exposure; introduces black market contacts. 4. Choice moment — decide to align with Corsair contact, stay neutral, or attempt Crown contact. | -| Starting Identity | A person who lives by advantage — information, timing, and access. The world of power is visible from the shadows, and they intend to understand it before anyone understands them. | - ---- - -### Human Witch - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Witch | -| Gender Models | Male Witch (ritualist clothing, dark dyes, partially concealed ward-marks), Female Witch (layered robes, bone and herb accessories, unsettling stillness) | -| Starting Region | Mainland Kingdom — Witchwood border zone | -| Spawn Location | Hidden hamlet near the Witchwood treeline — a frontier settlement outside Crown Compact jurisdiction | -| Faction | Thornbound Circles (Hedge Practitioner standing); Crown Compact Negative | -| Starter Gear | Layered ritual robes, herb pouch, bone-clasp belt, soft boots | -| Starter Weapon | Carved ritual staff, iron athame (ritual dagger) | -| Starter Consumables | 3× Herbal Brew, 1× Corruption Ward (single use), 2× Field Ration | -| Starting Skills | Elemental Magic 1, Veil Attunement 1, Herbalism 2, Curse Mastery 0 (locked, unlockable via quest) | -| Starting Abilities | Veil Sight (Veil Attunement 20 — to be earned), Curse Brand (Curse Mastery 20 — later path) | -| Starting Stats | STR 8, DEX 10, END 9, INT 13, WIL 15, STA 8 — HP 88, Mana 130, Stamina 82 | -| Profession Exposure | Alchemy through herb preparation; Herbalism from starting skill | -| Tutorial Path | 1. Hedge practitioner introduction — basic ritual mechanics. 2. Veil exposure event — introduces Corruption mechanic and stakes. 3. Thornbound contact — introduction to the Circles and Witchwood politics. 4. First choice — pursue deeper Veil study (Forbidden path) or stay in hedge practice (safer social path). | -| Starting Identity | A practitioner of something the Crown doesn't name. Not a villain — but someone who has decided that understanding the Veil is more important than the comfort of pretending it isn't there. | - ---- - -### Human Pirate - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Pirate | -| Gender Models | Male Pirate (weathered, sun-worn, rope-scarred hands), Female Pirate (sharp-eyed, fast, salt-stiffened travel gear) | -| Starting Region | Shattered Reefs | -| Spawn Location | Corsair docks — outer reef port, Free Reef Corsairs territory | -| Faction | Free Reef Corsairs (New Blood standing) | -| Starter Gear | Leather coat, cloth shirt, sturdy sea boots, belt rigging | -| Starter Weapon | Iron cutlass, flintlock pistol (6 shots) | -| Starter Consumables | 3× Sea Ration, 2× Bandage, 1× Rum Flask (morale restore) | -| Starting Skills | Swordsmanship 1, Firearms 1, Sailing 1, Navigation 1 | -| Starting Abilities | Grappling Hook (Boarding Combat 5 — to be earned), Boarding Strike (Boarding Combat 10 — to be earned) | -| Starting Stats | STR 11, DEX 13, END 11, INT 10, WIL 8, STA 11 — HP 100, Mana 80, Stamina 102 | -| Profession Exposure | Smuggling basics through Corsair contact; Ship Repair introduction on tutorial vessel | -| Tutorial Path | 1. Deck assignment on a Corsair vessel — introduces sailing mechanics and crew role. 2. Reef run — introduces Navigation and hazard avoidance. 3. Boarding scenario (tutorial ship encounter) — introduces Boarding Combat. 4. Corsair integration — formal introduction to faction standing and reputation system. | -| Starting Identity | Someone who has chosen the sea over the shore — and is starting to realize that was the right decision. | - ---- - -## Non-Human Templates - -### Dwarf Defender/Engineer - -| Field | Value | -| --- | --- | -| Race | Dwarf | -| Class | Defender/Engineer (Racial Specialization) | -| Gender Models | Male Dwarf (broad, heavily tattooed, forge-blackened hair), Female Dwarf (braided, stocky, precision tools visible) | -| Starting Region | Frostpeak Isle | -| Spawn Location | Outer ring fortress — Frostpeak Hold main gates, training yard | -| Faction | Frostpeak Holds (Young Clanmember standing) | -| Starter Gear | Dwarven iron plate (chest and legs), reinforced arm guards, iron-capped boots, clan-marked helm | -| Starter Weapon | Iron warhammer, iron kite shield | -| Starter Consumables | 3× Hold Ration, 2× Bandage, 1× Dwarf Ale (endurance restore), 1× Repair Kit (basic) | -| Starting Skills | Shield Mastery 3, Heavy Weapons 1, Mining 3, Engineering 1 | -| Starting Abilities | Shield Bash (Shield Mastery 5 — close), Counter Shield (Shield Mastery 35 — later) | -| Starting Stats | STR 15, DEX 7, END 17, INT 10, WIL 8, STA 14 — HP 135, Mana 70, Stamina 118 | -| Profession Exposure | Blacksmithing basics through forge introduction quest; Mining from starting skill | -| Tutorial Path | 1. Forge introduction — basic crafting mechanics; first Blacksmithing XP. 2. Surface patrol — introduces combat and Hold defense mechanics. 3. Deep mine descent — introduces underground navigation, Mining, and dragon encounter warning system. 4. Clan council meeting — introduces faction politics and Hold political structure. | -| Starting Identity | A dwarf who carries their clan's history in their hands and the Hold's future in every decision they make underground. | - ---- - -### Elf Mystic Ranger - -| Field | Value | -| --- | --- | -| Race | Elf | -| Class | Mystic Ranger (Racial Specialization) | -| Gender Models | Male Elf (tall, forest-adapted, bioluminescent markings), Female Elf (precise, layered nature-garments, Ward-mark tattoos) | -| Starting Region | Witchwood Isle | -| Spawn Location | Forest Enclave settlement — hidden in the canopy interior, Ward installation nearby | -| Faction | Moonroot Enclaves (Young Wanderer standing) | -| Starter Gear | Woven forest armor (Ward-fiber vest), cloth underlayer, thorn-craft boots, hide cloak | -| Starter Weapon | Elf-crafted short bow (30 arrows), short blade | -| Starter Consumables | 3× Enclave Ration, 2× Herbal Remedy, 1× Ward-ward Powder (corruption ward) | -| Starting Skills | Archery 3, Stealth 2, Ward Magic 1, Herbalism 2 | -| Starting Abilities | Pinning Shot (Archery 5 — close), Ward Read (Relic Detection 25 — later), Veil Sight (Veil Attunement 20 — later path) | -| Starting Stats | STR 8, DEX 16, END 7, INT 12, WIL 14, STA 9 — HP 82, Mana 135, Stamina 88 | -| Profession Exposure | Herbalism from starting skill; Enchanting basics through Enclave workshop quest | -| Tutorial Path | 1. Forest patrol — stealth and navigation in Witchwood terrain. 2. Ward site visit — introduces Ward system and basic Ward Magic interaction. 3. Corruption event at a corrupted grove — introduces Veil Sight and anti-corruption mechanics. 4. Enclave elder meeting — faction politics and long-term identity in the Moonroot network. | -| Starting Identity | An elf who grew up listening to the Ward network hum — and is beginning to understand that what they hear isn't just machinery. | - ---- - -### Gnome Engineer - -| Field | Value | -| --- | --- | -| Race | Gnome | -| Class | Engineer/Relic Specialist (Racial Specialization) | -| Gender Models | Male Gnome (quick-moving, tool-laden, modular gear), Female Gnome (precise, goggled, adaptable layered equipment) | -| Starting Region | Hidden Enclave (concealed coastal facility) | -| Spawn Location | Workshop level of the engineering enclave — prototype testing area | -| Faction | Independent (Enclave Network standing); Tempest Accord (Registered) | -| Starter Gear | Modular engineer's suit (light, pocketed), tool belt, work goggles, lightweight boots | -| Starter Weapon | Arc-shock gadget (ranged stun tool), wrench (melee tool) | -| Starter Consumables | 3× Ration Pack, 2× Repair Kit (basic), 1× Prototype Grenade (1 use), 1× Relic Scanner (5 uses) | -| Starting Skills | Engineering 3, Relic Detection 2, Archaeology 1, Fishing 1 | -| Starting Abilities | Relic Scan (Archaeology 15 — close), Ward Read (Relic Detection 25 — later) | -| Starting Stats | STR 6, DEX 11, END 7, INT 17, WIL 12, STA 8 — HP 76, Mana 128, Stamina 82 | -| Profession Exposure | Engineering from starting skill; Jewelcrafting basics through component work quest | -| Tutorial Path | 1. Workshop project — introduces Engineering mechanics and first crafting loop. 2. Nearby ruin investigation — introduces Relic Detection and Relic Scan. 3. Component recovery — a pre-Fracturing part must be extracted from a ruin; introduces Ancient Recovery concept. 4. Enclave network briefing — introduces independent political identity and Tempest Accord research connections. | -| Starting Identity | A researcher who knows that the old world left behind more answers than anyone has bothered to look for — and intends to be the one who finds them. | - ---- - -## Template Comparison Tables - -### Starting Stat Summary - -| Template | STR | DEX | END | INT | WIL | STA | HP | Mana | Stamina | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Human Fighter | 12 | 10 | 12 | 9 | 9 | 12 | 105 | 90 | 105 | -| Human Knight | 11 | 8 | 14 | 9 | 10 | 13 | 115 | 90 | 110 | -| Human Paladin | 10 | 8 | 13 | 11 | 14 | 11 | 108 | 115 | 105 | -| Human Mage | 8 | 10 | 9 | 14 | 13 | 8 | 88 | 125 | 85 | -| Human Ranger | 9 | 13 | 11 | 10 | 9 | 10 | 100 | 90 | 100 | -| Human Rogue | 9 | 14 | 9 | 11 | 10 | 9 | 90 | 95 | 92 | -| Human Witch | 8 | 10 | 9 | 13 | 15 | 8 | 88 | 130 | 82 | -| Human Pirate | 11 | 13 | 11 | 10 | 8 | 11 | 100 | 80 | 102 | -| Dwarf Defender/Engineer | 15 | 7 | 17 | 10 | 8 | 14 | 135 | 70 | 118 | -| Elf Mystic Ranger | 8 | 16 | 7 | 12 | 14 | 9 | 82 | 135 | 88 | -| Gnome Engineer | 6 | 11 | 7 | 17 | 12 | 8 | 76 | 128 | 82 | - ---- - -### Starting Skills Summary - -| Template | Primary Skills | Supporting Skills | -| --- | --- | --- | -| Human Fighter | Swordsmanship 1, Shield Mastery 1 | Survival 1 | -| Human Knight | Shield Mastery 3, Swordsmanship 1 | Defensive Combat 1, Leadership 1 | -| Human Paladin | Shield Mastery 2, Ward Magic 1 | Elemental Magic 1, Corruption Resistance 1 | -| Human Mage | Elemental Magic 1 | Survival 1, Archaeology 1 | -| Human Ranger | Archery 1, Survival 3 | Treasure Hunting 1, Herbalism 1 | -| Human Rogue | Stealth Combat 1, Treasure Hunting 1 | Swordsmanship 1 (dagger), Espionage 1 | -| Human Witch | Veil Attunement 1, Elemental Magic 1 | Herbalism 2 | -| Human Pirate | Swordsmanship 1, Firearms 1 | Sailing 1, Navigation 1 | -| Dwarf Defender/Engineer | Shield Mastery 3, Mining 3 | Heavy Weapons 1, Engineering 1 | -| Elf Mystic Ranger | Archery 3, Stealth 2 | Ward Magic 1, Herbalism 2 | -| Gnome Engineer | Engineering 3, Relic Detection 2 | Archaeology 1, Fishing 1 | - ---- - -### Starting Region & Faction Summary - -| Template | Starting Region | Spawn Location | Starting Faction | Standing | -| --- | --- | --- | --- | --- | -| Human Fighter | Mainland Kingdom | Garrison barracks | Crown Compact | Neutral Conscript | -| Human Knight | Mainland Kingdom | Inner fortress | Crown Compact | Sworn Initiate | -| Human Paladin | Mainland Kingdom | Ward Command chapel | Ward Command / Crown | Acolyte | -| Human Mage | Mainland Kingdom | Tempest Accord hall | Tempest Accord | Junior Scholar | -| Human Ranger | Mainland Kingdom frontier | Frontier waystation | Crown Compact | Frontier Agent | -| Human Rogue | Mainland Kingdom | Dockside district | None | Neutral | -| Human Witch | Witchwood border | Frontier hamlet | Thornbound Circles | Hedge Practitioner | -| Human Pirate | Shattered Reefs | Corsair docks | Free Reef Corsairs | New Blood | -| Dwarf Defender/Engineer | Frostpeak Isle | Outer ring fortress | Frostpeak Holds | Young Clanmember | -| Elf Mystic Ranger | Witchwood Isle | Forest Enclave | Moonroot Enclaves | Young Wanderer | -| Gnome Engineer | Hidden Enclave | Workshop level | Independent (Enclave) | Registered | - ---- - -## Identity Trajectories - -Each starting template has a natural long-term identity trajectory. These are not mandatory — player choices will always diverge. But these are the narrative arcs the template is designed to make available: - -| Template | Short-Term Identity | Medium-Term Arc | Long-Term Potential | -| --- | --- | --- | --- | -| Human Fighter | Garrison soldier | Independent blade-for-hire | Duelist champion, mercenary captain, faction military commander | -| Human Knight | Sworn defender | Templar officer | Warden of territory, noble knight commander, Crown political figure | -| Human Paladin | Ward acolyte | Anti-corruption field agent | Ward Commander, political authority in Veil-threatened regions | -| Human Mage | Junior researcher | Field expedition mage | Tempest Accord director, legendary scholar, Rift navigator | -| Human Ranger | Frontier scout | Route pioneer | Legendary Pathfinder, frontier political authority, exploration legend | -| Human Rogue | Street operative | Information broker | Spymaster, Corsair shadow, the most dangerous person in any room | -| Human Witch | Hedge practitioner | Veil explorer | Feared Veil master, hidden political power, Thornbound leader | -| Human Pirate | Deckhand | Ship captain | Pirate Lord, Corsair council member, sea legend | -| Dwarf Defender/Engineer | Clan apprentice | Hold engineer | Hold Master, forge economy controller, legendary smith | -| Elf Mystic Ranger | Enclave scout | Ward keeper | Enclave Elder, Ward authority, keeper of hidden routes | -| Gnome Engineer | Enclave researcher | Relic investigator | Relic Architect, indispensable advisor, builder of the impossible | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Race & Class Building Identity] (race_class_building_identity.md) -- Next: [Races & Classes] (races_and_classes.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/development-roadmap.md b/_git/docs/development-roadmap.md index 9adadb9..dd8aa9b 100644 --- a/_git/docs/development-roadmap.md +++ b/_git/docs/development-roadmap.md @@ -3,463 +3,3 @@ Master roadmap covering MVP goals, playable demo targets, vertical slice scope, implementation order, content priorities, networking goals, world-building priorities, harbor network tasks, encounter system tasks, and loading screen artwork milestones. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/production/roadmap.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 🚧 Production Roadmap - ---- - -# 🚧 Production Roadmap -## Phase 0 — Foundation (Now) -- documentation unification -- core tech baseline -- starter region production setup - -## Phase 1 — Minimum Playable MMORPG (MVP) -- movement and combat loop -- basic quests and enemy ecology -- inventory, merchants, and starter crafting -- one playable island (Mainland) -- one city and one dungeon -- simple progression and gathering - -## Phase 2 — Vertical Slice -- stronger class identity -- richer dungeon and event pacing -- economy depth and profession expansion -- polished UX and retention loops - -## Phase 3 — Expansion Systems -- additional islands -- expanded faction conflict -- deeper building/claims -- local world events - -## Phase 4 — Advanced Sandbox Layers -- large-scale politics -- naval warfare depth -- major world-state simulation - ---- - -## Related Documents -- [✅ MVP Scope — Minimum Playable MMORPG] (mvp_scope.md) -- [🧪 Vertical Slice Plan] (vertical_slice.md) -- [🧭 Implementation Order] (implementation_order.md) - -## Suggested Reading -- Previous: Start with this page. -- Next: [✅ MVP Scope — Minimum Playable MMORPG] (mvp_scope.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/mvp_scope.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / ✅ MVP Scope — Minimum Playable MMORPG - ---- - -# ✅ MVP Scope — Minimum Playable MMORPG -## MVP Goal -Prove the core gameplay loop is fun, stable, and repeatable before expanding complexity. - -## In Scope (Phase 1) -- movement and basic combat -- basic quests and enemy packs -- inventory and equipment basics -- merchants and starter economy -- basic crafting and gathering -- one playable island region -- one city hub -- one dungeon loop -- simple level/skill progression - -## Explicitly Out of Scope (Phase 1) -- full politics systems -- kingdom governance depth -- naval warfare systems -- large-scale world events -- advanced housing/settlement simulation -- high-complexity economy modeling - -## Success Criteria -- new player reaches core loop within first session -- repeatable dungeon and quest cycle is stable -- economy loop supports gear upkeep and progression - ---- - -## Related Documents -- [🧪 Vertical Slice Plan] (vertical_slice.md) -- [🏰 Mainland] (../world/mainland.md) -- [📈 Gameplay Track: Progression] (../gameplay/progression/README.md) - -## Suggested Reading -- Previous: [🚧 Production Roadmap] (roadmap.md) -- Next: [🧪 Vertical Slice Plan] (vertical_slice.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/vertical_slice.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 🧪 Vertical Slice Plan - ---- - -# 🧪 Vertical Slice Plan -## Objective -Demonstrate a polished end-to-end gameplay segment representing the intended final quality direction. - -## Vertical Slice Composition -- refined city onboarding -- curated quest arc with narrative payoff -- tuned dungeon run with role interplay -- stable crafting + economy link -- visual and UI readability uplift - -## Completion Signal -A new player can complete a memorable 60–90 minute loop and understand the long-term promise of Mystical Isles. - ---- - -## Related Documents -- [📌 Feature Priority] (feature_priority.md) -- [✅ MVP Scope — Minimum Playable MMORPG] (mvp_scope.md) -- [🗓 Milestones] (milestones.md) - -## Suggested Reading -- Previous: [✅ MVP Scope — Minimum Playable MMORPG] (mvp_scope.md) -- Next: [📌 Feature Priority] (feature_priority.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/implementation_order.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 🧭 Implementation Order - ---- - -# 🧭 Implementation Order -## Ordered Delivery -1. Core movement/combat/inventory loop -2. Starter quests + enemy ecology -3. Merchant/currency/gathering/crafting basics -4. City + dungeon integration polish -5. Progression and retention tuning -6. Vertical slice quality pass -7. Expansion systems (new islands, factions) -8. Advanced sandbox layers (politics/naval depth) - -## Dependency Notes -Building, politics, and advanced naval systems depend on a stable economy + progression base. - ---- - -## Related Documents -- [📌 Feature Priority] (feature_priority.md) -- [🚧 Production Roadmap] (roadmap.md) -- [🧭 Development Principles] (development_principles.md) - -## Suggested Reading -- Previous: [📍 Milestone Plan] (milestone_plan.md) -- Next: [🧭 Development Principles] (development_principles.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/feature_priority.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 📌 Feature Priority - ---- - -# 📌 Feature Priority -## Priority Bands -| Priority | Definition | Examples | -| --- | --- | --- | -| P0 | Required for core playable loop | movement, combat, basic quests, inventory | -| P1 | Needed soon after MVP for retention | crafting depth, dungeon variety, local events | -| P2 | Expansion quality and world breadth | additional islands, deeper factions | -| P3 | Advanced sandbox systems | politics, advanced naval conflict | -| P4 | Long-horizon aspirational systems | large-scale world-state simulation | - -## Priority Rules -- finish unstable P0 systems before starting P2+ -- defer complexity that does not improve current playable loop -- prioritize systems that unlock multiple downstream features - ---- - -## Related Documents -- [🧭 Implementation Order] (implementation_order.md) -- [🗓 Milestones] (milestones.md) -- [🚧 Production Roadmap] (roadmap.md) - -## Suggested Reading -- Previous: [🧪 Vertical Slice Plan] (vertical_slice.md) -- Next: [🗓 Milestones] (milestones.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/milestones.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 🗓 Milestones - ---- - -# 🗓 Milestones -## Milestone 1 — Playable Foundation -Core controls, combat, one city, one dungeon, starter quest arc. - -## Milestone 2 — MVP Complete -Economy/crafting baseline, progression stability, repeatable core loop. - -## Milestone 3 — Vertical Slice -Polished representative experience demonstrating target quality. - -## Milestone 4 — Expansion Wave 1 -First additional island and expanded faction system. - -## Milestone 5 — Advanced Systems -Politics, deeper naval content, larger world events. - ---- - -## Related Documents -- [📍 Milestone Plan] (milestone_plan.md) -- [🧭 Implementation Order] (implementation_order.md) -- [🧪 Vertical Slice Plan] (vertical_slice.md) - -## Suggested Reading -- Previous: [📌 Feature Priority] (feature_priority.md) -- Next: [📍 Milestone Plan] (milestone_plan.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/milestone_plan.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 📍 Milestone Plan - ---- - -# 📍 Milestone Plan -## Planning Principles -- gameplay first -- functionality before polish -- modular and reusable implementation -- finish before expanding - -## Delivery Cadence -Each milestone must end with a playable validation build and documented backlog triage before next phase. - ---- - -## Related Documents -- [🗓 Milestones] (milestones.md) -- [🧭 Implementation Order] (implementation_order.md) -- [🚧 Production Roadmap] (roadmap.md) - -## Suggested Reading -- Previous: [🗓 Milestones] (milestones.md) -- Next: [🧭 Implementation Order] (implementation_order.md) - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/production/development_principles.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🚧 Production Index] (README.md) - -**Breadcrumbs:** Home / Production / 🧭 Development Principles - ---- - -# 🧭 Development Principles -## Core Principles -- gameplay first -- functionality before polish -- scalable systems -- modular design -- reusable assets -- lore supports gameplay -- avoid overengineering -- prove fun before complexity -- finish systems before expanding them - ---- - -## Related Documents -- [🧭 Implementation Order] (implementation_order.md) -- [🚧 Production Roadmap] (roadmap.md) -- [Mystical Islands — Core Design Vision & World Architecture] (../design/core-design-vision-world-architecture.md) - -## Suggested Reading -- Previous: [🧭 Implementation Order] (implementation_order.md) -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to 🚧 Production Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/design-todo.md` - -# Design TODO - -This page is for development ideas, gameplay brainstorming, future systems, production reminders, and implementation notes. It is not a technical specification. It is a living design scratchpad for the whole MMORPG. - ---- - -## Worldbuilding and Story Ideas - -- Add more hidden city layers beneath the Mainland. -- Expand the Queen Elyra mystery into a slow-burn campaign arc. -- Build late-game ruins that reveal the scale of the old civilization. -- Add sea lanes that become safer or more dangerous based on faction control. -- Create island-specific myths that appear to be local superstition but later connect. -- Introduce surviving archive fragments that can be reassembled over time. -- Add world events that visibly alter coastlines, portals, and travel routes. - -## Gameplay Ideas - -- Encourage travel by making each island feel like a complete adventure zone. -- Give every major island at least one signature resource and one signature danger. -- Let players choose between combat, crafting, trade, and exploration as valid progression paths. -- Add more reasons to revisit starter zones with advanced tools or hidden quests. -- Create dynamic escort, salvage, and expedition missions. -- Build repeatable dungeon systems with rotating modifiers. -- Add reputation-based rewards that matter more than simple coin rewards. - -## Future Systems - -- player housing in select regions -- ship upgrades and naval roles -- faction campaigns across islands -- relic appraisal and archaeology -- regional weather impacts on travel -- territory influence and dock control -- social titles and public achievements -- dungeon key and access systems - -## Production Reminders - -- Consolidate documentation instead of splitting it into too many small pages. -- Keep each major page large, readable, and easy to browse. -- Use clear headings and visual structure. -- Preserve mystery in player-facing lore. -- Make every system support the fantasy of a living world. -- Reuse regions, factions, and item families when possible. -- Make player progression feel coherent across all islands. - ---- - -# Loading Screen Tips - -- Ancient ruins often hide secrets beneath the surface. -- Some merchants pay far more for rare relics. -- The Veil changes creatures over time. -- Dragons grow stronger in isolated regions. -- Guild reputation unlocks unique rewards. -- Storms sometimes reveal hidden islands. -- Black market traders rarely trust strangers. -- A good map can be worth more than a sword. -- Dungeons beneath cities often connect to older structures. -- Wards may still protect forgotten chambers. -- Not every treasure chest is safe to open. -- Pirates often know routes that caravans never learn. -- Marshes can hide entire roads under the waterline. -- Some monsters guard places they do not understand. -- Fishing in storm waters can be profitable and dangerous. -- Old mine carts sometimes lead to sealed vaults. -- Faction vendors reward loyalty, not just coin. -- Hidden altars may react to specific relics. -- The strongest enemies often stand near the oldest ruins. -- Caves can echo more than footsteps. -- Herbalists know which islands are safest after rain. -- Salvage from wrecks may carry forgotten history. -- Elite creatures often travel with lesser allies. -- A ruined bridge may still be the best shortcut. -- Caverns beneath the sea can connect to inland dungeons. -- The finest armor is often forged from rare island metals. -- Merchant prices can change after major world events. -- Some roads are safer at night than by day. -- Light sources can matter in places touched by the Veil. -- Strange weather often signals nearby danger. -- Old battlefields still attract scavengers. -- A humble guild can become a powerful political force. -- Rumors in taverns often hide useful truth. -- Treasure hunters rarely agree on where to dig. -- Wounded beasts often flee toward hidden dens. -- Some ruins only appear at low tide. -- Rare gems are sometimes found where lightning strikes. -- The right potion can save a long expedition. -- A captain's map may open an entire region. -- Corrupted creatures often guard intact machinery. -- Ancient mines may still hum with power. -- The sea remembers paths long after maps are lost. -- A faction's enemies may become tomorrow's allies. -- Not all magical light is safe to follow. -- Strongholds often have secrets below the main hall. -- Some relics respond only to specific bloodlines. -- Settlement politics can be as dangerous as monsters. -- Deep forests reward careful observation. -- A locked door usually means someone wanted privacy. -- The oldest dungeon entrance is not always the safest one. -- Every island has at least one story the locals refuse to tell. -- The world rewards curiosity. - ---- diff --git a/_git/docs/gameplay-guide.md b/_git/docs/gameplay-guide.md index 209dd28..116d6f7 100644 --- a/_git/docs/gameplay-guide.md +++ b/_git/docs/gameplay-guide.md @@ -3,309 +3,3 @@ Atavism gameplay instructions for movement, controls, combat, inventory, chat, interaction loops, and administrative/debug command use in development environments. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/playing-the-game.md` - -# Playing Your Game - -Once the server is up and running and Unity is behaving itself, it's time to step into the world of **Mystical Islands**. This guide explains the basics of movement, interaction, combat, inventory management, and useful commands while exploring the world. - ---- - -# Movement & Camera Control - -There are several ways to move your character through the world: - -- **WASD** keys -- **Arrow Keys** -- Hold **Left + Right Mouse Buttons** together - -## Camera Controls - -- Hold **Left Mouse Button** to rotate the camera -- Hold **Right Mouse Button** to rotate your character with the camera -- Use the **Mouse Wheel** to zoom the camera in and out - -## Useful Movement Keys - -| Key | Action | -|---|---| -| `\` | Toggle Walk / Run | -| `Numlock` | Toggle Autorun | - ---- - -# Chat System - -The chat window appears in the lower-left corner of the screen. - -## Start Typing - -You can begin chatting by: - -- Pressing the `Enter` key -- Clicking inside the chat input field - -Press `Enter` again to send your message. - -Messages are visible to nearby players unless using a special chat command. - -## Chat Linking - -You can link items, abilities, and other objects in chat using: - -- `SHIFT + Mouse Button` - ---- - -# Interacting with the World - -Many objects in the world can be interacted with: - -- Resource Nodes -- Crafting Stations -- Mailboxes -- Merchants -- Doors -- Build Objects -- Quest NPCs - -Interactive objects usually: - -- Highlight when hovered -- Change cursor appearance -- Glow or change color - -> You must usually stand close enough to interact. - -## Merchant Shortcuts - -While trading with merchants: - -- `ALT + Mouse Button` allows purchasing a specific quantity - ---- - -# Using Items - -Items can either be: - -- Activated -- Moved - -## Activating Items - -Left-click an item to use it. - -Examples: - -- Weapons and armor become equipped -- Potions activate effects -- Quest items may trigger events -- Scrolls may teach abilities - -Some items cannot be activated directly. - ---- - -## Moving Items - -Right-click an item to pick it up and move it. - -You can then: - -- Place it in another inventory slot -- Drop it into another bag -- Drop it into the world - -Dropping items into the world may ask for confirmation. - ---- - -## Splitting Item Stacks - -| Action | Result | -|---|---| -| `ALT + Left Mouse Button` | Split stack in half | -| `ALT + Right Mouse Button` | Remove one item from stack | - ---- - -# Combat - -Combat in Mystical Islands combines action combat, abilities, and progression skills. - -## Auto Attack - -- Right-click an enemy to begin auto attacking -- Your cursor changes into a sword over hostile targets - -## Abilities - -Abilities are displayed on the action bar. - -To activate: - -- Left-click the ability icon -- Or use assigned hotkeys - -Abilities may include: - -- Melee attacks -- Magic spells -- Healing -- Buffs -- Dodging -- Sprinting -- Special class abilities - ---- - -# Death & Respawning - -When defeated: - -- Your character enters a death state -- Equipment durability may decrease -- Certain items may be dropped depending on settings - -Use: - -```text -/release -``` - -to respawn at a safe location. - ---- - -# World Exploration Tips - -- Hidden dungeons often exist beneath major cities -- Different islands contain unique monsters and resources -- Merchant prices vary dramatically by region -- Some monsters travel in groups and alert nearby allies -- Dangerous weather may reveal hidden areas -- Mimics disguise themselves as treasure chests - ---- - -# General Commands - -These commands are case-sensitive. - -| Command | Description | -|---|---| -| `/goto spawn` | Teleport to spawn point | -| `/loc` | Show your current location | -| `/w name message` | Whisper player | -| `/whisper name message` | Whisper player | -| `/release` | Release from death | -| `/orient` | Show facing direction | -| `/1 message` | Local instance chat | -| `/2 message` | Global chat | -| `/g message` | Guild chat | -| `/group message` | Group chat | -| `/stuck` | Return to spawn if stuck | - ---- - -# Social Commands - -| Command | Action | -|---|---| -| `/wave` | Wave emote | -| `/sitting` | Sit down | -| `/talking` | Talking emote | -| `/pushups` | Push-up animation | - ---- - -# Admin Commands - -These commands are available only to administrators and game masters. - -| Command | Description | -|---|---| -| `/who` | Show online players | -| `/props` | Show target properties | -| `/prop str` | Search properties | -| `/admin` | Open admin UI | -| `/gm 1` | Enable GM invulnerability | -| `/gm 0` | Disable GM mode | -| `/changeInstance name` | Change instance | -| `/gi # #` | Generate item | -| `/spawner` | Open world builder | -| `/fly` | Enable flying | -| `/fly stop` | Disable flying | -| `/getExp #` | Add experience | -| `/getCurrency # #` | Add currency | -| `/getSkillCurrent # #` | Increase skill | -| `/gotoplayer playerName` | Teleport to player | -| `/admininfo message` | Global announcement | -| `/kick playerName` | Kick player | -| `/banUserName playerName` | Ban player | -| `/ban` | Ban selected player | - ---- - -# Debug Commands - -## Movement Debug - -| Command | Description | -|---|---| -| `/moveDebugOn` | Show mob movement paths | -| `/moveDebugOff` | Disable movement debug | - -### Movement Debug Colors - -| Color | Meaning | -|---|---| -| White | Actual server position | -| Blue | Interpolated destination | -| Green | Destination point | - ---- - -## Navigation & Ability Debug - -| Command | Description | -|---|---| -| `/navmeshDebug` | Show ability raycasts | -| `/navmeshDebugOff` | Disable navmesh debug | -| `/abilityDebug` | Show ability angles | -| `/abilityDebugOff` | Disable ability debug | - ---- - -# Final Notes - -Mystical Islands is designed around: - -- Exploration -- Discovery -- Progression -- Reputation -- Guilds -- Crafting -- World Building -- Dynamic player stories - -The world changes based on player actions, faction influence, and exploration. - -Every island contains secrets. - -Every dungeon contains danger. - -And every choice shapes your story. - ---- - -[← Back to Main README] (../README.md) - ---- diff --git a/_git/docs/islands.md b/_git/docs/islands.md index ff6f7bd..5521622 100644 --- a/_git/docs/islands.md +++ b/_git/docs/islands.md @@ -48,6 +48,14 @@ Missing patrols, contraband ring, crypt seal breach #### Harbor Connections Crownspire (royal lane), Stoneclaw (trade), Blackreef (restricted permit route) +#### Island Map + +![Mainland Player Map](../artwork/maps/mainland-player-map.png) + +##### Downloads +- [View Full Player Map](../artwork/maps/mainland-player-map.png) +- [Download Terrain Heightmap](../artwork/heightmaps/mainland-heightmap.png) + ### Crownspire Isle #### Theme Capital fortress island and political center. @@ -74,6 +82,14 @@ Succession intrigue, missing ward key, civil sabotage #### Harbor Connections Aetherfall, Frostfang military lane, Sylvanreach diplomatic lane +#### Island Map + +![Crownspire Player Map](../artwork/maps/crownspire-player-map.png) + +##### Downloads +- [View Full Player Map](../artwork/maps/crownspire-player-map.png) +- [Download Terrain Heightmap](../artwork/heightmaps/crownspire-heightmap.png) + ### Frostfang Isle #### Theme Frozen mountains, dwarven holds, dragon-haunted peaks. @@ -231,743 +247,3 @@ Ward restoration, reactor shutdown, truth of Fracturing Hidden route from Blackreef, expedition route from Frostfang, one-way emergency gate to Crownspire --- - -## Consolidated Sourcebook - -### Source: `docs/islands.md` - -# Islands - -Each island in Mystical Isles should feel like a self-contained campaign module: a region with its own identity, enemies, politics, resources, and progression curve. The player crosses the sea not just to travel, but to enter a new chapter of the world. - ---- - -## 1. Mainland - -- **Theme:** political heartland, starter civilization, and the first great city -- **Recommended level range:** 1–10 -- **Towns / cities:** capital city, dock quarter, market ward, outer farms -- **Dungeons:** city sewers, old watch vault, flooded archive, abandoned smuggler tunnels -- **Enemies:** bandits, corrupt guards, sewer vermin, smugglers, low-tier undead -- **Resources:** iron, timber, cloth, herbs, starter fish, common food supplies -- **Faction presence:** crown loyalists, merchant houses, city guild envoys, rebel sympathizers -- **Merchants:** general goods, weapon smiths, alchemists, trainers, dock suppliers -- **Major quests:** political unrest, missing shipments, sewer cleansing, route protection, ruined district recovery -- **Visual style:** stone city, canals, bridges, banners, undercity layers, bustling docks -- **Gameplay style:** tutorial hub, social hub, political setup, first dungeon chain - ---- - -## 2. Frostpeak Isle - -- **Theme:** snowy mountain frontier, dwarven holds, dragon peaks -- **Recommended level range:** 10–18 -- **Towns / cities:** cliffhold village, dwarf forge settlement, mountain outpost -- **Dungeons:** ice caverns, ancient mines, frozen tombs, dragon nest ruins -- **Enemies:** ice beasts, mountain wolves, frost cultists, ice elementals, dragons -- **Resources:** ore, gems, pelts, glacier herbs, runed stone, cold-weather materials -- **Faction presence:** dwarf clans, mountain mercenaries, relic hunters, dragon watchers -- **Merchants:** smiths, miners, gem buyers, armor craftsmen, expedition quartermasters -- **Major quests:** mine reclamation, ancient forge recovery, avalanche rescue, dragon disturbance investigations -- **Visual style:** sharp peaks, wind-blown snow, lantern trails, glowing mine seams, ancient stone work -- **Gameplay style:** survival travel, resource extraction, vertical exploration, elite creature hunting - ---- - -## 3. Blackwater Marsh - -- **Theme:** swamp island, witches, corruption, and forgotten graves -- **Recommended level range:** 12–22 -- **Towns / cities:** bog settlement, raised stilt village, herbalist camp -- **Dungeons:** poison ruins, drowned catacombs, witch circles, sunken crypts -- **Enemies:** undead, swamp beasts, corrupted wildlife, bog witches, leech swarms -- **Resources:** herbs, alchemy reagents, venom sacs, peat, swamp wood, rare fungi -- **Faction presence:** witches, grave keepers, smugglers, outcast clans, corruption cults -- **Merchants:** potion sellers, relic collectors, poison crafters, swamp guides -- **Major quests:** plague containment, cursed relic recovery, spirit appeasement, lost ferry routes -- **Visual style:** fog, hanging moss, black water, lantern glow, broken statues, half-sunk roads -- **Gameplay style:** stealth, status effects, herbal crafting, cursed exploration, undead encounters - ---- - -## 4. Sunscorch Expanse - -- **Theme:** desert island, canyons, pirates, and ancient burial sites -- **Recommended level range:** 15–25 -- **Towns / cities:** canyon port, oasis market, tribal encampment, watch fort -- **Dungeons:** tomb complexes, sandstone temples, buried caravan vaults, pirate hideouts -- **Enemies:** pirates, desert raiders, scorpions, mummies, dust spirits, rival mercenaries -- **Resources:** salt, glass, spices, sandstone relics, leather, desert metals -- **Faction presence:** pirate fleets, native tribes, treasure hunters, caravan guilds -- **Merchants:** ship smugglers, relic buyers, spice traders, weapon dealers, guide brokers -- **Major quests:** tomb raiding, caravan defense, pirate diplomacy, oasis control, relic disputes -- **Visual style:** bright sun, sandstone, canyons, wind-swept cloth, heat haze, buried monuments -- **Gameplay style:** navigation challenge, treasure hunting, open combat, social tension, faction bargaining - ---- - -## 5. Emerald Wilds - -- **Theme:** tropical jungle, living ruins, and ancient temple paths -- **Recommended level range:** 18–28 -- **Towns / cities:** jungle port, canopy village, ruin-edge camp, ranger lodge -- **Dungeons:** vine-choked temples, dinosaur nests, emerald vaults, buried shrines -- **Enemies:** reptiles, jungle predators, rogue explorers, temple guardians, venomous creatures -- **Resources:** hardwood, herbs, fruit, hides, rare feathers, temple stone, amber -- **Faction presence:** ranger circles, expeditions, old priesthood remnants, treasure crews -- **Merchants:** explorers, hunters, archivists, herbalists, artifact dealers -- **Major quests:** temple activation, lost map recovery, beast migration control, relic transport -- **Visual style:** canopy shadows, massive roots, ruined steps, waterfalls, bright flora, ancient carvings -- **Gameplay style:** exploration-heavy, vertical routes, trap dodging, environmental storytelling - ---- - -## 6. Stormbreaker Isle - -- **Theme:** rocky sea island, shipwreck coast, and storm-carved caverns -- **Recommended level range:** 22–32 -- **Towns / cities:** storm harbor, lighthouse settlement, salvage camp -- **Dungeons:** sea caves, wreck vaults, tidal ruins, storm shrines -- **Enemies:** sea monsters, smugglers, wreck pirates, lightning-touched elementals, coastal undead -- **Resources:** ship timber, rope fiber, storm glass, shell fragments, salvage iron -- **Faction presence:** dock crews, salvage guilds, privateers, lighthouse wardens -- **Merchants:** shipwrights, navigators, salvage traders, enchanted gear dealers -- **Major quests:** wreck recovery, beacon repair, storm route mapping, sea monster hunts -- **Visual style:** jagged stone, crashing surf, sea mist, broken hulls, storm skies, cliff paths -- **Gameplay style:** naval support, salvage gameplay, tide timing, dangerous coastal traversal - ---- - -## 7. Veilreach - -- **Theme:** late-game corrupted frontier, ancient disaster zone, and forbidden truth -- **Recommended level range:** 30+ -- **Towns / cities:** fortified outpost, research camp, warded encampment -- **Dungeons:** Veil cores, collapsed laboratories, corrupted fortresses, ancient reactors -- **Enemies:** mutated creatures, Veil spirits, elite cultists, corrupted dragons, twisted guardians -- **Resources:** unstable crystals, rare essences, high-tier metals, ancient components -- **Faction presence:** veil scholars, elite guards, secretive cults, ruin raiders, ward keepers -- **Merchants:** research vendors, relic appraisers, high-tier crafters, faction quartermasters -- **Major quests:** truth hunts, ward restoration, reactor shutdowns, breach containment, final region mysteries -- **Visual style:** broken sky, luminous corruption, impossible geometry, warped ruins, ancient light wells -- **Gameplay style:** endgame danger, story payoff, elite encounters, hidden-lore exploration - ---- - -## Regional Design Principles - -- Every island should have a strong silhouette from the sea. -- Every island should support at least one major city or hub. -- Every island should include a dungeon that meaningfully changes over time. -- Every island should carry a faction question, not just a combat loop. -- Every island should contain at least one secret site tied to the world history. -- Starter regions should teach travel, trade, and identity. -- Late regions should reward mastery, politics, and discovery. - ---- - -### Source: `docs/world/islands_overview.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / Islands Overview - ---- - -# Islands Overview -## Archipelago Role - -The island network is the backbone of Mystical Isles. Each region must support a distinct gameplay identity while contributing to the broader loop of trade, faction conflict, exploration, and progression. - -## Regional Summary - -| Region | Environment | Core Fantasy | Level Range | Primary Role | -| --- | --- | --- | --- | --- | -| Mainland Kingdom | Coastal plains, fortified harbors, farmland | Civilized stronghold on the edge of danger | 1-15 | Beginner hub, trade, onboarding | -| Witchwood Isle | Blackwood forest, mist valleys, hidden ruins | Enchanted wilderness with secretive powers | 10-25 | Early exploration, corruption mystery | -| Frostpeak Isle | Frozen mountains, mines, caverns | Harsh alpine frontier and dwarven industry | 20-35 | Crafting, mining, dungeon delves | -| Ashen Deadlands | Volcanic wastes, cursed ruins, war-scarred plains | Hostile survival zone under constant threat | 30-45 | Open conflict, elite danger, relic recovery | -| Shattered Reefs | Rocky desert canyons, coves, oases | Pirate frontier, reef treasure coast, and canyon tribal civilization | 25-40 | Naval combat, smuggling, treasure hunting, tribal diplomacy | -| Stormreach Isles | Tempest seas, fractured towers, unstable routes | Endgame anomaly frontier | 40-60 | High-end exploration, portals, world threats | - -## The Mainland Kingdom - -### Overview -The Mainland Kingdom is the political and commercial center of surviving civilization. It is the safest large-scale entry point into the setting and the place where new players learn the stakes of the wider archipelago. - -### Region Profile -- **Environment:** fortified coastlines, inland farms, river roads, shipyards, and protected harbor districts -- **Major cities:** Crownharbor, Highmarket, and the royal port district known as Beacon Quay -- **Races and factions:** humans dominate publicly, but traders, diplomats, and guild agents from every island maintain enclaves here -- **Threats:** smugglers, political sabotage, coastal raiders, sewer creatures, and hidden Veil outbreaks in sealed lower districts -- **Resources:** food stores, textiles, ship lumber, refined tools, civic contracts, and common trade goods -- **Gameplay role:** tutorial region, social hub, market center, faction introduction, and expedition staging ground -- **Progression range:** levels 1-15 -- **Notable landmarks:** the Royal Docks, the Tidewall Bastion, the Hall of Charts, and the sealed undercity vaults - -## Witchwood Isle - -### Overview -Witchwood is a dense island wilderness where beauty, secrecy, and corruption overlap. It should feel ancient, intelligent, and only partially mapped. - -### Region Profile -- **Environment:** dark evergreen forests, moonlit marshes, hidden glades, root-choked ruins, and fog-laced ravines -- **Major cities:** Briarthorne, Moonroot Enclave, and the grove settlement of Hollowfen -- **Races and factions:** witches, woodland elves, wardens, herbalist circles, and rival covens -- **Threats:** corrupted beasts, living forests, curse sites, territorial spirits, and hidden cult activity near ruins -- **Resources:** alchemical herbs, enchanted timber, rare fungi, ritual reagents, and ruin salvage -- **Gameplay role:** discovery-heavy zone for magic lore, hidden paths, and faction reputation choices -- **Progression range:** levels 10-25 -- **Notable landmarks:** the Thorn Mirror Lake, the Gloam Spires, the Weeping Arch, and the Hollow Root Labyrinth - -## Frostpeak Isle - -### Overview -Frostpeak is a mountainous survival zone built around dwarven industry, hazardous ascent routes, and underground secrets older than recorded history. - -### Region Profile -- **Environment:** frozen ridges, glacier passes, volcanic vents beneath ice, deep mines, and multi-level cavern cities -- **Major cities:** Irondeep Hold, Skallforge, and the cliffside port of Winterwake -- **Races and factions:** dwarven clans, contracted human miners, mountain rangers, and scholarly excavation crews -- **Threats:** avalanches, dragon nests, unstable tunnels, ancient sentinels, and frost-mutated wildlife -- **Resources:** iron, silver, rare crystals, forge fuel, masterwork metal, and excavation fragments -- **Gameplay role:** crafting progression, dungeon access, resource extraction, and vertical exploration -- **Progression range:** levels 20-35 -- **Notable landmarks:** the Embervein Chasm, the Skyhammer Stair, the Hollow Furnace, and the sleeping dragon caves - -## Ashen Deadlands - -### Overview -The Ashen Deadlands are a fractured war zone where cursed ruins, volcanic terrain, and hostile warbands create constant pressure. This region should communicate desperation, decay, and hard-won survival. - -### Region Profile -- **Environment:** ash plains, lava scars, shattered fortresses, toxic fumaroles, and blackened bone fields -- **Major cities:** no stable capital survives; major footholds include Cinderwatch Camp, Gravefire Redoubt, and the ruin-market of Blackwake Crossing -- **Races and factions:** undead hosts, orc warbands, scavenger militias, necromantic cults, and mercenary companies -- **Threats:** roaming undead armies, cursed relic zones, siege beasts, rival raiders, and eruption-driven terrain hazards -- **Resources:** volcanic ore, bone ash reagents, cursed relic fragments, siege salvage, and rare hostile-zone crafting materials -- **Gameplay role:** contested territory, elite combat loops, siege events, faction warfare, and high-risk relic recovery -- **Progression range:** levels 30-45 -- **Notable landmarks:** the Ember Graves, the Throne of Cinders, the Sunken Citadel, and the Ash Bell Crater - -## The Shattered Reefs - -### Overview -The Shattered Reefs combine pirate fantasy, canyon traversal, and ship-driven progression with a rich native culture that predates the arrival of any sea rovers. The outer coasts belong to the Free Reef Corsairs — lawless, opportunistic, and dangerous. The inner canyons and hidden oases belong to the **Reef Wardens**, a canyon-dwelling tribal civilization with deep roots in the land, the storms, and the ancient ruins buried beneath the canyon floors. - -The island should feel layered: the surface reads as a lawless pirate frontier, but the deeper players venture into the canyons, the more they discover that someone has always lived here — and that they have been watching from above. - -### Region Profile -- **Environment:** rocky desert canyons, hidden coves, reef mazes, salt flats, sea caves, and lush oasis pockets -- **Major cities (Corsair):** Redwake Port, Smuggler's Lantern, and the hidden oasis market of Saffron Hollow -- **Major settlements (Reef Warden):** cliff-carved villages built into canyon walls, the oasis sanctuary of Stonethirst Basin, and the relic-guardian stronghold of the Hollow Spire -- **Races and factions:** Free Reef Corsairs (pirate crews, smugglers, free captains), Reef Wardens (canyon dwellers, storm-readers, relic guardians, reef navigators), treasure leagues, and treasure hunters -- **Threats:** ambush fleets, reef beasts, naval chokepoints, rival treasure hunters, collapsing canyon ruins, and territorial Reef Warden patrols in the inner canyon zones -- **Resources:** contraband, ship parts, rare spices, treasure charts, coral metals, black-market salvage, canyon relic fragments, and Reef Warden-exclusive oasis trade goods -- **Gameplay role:** naval combat, treasure hunting, smuggling missions, convoy interception, mid-game exploration routing, and tribal diplomacy quests through the inner canyon network -- **Progression range:** levels 25-40 -- **Notable landmarks:** the Hookjaw Reefs, the Scarlet Narrows, the Whisper Vault, the oasis known as Queen's Shade, the Hollow Spire relic stronghold, and the cliff-carved Reef Warden village of Canyon's Throat - -### The Reef Wardens — Canyon Civilization - -The Reef Wardens are the island's original inhabitants — a tribal civilization that has occupied the interior canyon networks, sea cliffs, and hidden oases of the Shattered Reefs since before recorded history. They are not pirates. They are not simply desert dwellers. They are something entirely their own. - -| Cultural Identity | Description | -| --- | --- | -| **Canyon Dwellers** | Their villages are carved directly into cliff faces and canyon walls — invisible from the sea, invisible from the reef, accessible only to those who know the paths | -| **Reef Navigators** | Generations of accumulated knowledge makes Reef Warden pilots the only beings capable of safely navigating the most dangerous reef passages | -| **Storm Readers** | Specialist storm-reader roles within their society interpret weather patterns, ocean current behavior, and aetheric energy signatures carried on the wind | -| **Tribal Sailors** | They use small, agile reef-adapted vessels built from a hybrid of traditional craftsmanship and salvaged materials — fast, shallow-draft, and nearly invisible in reef corridors | -| **Oasis Protectors** | The hidden freshwater oases of the interior are sacred to the Reef Wardens — they control access and will not permit exploitation of these vital resources | -| **Relic Guardians** | Beneath the canyon floors lie pre-Fracturing ruins. The Reef Wardens have protected these sites for generations, and their oral history contains fragments of the true purpose of what lies buried beneath | - -**Technology:** The Reef Wardens' material culture blends traditional canyon craftsmanship with salvaged ship timber, reef coral structural materials, and bronze-age metalwork. Their tools and architecture reflect centuries of adaptation — nothing is wasted, everything is integrated into the canyon environment. They also tame and domesticate desert creatures native to the canyon interior, which serve roles in scouting, hauling, and defense. - -**Relationship with the Free Reef Corsairs:** An undeclared but understood territorial boundary divides the island. Pirates control the outer reef ports and coastal coves. The Reef Wardens control the inner canyons, hidden oases, and canyon ruin sites. This arrangement is maintained through mutual pragmatism — the Corsairs cannot navigate the inner reef passages without Reef Warden guidance, and the Reef Wardens occasionally trade canyon resources for sea-salvage they cannot produce themselves. The relationship is tense, not hostile. But it is fragile. - -**Player Interaction:** Building Reef Warden reputation — separate from the Free Reef Corsairs faction standing — unlocks inner canyon route access, hidden oasis markets, relic-guardian quest lines, storm-reading information services, and deep canyon dungeon access. Some of the island's most valuable discoveries are gated entirely behind Reef Warden trust. - -## Stormreach Isles - -### Overview -Stormreach is the late-game frontier where reality remains visibly unstable. It is the clearest environmental expression of The Fracturing without fully breaking the player-facing mystery. - -### Region Profile -- **Environment:** permanent storm belts, lightning-scarred cliffs, broken towers, flooded ruins, and shifting sea corridors -- **Major cities:** no true safe capital; expedition bases include Tempest Anchorage and Wardfall Station -- **Races and factions:** elite expeditions, ward engineers, portal scholars, scavenger fleets, and extremist cult cells -- **Threats:** unstable portals, colossal sea creatures, Veil storms, spatial anomalies, and apex mutated predators -- **Resources:** charged crystals, ward components, advanced relics, endgame crafting catalysts, and rare research data -- **Gameplay role:** endgame exploration, large-group objectives, portal content, world bosses, and live-event escalation -- **Progression range:** levels 40-60 -- **Notable landmarks:** the Broken Sky Array, the Glass Tide Basin, the Nullwatch Spire, and the Maw of Storms - ---- - -## Related Documents -- [🗺 Islands Overview] (../lore/islands_overview.md) -- [🏰 Mainland] (mainland.md) -- [⛈ Stormreach Isles] (stormreach_isles.md) - -## Suggested Reading -- Previous: Start with this page. -- Next: [🏰 Mainland] (mainland.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/world/mainland.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / 🏰 Mainland - ---- - -# 🏰 Mainland -## Overview -Mainland is the primary lawful hub and MVP starter region. - -## Gameplay Purpose -Provides onboarding, baseline economy, first faction loop, and core dungeon access. - -## Player Experience Goals -- safe initial orientation -- quick access to meaningful combat/exploration -- clear progression landmarks - -## Technical Notes -Mainland houses first city services, tutorial quest chains, and foundational vendor/crafting loops. - -## Implementation Notes -Includes one city, surrounding exploration ring, one dungeon, and adjacent gathering zones. - -## Examples -- city contracts feed players into nearby ruins -- dungeon loop introduces relic economy - -## Production Priority -**P0 flagship playable region.** - ---- - -## Related Documents -- [✅ MVP Scope — Minimum Playable MMORPG] (../production/mvp_scope.md) -- [📜 Gameplay Track: Quests] (../gameplay/quests/README.md) -- [❄ Frostpeak Isle] (frostpeak_isle.md) - -## Suggested Reading -- Previous: [Islands Overview] (islands_overview.md) -- Next: [❄ Frostpeak Isle] (frostpeak_isle.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/world/frostpeak_isle.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / ❄ Frostpeak Isle - ---- - -# ❄ Frostpeak Isle -## Overview -A high-altitude dwarf-dominated region focused on ore wealth, industrial crafting, and cold hazard gameplay. - -## Gameplay Purpose -Acts as mid-game crafting and resistance-preparation content. - -## Player Experience Goals -- harsh environmental challenge -- high-value material rewards -- faction trade opportunity - -## Technical Notes -Requires cold hazard mechanics and resource-rich node distribution. - -## Implementation Notes -Not part of MVP playable scope; seeded through quests and economy hooks first. - -## Production Priority -**P2.** - ---- - -## Related Documents -- [🏰 Mainland] (mainland.md) -- [🛠 Crafting System] (../systems/crafting_system.md) -- [🧙 Witchwood Isle] (witchwood_isle.md) - -## Suggested Reading -- Previous: [🏰 Mainland] (mainland.md) -- Next: [🧙 Witchwood Isle] (witchwood_isle.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/world/witchwood_isle.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / 🧙 Witchwood Isle - ---- - -# 🧙 Witchwood Isle -## Overview -Dense ritual forests and anomaly-touched groves controlled by competing mystical factions. - -## Gameplay Purpose -Supports magic-heavy exploration, ritual questing, and faction tension. - -## Player Experience Goals -- eerie traversal and discovery -- ritual-driven encounter moments -- high-lore narrative revelations - -## Technical Notes -Requires environmental storytelling and layered hidden-path design. - -## Implementation Notes -Early references in MVP, full zone post-vertical-slice. - -## Production Priority -**P2.** - ---- - -## Related Documents -- [🏴 Factions Overview] (../lore/factions_overview.md) -- [Magic System] (../systems/magic_system.md) -- [🏴‍☠ Shattered Reefs] (shattered_reefs.md) - -## Suggested Reading -- Previous: [❄ Frostpeak Isle] (frostpeak_isle.md) -- Next: [🏴‍☠ Shattered Reefs] (shattered_reefs.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/world/stormreach_isles.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / ⛈ Stormreach Isles - ---- - -# ⛈ Stormreach Isles -## Overview -An anomaly-heavy frontier of extreme weather and unstable dimensional phenomena. - -## Gameplay Purpose -Supports advanced exploration and event-driven high-end content. - -## Player Experience Goals -- unpredictable danger -- discovery of late-game systems -- cooperative expedition challenge - -## Technical Notes -Needs robust event and hazard synchronization across multiplayer sessions. - -## Implementation Notes -Deferred until post-MVP and post-core world expansion. - -## Production Priority -**P4.** - ---- - -## Related Documents -- [Ancient Technology] (../design/ancient_technology.md) -- [📜 World Events System] (../systems/world_events.md) -- [Creatures & Monsters] (creatures_and_monsters.md) - -## Suggested Reading -- Previous: [☠ Ashen Deadlands] (ashen_deadlands.md) -- Next: [Creatures & Monsters] (creatures_and_monsters.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/world/shattered_reefs.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / 🏴‍☠ Shattered Reefs - ---- - -# 🏴‍☠ Shattered Reefs -## Overview -A pirate-fractured maritime region of reefs, hidden coves, and contested smuggling lanes. - -## Gameplay Purpose -Future naval risk/reward and illicit economy zone. - -## Player Experience Goals -- unpredictable route danger -- contraband progression identity -- high-stakes group navigation - -## Technical Notes -Depends on mature route hazard and maritime encounter systems. - -## Implementation Notes -Deferred beyond MVP; introduced through lore/events/merchant references. - -## Production Priority -**P3.** - ---- - -## Related Documents -- [🚢 Naval System] (../systems/naval_system.md) -- [Factions] (../factions/factions.md) -- [☠ Ashen Deadlands] (ashen_deadlands.md) - -## Suggested Reading -- Previous: [🧙 Witchwood Isle] (witchwood_isle.md) -- Next: [☠ Ashen Deadlands] (ashen_deadlands.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/world/ashen_deadlands.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏝 World Index] (README.md) - -**Breadcrumbs:** Home / World / ☠ Ashen Deadlands - ---- - -# ☠ Ashen Deadlands -## Overview -A cursed conflict zone where undead expansion and survivalist warbands contest ancient ruin control. - -## Gameplay Purpose -Late-stage high-risk content focused on corruption and attrition. - -## Player Experience Goals -- oppressive atmosphere -- difficult encounters with strong rewards -- faction consequence storytelling - -## Technical Notes -Requires corruption and resistance systems at mature balancing levels. - -## Implementation Notes -Planned after baseline progression stability. - -## Production Priority -**P3.** - ---- - -## Related Documents -- [True History] (../lore/true_history.md) -- [🛡 Gameplay Track: PvE] (../gameplay/pve/README.md) -- [⛈ Stormreach Isles] (stormreach_isles.md) - -## Suggested Reading -- Previous: [🏴‍☠ Shattered Reefs] (shattered_reefs.md) -- Next: [⛈ Stormreach Isles] (stormreach_isles.md) - -## Navigation -- [⬆ Back to 🏝 World Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/naval_travel.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Naval Travel - ---- - -# Naval Travel -## System Role - -Naval travel is the connective tissue of Mystical Isles. Seas are not empty loading space; they are contested, hazardous, and progression-defining gameplay surfaces. - -## Core Pillars - -- route planning should matter as much as destination choice -- crews must manage supplies, repairs, weather, and threat awareness -- safer lanes should be valuable but limited -- dangerous routes should promise better rewards, shortcuts, or hidden discoveries -- ship progression should unlock new play styles rather than only bigger numbers - -## Voyage Types - -| Voyage Type | Player Goal | Common Threats | Reward Pattern | -| --- | --- | --- | --- | -| Trade run | Deliver cargo and maintain commerce | Pirates, storms, blockades | Gold, reputation, market access | -| Expedition | Reach ruins or unstable islands | Sea creatures, route collapse, supply loss | Relics, lore, discovery unlocks | -| Bounty chase | Track hostile captains or monsters | Ambush fleets, reefs, false signals | Contracts, trophies, faction standing | -| Treasure voyage | Decode maps and recover hidden caches | Traps, rival crews, dangerous shoals | Rare loot, ship upgrades, charts | -| Rescue mission | Recover stranded crews or escorts | Timed hazards, weather, corruption zones | Reputation, rare contacts, route intel | - -## Ship Progression - -- hull upgrades improve resilience and cargo options -- sail and rigging upgrades affect route access and speed under severe weather -- warded components reduce corruption and anomaly exposure -- specialty tools enable harpoon combat, reef navigation, salvage, or portal anchoring - -## World Integration - -- functioning wards justify stable shipping lanes and major ports -- pirate economies thrive where central control is weakest -- sea monsters, storms, and broken gateways explain why travel remains dangerous despite civilization -- late-game regions should feel inaccessible without meaningful ship and crew investment - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [🚢 Naval System] (naval_system.md) -- Next: [📜 World Events System] (world_events.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/naval_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / 🚢 Naval System - ---- - -# 🚢 Naval System -## Overview -Naval gameplay governs inter-island travel, route risk, ship progression, and maritime encounters. - -## Gameplay Purpose -Make traversal itself a strategic and social gameplay layer. - -## Player Experience Goals -- dangerous but rewarding travel -- route planning and preparedness -- meaningful ship upgrade progression - -## Technical Notes -Naval systems depend on weather state, encounter spawning, and route permissions. - -## Implementation Notes -MVP includes light naval traversal framing, but not full naval warfare. - -## Examples -- storm warning modifies safe route availability -- upgraded hull improves survival in hazard zones - -## Production Priority -**P2 full implementation (light hooks in MVP).** - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Magic System] (magic_system.md) -- Next: [Naval Travel] (naval_travel.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/exploration_systems.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Exploration Systems - ---- - -# Exploration Systems -## Exploration Role - -Exploration is a primary progression pillar. Players should advance not only by combat strength, but by learning routes, identifying landmarks, understanding faction territory, and unlocking access to places others cannot reliably reach. - -## Core Exploration Loops - -- discover a lead through rumor, map fragment, faction contract, or environmental clue -- prepare with supplies, ship configuration, and the right allies -- reach the location through hazards, puzzles, combat, or navigation challenges -- return with knowledge, relics, route updates, or changed world conditions -- reuse that discovery to open new opportunities elsewhere in the archipelago - -## System Components - -| Component | Function | Example Uses | -| --- | --- | --- | -| Landmark discovery | Rewards first-time travel and observation | Hidden groves, storm towers, reef caves | -| Route knowledge | Unlocks safer or faster movement | Shipping lanes, portal chains, mountain passes | -| Expedition readiness | Adds planning depth | Supply kits, ward tools, repair stock | -| Environmental puzzles | Gates valuable content behind awareness | Rune seals, tide locks, broken machinery | -| World-state triggers | Makes exploration dynamic | Ward failures, storms opening, ruins activating | -| Discovery journals | Tracks clues and partial findings | Treasure trails, relic chains, faction notes | - -## Design Goals - -- reward observation over waypoint chasing -- support repeat visits with changed conditions or new tools -- blend land and sea travel into one coherent progression model -- use exploration to seed story, economy, and social cooperation -- make danger readable without making the world feel predictable - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [📜 World Events System] (world_events.md) -- Next: [Reward Profiles] (reward_profiles.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/items.md b/_git/docs/items.md index 841f381..d405db3 100644 --- a/_git/docs/items.md +++ b/_git/docs/items.md @@ -5,1538 +5,3 @@ Single consolidated items and equipment reference covering weapons, armor, consu Atavism structures, SQL terminology, field meaning references, and balancing structures are preserved. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/items-and-equipment.md` - -# Items & Equipment - -Items and equipment form the economic and combat backbone of Mystical Isles. This page centralizes the major item families, rarity structure, progression tiers, and design expectations for weapons, armor, consumables, materials, and special relics. - ---- - -## Design Goals - -- Items should support identity, not just stats. -- Equipment should feel tied to islands, factions, and threats. -- Crafting materials should matter in the economy. -- Rare gear should be exciting without breaking progression. -- Loot should always suggest a story. - ---- - -## Item Families - -### Weapons -- swords, axes, spears, bows, daggers, staves, wands, shields, and future naval weapons -- each weapon family should support a distinct combat feeling -- damage profiles should be easy to understand at a glance - -### Armor -- cloth, leather, mail, plate, ceremonial gear, faction gear, and specialized resistance sets -- armor should trade off mobility, mitigation, and magical protection - -### Consumables -- food, drinks, potions, tonics, bandages, bombs, scrolls, and temporary buffs -- consumables should support both exploration and combat - -### Materials -- ore, wood, cloth, leather, herbs, gems, monster parts, relic fragments, and salvage -- materials should drive crafting, trade, and quest completion - -### Magical Artifacts -- relics, ward stones, ancient tools, royal seals, reactor shards, and Veil-touched items -- these are rare, story-linked, and usually tied to discovery or faction progress - -### Tools and Utility Items -- fishing rods, mining picks, lock tools, lanterns, maps, compasses, salvage kits, and camping supplies -- utility items should make exploration feel richer and more grounded - -### Ammo and Supports -- arrows, bolts, thrown charges, traps, and special powders -- ammunition can be basic, elemental, or faction-specific - -### Currencies -- common coinage for trade -- faction tokens -- relic currency -- event or reputation currency - ---- - -## Equipment Slots - -Typical equipment structure: - -- main hand -- off hand -- head -- chest -- hands -- legs -- feet -- trinket 1 -- trinket 2 -- cloak or mantle -- weapon swap slot -- bag or utility slot - -Slots can be adjusted by the final technical implementation, but the design should remain modular. - ---- - -## Rarity Tiers - -| Rarity | Color Feel | Design Meaning | -|---|---|---| -| Common | plain | reliable starter gear | -| Uncommon | tinted | improved base item | -| Rare | bright | clear build choice | -| Epic | dramatic | strong identity item | -| Legendary | iconic | quest or world-defining reward | -| Relic | ancient | tied to history, factions, or hidden lore | - -Rarity should affect more than numbers. It should affect story and desirability. - ---- - -## Progression Tiers - -| Tier | Purpose | Example | -|---|---|---| -| Tier 1 | starter gear | mainland equipment | -| Tier 2 | regional gear | island-craft items | -| Tier 3 | specialist gear | faction or dungeon drops | -| Tier 4 | veteran gear | elite dungeon and quest rewards | -| Tier 5 | endgame gear | relics, bosses, hidden content | - -These tiers help keep region rewards readable. - ---- - -## Cost and Value Philosophy - -Item pricing should scale by usefulness, rarity, and source. - -General value guidance: - -- basic food and repair items should be cheap -- travel supplies should be affordable but never free -- crafting reagents should vary by region -- faction gear should require reputation, not just money -- relics should often require both currency and story progress -- black market goods should cost more and carry social risk - -Example price bands: - -| Item Type | Typical Cost Band | -|---|---:| -| Common consumable | very low | -| Basic weapon | low | -| Regional armor | moderate | -| Rare crafted item | high | -| Legendary relic | very high | - ---- - -## Effects and Bonuses - -Equipment and items can grant: - -- damage increases -- healing bonuses -- resistance bonuses -- movement bonuses -- crafting bonuses -- gathering bonuses -- reputation modifiers -- faction access -- travel quality-of-life effects -- skill-specific improvements - -The best items should create new play patterns, not only larger numbers. - ---- - -## Damage and Resistance Links - -Weapons and magical items should connect directly to the world’s combat logic. - -Possible damage types: - -- physical -- fire -- frost -- lightning -- poison -- shadow -- holy -- arcane -- bleed or trauma - -Possible resistance types: - -- armor mitigation -- elemental resistance -- status resistance -- corruption resistance -- naval or environmental resistance - ---- - -## Crafting and Loot Notes - -- Rare materials should come from meaningful enemies or risky regions. -- Bosses should drop signature components for themed gear. -- Some items should only appear through faction vendors or hidden buyers. -- Certain relics should be unique enough to become world rumors. -- Gear sets should reinforce the island or faction where they are found. - ---- - -## Item Storytelling - -Every good item should suggest one of these ideas: - -- who made it -- where it was found -- which faction wants it -- what creature dropped it -- what ancient function it once served -- why it matters now - -That is how loot becomes worldbuilding. - ---- - -### Source: `docs/systems/items_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Items System (Atavism X 9) - ---- - -# Mystical Isles Items System (Atavism X 9) -This is the master production specification for Mystical Isles items using the Atavism X 9 item model and database fields. - -## Purpose - -The item system must simultaneously support: - -- combat -- crafting -- quests -- economy -- faction rewards -- skill progression -- naval gameplay -- exploration -- treasure hunting -- political progression -- player identity -- loot tables -- merchant tables -- starting equipment -- socketing -- enchanting -- death loss -- durability -- bag/storage systems - -## Atavism X 9 Production Scope - -Mystical Isles item data is authored as database-ready records with consistent field usage so designers can wire: - -- item templates -- drop/loot tables -- merchant tables -- quest rewards -- crafting outputs -- faction vendor catalogs -- starting template loadouts - -## Design Rules - -### Items should - -- reinforce race/class identity -- support exploration loops and discovery rewards -- support gathering/crafting pipelines -- support faction and reputation progression -- support economy circulation and price bands -- support naval combat and ship progression -- support political and settlement progression -- support quest progression and narrative gating -- remain database-ready for Atavism content pipelines - -### Items should not - -- exist only as generic filler -- create runaway vertical power scaling -- ignore weight and encumbrance expectations -- ignore currency and market value -- ignore death loss risk profiles -- ignore binding and trade control -- ignore crafting, loot, and merchant integrations - -## Item Lifecycle in Mystical Isles - -| Lifecycle Stage | System Owner | Item Use | -| --- | --- | --- | -| Acquisition | Loot, merchants, quests, crafting, faction vendors | Introduce scarcity and progression pacing | -| Ownership | Binding + unique + stack logic | Control market flow and role identity | -| Active Use | Combat, utility, world interaction, claims, shops | Drive gameplay outcomes | -| Maintenance | Durability, repair, death loss, replacement loops | Sustain economy and long-term demand | -| Conversion | Selling, auctioning, crafting input, salvage | Keep item circulation active | - -## Cross-Document Index - -- [Item Types Reference] (./item_types_reference.md) -- [Equipment and Slots] (./equipment_and_slots.md) -- [Item Effects and Requirements] (./item_effects_and_requirements.md) -- [Item Master List] (./item_master_list.md) - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Currency System] (currency_system.md) -- Next: [Item Types Reference (Atavism X 9)] (item_types_reference.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/item_master_list.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Item Master List (Atavism X 9) - ---- - -# Item Master List (Atavism X 9) -| Item Name | Type | Subtype | Quality | Slot | Currency | Cost | Sellable | Auction | Stack | Weight | Binding | Effect | Source | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Iron Longsword | Weapon | Sword | Common | Main Hand | Silver | 120 | Yes | Yes | 1 | 4.0 | None | Balanced melee | Kingdom vendors | -| Training Sword | Weapon | Sword | Common | Main Hand | Copper | 35 | Yes | Yes | 1 | 3.6 | None | Starter weapon | Starting equipment | -| Wardguard Blade | Weapon | Sword | Rare | Main Hand | Ward Sigils | 180 | Yes | No | 1 | 4.3 | Bind on Equip | Passive ward resist | Faction rewards | -| Knight's Shield | Weapon | Shield | Uncommon | Off Hand | Silver | 160 | Yes | Yes | 1 | 5.2 | None | Parry bonus | Kingdom vendors | -| Paladin Warhammer | Weapon | Hammer | Rare | Main Hand | Gold | 320 | Yes | No | 1 | 5.8 | Bind on Equip | Anti-corruption hit | Dungeon/faction | -| Kingdom Spear | Weapon | Spear | Uncommon | Main Hand | Silver | 140 | Yes | Yes | 1 | 4.7 | None | Reach bonus | Kingdom vendors | -| Reef Cutlass | Weapon | Sword | Uncommon | Main Hand | Doubloons | 95 | Yes | Yes | 1 | 3.9 | None | Boarding bonus | Pirate merchants | -| Rusted Cutlass | Weapon | Sword | Common | Main Hand | Copper | 28 | Yes | Yes | 1 | 3.5 | None | Budget melee | Pirate drops | -| Storm Flintlock | Weapon | Pistol | Rare | Main Hand | Doubloons | 210 | Yes | No | 1 | 4.1 | Bind on Equip | Uses Bullet ammo | Pirate faction shop | -| Boarding Axe | Weapon | Axe | Uncommon | Main Hand | Doubloons | 155 | Yes | Yes | 1 | 4.6 | None | Bonus vs ship parts | Pirate loot/vendor | -| Corsair Dagger | Weapon | Dagger | Uncommon | Main Hand | Silver | 90 | Yes | Yes | 1 | 2.0 | None | Backstrike bonus | Pirate vendors | -| Sandfang Spear | Weapon | Spear | Uncommon | Main Hand | Silver | 150 | Yes | Yes | 1 | 4.8 | None | Bleed on crit | Canyon tribe vendors | -| Stormbone Bow | Weapon | Bow | Rare | Main Hand | Silver | 185 | Yes | No | 1 | 3.3 | Bind on Equip | Uses Arrow ammo | Canyon hunts | -| Reef Hunter Harpoon | Weapon | Harpoon Launcher | Rare | Main Hand | Gold | 260 | Yes | No | 1 | 5.0 | Bind on Equip | Uses Harpoon ammo | Naval quests | -| Canyon Knife | Weapon | Dagger | Common | Main Hand | Silver | 75 | Yes | Yes | 1 | 1.9 | None | Fast strikes | Canyon drops | -| Iceforge Hammer | Weapon | Hammer | Rare | Main Hand | Gold | 340 | Yes | No | 1 | 6.0 | Bind on Equip | Frost impact | Dwarven forges | -| Miner's Pickaxe | Weapon | Pickaxe | Common | Main Hand | Silver | 65 | Yes | Yes | 1 | 4.5 | None | Mining skill exp | Starter/profession vendor | -| Froststeel Axe | Weapon | Axe | Rare | Main Hand | Gold | 300 | Yes | No | 1 | 5.2 | Bind on Equip | Armor sunder | Dwarven crafting | -| Dragonbone Maul | Weapon | Maul | Epic | Main Hand | Gold | 520 | Yes | No | 1 | 6.8 | Bind on Pickup | Stagger chance | Dungeon boss | -| Witchwood Bow | Weapon | Bow | Rare | Main Hand | Gold | 240 | Yes | No | 1 | 3.1 | Bind on Equip | Uses Arrow ammo | Elven crafters | -| Thornblade | Weapon | Sword | Rare | Main Hand | Silver | 210 | Yes | No | 1 | 3.8 | Bind on Equip | Nature bleed | Elven faction rewards | -| Moonlit Staff | Weapon | Staff | Rare | Main Hand | Gold | 260 | Yes | No | 1 | 4.2 | Bind on Equip | Mana regen passive | Elven relic sites | -| Forest Dagger | Weapon | Dagger | Uncommon | Main Hand | Silver | 95 | Yes | Yes | 1 | 1.8 | None | Stealth crit | Elven vendors | -| Arcforge Pistol | Weapon | Pistol | Epic | Main Hand | Ancient Cores | 120 | Yes | No | 1 | 4.0 | Bind on Equip | Uses Aether Cell | Gnome relic lab | -| Spark Rod | Weapon | Rod | Rare | Main Hand | Gold | 220 | Yes | No | 1 | 2.7 | Bind on Equip | Chain spark | Gnome engineering vendors | -| Relic Spanner | Weapon | Tool-Blade | Uncommon | Main Hand | Silver | 130 | Yes | Yes | 1 | 2.5 | None | Construct bonus | Gnome crafting | -| Dimensional Resonator | Weapon | Resonator | Legendary | Main Hand | Ancient Cores | 220 | No | No | 1 | 4.9 | Bind on Pickup | Rift pulse | Ancient vault reward | -| Bone Wand | Weapon | Wand | Rare | Main Hand | Veil Shards | 140 | Yes | No | 1 | 2.2 | Bind on Equip | Curse amplification | Witch faction vendor | -| Curse Staff | Weapon | Staff | Epic | Main Hand | Veil Shards | 260 | Yes | No | 1 | 4.6 | Bind on Pickup | DoT extension | Forbidden rituals | -| Veil Knife | Weapon | Dagger | Rare | Main Hand | Veil Shards | 180 | Yes | No | 1 | 2.0 | Bind on Equip | Corruption strike | Veilfront loot | -| Shadow Sickle | Weapon | Sickle | Epic | Main Hand | Veil Shards | 230 | Yes | No | 1 | 3.9 | Bind on Pickup | Health siphon | Witch boss drops | -| Ancient Energy Blade | Weapon | Energy Blade | Legendary | Main Hand | Ancient Cores | 260 | No | No | 1 | 4.4 | Bind on Pickup | Aether burn | Ancient discovery | -| Portal Pike | Weapon | Pike | Epic | Main Hand | Ancient Cores | 245 | No | No | 1 | 5.1 | Bind on Pickup | Teleport lunge | Ancient events | -| Aether Rifle | Weapon | Rifle | Legendary | Main Hand | Ancient Cores | 320 | No | No | 1 | 5.6 | Bind on Pickup | Uses Aether Cell | Endgame relic cache | -| Wardsteel Helm | Armor | Plate Helm | Uncommon | Head | Silver | 140 | Yes | Yes | 1 | 4.2 | None | Endurance bonus | Kingdom vendors | -| Wardsteel Chestplate | Armor | Plate Chest | Rare | Chest | Gold | 260 | Yes | No | 1 | 8.8 | Bind on Equip | Ward resistance | Kingdom faction vendor | -| Wardsteel Greaves | Armor | Plate Legs | Uncommon | Legs | Silver | 180 | Yes | Yes | 1 | 6.1 | None | Stability | Kingdom vendors | -| Wardsteel Boots | Armor | Plate Boots | Uncommon | Feet | Silver | 120 | Yes | Yes | 1 | 3.8 | None | Movement control | Kingdom vendors | -| Wardsteel Gloves | Armor | Plate Gloves | Uncommon | Hands | Silver | 105 | Yes | Yes | 1 | 2.9 | None | Parry bonus | Kingdom vendors | -| Corsair Hat | Armor | Leather Hat | Common | Head | Doubloons | 70 | Yes | Yes | 1 | 1.6 | None | Luck bonus | Pirate vendors | -| Corsair Coat | Armor | Leather Coat | Uncommon | Chest | Doubloons | 150 | Yes | Yes | 1 | 4.9 | None | Evasion bonus | Pirate vendors | -| Corsair Boots | Armor | Leather Boots | Common | Feet | Doubloons | 85 | Yes | Yes | 1 | 2.3 | None | Deck grip | Pirate vendors | -| Smuggler Gloves | Armor | Gloves | Uncommon | Hands | Doubloons | 95 | Yes | Yes | 1 | 1.8 | None | Stealth handling | Black market | -| Reef Captain Belt | Armor | Belt | Rare | Waist | Doubloons | 180 | Yes | No | 1 | 2.0 | Bind on Equip | Cargo efficiency | Pirate faction rewards | -| Stormcaller Mask | Armor | Tribal Mask | Rare | Head | Silver | 170 | Yes | No | 1 | 2.7 | Bind on Equip | Storm resistance | Canyon tribe faction | -| Canyonhide Vest | Armor | Hide Chest | Uncommon | Chest | Silver | 145 | Yes | Yes | 1 | 4.1 | None | Heat resistance | Canyon crafters | -| Sandwalker Boots | Armor | Hide Boots | Uncommon | Feet | Silver | 110 | Yes | Yes | 1 | 2.4 | None | Desert movement | Canyon vendors | -| Boneguard Bracers | Armor | Bracers | Rare | Hands | Silver | 130 | Yes | No | 1 | 2.2 | Bind on Equip | Bleed resist | Canyon hunts | -| Frostplate Helm | Armor | Heavy Helm | Rare | Head | Gold | 220 | Yes | No | 1 | 4.6 | Bind on Equip | Frost resist | Dwarven forges | -| Frostplate Armor | Armor | Heavy Chest | Epic | Chest | Gold | 410 | Yes | No | 1 | 9.6 | Bind on Equip | Endurance and armor | Dwarven faction vendor | -| Miner's Gauntlets | Armor | Work Gloves | Uncommon | Hands | Silver | 115 | Yes | Yes | 1 | 2.6 | None | Mining bonus | Dwarven vendors | -| Dragonhide Boots | Armor | Reinforced Boots | Rare | Feet | Gold | 210 | Yes | No | 1 | 3.3 | Bind on Equip | Fire resist | Dragon hunt rewards | -| Witchwood Hood | Armor | Cloth Hood | Uncommon | Head | Silver | 130 | Yes | Yes | 1 | 1.9 | None | Focus bonus | Elven vendors | -| Leafwoven Robe | Armor | Cloth Robe | Rare | Chest | Gold | 240 | Yes | No | 1 | 3.8 | Bind on Equip | Nature attunement | Elven crafters | -| Forest Strider Boots | Armor | Cloth Boots | Uncommon | Feet | Silver | 125 | Yes | Yes | 1 | 2.1 | None | Stealth movement | Elven vendors | -| Moonthread Gloves | Armor | Cloth Gloves | Rare | Hands | Silver | 145 | Yes | No | 1 | 1.7 | Bind on Equip | Cast speed | Elven faction vendor | -| Engineer Goggles | Armor | Goggles | Rare | Head | Gold | 205 | Yes | No | 1 | 1.4 | Bind on Equip | Engineering bonus | Gnome engineers | -| Arcforge Coat | Armor | Utility Coat | Rare | Chest | Gold | 255 | Yes | No | 1 | 4.4 | Bind on Equip | Aether handling | Gnome lab vendor | -| Utility Gloves | Armor | Utility Gloves | Uncommon | Hands | Silver | 110 | Yes | Yes | 1 | 1.5 | None | Craft speed | Gnome vendors | -| Relic Harness | Armor | Harness | Epic | Waist | Ancient Cores | 90 | No | No | 1 | 2.8 | Bind on Pickup | Relic capacity | Ancient lab reward | -| Coven Hood | Armor | Hood | Rare | Head | Veil Shards | 160 | Yes | No | 1 | 1.8 | Bind on Equip | Hex focus | Witch vendors | -| Veil-Touched Robe | Armor | Robe | Epic | Chest | Veil Shards | 280 | Yes | No | 1 | 3.9 | Bind on Pickup | Corruption power | Veil dungeon reward | -| Cursebinder Gloves | Armor | Gloves | Rare | Hands | Veil Shards | 145 | Yes | No | 1 | 1.6 | Bind on Equip | DoT potency | Witch faction rewards | -| Shadowwrap Boots | Armor | Boots | Rare | Feet | Veil Shards | 150 | Yes | No | 1 | 1.9 | Bind on Equip | Phase-step bonus | Veilfront merchants | -| Ancient Surveyor Helm | Armor | Survey Helm | Epic | Head | Ancient Cores | 105 | No | No | 1 | 3.1 | Bind on Pickup | Relic scan bonus | Ancient ruins | -| Relic Explorer Coat | Armor | Explorer Coat | Epic | Chest | Ancient Cores | 125 | No | No | 1 | 4.7 | Bind on Pickup | Artifact protection | Ancient ruins | -| Portal Stabilizer Harness | Armor | Harness | Legendary | Waist | Ancient Cores | 180 | No | No | 1 | 3.5 | Bind on Pickup | Portal stability | Portal events | -| Hollow Veil Plate | Armor | Corrupted Plate | Corrupted | Chest | Veil Shards | 340 | Yes | No | 1 | 8.2 | Bind on Pickup | Corruption armor | Veil bosses | -| Cursed Bone Helm | Armor | Corrupted Helm | Corrupted | Head | Veil Shards | 210 | Yes | No | 1 | 3.9 | Bind on Pickup | Fear aura | Veil bosses | -| Tainted Wraps | Armor | Corrupted Wraps | Corrupted | Hands | Veil Shards | 170 | Yes | No | 1 | 2.1 | Bind on Pickup | Hex throughput | Veil bosses | -| Mining Pick | Tool | Gathering | Common | Tool | Silver | 45 | Yes | Yes | 1 | 4.5 | None | Mine ore nodes | Tool vendors | -| Lumber Axe | Tool | Gathering | Common | Tool | Silver | 42 | Yes | Yes | 1 | 4.2 | None | Harvest wood | Tool vendors | -| Skinning Knife | Tool | Gathering | Common | Tool | Silver | 25 | Yes | Yes | 1 | 1.2 | None | Skin creature parts | Hunters' vendors | -| Fishing Rod | Tool | Gathering | Common | Tool | Silver | 30 | Yes | Yes | 1 | 2.4 | None | Fishing interaction | Dock vendors | -| Salvage Hook | Tool | Naval | Uncommon | Tool | Silver | 65 | Yes | Yes | 1 | 3.1 | None | Wreck salvage | Naval vendors | -| Archaeology Brush | Tool | Exploration | Uncommon | Tool | Silver | 55 | Yes | Yes | 1 | 0.8 | None | Relic excavation | Relic vendors | -| Relic Scanner | Tool | Relic | Rare | Tool | Gold | 190 | Yes | No | 1 | 2.0 | Bind on Equip | Cache detection | Ancient blueprint craft | -| Repair Hammer | Tool | Crafting | Uncommon | Tool | Silver | 70 | Yes | Yes | 1 | 3.4 | None | Repair gear durability | Smithing vendors | -| Shipwright Hammer | Tool | Naval Crafting | Rare | Tool | Gold | 210 | Yes | No | 1 | 3.8 | Bind on Equip | Ship module repair | Shipwright progression | -| Alchemy Kit | Tool | Crafting Kit | Uncommon | Tool | Silver | 60 | Yes | Yes | 1 | 1.6 | None | Potion crafting | Alchemy vendors | -| Enchanting Focus | Tool | Enchanting | Rare | Tool | Gold | 175 | Yes | No | 1 | 1.7 | Bind on Equip | Enchant profile access | Enchanting vendor | -| Diving Bell Tool | Tool | Exploration | Rare | Tool | Gold | 240 | Yes | No | 1 | 5.2 | Bind on Equip | Deep dive interaction | Naval exploration rewards | -| Coral Chisel | Tool | Gathering | Uncommon | Tool | Silver | 68 | Yes | Yes | 1 | 2.3 | None | Coral harvest | Reefcraft vendors | -| Cartographer Compass | Tool | Navigation | Rare | Tool | Gold | 185 | Yes | No | 1 | 1.1 | Bind on Equip | Map reveal bonus | Navigation vendors | -| Wooden Arrow | Ammo | Arrow | Common | None | Copper | 1 | Yes | Yes | 250 | 0.02 | None | +2 ammo damage | Fletcher vendors | -| Iron Arrow | Ammo | Arrow | Uncommon | None | Copper | 2 | Yes | Yes | 250 | 0.03 | None | +4 ammo damage | Crafting outputs | -| Witchwood Arrow | Ammo | Arrow | Rare | None | Silver | 3 | Yes | Yes | 200 | 0.03 | None | +6 ammo damage | Elven crafting | -| Crossbow Bolt | Ammo | Bolt | Uncommon | None | Silver | 3 | Yes | Yes | 220 | 0.03 | None | +5 ammo damage | Engineering craft | -| Lead Bullet | Ammo | Bullet | Uncommon | None | Silver | 4 | Yes | Yes | 180 | 0.04 | None | +6 ammo damage | Gunsmith vendors | -| Storm Bullet | Ammo | Bullet | Rare | None | Gold | 6 | Yes | Yes | 180 | 0.04 | None | +8 storm damage | Pirate/Storm crafting | -| Cannonball | Ammo | Cannonball | Rare | None | Gold | 14 | Yes | Yes | 40 | 1.20 | None | Naval cannon shot | Shipwright vendors | -| Chain Shot | Ammo | Cannonball | Rare | None | Gold | 16 | Yes | Yes | 30 | 1.10 | None | Sail-ripping shot | Naval crafting | -| Harpoon Bolt | Ammo | Harpoon | Uncommon | None | Silver | 8 | Yes | Yes | 120 | 0.09 | None | +9 harpoon damage | Harpoon craft | -| Explosive Harpoon | Ammo | Harpoon | Epic | None | Gold | 15 | Yes | No | 80 | 0.12 | None | Explosive harpoon shot | Advanced naval craft | -| Aether Cell | Ammo | Aether Cell | Epic | None | Ancient Cores | 3 | Yes | No | 100 | 0.06 | None | +12 aether shot | Ancient tech craft | -| Minor Healing Potion | Consumable | Potion | Common | None | Copper | 12 | Yes | Yes | 50 | 0.10 | None | UseAbility Heal_Minor | Alchemy craft | -| Healing Potion | Consumable | Potion | Uncommon | None | Copper | 35 | Yes | Yes | 50 | 0.10 | None | UseAbility Heal_Standard | Alchemy craft | -| Greater Healing Potion | Consumable | Potion | Rare | None | Silver | 1 | Yes | Yes | 30 | 0.11 | None | UseAbility Heal_Greater | Advanced alchemy | -| Minor Mana Potion | Consumable | Potion | Common | None | Copper | 12 | Yes | Yes | 50 | 0.10 | None | UseAbility Mana_Minor | Alchemy craft | -| Mana Potion | Consumable | Potion | Uncommon | None | Copper | 35 | Yes | Yes | 50 | 0.10 | None | UseAbility Mana_Standard | Alchemy craft | -| Greater Mana Potion | Consumable | Potion | Rare | None | Silver | 1 | Yes | Yes | 30 | 0.11 | None | UseAbility Mana_Greater | Advanced alchemy | -| Stamina Draught | Consumable | Tonic | Uncommon | None | Copper | 60 | Yes | Yes | 40 | 0.12 | None | UseAbility Stamina_Burst | Field alchemy | -| Frostpeak Stew | Consumable | Food | Uncommon | None | Copper | 90 | Yes | Yes | 20 | 0.30 | None | Cold resistance buff | Cooking | -| Desert Bloom Elixir | Consumable | Elixir | Rare | None | Copper | 95 | Yes | Yes | 20 | 0.12 | None | Heat resistance buff | Canyon alchemy | -| Stormproof Tonic | Consumable | Tonic | Rare | None | Silver | 1 | Yes | Yes | 20 | 0.13 | None | Storm resistance buff | Naval alchemy | -| Reef Rum | Consumable | Drink | Uncommon | None | Copper | 75 | Yes | Yes | 20 | 0.20 | None | Morale regen buff | Pirate crafting | -| Ward Tonic | Consumable | Cleanser | Rare | None | Silver | 2 | Yes | Yes | 20 | 0.12 | None | Cleanse corruption | Ward alchemy | -| Anti-Venom | Consumable | Cleanser | Uncommon | None | Copper | 85 | Yes | Yes | 30 | 0.11 | None | Cleanse poison | Herbal alchemy | -| Curse Cleanser | Consumable | Cleanser | Rare | None | Silver | 2 | Yes | Yes | 20 | 0.12 | None | Cleanse curse | Arcane alchemy | -| Veil Purge Draught | Consumable | Cleanser | Epic | None | Silver | 3 | Yes | No | 15 | 0.13 | None | Purge Veil stacks | Veilfront alchemy | -| Water Breathing Draught | Consumable | Exploration | Rare | None | Silver | 2 | Yes | Yes | 15 | 0.12 | None | Underwater breathing | Reef alchemy | -| Night Sight Elixir | Consumable | Exploration | Uncommon | None | Silver | 1 | Yes | Yes | 20 | 0.12 | None | Night vision | Exploration alchemy | -| Relic Awareness Potion | Consumable | Exploration | Epic | None | Silver | 3 | Yes | No | 15 | 0.12 | None | Relic detection | Relic lab | -| Heatguard Tonic | Consumable | Exploration | Uncommon | None | Silver | 1 | Yes | Yes | 20 | 0.12 | None | Heat mitigation | Canyon alchemy | -| Coldguard Tonic | Consumable | Exploration | Uncommon | None | Silver | 1 | Yes | Yes | 20 | 0.12 | None | Cold mitigation | Frostpeak alchemy | -| Iron Ore | Material | Ore | Common | None | Copper | 4 | Yes | Yes | 200 | 0.20 | None | Smithing input | Mainland mines | -| Silver Ore | Material | Ore | Uncommon | None | Copper | 8 | Yes | Yes | 200 | 0.20 | None | Smithing input | Highland veins | -| Gold Ore | Material | Ore | Rare | None | Silver | 1 | Yes | Yes | 200 | 0.22 | None | High-tier smithing | Deep mines | -| Froststeel Ore | Material | Ore | Rare | None | Silver | 2 | Yes | Yes | 150 | 0.24 | None | Froststeel crafting | Frostpeak mines | -| Ancient Alloy Fragment | Material | Ore | Epic | None | Ancient Cores | 1 | Yes | No | 100 | 0.18 | None | Ancient gear craft | Ancient ruins | -| Softwood | Material | Wood | Common | None | Copper | 2 | Yes | Yes | 300 | 0.15 | None | Basic crafting | Mainland forests | -| Hardwood | Material | Wood | Uncommon | None | Copper | 5 | Yes | Yes | 300 | 0.18 | None | Weapons/structures | Dense forests | -| Witchwood Branch | Material | Wood | Rare | None | Silver | 1 | Yes | Yes | 200 | 0.16 | None | Arcane bows/staves | Elven groves | -| Ship Timber | Material | Wood | Uncommon | None | Silver | 1 | Yes | Yes | 150 | 0.35 | None | Ship construction | Naval lumberyards | -| Healing Herb | Material | Herb | Common | None | Copper | 3 | Yes | Yes | 250 | 0.05 | None | Healing potions | Meadow zones | -| Mana Bloom | Material | Herb | Uncommon | None | Copper | 6 | Yes | Yes | 250 | 0.05 | None | Mana potions | Arcane glades | -| Desert Bloom | Material | Herb | Uncommon | None | Copper | 7 | Yes | Yes | 250 | 0.05 | None | Heat tonics | Canyon deserts | -| Frostcap Mushroom | Material | Herb | Uncommon | None | Copper | 7 | Yes | Yes | 250 | 0.05 | None | Cold tonics | Frost caves | -| Witchroot | Material | Herb | Rare | None | Silver | 1 | Yes | Yes | 200 | 0.06 | None | Curse remedies | Veil woodlands | -| Goblin Ear | Material | Monster Part | Common | None | Copper | 2 | Yes | Yes | 200 | 0.04 | None | Quest/crafting token | Goblin camps | -| Dragon Scale | Material | Monster Part | Rare | None | Silver | 3 | Yes | Yes | 100 | 0.20 | None | Dragon armor crafting | Dragon lairs | -| Leviathan Scale | Material | Monster Part | Epic | None | Gold | 2 | Yes | No | 80 | 0.30 | None | Naval plate crafting | Deep sea hunts | -| Scorpion Stinger | Material | Monster Part | Uncommon | None | Copper | 8 | Yes | Yes | 200 | 0.06 | None | Poison crafting | Desert fauna | -| Cobra Venom Sac | Material | Monster Part | Uncommon | None | Silver | 1 | Yes | Yes | 150 | 0.07 | None | Anti-venom craft | Jungle fauna | -| Treant Bark | Material | Monster Part | Uncommon | None | Copper | 9 | Yes | Yes | 180 | 0.14 | None | Nature armor craft | Forest encounters | -| Demon Horn | Material | Monster Part | Rare | None | Silver | 3 | Yes | No | 120 | 0.12 | None | Hexcraft components | Veil incursions | -| Veil Heart | Material | Monster Part | Epic | None | Veil Shards | 4 | Yes | No | 60 | 0.16 | None | Corrupted gear craft | Veil bosses | -| Relic Shard | Material | Ancient | Rare | None | Silver | 2 | Yes | Yes | 200 | 0.10 | None | Relic crafting | Ancient ruins | -| Aether Fragment | Material | Ancient | Epic | None | Ancient Cores | 1 | Yes | No | 150 | 0.09 | None | Aether tech crafting | Ancient ruins | -| Ancient Core | Material | Ancient | Legendary | None | Ancient Cores | 3 | Yes | No | 80 | 0.15 | None | High-end ancient crafting | Vault encounters | -| Portal Gear | Material | Ancient | Epic | None | Ancient Cores | 2 | Yes | No | 100 | 0.14 | None | Portal construction | Portal facilities | -| Dimensional Lens | Material | Ancient | Epic | None | Ancient Cores | 2 | Yes | No | 100 | 0.08 | None | Scanner and compass craft | Dimensional labs | -| Sailcloth | Material | Naval | Common | None | Copper | 5 | Yes | Yes | 250 | 0.18 | None | Sail crafting | Dock producers | -| Rope | Material | Naval | Common | None | Copper | 3 | Yes | Yes | 300 | 0.12 | None | Ship and utility craft | Dock producers | -| Tar | Material | Naval | Common | None | Copper | 4 | Yes | Yes | 200 | 0.20 | None | Hull sealing | Shipyards | -| Cannon Fuse | Material | Naval | Uncommon | None | Copper | 9 | Yes | Yes | 200 | 0.08 | None | Ammunition crafting | Naval workshops | -| Coral Plate | Material | Naval | Rare | None | Silver | 2 | Yes | Yes | 120 | 0.25 | None | Marine armor craft | Reef regions | -| Ship Nails | Material | Naval | Common | None | Copper | 3 | Yes | Yes | 300 | 0.10 | None | Ship assembly | Shipyards | -| Broken Ward Fragment | Quest | Quest Artifact | Uncommon | None | None | 0 | No | No | 1 | 0.10 | Bind on Pickup | Quest progression | Main quest reward | -| Queen Elyra's Seal | Quest | Royal Seal | Rare | None | None | 0 | No | No | 1 | 0.05 | Bind on Pickup | Political quest flag | Kingdom storyline | -| Ancient Map Piece | Quest | Map Fragment | Rare | None | None | 0 | No | No | 1 | 0.03 | Bind on Pickup | Starts treasure chain | Exploration quest | -| Pirate Ledger | Quest | Ledger | Uncommon | None | None | 0 | No | No | 1 | 0.05 | Bind on Pickup | Smuggling evidence quest | Pirate storyline | -| Witchwood Rune | Quest | Rune | Rare | None | None | 0 | No | No | 1 | 0.02 | Bind on Pickup | Unlocks ward puzzle | Elven/ward quest | -| Frostpeak Mining Charter | Quest | Charter | Uncommon | None | None | 0 | No | No | 1 | 0.05 | Bind on Pickup | Mining district access | Frostpeak quest | -| Orc War Banner | Quest | Banner | Rare | None | None | 0 | No | No | 1 | 0.40 | Bind on Pickup | War objective trigger | Battlefield events | -| Coral Vault Key | Quest | Key | Epic | None | None | 0 | No | No | 1 | 0.03 | Bind on Pickup | Opens coral vault | Reef expedition | -| Sunken Journal | Quest | Journal | Uncommon | None | None | 0 | No | No | 1 | 0.08 | Bind on Pickup | Lore and map clue | Sunken wreck quest | -| Portal Stabilizer Core | Quest | Core | Epic | None | None | 0 | No | No | 1 | 0.50 | Bind on Pickup | Portal quest objective | Ancient facility quest | -| Lost Navigator Compass | Quest | Compass | Rare | None | None | 0 | No | No | 1 | 0.12 | Bind on Pickup | Route unlock quest | Naval questline | -| Veil-Stained Relic | Quest | Relic | Epic | None | None | 0 | No | No | 1 | 0.20 | Bind on Pickup | Veil investigation quest | Corruption questline | -| Traveler's Satchel | Bag | Satchel | Common | Bag | Silver | 45 | Yes | Yes | 16 | 0.9 | None | +16 inventory slots | General vendors | -| Merchant Pack | Bag | Pack | Uncommon | Bag | Silver | 90 | Yes | Yes | 24 | 1.5 | None | +24 inventory slots | Trade guild vendors | -| Miner's Pack | Bag | Pack | Uncommon | Bag | Silver | 85 | Yes | Yes | 22 | 1.8 | None | +22 slots, ore-friendly | Mining vendors | -| Ship Captain's Locker | Bag | Locker | Rare | Bag | Gold | 160 | Yes | No | 28 | 2.4 | Bind on Equip | +28 slots | Naval vendors | -| Relic Hunter's Bag | Bag | Relic Bag | Rare | Bag | Gold | 170 | Yes | No | 26 | 1.4 | Bind on Equip | +26 slots, relic bonus | Relic vendors | -| Alchemist Pouch | Bag | Pouch | Uncommon | Bag | Silver | 80 | Yes | Yes | 20 | 0.8 | None | +20 slots for reagents | Alchemy vendors | -| Smuggler's Hidden Bag | Bag | Hidden Pack | Epic | Bag | Doubloons | 190 | Yes | No | 24 | 1.1 | Bind on Equip | Concealed inventory bonus | Black market | -| Bent Spoon | Junk | Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.05 | None | Vendor trash | Mob/chest drop | -| Broken Blade | Junk | Scrap Metal | Common | None | Copper | 2 | Yes | Yes | 50 | 0.30 | None | Vendor trash | Mob/chest drop | -| Cracked Goblin Charm | Junk | Trinket | Common | None | Copper | 2 | Yes | Yes | 50 | 0.06 | None | Vendor trash | Goblin drop | -| Rusted Gear | Junk | Mechanical Scrap | Common | None | Copper | 2 | Yes | Yes | 50 | 0.20 | None | Vendor trash | Construct drop | -| Torn Sailcloth | Junk | Cloth Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.10 | None | Vendor trash | Naval wreck drop | -| Burnt Bone | Junk | Bone Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.08 | None | Vendor trash | Undead drop | -| Cracked Shell | Junk | Shell Scrap | Common | None | Copper | 1 | Yes | Yes | 50 | 0.09 | None | Vendor trash | Reef drop | -| Dented Mug | Junk | Salvage | Common | None | Copper | 1 | Yes | Yes | 50 | 0.12 | None | Vendor trash | Tavern/wreck drop | -| Old Boot | Junk | Salvage | Common | None | Copper | 1 | Yes | Yes | 50 | 0.15 | None | Vendor trash | Fishing loot | -| Splintered Shield | Junk | Scrap Wood/Metal | Common | None | Copper | 2 | Yes | Yes | 50 | 0.35 | None | Vendor trash | Battlefield loot | -| Wooden Chest | Container | Loot Chest | Common | None | None | 0 | No | No | 1 | 25.0 | None | Opens loot table | World placement | -| Pirate Lockbox | Container | Lockbox | Uncommon | None | None | 0 | No | No | 1 | 12.0 | None | Requires key | Pirate encounters | -| Ancient Vault Cache | Container | Vault Cache | Epic | None | None | 0 | No | No | 1 | 18.0 | None | High-tier relic loot | Ancient vaults | -| Coral Chest | Container | Reef Chest | Rare | None | None | 0 | No | No | 1 | 16.0 | None | Underwater loot table | Reef dungeons | -| Witchwood Coffer | Container | Coffer | Rare | None | None | 0 | No | No | 1 | 14.0 | None | Rune/key gating | Witchwood zones | -| Frostpeak Strongbox | Container | Strongbox | Rare | None | None | 0 | No | No | 1 | 20.0 | None | Skill lock requirement | Frostpeak mines | -| Veil-Tainted Chest | Container | Corrupted Chest | Corrupted | None | None | 0 | No | No | 1 | 17.0 | None | Corruption-risk loot | Veilfront zones | -| Mimic Chest | Container | Mimic Mob | Corrupted | None | None | 0 | No | No | 1 | 17.0 | None | Mob encounter disguised as chest | Rare ambush spawn | -| Fire Rune | Material | Socket Rune | Rare | None | Silver | 4 | Yes | Yes | 20 | 0.05 | None | SocketAbility fire proc | Rune crafting | -| Frost Rune | Material | Socket Rune | Rare | None | Silver | 4 | Yes | Yes | 20 | 0.05 | None | SocketEffect slow | Rune crafting | -| Storm Rune | Material | Socket Rune | Epic | None | Gold | 2 | Yes | No | 20 | 0.05 | None | SocketAbility chain strike | Rune crafting | -| Ward Gem | Material | Socket Gem | Rare | None | Silver | 5 | Yes | Yes | 20 | 0.05 | None | SocketEffect ward resist | Ward crafting | -| Veil Crystal | Material | Socket Crystal | Epic | None | Veil Shards | 2 | Yes | No | 20 | 0.05 | None | SocketEffect corruption power | Veil crafting | -| Ancient Core Socket | Material | Socket Core | Epic | None | Ancient Cores | 1 | Yes | No | 10 | 0.06 | None | Relic core socket bonus | Ancient crafting | -| Pirate Luck Charm | Material | Socket Charm | Rare | None | Doubloons | 12 | Yes | Yes | 10 | 0.04 | None | Bonus loot chance | Pirate crafting | -| Navigator's Starstone | Material | Socket Stone | Epic | None | Gold | 3 | Yes | No | 10 | 0.04 | None | Navigation stability bonus | Navigation crafting | -| Blueprint: Reinforced Hull | Quest | Blueprint | Rare | None | Gold | 25 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Naval reward | -| Blueprint: Storm Sails | Quest | Blueprint | Rare | None | Gold | 24 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Naval reward | -| Blueprint: Wardsteel Blade | Quest | Blueprint | Rare | None | Gold | 20 | Yes | No | 1 | 0.05 | Bind on Pickup | CraftsItem unlock | Kingdom crafting quest | -| Blueprint: Froststeel Armor | Quest | Blueprint | Epic | None | Gold | 35 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Dwarven reward | -| Blueprint: Relic Scanner | Quest | Blueprint | Epic | None | Ancient Cores | 5 | Yes | No | 1 | 0.05 | Bind on Pickup | CraftsItem unlock | Ancient rewards | -| Blueprint: Aether Compass | Quest | Blueprint | Epic | None | Ancient Cores | 4 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Ancient rewards | -| Blueprint: Pirate Smuggler Hold | Quest | Blueprint | Rare | None | Doubloons | 30 | Yes | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Pirate reputation | -| Blueprint: Ancient Portal Key | Quest | Blueprint | Legendary | None | Ancient Cores | 12 | No | No | 1 | 0.05 | Bind on Pickup | Blueprint unlock | Ancient storyline | -| Manual of Swordsmanship | Quest | Skill Book | Uncommon | None | Silver | 6 | Yes | Yes | 1 | 0.12 | None | SkillPoints + sword skill | Trainers | -| Beginner's Guide to Navigation | Quest | Skill Book | Uncommon | None | Silver | 5 | Yes | Yes | 1 | 0.12 | None | SkillPoints + navigation | Dock trainers | -| Treatise on Relic Recovery | Quest | Skill Book | Rare | None | Gold | 8 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + relic skill | Scholar quests | -| Witchwood Herbal Primer | Quest | Skill Book | Uncommon | None | Silver | 5 | Yes | Yes | 1 | 0.12 | None | SkillPoints + herbalism | Elven trainers | -| Frostpeak Mining Notes | Quest | Skill Book | Uncommon | None | Silver | 5 | Yes | Yes | 1 | 0.12 | None | SkillPoints + mining | Dwarven trainers | -| Pirate Boarding Manual | Quest | Skill Book | Rare | None | Doubloons | 9 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + boarding | Pirate faction vendor | -| Gnomish Engineering Handbook | Quest | Skill Book | Rare | None | Gold | 9 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + engineering | Gnome vendor | -| Wardkeeper Prayer Book | Quest | Skill Book | Rare | None | Ward Sigils | 12 | Yes | No | 1 | 0.12 | Bind on Equip | SkillPoints + ward skill | Ward faction vendor | -| Forbidden Veil Codex | Quest | Skill Book | Epic | None | Veil Shards | 15 | No | No | 1 | 0.12 | Bind on Pickup | Skill unlock/start quest | Veil questline | -| Market Stall License | Quest | Shop License | Rare | None | Gold | 30 | Yes | No | 1 | 0.10 | Bind on Pickup | Player shop unlock | Trade guild vendor | -| Merchant Cart Deed | Quest | Shop Deed | Rare | None | Gold | 45 | Yes | No | 1 | 0.30 | Bind on Pickup | Player shop unlock | Trade guild reward | -| Pirate Black Market Stall | Quest | Shop License | Epic | None | Doubloons | 65 | Yes | No | 1 | 0.12 | Bind on Pickup | Player shop unlock | Pirate faction reward | -| Dockside Vendor Permit | Quest | Shop Permit | Rare | None | Gold | 40 | Yes | No | 1 | 0.10 | Bind on Pickup | Player shop unlock | Port authority rewards | -| Traveling Trader Contract | Quest | Shop Contract | Rare | None | Gold | 35 | Yes | No | 1 | 0.10 | Bind on Pickup | Timed roaming shop unlock | Merchant contracts | -| Small Land Claim Deed | Quest | Claim Deed | Rare | None | Gold | 75 | Yes | No | 1 | 0.20 | Bind on Pickup | CreateClaim | Settlement progression | -| Guild Hall Claim Deed | Quest | Claim Deed | Epic | None | Gold | 220 | No | No | 1 | 0.35 | Bind on Pickup | CreateClaim + ClaimObject | Guild progression | -| Dock Claim Deed | Quest | Claim Deed | Epic | None | Gold | 180 | No | No | 1 | 0.30 | Bind on Pickup | CreateClaim + dock object | Naval progression | -| Workshop Claim Deed | Quest | Claim Deed | Rare | None | Gold | 140 | No | No | 1 | 0.25 | Bind on Pickup | CreateClaim + crafting object | Crafting progression | -| Farm Claim Deed | Quest | Claim Deed | Rare | None | Gold | 120 | Yes | No | 1 | 0.22 | Bind on Pickup | CreateClaim + farm object | Settlement economy | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Item Types Reference (Atavism X 9)] (item_types_reference.md) -- Next: [Item Effects and Requirements (Atavism X 9)] (item_effects_and_requirements.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/item_types_reference.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Item Types Reference (Atavism X 9) - ---- - -# Item Types Reference (Atavism X 9) -## Atavism Item Types Used in Mystical Isles - -| Item Type | Classification | Gameplay Weight | Notes | -| --- | --- | --- | --- | -| Weapon | Equipment-specific | Heavy | Uses combat stats, weapon profile, equip slot, and display data | -| Armor | Equipment-specific | Heavy | Uses slot, durability, defensive identity, and display data | -| Consumable | Logical category | Medium | Mostly shared fields plus UseAbility effects | -| Material | Logical category | Heavy (economy/crafting) | Shared fields with stack/weight/value/crafting source | -| Junk | Logical category | Light | Shared sell-value fields for loot flavor economy | -| Quest | Logical category | Medium | Shared fields with strict bind/trade controls | -| Bag | Logical category | Heavy (inventory) | Uses slot count semantics and storage progression | -| Container | Logical category | Medium | Shared fields; supports loot container planning | -| Ammo | Specialized category | Heavy | Uses ammo type, damage contribution, and compatibility rules | -| Tool | Equipment-specific | Heavy | Uses subtype, slot, durability, world interaction role | - -Weapon, Armor, and Tool are equipment-specific records. Consumable, Material, Junk, Quest, Bag, and Container primarily share common item-template fields. Ammo uses dedicated ammo and damage behavior. - -## Core Item Field Reference - -| Field | Applies To | Purpose | Mystical Isles Usage | -| --- | --- | --- | --- | -| Name | All | Item display and DB key label | Unique production-facing names for each authored item | -| Item Type | All | Top-level behavior routing | Selects Weapon/Armor/Consumable/etc pipeline behavior | -| Sub Type | Most | Defines subtype logic | Swords, bows, plate, potion, ore, deed, map, etc. | -| Icon | All | UI representation | Culture/region-specific icon language for fast recognition | -| Ground Prefab | Droppable items | World drop model | Scaled pickup visuals matching biome style | -| Equipment Display | Equippable | Character display mesh binding | Links to prefab in Resources/Content/EquipmentDisplay | -| Slot | Equippable/bags | Equip or inventory placement | Main Hand, Off Hand, Head, Chest, Tool, Bag slot | -| Gear Score | Weapon/Armor/Tool | Comparative strength index | Vendor sorting and progression signaling only | -| Skill Exp | Weapons/tools/books | Skill progression contribution | Supports combat and profession progression loops | -| Damage Min | Weapons/ammo | Minimum damage roll | Defines weapon baseline output | -| Damage Max | Weapons/ammo | Maximum damage roll | Defines weapon variance ceiling | -| Delay | Weapons | Attack interval | Balances weapon family tempo | -| Enchant Profile | Gear/socketables | Enchanting profile route | Defines valid enchant progression family | -| Item Quality | All | Rarity expectation and value scaling | Controls rarity, color, economy expectation, not raw power by itself | -| Binding | Most | Ownership/trade control | None, Bind on Equip, Bind on Pickup | -| Currency | Tradeable/purchasable | Purchase denomination | Copper, Silver, Gold, Doubloons, Sigils, etc. | -| Purchase Cost | Vendor items | Buy price | Merchant and faction vendor pricing | -| Sellable | Most | Vendor resale toggle | Disables selling for protected quest/political records | -| Auction Sellable | Most | Player market toggle | Enables or blocks auction flow per design intent | -| Unique | Quest/relics/special | Max ownership count | Prevents duplicates for critical progression items | -| Stack Limit | Stackables | Max stack amount | Governs inventory pressure and trade granularity | -| Passive Ability | Gear/relic/socketables | Passive stat/effect grant | Ward resistance, navigation bonuses, etc. | -| Parry | Weapon/shield | Defensive stat | Used for melee guard identities | -| Repairable | Durability gear/tools | Repair eligibility | Enables maintenance economy loop | -| Durability | Gear/tools | Wear lifespan | Supports attrition, repair, and replacement demand | -| Draw Weapon CoordEffect | Weapons | Draw-time effect hook | Culture-specific weapon draw FX | -| Holstering Weapon CoordEffect | Weapons | Sheath-time effect hook | Supports polished equip/unequip feedback | -| Weapon Profile | Weapons | Weapon handling behavior | Connects attack style, animations, and tuning | -| Audio Profile | Equippable/consumables | SFX profile routing | Per-material or per-weapon sound family | -| Socket Type | Socketables/gear | Socket compatibility control | Weapon Rune, Armor Gem, Relic Core, etc. | -| Weight | Most | Encumbrance contribution | Core inventory and travel pressure lever | -| Death Loss Chance | Most carryables | Drop risk on death | Tunes hardcore risk by category/value | -| Ammo Type | Ammo/ranged weapons | Ammo compatibility key | Arrow, Bullet, Harpoon, Aether Cell, etc. | -| Auto Attack | Weapons | Auto-attack enablement | Defines standard weapon attack channel | -| Tooltip | All | Player-facing description | Includes usage, restrictions, source, and flavor | - -## Item Quality Tiers - -Quality does not create power by itself. It controls rarity signaling, tooltip color, economy value expectations, and progression messaging. - -| Quality | Purpose | Color Theme | Use | -| --- | --- | --- | --- | -| Common | Baseline utility | Gray | Starting gear, common drops, basic materials | -| Uncommon | Improved reliability | Green | Better crafted gear, regional upgrades | -| Rare | Specialized progression | Blue | Faction and dungeon progression items | -| Epic | Build-defining pieces | Purple | Major crafting outputs and advanced rewards | -| Legendary | Signature rewards | Orange | Named rewards, major discoveries | -| Ancient | Pre-Fracturing tech identity | Teal | Ancient tech and relic-oriented progression | -| Corrupted | Risk/reward identity | Crimson | Veil-altered gear and unstable utility | -| Mythic | World-class prestige | Prismatic | Singular discoveries and political artifacts | - -## Binding Rules - -| Binding Type | Rule | Mystical Isles Usage | -| --- | --- | --- | -| None | Item remains tradable | Materials, trade goods, crafted goods, common equipment, consumables | -| Bind on Equip | Binds when first equipped | Faction gear, crafted rare gear, dungeon equipment | -| Bind on Pickup | Binds on acquisition | Quest rewards, political items, unique relics, legendary discoveries | - -## Tradeability Summary - -Tradable by default: - -- materials -- trade goods -- crafted goods -- common equipment -- consumables - -Restricted trade by design: - -- major quest progression items -- political authority artifacts -- one-off relic discoveries -- high-significance legendary discoveries - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Items System (Atavism X 9)] (items_system.md) -- Next: [Item Master List (Atavism X 9)] (item_master_list.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/item_effects_and_requirements.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Item Effects and Requirements (Atavism X 9) - ---- - -# Item Effects and Requirements (Atavism X 9) -## Atavism Item Effect Types - -| Effect Type | Purpose | Mystical Isles Example | -| --- | --- | --- | -| Stat | Grants direct stat modifiers | Ward relic grants passive resistance | -| UseAbility | Activates an ability on use | Healing potion triggers instant heal ability | -| ClaimObject | Spawns claim-linked world object | Dock claim item places dock marker object | -| CreateClaim | Creates land claim area | Claim deed creates land claim | -| StartQuest | Starts or advances quests | Treasure map starts quest | -| Currency | Converts item into currency | Ancient coin converts to currency | -| BuildingMaterial | Flags building resource | Ship timber contributes to construction pools | -| CraftsItem | Teaches or unlocks crafting outcome | Blueprint teaches ship upgrade recipe | -| Sockets | Adds socket container data | Armor receives Armor Gem socket slot | -| Blueprint | Unlocks permanent recipe blueprint | Blueprint: Reinforced Hull unlocks ship recipe | -| VipPoints | Grants VIP points | Founder token grants VipPoints | -| VipTime | Grants VIP duration | Event chronometer adds VipTime | -| Bonus | Adds generic configurable bonus | Pirate luck charm grants loot bonus | -| SkillPoints | Grants skill points | Skill book gives SkillPoints | -| TalentPoints | Grants talent points | Advanced codex grants TalentPoints | -| SkillReset | Resets allocated skill points | Reset tome applies SkillReset | -| TalentReset | Resets allocated talents | Talent prism applies TalentReset | -| Achievements | Grants achievement progress | Expedition plaque triggers achievement credit | -| SocketAbility | Socket grants ability | Rune adds socket ability proc | -| SocketEffect | Socket grants passive effect | Rune adds socket effect | - -## Socketing Items - -### Socket Types - -- Weapon Rune Socket -- Armor Gem Socket -- Relic Core Socket -- Ship Upgrade Socket -- Ward Socket -- Veil Socket - -### Socket Items - -| Socket Item | Socket Type | Primary Effect | Usage | -| --- | --- | --- | --- | -| Fire Rune | Weapon Rune Socket | Adds fire damage proc | Socketed in weapons for burn pressure | -| Frost Rune | Weapon Rune Socket | Adds slow on hit | Control option for melee/ranged builds | -| Storm Rune | Weapon Rune Socket | Chain lightning chance | AoE pressure for advanced weapons | -| Ward Gem | Ward Socket / Armor Gem Socket | Corruption resistance | Defensive anti-Veil loadouts | -| Veil Crystal | Veil Socket | Corruption power bonus | High-risk offensive caster builds | -| Ancient Core Socket | Relic Core Socket | Ancient-tech stat scaling | Relic and ancient weapon enhancement | -| Pirate Luck Charm | Ship Upgrade Socket | Loot/find bonus | Naval treasure-hunting loadouts | -| Navigator's Starstone | Ship Upgrade Socket | Route stability and navigation bonus | Exploration and long-range convoy support | - -### SocketAbility and SocketEffect Usage - -- `SocketAbility` is used when the inserted item should grant an active or triggered ability. -- `SocketEffect` is used when the inserted item should grant passive or always-on modifiers. -- socket families prevent invalid combinations and preserve build readability. - -## Consumables - -| Consumable | UseAbility Effect | Delete on Activate | Stack Limit | Tooltip Summary | Currency Value | Crafting Source | -| --- | --- | --- | --- | --- | --- | --- | -| Minor Healing Potion | Heal_Minor | Yes | 50 | Restores a small amount of health. | 12 Copper | Apprentice Alchemy | -| Healing Potion | Heal_Standard | Yes | 50 | Restores moderate health. | 35 Copper | Alchemy Bench | -| Greater Healing Potion | Heal_Greater | Yes | 30 | Restores major health quickly. | 1 Silver | Advanced Alchemy | -| Minor Mana Potion | Mana_Minor | Yes | 50 | Restores a small amount of mana. | 12 Copper | Apprentice Alchemy | -| Mana Potion | Mana_Standard | Yes | 50 | Restores moderate mana. | 35 Copper | Alchemy Bench | -| Greater Mana Potion | Mana_Greater | Yes | 30 | Restores major mana quickly. | 1 Silver | Advanced Alchemy | -| Stamina Draught | Stamina_Burst | Yes | 40 | Restores stamina and reduces fatigue briefly. | 60 Copper | Field Alchemy | -| Frostpeak Stew | Survival_ColdResist | Yes | 20 | Meal that boosts cold resistance. | 90 Copper | Cooking + Frostpeak Supplies | -| Desert Bloom Elixir | Survival_HeatResist | Yes | 20 | Increases heat tolerance in desert zones. | 95 Copper | Canyon Alchemy | -| Stormproof Tonic | Survival_StormResist | Yes | 20 | Improves storm resistance and balance. | 1 Silver | Naval Alchemy | -| Reef Rum | Morale_Regen | Yes | 20 | Grants short morale/stamina regeneration. | 75 Copper | Pirate Distillery Crafting | -| Ward Tonic | Cleanse_Ward | Yes | 20 | Clears minor corruption and ward decay. | 2 Silver | Ward Alchemy | -| Anti-Venom | Cleanse_Poison | Yes | 30 | Removes poison effects. | 85 Copper | Herbal Alchemy | -| Curse Cleanser | Cleanse_Curse | Yes | 20 | Removes curse effects. | 2 Silver | Arcane Alchemy | -| Veil Purge Draught | Cleanse_Veil | Yes | 15 | Purges Veil contamination stacks. | 3 Silver | Veilfront Alchemy | -| Water Breathing Draught | Explore_WaterBreath | Yes | 15 | Enables underwater breathing for expeditions. | 2 Silver | Reef Alchemy | -| Night Sight Elixir | Explore_NightSight | Yes | 20 | Improves vision in dark ruins and caves. | 1 Silver | Exploration Alchemy | -| Relic Awareness Potion | Explore_RelicSense | Yes | 15 | Reveals nearby relic signatures briefly. | 3 Silver | Relic Lab | -| Heatguard Tonic | Explore_HeatGuard | Yes | 20 | Increases heat mitigation. | 1 Silver | Canyon Alchemy | -| Coldguard Tonic | Explore_ColdGuard | Yes | 20 | Increases cold mitigation. | 1 Silver | Frostpeak Alchemy | - -## Blueprints / Recipe Items - -These use `Blueprint` or `CraftsItem` effects. - -- Blueprint: Reinforced Hull -- Blueprint: Storm Sails -- Blueprint: Wardsteel Blade -- Blueprint: Froststeel Armor -- Blueprint: Relic Scanner -- Blueprint: Aether Compass -- Blueprint: Pirate Smuggler Hold -- Blueprint: Ancient Portal Key - -## Skill Books - -Skill books may teach skills, grant skill points, start quests, and unlock abilities. - -- Manual of Swordsmanship -- Beginner's Guide to Navigation -- Treatise on Relic Recovery -- Witchwood Herbal Primer -- Frostpeak Mining Notes -- Pirate Boarding Manual -- Gnomish Engineering Handbook -- Wardkeeper Prayer Book -- Forbidden Veil Codex - -## Player Shop Items - -| Item | Shop Slots | Shop Mob Template | Shop Tag | Number of Shops | Shop Timeout | Destroy on Logout | -| --- | --- | --- | --- | --- | --- | --- | -| Market Stall License | 12 | Human_Market_Stall | market_stall | 1 | 48h | No | -| Merchant Cart Deed | 20 | Cart_Merchant_Mob | merchant_cart | 1 | 72h | No | -| Pirate Black Market Stall | 14 | Pirate_Black_Stall | black_market | 1 | 48h | No | -| Dockside Vendor Permit | 16 | Dock_Vendor_Mob | dock_vendor | 1 | 72h | No | -| Traveling Trader Contract | 18 | Trader_Roaming_Mob | travel_trader | 1 | 24h | Yes | - -## Land Claim Items - -Uses `CreateClaim` and `ClaimObject` effects for settlements, guild halls, crafting stations, ports, and political control. - -- Small Land Claim Deed -- Guild Hall Claim Deed -- Dock Claim Deed -- Workshop Claim Deed -- Farm Claim Deed - -## Item Requirement Examples - -Requirement Types: - -- Level -- Skill -- Race -- Class -- Stat -- Guild Level - -| Item | Requirement Type | Example Requirement | -| --- | --- | --- | -| Paladin Warhammer | Level, Race, Class | Requires Level 20 Human Paladin | -| Frostplate Armor | Stat | Requires Endurance 40 | -| Relic Scanner | Skill | Requires Engineering 10 | -| Forbidden Veil Codex | Class/Attunement | Requires Witch class or Veil Attunement | -| Reef Cutlass | Class/Reputation | Requires Pirate class or Reef Corsair reputation Friendly | -| Guild Hall Claim Deed | Guild Level | Requires Guild Level 3 | - -## Materials - -| Category | Materials | -| --- | --- | -| Ores | Iron Ore, Silver Ore, Gold Ore, Froststeel Ore, Ancient Alloy Fragment | -| Wood | Softwood, Hardwood, Witchwood Branch, Ship Timber | -| Herbs | Healing Herb, Mana Bloom, Desert Bloom, Frostcap Mushroom, Witchroot | -| Monster Parts | Goblin Ear, Dragon Scale, Leviathan Scale, Scorpion Stinger, Cobra Venom Sac, Treant Bark, Demon Horn, Veil Heart | -| Ancient Materials | Relic Shard, Aether Fragment, Ancient Core, Portal Gear, Dimensional Lens | -| Naval Materials | Sailcloth, Rope, Tar, Cannon Fuse, Coral Plate, Ship Nails | - -Each material must define stack limit, weight, sell value, crafting use, and region source in item templates. - -## Quest Items - -- Broken Ward Fragment -- Queen Elyra's Seal -- Ancient Map Piece -- Pirate Ledger -- Witchwood Rune -- Frostpeak Mining Charter -- Orc War Banner -- Coral Vault Key -- Sunken Journal -- Portal Stabilizer Core -- Lost Navigator Compass -- Veil-Stained Relic - -Quest item default rules: - -- Bind on Pickup -- Unique where appropriate -- Not sellable -- Not auction sellable -- Low or zero death loss chance - -## Bags - -- Traveler's Satchel -- Merchant Pack -- Miner's Pack -- Ship Captain's Locker -- Relic Hunter's Bag -- Alchemist Pouch -- Smuggler's Hidden Bag - -Bag templates use slot count in place of stack size, plus weight, sellable flags, auction flags, currency, and purchase cost. - -## Junk Items - -- Bent Spoon -- Broken Blade -- Cracked Goblin Charm -- Rusted Gear -- Torn Sailcloth -- Burnt Bone -- Cracked Shell -- Dented Mug -- Old Boot -- Splintered Shield - -Junk rules: - -- sellable for low value -- drops from mobs/chests -- supports economy flavor and vendor loops - -## Planned Containers / Chests - -- Wooden Chest -- Pirate Lockbox -- Ancient Vault Cache -- Coral Chest -- Witchwood Coffer -- Frostpeak Strongbox -- Veil-Tainted Chest -- Mimic Chest - -Container notes: - -- some are loot containers -- some are hostile entities (Mimic Chest) -- some require keys -- some require skill checks - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Item Master List (Atavism X 9)] (item_master_list.md) -- Next: [Equipment and Slots (Atavism X 9)] (equipment_and_slots.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/equipment_and_slots.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Equipment and Slots (Atavism X 9) - ---- - -# Equipment and Slots (Atavism X 9) -## Equipment Technical Setup - -Characters and mobs must include: - -- `AtavismMobAppearance` script -- assigned slot bones/sockets -- Main Hand socket -- Off Hand socket -- armor display sockets as needed per race rig - -### Equipment Display Prefabs - -- stored in `Resources/Content/EquipmentDisplay` -- duplicate an existing display prefab as template -- assign the intended item model -- connect the prefab in the item `Equipment Display` field - -### Ground Prefabs - -- used for dropped world representations -- must be configured for pickup readability -- must match intended visual scale per item family - -## Master Weapon List - -| Item Name | Type | Subtype | Slot | Damage | Delay | Currency | Cost | Quality | Binding | Skill Exp | Effects | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Iron Longsword | Weapon | Sword | Main Hand | 16-24 | 1.8 | Silver | 120 | Common | None | +2 Sword | Balanced melee profile | -| Training Sword | Weapon | Sword | Main Hand | 8-12 | 1.9 | Copper | 35 | Common | None | +1 Sword | Starter training weapon | -| Wardguard Blade | Weapon | Sword | Main Hand | 24-34 | 1.7 | Ward Sigils | 180 | Rare | Bind on Equip | +3 Sword | Passive ward resistance | -| Knight's Shield | Weapon | Shield | Off Hand | 4-7 | 2.0 | Silver | 160 | Uncommon | None | +2 Shield | +Parry, defensive stance | -| Paladin Warhammer | Weapon | Hammer | Main Hand | 28-40 | 2.4 | Gold | 320 | Rare | Bind on Equip | +3 Hammer | Bonus vs corrupted enemies | -| Kingdom Spear | Weapon | Spear | Main Hand | 18-28 | 2.1 | Silver | 140 | Uncommon | None | +2 Spear | Reach bonus | -| Reef Cutlass | Weapon | Sword | Main Hand | 20-30 | 1.8 | Doubloons | 95 | Uncommon | None | +2 Sword | Boarding damage bonus | -| Rusted Cutlass | Weapon | Sword | Main Hand | 12-18 | 1.9 | Copper | 28 | Common | None | +1 Sword | Cheap pirate fallback | -| Storm Flintlock | Weapon | Pistol | Main Hand | 22-36 | 2.2 | Doubloons | 210 | Rare | Bind on Equip | +3 Firearms | Uses Bullet ammo | -| Boarding Axe | Weapon | Axe | Main Hand | 24-34 | 2.0 | Doubloons | 155 | Uncommon | None | +2 Axe | Bonus vs ship structures | -| Corsair Dagger | Weapon | Dagger | Main Hand | 14-20 | 1.4 | Silver | 90 | Uncommon | None | +2 Dagger | Backstrike modifier | -| Sandfang Spear | Weapon | Spear | Main Hand | 21-31 | 2.0 | Silver | 150 | Uncommon | None | +2 Spear | Bleed on crit | -| Stormbone Bow | Weapon | Bow | Main Hand | 18-30 | 2.1 | Silver | 185 | Rare | Bind on Equip | +3 Archery | Uses Arrow ammo | -| Reef Hunter Harpoon | Weapon | Harpoon Launcher | Main Hand | 24-38 | 2.3 | Gold | 260 | Rare | Bind on Equip | +3 Harpoon | Uses Harpoon ammo | -| Canyon Knife | Weapon | Dagger | Main Hand | 13-19 | 1.3 | Silver | 75 | Common | None | +1 Dagger | Fast utility blade | -| Iceforge Hammer | Weapon | Hammer | Main Hand | 30-44 | 2.5 | Gold | 340 | Rare | Bind on Equip | +3 Hammer | Frost impact proc | -| Miner's Pickaxe | Weapon | Pickaxe | Main Hand | 12-18 | 2.0 | Silver | 65 | Common | None | +2 Mining | Tool-combat hybrid | -| Froststeel Axe | Weapon | Axe | Main Hand | 27-39 | 2.2 | Gold | 300 | Rare | Bind on Equip | +3 Axe | Armor sundering hit | -| Dragonbone Maul | Weapon | Maul | Main Hand | 36-52 | 2.8 | Gold | 520 | Epic | Bind on Pickup | +4 Hammer | Heavy stagger chance | -| Witchwood Bow | Weapon | Bow | Main Hand | 20-32 | 2.0 | Gold | 240 | Rare | Bind on Equip | +3 Archery | Uses Arrow ammo | -| Thornblade | Weapon | Sword | Main Hand | 23-33 | 1.7 | Silver | 210 | Rare | Bind on Equip | +3 Sword | Nature bleed effect | -| Moonlit Staff | Weapon | Staff | Main Hand | 18-28 | 2.2 | Gold | 260 | Rare | Bind on Equip | +3 Channeling | Mana regen passive | -| Forest Dagger | Weapon | Dagger | Main Hand | 15-22 | 1.3 | Silver | 95 | Uncommon | None | +2 Dagger | Stealth crit bonus | -| Arcforge Pistol | Weapon | Pistol | Main Hand | 28-42 | 2.1 | Ancient Cores | 120 | Epic | Bind on Equip | +4 Firearms | Uses Aether Cell | -| Spark Rod | Weapon | Rod | Main Hand | 19-29 | 1.8 | Gold | 220 | Rare | Bind on Equip | +3 Engineering Combat | Chain spark proc | -| Relic Spanner | Weapon | Tool-Blade | Main Hand | 14-21 | 1.7 | Silver | 130 | Uncommon | None | +2 Engineering | Bonus vs constructs | -| Dimensional Resonator | Weapon | Resonator | Main Hand | 32-48 | 2.4 | Ancient Cores | 220 | Legendary | Bind on Pickup | +4 Relic Mastery | Rift pulse ability | -| Bone Wand | Weapon | Wand | Main Hand | 16-26 | 1.7 | Veil Shards | 140 | Rare | Bind on Equip | +3 Hexcraft | Curse amplification | -| Curse Staff | Weapon | Staff | Main Hand | 24-36 | 2.3 | Veil Shards | 260 | Epic | Bind on Pickup | +4 Hexcraft | DoT extension passive | -| Veil Knife | Weapon | Dagger | Main Hand | 19-27 | 1.4 | Veil Shards | 180 | Rare | Bind on Equip | +3 Dagger | Corruption strike proc | -| Shadow Sickle | Weapon | Sickle | Main Hand | 25-37 | 2.0 | Veil Shards | 230 | Epic | Bind on Pickup | +4 Reaping | Health siphon hit | -| Ancient Energy Blade | Weapon | Energy Blade | Main Hand | 34-50 | 1.9 | Ancient Cores | 260 | Legendary | Bind on Pickup | +4 Ancient Weapons | Aether burn effect | -| Portal Pike | Weapon | Pike | Main Hand | 30-44 | 2.2 | Ancient Cores | 245 | Epic | Bind on Pickup | +4 Spear | Teleport lunge proc | -| Aether Rifle | Weapon | Rifle | Main Hand | 36-54 | 2.6 | Ancient Cores | 320 | Legendary | Bind on Pickup | +5 Firearms | Uses Aether Cell | - -## Armor Item List - -| Item Name | Type | Slot | Quality | Currency | Cost | Binding | Durability | Weight | Effects | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Wardsteel Helm | Armor | Head | Uncommon | Silver | 140 | None | 80 | 4.2 | +Endurance | -| Wardsteel Chestplate | Armor | Chest | Rare | Gold | 260 | Bind on Equip | 110 | 8.8 | +Armor, ward resistance | -| Wardsteel Greaves | Armor | Legs | Uncommon | Silver | 180 | None | 90 | 6.1 | +Stability | -| Wardsteel Boots | Armor | Feet | Uncommon | Silver | 120 | None | 70 | 3.8 | +Movement control | -| Wardsteel Gloves | Armor | Hands | Uncommon | Silver | 105 | None | 65 | 2.9 | +Parry | -| Corsair Hat | Armor | Head | Common | Doubloons | 70 | None | 50 | 1.6 | +Luck | -| Corsair Coat | Armor | Chest | Uncommon | Doubloons | 150 | None | 75 | 4.9 | +Evasion | -| Corsair Boots | Armor | Feet | Common | Doubloons | 85 | None | 55 | 2.3 | +Deck grip | -| Smuggler Gloves | Armor | Hands | Uncommon | Doubloons | 95 | None | 52 | 1.8 | +Stealth handling | -| Reef Captain Belt | Armor | Waist | Rare | Doubloons | 180 | Bind on Equip | 60 | 2.0 | +Cargo efficiency | -| Stormcaller Mask | Armor | Head | Rare | Silver | 170 | Bind on Equip | 72 | 2.7 | +Storm resistance | -| Canyonhide Vest | Armor | Chest | Uncommon | Silver | 145 | None | 74 | 4.1 | +Heat resistance | -| Sandwalker Boots | Armor | Feet | Uncommon | Silver | 110 | None | 58 | 2.4 | +Desert movement | -| Boneguard Bracers | Armor | Hands | Rare | Silver | 130 | Bind on Equip | 62 | 2.2 | +Bleed resist | -| Frostplate Helm | Armor | Head | Rare | Gold | 220 | Bind on Equip | 95 | 4.6 | +Frost resist | -| Frostplate Armor | Armor | Chest | Epic | Gold | 410 | Bind on Equip | 130 | 9.6 | +Armor, +Endurance | -| Miner's Gauntlets | Armor | Hands | Uncommon | Silver | 115 | None | 64 | 2.6 | +Mining skill bonus | -| Dragonhide Boots | Armor | Feet | Rare | Gold | 210 | Bind on Equip | 88 | 3.3 | +Fire resist | -| Witchwood Hood | Armor | Head | Uncommon | Silver | 130 | None | 60 | 1.9 | +Focus | -| Leafwoven Robe | Armor | Chest | Rare | Gold | 240 | Bind on Equip | 78 | 3.8 | +Nature attunement | -| Forest Strider Boots | Armor | Feet | Uncommon | Silver | 125 | None | 57 | 2.1 | +Stealth movement | -| Moonthread Gloves | Armor | Hands | Rare | Silver | 145 | Bind on Equip | 61 | 1.7 | +Cast speed | -| Engineer Goggles | Armor | Head | Rare | Gold | 205 | Bind on Equip | 68 | 1.4 | +Engineering skill | -| Arcforge Coat | Armor | Chest | Rare | Gold | 255 | Bind on Equip | 82 | 4.4 | +Aether handling | -| Utility Gloves | Armor | Hands | Uncommon | Silver | 110 | None | 56 | 1.5 | +Craft speed | -| Relic Harness | Armor | Waist | Epic | Ancient Cores | 90 | Bind on Pickup | 74 | 2.8 | +Relic capacity | -| Coven Hood | Armor | Head | Rare | Veil Shards | 160 | Bind on Equip | 63 | 1.8 | +Hex focus | -| Veil-Touched Robe | Armor | Chest | Epic | Veil Shards | 280 | Bind on Pickup | 86 | 3.9 | +Corruption power | -| Cursebinder Gloves | Armor | Hands | Rare | Veil Shards | 145 | Bind on Equip | 58 | 1.6 | +DoT potency | -| Shadowwrap Boots | Armor | Feet | Rare | Veil Shards | 150 | Bind on Equip | 59 | 1.9 | +Phase step bonus | -| Ancient Surveyor Helm | Armor | Head | Epic | Ancient Cores | 105 | Bind on Pickup | 84 | 3.1 | +Relic scan range | -| Relic Explorer Coat | Armor | Chest | Epic | Ancient Cores | 125 | Bind on Pickup | 90 | 4.7 | +Artifact protection | -| Portal Stabilizer Harness | Armor | Waist | Legendary | Ancient Cores | 180 | Bind on Pickup | 100 | 3.5 | +Portal stability | -| Hollow Veil Plate | Armor | Chest | Corrupted | Veil Shards | 340 | Bind on Pickup | 115 | 8.2 | +Corruption armor, health drain | -| Cursed Bone Helm | Armor | Head | Corrupted | Veil Shards | 210 | Bind on Pickup | 82 | 3.9 | +Fear aura | -| Tainted Wraps | Armor | Hands | Corrupted | Veil Shards | 170 | Bind on Pickup | 68 | 2.1 | +Hex throughput | - -## Tool Items - -| Tool Item | Subtype | Slot | Durability | Weight | Required Skill | Use Case | Associated System | -| --- | --- | --- | --- | --- | --- | --- | --- | -| Mining Pick | Gathering Tool | Tool | 100 | 4.5 | Mining 1 | Mine ore veins | Gathering/Crafting | -| Lumber Axe | Gathering Tool | Tool | 95 | 4.2 | Logging 1 | Harvest trees and timber | Gathering/Crafting | -| Skinning Knife | Gathering Tool | Tool | 85 | 1.2 | Skinning 1 | Skin creatures for parts | Loot/Skinning | -| Fishing Rod | Gathering Tool | Tool | 90 | 2.4 | Fishing 1 | Catch fish and marine reagents | Survival/Food | -| Salvage Hook | Naval Tool | Tool | 88 | 3.1 | Salvaging 1 | Recover wreck materials | Naval Economy | -| Archaeology Brush | Exploration Tool | Tool | 70 | 0.8 | Archaeology 1 | Excavate relic nodes | Exploration/Relics | -| Relic Scanner | Relic Tool | Tool | 80 | 2.0 | Engineering 10 | Detect hidden relic caches | Exploration/Ancient Tech | -| Repair Hammer | Crafting Tool | Tool | 110 | 3.4 | Smithing 5 | Repair armor and weapons | Durability/Repair | -| Shipwright Hammer | Naval Craft Tool | Tool | 120 | 3.8 | Shipwright 10 | Build and repair ship modules | Naval Crafting | -| Alchemy Kit | Crafting Kit | Tool | 75 | 1.6 | Alchemy 1 | Brew potions and tonics | Alchemy | -| Enchanting Focus | Enchanting Tool | Tool | 85 | 1.7 | Enchanting 1 | Apply enchant profiles | Enchanting/Socketing | -| Diving Bell Tool | Exploration Tool | Tool | 65 | 5.2 | Diving 5 | Enable deep reef interaction | Underwater Exploration | -| Coral Chisel | Gathering Tool | Tool | 78 | 2.3 | Reefcraft 1 | Harvest coral plate resources | Naval Materials | -| Cartographer Compass | Navigation Tool | Tool | 92 | 1.1 | Navigation 1 | Improve route discovery and mapping | Exploration/Naval | - -## Ammo Type Options - -- Arrow -- Bolt -- Bullet -- Cannonball -- Harpoon -- Fire Bomb -- Frost Charge -- Storm Charge -- Aether Cell - -## Ammo Items - -| Ammo Item | Ammo Type | Damage | Stack Limit | Weight | Currency | Cost | Quality | Compatible Weapons | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Wooden Arrow | Arrow | +2 | 250 | 0.02 | Copper | 1 | Common | Bows | -| Iron Arrow | Arrow | +4 | 250 | 0.03 | Copper | 2 | Uncommon | Bows | -| Witchwood Arrow | Arrow | +6 | 200 | 0.03 | Silver | 3 | Rare | Witchwood/long bows | -| Crossbow Bolt | Bolt | +5 | 220 | 0.03 | Silver | 3 | Uncommon | Crossbows | -| Lead Bullet | Bullet | +6 | 180 | 0.04 | Silver | 4 | Uncommon | Flintlocks, pistols | -| Storm Bullet | Bullet | +8 | 180 | 0.04 | Gold | 6 | Rare | Storm Flintlock, arc pistols | -| Cannonball | Cannonball | +20 | 40 | 1.20 | Gold | 14 | Rare | Ship cannons | -| Chain Shot | Cannonball | +16 | 30 | 1.10 | Gold | 16 | Rare | Ship cannons (anti-sail) | -| Harpoon Bolt | Harpoon | +9 | 120 | 0.09 | Silver | 8 | Uncommon | Harpoon launchers | -| Explosive Harpoon | Harpoon | +14 | 80 | 0.12 | Gold | 15 | Epic | Heavy harpoon launchers | -| Aether Cell | Aether Cell | +12 | 100 | 0.06 | Ancient Cores | 3 | Epic | Arcforge and ancient rifles | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Item Effects and Requirements (Atavism X 9)] (item_effects_and_requirements.md) -- Next: [Mystical Isles Merchant System (Atavism X 9)] (merchant_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/reward_profiles.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Reward Profiles - ---- - -# Reward Profiles -## Reward Design Philosophy - -Rewards should be meaningful, memorable, immersive, and socially visible. - -| Principle | Design Outcome | -| --- | --- | -| Meaningful | Rewards unlock opportunity, not only power | -| Memorable | Milestones are ceremonial and narrative | -| Immersive | Factions and discoveries are referenced directly | -| Socially visible | Progress is recognized by players and institutions | - ---- - -## Atavism Reward Profile Bands - -| Level Range | Reward Mail | Skill Points | Talent Points | Item/Ability Rewards | Unlocks | -| --- | --- | --- | --- | --- | --- | -| 1–10 | Every 2 levels | Frequent | First at 10 | Starter kits and utility abilities | Intro faction and map access | -| 11–30 | Milestone + key quests | Regular | Every 5 levels | Specialization tools and profession sets | Naval routes and faction pathways | -| 31–50 | Milestone-centric | Moderate | Every 4 levels | Signature abilities and elite tools | Leadership and political systems | -| 50+ | Ceremony-based | Sparse/impactful | Prestige talents | Legacy cosmetics and symbolic artifacts | Influence offices and legend contracts | - ---- - -## Milestone Reward Structure - -| Level | Milestone Rewards | Intent | -| --- | --- | --- | -| 5 | Skill points, beginner faction item | Establish belonging | -| 10 | Talent point unlock, first specialization choice | Identity commitment | -| 20 | Naval system unlock, advanced crafting access | Strategic role growth | -| 30 | Faction leadership opportunities | Social advancement | -| 40 | Political influence systems | Governance relevance | -| 50 | Legendary recognition systems | World-visible prestige | - ---- - -## Skill & Talent Rewards - -| Reward Type | Purpose | -| --- | --- | -| Skill points | Build flexibility and adaptation | -| Talent points | Reinforce specialization identity | -| Milestone talents | Unlock role-defining capabilities | -| Hybrid support nodes | Keep mixed builds viable | - ---- - -## Reward Mail System - -### Subject Templates - -- Congratulations, {PLAYER_NAME} -- The Isles Recognize Your Growth -- Your Reputation Expands -- A Message From The Ward Council - -### Mail Trigger Matrix - -| Trigger | Subject Pattern | Message Tone | Attachments | -| --- | --- | --- | --- | -| Level milestone | Congratulations, {PLAYER_NAME} | Personal and celebratory | Skill/talent rewards, ceremonial token | -| Reputation tier | The Isles Recognize Your Growth | Formal and institutional | Faction permits, standing marks | -| Discovery milestone | Your Reputation Expands | Exploratory and historic | Chart marks, relic clues | -| Political unlock | A Message From The Ward Council | Weighty and civic | Influence writ, office invitation | - -### Example Mail — Level 10 - -**Subject:** Congratulations, {PLAYER_NAME} -**Message:** - -> Harbor records now list your name among rising expeditioners. -> Enclosed is your specialization writ and your first formal talent allocation. -> Choose carefully; the Isles remember first vows. - -### Example Mail — Level 30 - -**Subject:** The Isles Recognize Your Growth -**Message:** - -> Reports from multiple ports confirm your service in dangerous waters and faction operations. -> You are now eligible to stand for operational leadership opportunities. -> This is not privilege. It is responsibility. - -### Example Mail — Level 50 - -**Subject:** A Message From The Ward Council -**Message:** - -> {PLAYER_NAME}, your reputation now carries regional consequence. -> You are recognized as a legendary citizen of the Isles, with authority to influence trade, security, and policy. -> Use this standing wisely. History has begun recording your name. - ---- - -## Reward Guardrails - -| Do | Avoid | -| --- | --- | -| Tie rewards to identity and role | Endless gear inflation | -| Use lore-grounded milestone messaging | Generic progression text | -| Make rewards socially visible | Isolated single-player loops | -| Preserve horizontal growth after 50 | Pure vertical stat creep | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Exploration Systems] (exploration_systems.md) -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/currency_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Currency System - ---- - -# Currency System -## Purpose - -This document defines the production-ready Mystical Isles currency setup using the Atavism X 9 Currency Plugin structure for creation, grouping, conversion, UI display, and gameplay usage. - -Currencies support buying, selling, quest rewards, faction rewards, trade routes, smuggling, crafting services, ship upgrades, political systems, reputation vendors, and optional future premium account services. - ---- - -## Atavism Currency Field Reference - -| Field | Meaning | Mystical Isles Usage | -| --- | --- | --- | -| Name | Currency display and database name | Use stable, unique names matching lore and vendor/quest references. | -| Max | Maximum stack/value cap per character | Set per currency to control inflation and reward pacing. | -| Group | Currency family container | Organizes denominations/tokens by economy domain (lawful, pirate, faction, etc.). | -| Position | Rank within the group (1-3) | Position 1 = highest denomination, Position 3 = lowest denomination. | -| External | Marks premium/external account currency | Only **Crown Gem** is marked `true`. All other currencies are `false`. | -| Icon | UI icon reference | Every currency must have a dedicated icon for bags, merchants, and reward windows. | -| Description | Player-facing functional description | Use gameplay-specific text for economy role, source, and vendor use. | -| Conversion Amount | Required lower units for conversion | Used for denomination ladders (example: 100 Silver -> 1 Gold). | -| Converts To | Target higher denomination currency | Used only in denomination groups that auto-convert. | -| Auto Convert | Enables automatic denomination conversion | Enabled only for Kingdom Coin and Pirate denomination chains. | - -### Group and Position Rules - -- Every currency belongs to a **Currency Group**. -- Each currency group supports up to **3 positions**. -- **Position 1** is the highest denomination and **Position 3** is the lowest. -- Only one currency should be marked **External**. -- Sub-currencies can auto-convert in valid denomination chains (for example, Copper -> Silver -> Gold). - ---- - -## Currency Groups - -| # | Currency Group | Core Role | -| --- | --- | --- | -| 1 | Kingdom Coin | Default lawful settlement money economy | -| 2 | Pirate Currency | Outlaw, smuggling, and black-market economy | -| 3 | Faction Tokens | Reputation and service-based progression currencies | -| 4 | Ancient Relics | Exploration and pre-Fracturing technology value | -| 5 | Corruption Currency | Forbidden Veil-aligned progression economy | -| 6 | Trade Currency | Merchant, shipping, and settlement commerce systems | -| 7 | Premium Currency | Optional external account-service and cosmetic currency | - ---- - -## Main Standard Money (Kingdom Coin) - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Gold | Kingdom Coin | 1 | false | 999999 | false | N/A | Main high-value standard currency used across lawful settlements. | -| Silver | Kingdom Coin | 2 | false | 999999 | true | 100 Silver = 1 Gold | Mid-value lawful currency for common trade and services. | -| Copper | Kingdom Coin | 3 | false | 999999 | true | 100 Copper = 1 Silver | Low-value lawful currency for everyday local transactions. | - -Gold/Silver/Copper is the primary player-facing money shown in main bag and merchant UI. - -### Technical Note - -- Main currency prefab must be assigned in the **Inventory** component on the **Scripts** prefab in **AtavismObjects**. -- Currency prefabs should be stored in `Resources/Content/Currencies`. - ---- - -## Pirate Currency - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Doubloon | Pirate Currency | 1 | false | 250000 | false | N/A | High-value pirate coin used in pirate ports, black markets, smuggling dens, and outlaw settlements. | -| Black Mark | Pirate Currency | 2 | false | 999999 | true | 100 Black Marks = 1 Doubloon | Common pirate trade token used for smuggling, bribes, gambling, and illegal goods. | -| Salt Token | Pirate Currency | 3 | false | 999999 | true | 100 Salt Tokens = 1 Black Mark | Low-value pirate currency used by sailors, dockhands, and smugglers. | - -Use Pirate Currency for pirate vendors, smuggling quests, black-market gear, outlaw services, ship contraband, and hidden ports. - ---- - -## Faction Tokens - -Faction tokens should generally **not** auto-convert because they represent loyalty and service, not standard money. - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Ward Sigil | Faction Tokens | 1 | false | 50000 | false | N/A | Earned from Kingdom and Wardkeeper service. Used for holy gear, Ward upgrades, titles, and lawful political advancement. | -| Frost Rune | Faction Tokens | 2 | false | 50000 | false | N/A | Earned from Frostpeak Clan missions. Used for dwarven crafting, mining access, forge recipes, and mountain faction rewards. | -| Witchwood Leafmark | Faction Tokens | 3 | false | 50000 | false | N/A | Earned from Elven and Witchwood quests. Used for nature magic, forest gear, relic access, and hidden enclave services. | - -Because Atavism currency groups only support 3 positions, additional faction currencies should use new groups. - -### Future Optional Faction Groups - -- Orc War Tokens -- Gnome Engineering Notes -- Pirate Reputation Currency - ---- - -## Ancient Relics - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Ancient Core | Ancient Relics | 1 | false | 25000 | false | N/A | Rare ancient technological core used for relic restoration, portal devices, ancient machines, and high-tier crafting. | -| Relic Shard | Ancient Relics | 2 | false | 99999 | false | N/A | Fragment of pre-Fracturing technology found in ruins, vaults, and ancient machines. | -| Aether Fragment | Ancient Relics | 3 | false | 99999 | false | N/A | Small unstable energy fragment used for enchantments, Ward devices, and portal stabilization. | - -Use Ancient Relics for ancient technology crafting, relic vendors, portal repair, high-value exploration rewards, and dungeon discoveries. - ---- - -## Corruption Currency - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Veil Heart | Corruption Currency | 1 | false | 25000 | false | N/A | Dangerous concentrated Veil corruption used by witches, cults, and forbidden crafting systems. | -| Veil Shard | Corruption Currency | 2 | false | 99999 | false | N/A | Common corruption fragment dropped by Veil creatures and corrupted events. | -| Cursed Ash | Corruption Currency | 3 | false | 99999 | false | N/A | Residue from corrupted lands, cursed enemies, and failed rituals. | - -Use Corruption Currency for forbidden magic, curse crafting, witch vendors, Veil faction rewards, and dangerous trade systems. - -> Warning: Corruption currencies should not behave like normal money; later systems may tie possession/use to faction reputation, corruption stats, or NPC reactions. - ---- - -## Trade Currency - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Merchant Writ | Trade Currency | 1 | false | 100000 | false | N/A | High-value trade authorization used for merchant guild contracts, ports, large shipments, and settlement trade agreements. | -| Trade Mark | Trade Currency | 2 | false | 999999 | false | N/A | Standard merchant token earned through trade contracts, shipping, crafting orders, and economy quests. | -| Dock Token | Trade Currency | 3 | false | 999999 | false | N/A | Low-level port service token used for docking, cargo handling, ferry services, and minor ship repairs. | - -Use Trade Currency for shipping contracts, merchant guild vendors, port services, legal trade routes, caravan systems, and settlement commerce. - ---- - -## Premium / External Currency - -| Name | Group | Position | External | Max | Auto Convert | Conversion | Description | -| --- | --- | --- | --- | ---: | --- | --- | --- | -| Crown Gem | Premium Currency | 1 | true | 999999 | false | N/A | Optional external premium currency for future account services, cosmetics, convenience unlocks, or supporter rewards. | - -Only **Crown Gem** is marked **External**. - -### Premium Policy - -| Allowed Future Uses | Avoid | -| --- | --- | -| Cosmetics | Direct player power | -| Account services | Best-in-slot gear sales | -| Name changes | Faction dominance purchases | -| Appearance changes | Political pay-to-win mechanics | -| Pets, mounts, decorations | Any direct combat advantage | -| Non-combat convenience | Progression bypass that breaks fairness | - -Crown Gems must remain non-pay-to-win. - ---- - -## Conversion Rules - -Use auto-conversion only in true denomination systems. - -| Group | Conversion Chain | Auto Convert | -| --- | --- | --- | -| Kingdom Coin | 100 Copper = 1 Silver; 100 Silver = 1 Gold | Yes | -| Pirate Currency | 100 Salt Tokens = 1 Black Mark; 100 Black Marks = 1 Doubloon | Yes | -| Faction Tokens | None | No | -| Ancient Relics | None | No | -| Corruption Currency | None | No | -| Trade Currency | None | No | -| Premium Currency | None | No | - ---- - -## Currency Usage Table - -| Currency | Used For | Earned From | Vendors | -| --- | --- | --- | --- | -| Gold | Lawful settlements, ship upgrades, major purchases | Trade, quests, lawful commerce | Kingdom merchants, shipwrights, civic vendors | -| Silver | Standard daily lawful transactions | Quest payouts, item sales, contracts | General merchants, innkeepers, crafters | -| Copper | Basic travel and local services | Early quests, low-tier sales | Local stalls, ferry points, service NPCs | -| Doubloon | High-end outlaw purchases and contraband | Pirate raids, smuggling milestones | Pirate port elites, black market captains | -| Black Mark | Core pirate exchange and illegal services | Smuggling jobs, pirate contracts, gambling | Black market dealers, outlaw brokers | -| Salt Token | Low-tier pirate economy and dockside trade | Dock labor, petty piracy, low-risk smuggling | Hidden-port vendors, dock smugglers | -| Ward Sigil | Lawful faction rewards and political advancement | Wardkeeper duties, Kingdom service | Ward quartermasters, lawful reputation vendors | -| Frost Rune | Dwarven crafting and mountain access | Frostpeak missions, mining service | Frostpeak forgemasters, clan vendors | -| Witchwood Leafmark | Elven nature magic and enclave access | Witchwood quests, relic tasks | Enclave keepers, druidic vendors | -| Ancient Core | Relic restoration and high-tier ancient crafting | Deep ruins, vault completions | Relic engineers, portal restorers | -| Relic Shard | Ancient component exchange and upgrades | Ruin exploration, dungeon events | Relic salvagers, archive vendors | -| Aether Fragment | Enchantments and stabilization materials | Ancient nodes, unstable events | Arcane technicians, ward engineers | -| Veil Heart | Forbidden crafting and cult exchanges | High-risk corruption content | Cult quartermasters, forbidden traders | -| Veil Shard | Corruption progression purchases | Veil creatures, corruption events | Witch vendors, Veil outposts | -| Cursed Ash | Entry-level corruption crafting | Corrupted zones, ritual fallout | Dark alchemists, cursed brokers | -| Merchant Writ | Major guild contracts and logistics rights | Trade milestones, convoy completion | Merchant guild officers, port authorities | -| Trade Mark | Standard commerce progression | Shipping contracts, crafting orders | Guild merchants, contract stewards | -| Dock Token | Port services and minor repairs | Dock tasks, delivery turn-ins | Harbor masters, ferry and dock services | -| Crown Gem | Cosmetics and optional account services | External account purchases or supporter grants | Premium services NPC/store integration | - ---- - -## Economy Design Rules - -- **Gold/Silver/Copper** is the default lawful economy. -- **Pirate Currency** runs the illegal and outlaw economy. -- **Faction Tokens** represent service, loyalty, and faction reputation pathways. -- **Ancient Relics** represent exploration and pre-Fracturing technology value. -- **Corruption Currency** represents forbidden power and risky progression. -- **Trade Currency** supports merchant guild, shipping, and naval commerce systems. -- **Crown Gems** are optional external premium currency only, never pay-to-win. - ---- - -## UI and Technical Notes - -- Currency prefabs should exist in `Resources/Content/Currencies`. -- Icons must be assigned for every currency. -- Main currency must be assigned in the Inventory component on the Scripts prefab in AtavismObjects. -- After creation, currencies become available in dropdowns for Items, Quests, Merchants, and other Atavism plugins. -- Avoid renaming currencies once database implementation starts. -- Keep currency names stable, unique, and database-safe. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Effects System] (effects_system.md) -- Next: [Mystical Isles Items System (Atavism X 9)] (items_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/economy_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / 📈 Economy System - ---- - -# 📈 Economy System -## Overview -The economy links combat rewards, gathering output, crafted goods, and faction demand into a coherent progression loop. - -## Gameplay Purpose -Ensure every playstyle contributes value to world progression and market flow. - -## Player Experience Goals -- stable early economy -- profitable specialization routes -- visible supply/demand changes by region - -## Technical Notes -Economic systems require synchronized drop tables, vendor sinks, and crafting costs. - -## Implementation Notes -MVP economy focuses on predictable local loops in one city + nearby exploration zones. - -## Examples -- dungeon salvage sold to specialist buyers -- gathered materials converted into high-demand consumables - -## Production Priority -**P0 simplified local economy, P2 inter-island trade complexity.** - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [🛠 Crafting System] (crafting_system.md) -- Next: [Mystical Isles — Building & Claims System] (building_and_claims_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/merchants-and-guilds.md b/_git/docs/merchants-and-guilds.md index debedf0..8a58628 100644 --- a/_git/docs/merchants-and-guilds.md +++ b/_git/docs/merchants-and-guilds.md @@ -5,1114 +5,3 @@ Centralized reference for merchant types, regional traders, black markets, rare Preserves merchant table structures and Atavism plugin field references for future data automation. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/guilds-and-merchants.md` - -# Guilds & Merchants - -Guilds and merchants form the social and economic skeleton of Mystical Isles. This page centralizes the major guild structure, merchant categories, reputation logic, and the political economy of the world. - ---- - -## Guild Philosophy - -Players should not begin by founding their own guilds. - -At launch, the intended structure is: - -1. join a pre-existing guild or chartered order -2. prove loyalty and usefulness -3. earn access to benefits, missions, and reputation -4. later unlock the ability to form or lead a new group if the design allows it - -This makes guild life feel earned rather than automatic. - ---- - -## Example Pre-Existing Guilds - -These are design placeholders and can be renamed later. - -### Crownward League -- civic defenders and lawful protectors -- tied to the mainland, city patrols, and political stability -- strong access to guards, sanctioned missions, and civic vendors - -### Salt Banner Company -- merchant-aligned sailors, escorts, and route protectors -- focused on trade, shipping, convoy defense, and docks -- good fit for naval content and economic quests - -### Emberforge Hall -- dwarven and artisan-focused guild structure -- tied to smithing, mining, and construction -- strong access to equipment and repair benefits - -### Veilwatch Order -- scholars, sentries, and ruin specialists -- focused on containment, secrets, and dangerous places -- tied to late-game exploration and ancient lore - -### Moonthorn Circle -- witch, herbalist, and wilderness-aligned group -- focused on potions, curses, gathering, and swamp regions -- strong access to reagents and ritual contracts - -### Blackwake Free Company -- pirate, privateer, and outlaw-adjacent organization -- tied to sea raids, smuggling, and fast money -- strong access to illegal or gray-market content - ---- - -## Guild Ranks - -Typical rank ladder: - -| Rank | Purpose | -|---|---| -| Initiate | proves basic loyalty | -| Member | regular access to benefits | -| Veteran | trusted specialist | -| Officer | manages missions and recruits | -| Envoy | handles diplomacy and trade | -| Master / Captain | leads a major branch or charter | - -Ranks can unlock missions, shops, cosmetics, and political options. - ---- - -## Guild Benefits - -Guild membership can grant: - -- access to faction gear -- discounted services -- unique missions -- shared storage or housing access -- trade perks -- travel support -- reputation growth -- cosmetic identity items -- group event participation - -Guilds should feel like a home base, not just a chat channel. - ---- - -## Reputation and Politics - -Reputation should exist on multiple layers: - -- **personal reputation** with merchants and factions -- **guild reputation** with allied institutions -- **region reputation** with towns and islands -- **black market reputation** with illicit buyers - -Political groups should react to what the player does: - -- help the crown, and rebel access may weaken -- help smugglers, and legal merchants may distrust you -- help witches, and civic institutions may complain -- help explorers, and ruins may open new opportunities - -This creates tradeoffs instead of one universal path. - ---- - -## Merchant Categories - -### General Merchants -- buy common loot, basic goods, and supplies -- found in towns, ports, camps, and hubs -- sell food, tools, repair items, and starter consumables - -### Faction Vendors -- sell themed gear and reputation goods -- found in faction hubs and rank-gated locations -- specialize in region or organization identity - -### Rare Item Buyers -- buy relics, unusual trophies, and high-value curios -- found in museums, noble districts, secret markets, and scholarly enclaves -- pay premium prices for unique finds - -### Black Market Traders -- buy stolen goods, contraband, and dangerous artifacts -- found in hidden alleys, pirate docks, and secret coves -- specialize in high risk, high reward trade - -### Crafting Specialists -- smiths, alchemists, tailors, enchanters, shipwrights, and field engineers -- sell materials, services, or recipe-linked supplies -- often live near production hubs or guild halls - ---- - -## Merchant Specialization Table - -| Merchant Type | Buys | Sells | Typical Location | Specialty | -|---|---|---|---|---| -| General Trader | common loot | food, tools, basics | towns and camps | broad convenience | -| Relic Buyer | artifacts | nothing or collector items | museums, archives, noble houses | high-value curios | -| Black Market Fence | stolen goods, contraband | illicit wares | hidden markets | risk-based trading | -| Faction Quartermaster | reputation gear | themed armor, weapons, supplies | faction strongholds | loyalty rewards | -| Alchemist | herbs, venom, beast parts | potions, toxins, reagents | labs, marsh settlements | consumables | -| Ship Supplier | salvage, rope, timber | sails, maps, repair kits | ports and harbors | naval logistics | - ---- - -## Merchant Logic Notes - -- Merchants should reflect the island they live on. -- Rare goods should be gated by location, reputation, or story. -- Black market merchants should feel hidden, not common. -- Different guilds should open different trade lines. -- Some merchants should react to political events or world states. - ---- - -## Future Guild and Trade Ideas - -- chartered player alliances -- guild hall upgrades -- faction wars over trade routes -- merchant caravan events -- dock control and harbor taxation -- rival buyer competition -- rare item auction systems -- guild-specific cosmetic banners and housing - ---- - -### Source: `docs/factions/factions.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🏴 Factions Index] (README.md) - -**Breadcrumbs:** Home / Factions / Factions - ---- - -# Factions -## Faction Design Role - -Factions turn exploration into politics. They give context to territorial conflict, expedition funding, relic recovery, trade protection, and the competing interpretations of the world's past. - -## Major Powers - -| Faction | Base Region | Public Identity | Core Goal | Common Conflict | -| --- | --- | --- | --- | --- | -| Crown Compact | Mainland Kingdom | Royal authority, trade law, reconstruction | Preserve order and control shipping lanes | Pirates, smugglers, rivals, hidden internal agendas | -| Thornbound Circles | Witchwood Isle | Witches, druids, and ritual wardens | Protect forests, secrets, and sacred sites | Kingdom expansion, relic plunderers | -| Moonroot Enclaves | Witchwood Isle | Reclusive elven communities | Defend ancestral routes and hidden knowledge | Covens, invaders, corrupted groves | -| Frostpeak Holds | Frostpeak Isle | Dwarven clans and forge councils | Secure mines, holds, and excavation rights | Dragons, collapses, trade pressure | -| Cinder Tribes | Ashen Deadlands | Orc warbands and survivalist clans | Claim strength through conquest and salvage | Undead hosts, rival warbands, outsiders | -| Gravebound Legions | Ashen Deadlands | Undead rulers and necromantic remnants | Expand cursed dominion through ruin control | Everyone living | -| Free Reef Corsairs | Shattered Reefs | Pirate captains and smugglers | Profit through mobility, secrecy, and seized routes | Navy blockades, internal betrayal | -| Reef Wardens | Shattered Reefs | Canyon-dwelling tribal civilization | Protect the inner canyons, oases, and relic sites from exploitation | Corsair encroachment, relic hunters, outsider intrusion | -| Tempest Accord | Stormreach Isles | Scholars, engineers, and elite explorers | Stabilize routes and exploit anomaly zones | Cults, storms, catastrophic failure | - -## Reputation Design - -- faction standing should unlock vendors, contracts, safe harbors, and expedition support -- rival interests should create meaningful choice without forcing permanent early failure states -- some neutral or black-market factions can bridge hostile political groups at a cost -- relic and ward content should often create conflicting faction objectives - -## Faction Notes by Region - -### Mainland Kingdom: Crown Compact -The Crown Compact includes royal officials, harbor masters, chartered guilds, and the naval command structure. They present themselves as the guardians of civilization, but internally they also compete to monopolize knowledge, route control, and ancient infrastructure. - -### Witchwood Isle: Thornbound Circles and Moonroot Enclaves -Witchwood factions are not a unified state. The Thornbound Circles are ritual authorities, hedge mystics, and ward-keepers with differing philosophies. The Moonroot Enclaves are older elven communities that maintain hidden paths and ancestral sites. - -### Frostpeak Isle: Frostpeak Holds -The dwarf holds are pragmatic, proud, and heavily invested in excavation. They can be strong allies for crafting and logistics, but their hunger for buried infrastructure can escalate danger if old systems are awakened carelessly. - -### Ashen Deadlands: Cinder Tribes and Gravebound Legions -This region is driven by survival and attrition. Orc warbands are not uniformly villainous, but they are brutal competitors for territory and salvage. The Gravebound Legions represent corrupted militaries, necromantic cult remnants, and cursed command structures left active long after the old world died. - -### The Shattered Reefs: Free Reef Corsairs and Reef Wardens -The Reefs operate on two separate power structures that share a single island in uneasy coexistence. - -The **Free Reef Corsairs** operate on reputation, leverage, and hidden routes rather than formal law. Pirate factions can serve as antagonists, informants, route brokers, or temporary allies depending on player behavior. Their power is concentrated in the outer reef ports, coastal coves, and sea-facing infrastructure. - -The **Reef Wardens** are the island's original inhabitants — a canyon-dwelling tribal civilization whose culture predates any pirate presence. Their identity is built around reef navigation, storm reading, oasis stewardship, and the protection of pre-Fracturing ruin sites buried beneath the canyon floors. They are not hostile by default, but they are protective of their territory and their secrets. Players must earn Reef Warden standing independently from Corsair reputation. - -The two factions operate under an unspoken territorial division: Corsairs own the outer coasts, Reef Wardens own the inner canyons. This arrangement is pragmatic — Corsairs cannot navigate the inner reef passages without Reef Warden knowledge, and the Reef Wardens occasionally require sea-route goods they cannot produce in their canyon settlements. The balance is maintained by mutual need and mutual restraint, but it is not stable, and player actions can shift it in either direction. - -### Stormreach Isles: Tempest Accord -The Tempest Accord is an expedition coalition rather than a traditional nation. It combines scholars, ward technicians, navigators, mercenary escorts, and high-risk financiers who understand that Stormreach can either save civilization or destroy what remains of it. - ---- - -## Related Documents -- [🏴 Factions Overview] (../lore/factions_overview.md) -- [🏰 Political System] (../lore/political_system.md) -- [🏰 Gameplay Track: Politics] (../gameplay/politics/README.md) - -## Suggested Reading -- Previous: Start with this page. -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to 🏴 Factions Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/merchant_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Merchant System (Atavism X 9) - ---- - -# Mystical Isles Merchant System (Atavism X 9) -## System Purpose - -The merchant system is a major gameplay pillar for Mystical Isles. Merchants are designed to support exploration, economy circulation, crafting pipelines, faction progression, naval gameplay, and rare item discovery. - -## Core Design Goal - -Merchants are intentionally diverse. The world includes: - -- common town merchants -- specialized merchants -- rare item buyers -- faction vendors -- black market merchants -- ship merchants -- crafting suppliers -- traveling traders -- hidden relic dealers -- regional economy vendors - -Selling rare items to the wrong merchant should return poor value. Selling to the right specialist should return significantly higher value, special dialogue, or unique trade outcomes. - -## Merchant Design Philosophy - -### Merchants should - -- support exploration -- support economy -- support crafting -- support faction identity -- support rare item discovery -- make travel meaningful -- create regional trade value -- reward knowledge of the world - -### Merchants should not - -- all sell the same items -- all buy everything at equal value -- make rare items feel generic -- remove the need to travel -- flatten the economy - -## Merchant Type Matrix - -| # | Merchant Type | Core Role | Distinct Behavior | -| --- | --- | --- | --- | -| 1 | General Merchants | Basic settlement commerce | Broad low-tier catalog, poor rare buy value | -| 2 | Weapon Merchants | Weapon supply | Class/combat progression inventories | -| 3 | Armor Merchants | Armor supply | Defensive identity by region/faction | -| 4 | Tool Merchants | Gathering/trade utility | Starter and profession tool access | -| 5 | Crafting Material Merchants | Material circulation | Commodity stock balancing by region | -| 6 | Alchemy Merchants | Potions/reagents | Consumable sustain and recipe support | -| 7 | Food and Survival Merchants | Survival loops | Provisioning for long expeditions | -| 8 | Shipwright Merchants | Ship progression | Ship upgrades, hull and sail components | -| 9 | Dock Merchants | Port logistics | Naval consumables and travel stock | -| 10 | Faction Vendors | Loyalty rewards | Stock and pricing gated by reputation | -| 11 | Reputation Vendors | Progression services | Tiered unlocks and identity rewards | -| 12 | Black Market Merchants | Illegal economy | Contraband and stolen-good trading | -| 13 | Pirate Merchants | Outlaw settlements | Pirate currencies and smuggling stock | -| 14 | Rare Item Buyers | Specialist acquisition | High-value targeted buy tables | -| 15 | Relic Scholars | Ancient artifact economy | Knowledge-gated relic valuation | -| 16 | Gnome Technology Merchants | Ancient machine tech | Tech-focused buys and blueprint sales | -| 17 | Dwarven Forge Merchants | Heavy craft specialization | Ore/dragon part premium valuation | -| 18 | Elven Grove Merchants | Nature specialization | Herb/nature relic premium valuation | -| 19 | Witch Coven Merchants | Veil/cursed specialization | Corruption goods and ritual reagents | -| 20 | Orc War Merchants | War economy | Trophy, salvage, and siege stock | -| 21 | Traveling Traders | Dynamic route economy | Rotating stock by route and schedule | -| 22 | Event Merchants | Time-limited progression | Event currencies and limited offers | -| 23 | Player Shop Merchants | Player-driven market | Stall-based decentralized economy | - -## Buy/Sell Value Design Rules - -| Merchant Class | Buy Rule | -| --- | --- | -| General Merchant | Pays normal value for junk/common goods, only 5-10% value for rare/specialized items | -| Specialist Merchant | Pays 100-300% value for items within specialty profile | -| Faction Merchant | Buys/sells by reputation tier, may refuse hostile players | -| Black Market Merchant | Pays well for stolen/illegal goods; may require pirate/smuggler standing | -| Relic Scholar | Pays very high for ancient items and may offer quest turn-ins instead of gold | - -## Reputation Access Tiers - -| Tier | Merchant Access | -| --- | --- | -| Neutral | Basic buy/sell access | -| Friendly | Better stock and minor discounts | -| Honored | Rare stock and special services | -| Exalted | Unique goods, political items, rare blueprints | -| Hated | No trade; guards or faction units may attack | - -## Player Shop Merchants - -Player-created commerce can be implemented with Atavism-compatible shop templates and tags. - -| Player Shop Type | Usage | -| --- | --- | -| Market Stall | Static town trading point | -| Traveling Trader | Moveable route-based player store | -| Black Market Stall | Hidden illegal goods player outlet | -| Dockside Vendor | Port-focused naval and cargo trade | -| Guild Quartermaster | Guild-managed stock and pricing | - -Player shop systems may use: - -- shop items -- market stall licenses -- NPC shop templates -- shop tags -- max number of shops -- shop timeouts -- destroy on logout rules - -## Merchant NPC Setup Workflow - -1. Create Merchant Table in Atavism Editor. -2. Create or select an existing Mob/NPC template. -3. Spawn NPC in-game using `/spawner`. -4. Assign the merchant table in spawn configuration. -5. Configure faction, dialogue, quest links, and region location. -6. Test buying/selling behavior and pricing outcomes. -7. Validate stock depletion and refresh timing. -8. Restart server if required after template-level changes. - -## Document Index - -- [Merchant Tables] (./merchant_tables.md) -- [Rare Item Buyers] (./rare_item_buyers.md) -- [Vendor Locations] (./vendor_locations.md) -- [Black Market Merchants] (./black_market_merchants.md) -- [Faction Vendors] (./faction_vendors.md) - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Equipment and Slots (Atavism X 9)] (equipment_and_slots.md) -- Next: [Mystical Isles Merchant Tables (Atavism X 9)] (merchant_tables.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/merchant_tables.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Merchant Tables (Atavism X 9) - ---- - -# Mystical Isles Merchant Tables (Atavism X 9) -## Atavism Merchant Table Overview - -Atavism Merchant Tables define what items each merchant sells and how stock behaves over time. - -- Merchant Tables define sell inventory for a merchant profile. -- Merchant Tables attach to Mob/NPC templates during spawn setup. -- Merchants are assigned through in-game spawner configuration. -- Item `Count = -1` means unlimited stock. -- Item `Count > 0` means limited stock. -- `Refresh Time` controls restock interval. -- Multiple merchant tables should be used for different merchant identities. - -## Merchant Table Field Reference - -| Field | Purpose | Mystical Isles Usage | -| --- | --- | --- | -| Merchant Table Name | Unique table identifier | Use role + region naming (example: `Frostpeak Dwarven Forge Merchant`) | -| Item | Item template entry in merchant inventory | Add only role-appropriate items to preserve merchant identity | -| Count | Available quantity for each item entry | `-1` for basics, finite counts for rare/specialized stock | -| Refresh Time | Restock interval in seconds | Short for common goods, long for rare blueprints/maps/relics | -| Add Item | Appends an item row to the table | Build curated inventory per merchant archetype | - -## Stock and Refresh Rules - -| Stock Category | Rule | Recommended Refresh | -| --- | --- | --- | -| Basic food/supplies | Unlimited or high stock | Unlimited or 300 seconds | -| Beginner tools/common consumables | Unlimited | Unlimited or 300 seconds | -| Crafting supplies | Limited by tier | 900-1800 seconds | -| Rare materials | Limited | 3600-21600 seconds | -| Blueprints and ship upgrades | Very limited | 7200-43200 seconds | -| Treasure maps | Very limited | 43200-86400 seconds | -| Legendary/event items | Event/quest gated | Event-only or unlock-only | - -## Merchant Table Master List - -| Merchant Table | Merchant Type | Region | Faction | Items Sold | Stock Rules | Refresh Time | Notes | -| --- | --- | --- | --- | --- | --- | --- | --- | -| General Town Supplies | General Merchant | Multi-region towns | Neutral | Basic supplies and consumables | Mostly unlimited | 0-600 | New player sustain | -| Basic Adventurer Goods | General Merchant | Multi-region towns | Neutral | Starter gear and utility items | Mixed | 300-900 | Early progression | -| Common Food and Drink | Food Merchant | Multi-region towns | Neutral | Rations and drinks | Unlimited | 0-300 | Travel prep | -| Starter Tools | Tool Merchant | Multi-region towns | Neutral | Basic gathering tools | Unlimited | 0-300 | Gathering entry | -| Common Bags | General Merchant | Multi-region towns | Neutral | Low-tier bag upgrades | Limited | 600-1800 | Inventory progression | -| Kingdom Weapons | Weapon Merchant | Mainland Kingdom | Kingdom | Kingdom weapon lineup | Limited | 900-3600 | Lawful combat identity | -| Kingdom Armor | Armor Merchant | Mainland Kingdom | Kingdom | Kingdom armor tiers | Limited | 900-3600 | Defensive progression | -| Pirate Weapons | Pirate Merchant | Shattered Reefs | Reef Corsairs | Pirate melee/ranged weapons | Limited | 1800-7200 | Outlaw loadouts | -| Pirate Gear | Pirate Merchant | Shattered Reefs | Reef Corsairs | Utility and smuggling gear | Limited | 1800-7200 | Smuggling-focused | -| Dwarven Forge Weapons | Dwarven Forge Merchant | Frostpeak Isle | Frostpeak Clan | Heavy forged weapon stock | Limited | 1800-7200 | Ore/forge synergy | -| Dwarven Armor | Dwarven Forge Merchant | Frostpeak Isle | Frostpeak Clan | Heavy armor sets | Limited | 1800-21600 | Tank gear progression | -| Elven Bows and Robes | Elven Grove Merchant | Witchwood Isle | Witchwood Enclave | Bows, robes, nature gear | Limited | 1800-7200 | Nature/stealth role | -| Witch Coven Implements | Witch Coven Merchant | Witchwood Isle | Coven of the Veil | Ritual tools and cursed focus gear | Limited | 3600-21600 | Veil-aligned inventory | -| Orc War Gear | Orc War Merchant | Ashen Deadlands | Ashen Horde | War salvage and heavy battle gear | Limited | 1800-7200 | War economy | -| Blacksmith Supplies | Crafting Merchant | Mainland/Frostpeak | Neutral | Smelting and forging materials | Mixed | 900-1800 | Core crafting supply | -| Alchemy Supplies | Crafting Merchant | Mainland/Witchwood | Neutral | Herbs, vials, reagents | Mixed | 900-1800 | Potion pipelines | -| Engineering Supplies | Crafting Merchant | Frostpeak/Stormreach | Arcforge Consortium | Mechanical parts and kits | Limited | 1800-7200 | Tech progression | -| Shipbuilding Supplies | Crafting Merchant | Shattered Reefs ports | Neutral | Timber, sailcloth, fittings | Mixed | 900-3600 | Naval economy | -| Enchanting Supplies | Crafting Merchant | Mainland/Witchwood | Neutral | Dust, runes, catalysts | Limited | 1800-7200 | Enchanting loop | -| Cooking Supplies | Crafting Merchant | Multi-region towns | Neutral | Ingredients and cookware | Unlimited/Mixed | 0-900 | Survival loop | -| Tailoring Supplies | Crafting Merchant | Mainland/Witchwood | Neutral | Cloth, thread, leather supports | Mixed | 900-1800 | Apparel crafting | -| Dockside Supplies | Dock Merchant | All major ports | Neutral | Rope, lanterns, cargo tools | Mixed | 300-1800 | Port logistics | -| Ship Repair Goods | Ship Merchant | All major ports | Neutral | Repair kits and hull materials | Limited | 900-3600 | Expedition sustain | -| Sailor Provisions | Dock Merchant | All major ports | Neutral | Naval food/water stock | Unlimited | 0-300 | Voyage prep | -| Shipwright Upgrades | Shipwright Merchant | Shattered Reefs/Stormreach | Neutral | Upgrade components and plans | Limited | 3600-21600 | Ship progression | -| Pirate Ship Goods | Pirate Merchant | Shattered Reefs | Reef Corsairs | Contraband naval modules | Limited | 3600-21600 | Illegal naval trade | -| Wardkeeper Reputation Vendor | Reputation Vendor | Mainland Kingdom | Wardkeepers | Sigil rewards and authority gear | Tier-gated | 1800-21600 | Requires standing | -| Kingdom Military Vendor | Faction Vendor | Mainland Kingdom | Kingdom | Military issue gear | Tier-gated | 1800-21600 | Combat reputation rewards | -| Reef Corsair Vendor | Faction Vendor | Shattered Reefs | Reef Corsairs | Pirate faction goods | Tier-gated | 1800-21600 | Pirate standing required | -| Frostpeak Clan Vendor | Faction Vendor | Frostpeak Isle | Frostpeak Clan | Forge and mountain rewards | Tier-gated | 1800-21600 | Clan progression | -| Witchwood Enclave Vendor | Faction Vendor | Witchwood Isle | Witchwood Enclave | Nature relic and stealth rewards | Tier-gated | 1800-21600 | Enclave progression | -| Arcforge Consortium Vendor | Faction Vendor | Stormreach Isles | Arcforge Consortium | Tech prototypes and plans | Tier-gated | 3600-43200 | High-end engineering | -| Ashen Horde Vendor | Faction Vendor | Ashen Deadlands | Ashen Horde | War trophies and siege gear | Tier-gated | 1800-21600 | Horde loyalty | -| Coven of the Veil Vendor | Faction Vendor | Witchwood/Ashen edge | Coven of the Veil | Forbidden ritual stock | Tier-gated | 3600-43200 | Veil affinity | -| Relic Scholar Buyer | Rare Buyer | Mainland/Stormreach | Neutral | Buys ancient relic items | Buy-focused | N/A | High relic valuation | -| Dragon Part Buyer | Rare Buyer | Frostpeak Isle | Frostpeak Clan | Buys dragon trophies/components | Buy-focused | N/A | Monster specialization | -| Veil Material Buyer | Rare Buyer | Witchwood/Ashen | Coven-aligned | Buys Veil materials and cursed drops | Buy-focused | N/A | Corruption specialization | -| Treasure Broker Buyer | Rare Buyer | Shattered Reefs | Pirate networks | Buys maps, keys, treasure artifacts | Buy-focused | N/A | Treasure economy anchor | -| Sea Monster Trophy Buyer | Rare Buyer | Shattered Reefs ports | Neutral/Pirate | Buys leviathan and sea trophies | Buy-focused | N/A | Naval hunting rewards | -| Ancient Machine Buyer | Rare Buyer | Stormreach Isles | Arcforge Consortium | Buys machine cores and tech relics | Buy-focused | N/A | Tech economy anchor | -| Pirate Black Market | Black Market Merchant | Shattered Reefs | Reef Corsairs | Pirate contraband inventory | Limited | 3600-43200 | Hidden access | -| Smuggler Goods | Black Market Merchant | Shattered Reefs/Docks | Smuggler networks | Concealment and smuggling tools | Limited | 1800-21600 | Illegal logistics | -| Forbidden Relics | Black Market Merchant | Hidden nodes | Veil/Pirate brokers | Restricted relic inventory | Limited | 7200-43200 | High risk stock | -| Stolen Cargo Dealer | Black Market Merchant | Reefs back alleys | Smuggler networks | Fenced cargo goods | Limited | 1800-7200 | Dynamic stolen stock | -| Cursed Item Dealer | Black Market Merchant | Hidden covens | Coven brokers | Cursed weapons and reagents | Limited | 7200-43200 | Corruption-heavy inventory | -| Traveling Merchant | Traveling Trader | Route-based multi-region | Neutral | Rotating mixed stock | Limited | 900-7200 | Route-dependent | -| Storm Event Merchant | Event Merchant | Stormreach event zones | Neutral | Storm event rewards and supplies | Event-limited | 3600-event | Appears by event | -| Festival Vendor | Event Merchant | Major settlements | Neutral | Festival consumables and cosmetics | Event-limited | 1800-event | Seasonal goods | -| Siege Supply Vendor | Event Merchant | Conflict zones | Faction-linked | Siege kits and support gear | Event-limited | 900-3600 | War-time stock | -| World Event Relic Vendor | Event Merchant | Rotating world events | Neutral | World event relic offerings | Event-limited | Event-only | Rare cycle inventory | - -## Merchant Table Examples - -### General Town Supplies - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Minor Healing Potion | -1 | 0 | -| Minor Mana Potion | -1 | 0 | -| Traveler’s Satchel | 5 | 600 | -| Basic Mining Pick | -1 | 0 | -| Bread | -1 | 0 | - -### Dwarven Forge Merchant - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Iron Longsword | 5 | 1800 | -| Froststeel Axe | 2 | 7200 | -| Miner’s Pickaxe | -1 | 0 | -| Blacksmith Hammer | -1 | 0 | -| Frostplate Armor | 1 | 21600 | - -### Pirate Black Market - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Reef Cutlass | 3 | 3600 | -| Storm Flintlock | 1 | 21600 | -| Smuggler’s Hidden Bag | 2 | 7200 | -| Coral Vault Key | 1 | 43200 | -| Treasure Map | 1 | 86400 | - -### Gnome Relic Scholar - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Relic Scanner | 2 | 7200 | -| Aether Compass Blueprint | 1 | 86400 | -| Spark Rod | 3 | 3600 | -| Portal Stabilizer Parts | 1 | 21600 | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Merchant System (Atavism X 9)] (merchant_system.md) -- Next: [Mystical Isles Black Market Merchants] (black_market_merchants.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/black_market_merchants.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Black Market Merchants - ---- - -# Mystical Isles Black Market Merchants -## Purpose - -Black market merchants support high-risk, high-reward trade loops for contraband, stolen cargo, cursed relics, and pirate economies. - -## Black Market Merchant Categories - -| Merchant Type | Core Trade | -| --- | --- | -| Black Market Merchants | Illegal goods and restricted equipment | -| Pirate Merchants | Pirate-only weapons, gear, and naval modules | -| Smuggler Brokers | Concealment tools, falsified cargo, route intel | -| Hidden Relic Dealers | Forbidden relic exchange and illicit appraisal | - -## Black Market Table Set - -| Merchant Table | Region | Access Rule | Stock Pattern | -| --- | --- | --- | --- | -| Pirate Black Market | Shattered Reefs | Friendly+ Reef Corsair standing | Contraband weapons and hidden utility | -| Smuggler Goods | Dock back alleys | Friendly+ Smuggler standing | Cargo concealment, smuggling tools | -| Forbidden Relics | Hidden coves/ruins | Honored+ with illicit brokers | Rare cursed and ancient illicit stock | -| Stolen Cargo Dealer | Pirate ports | Neutral to access, better rates with standing | Rotating stolen cargo inventory | -| Cursed Item Dealer | Veil-touched hideouts | Friendly+ Coven/Pirate contacts | Cursed items and forbidden reagents | - -## Buy/Sell Rules - -| Rule | Design Intent | -| --- | --- | -| Pays strong value for stolen/illegal goods | Distinct illegal economy loop | -| Pays weak value for lawful junk/common drops | Prevents replacing general merchants | -| Requires reputation for top-tier inventory | Adds progression and social alignment stakes | -| Uses longer refresh on high-risk items | Preserves scarcity and route planning | - -## Risk and Progression Hooks - -| Trigger | Outcome | -| --- | --- | -| Trading while low reputation | Limited inventory and inflated prices | -| Reaching Honored or Exalted with pirate/smuggler faction | Access to unique contraband and blueprints | -| Carrying contraband in lawful ports | Guard risk and confiscation encounter potential | -| Turning in rare illicit relics | Unlocks hidden broker dialogue and quest chains | - -## Pirate Black Market Example Inventory - -| Item | Count | Refresh Time | -| --- | ---: | ---: | -| Reef Cutlass | 3 | 3600 | -| Storm Flintlock | 1 | 21600 | -| Smuggler’s Hidden Bag | 2 | 7200 | -| Coral Vault Key | 1 | 43200 | -| Treasure Map | 1 | 86400 | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Merchant Tables (Atavism X 9)] (merchant_tables.md) -- Next: [Mystical Isles Rare Item Buyers] (rare_item_buyers.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/rare_item_buyers.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Rare Item Buyers - ---- - -# Mystical Isles Rare Item Buyers -## Purpose - -Rare item buyers ensure that item knowledge and travel decisions matter. A rare item sold to a general merchant should feel like a bad decision, while the right specialist buyer should provide major rewards. - -## Rare Item Value Model - -| Item | General Merchant Value | Specialist Merchant | Specialist Value | -| --- | --- | --- | --- | -| Ancient Core | 5 Silver | Gnome Relic Scholar | 500 Gold | -| Dragon Scale | 1 Gold | Dwarven Forge Master | 250 Gold | -| Veil Heart | 10 Copper | Witch Coven Dealer | 300 Gold | -| Coral Vault Key | 25 Copper | Pirate Treasure Broker | 150 Gold | -| Leviathan Scale | 2 Gold | Shipwright Master | 400 Gold | -| Queen Elyra’s Seal | Cannot Sell | Wardkeeper Archivist | Quest Turn-In Only | - -## Buyer Rules - -- General merchants treat unknown rare items as junk-value goods. -- Specialist buyers recognize domain-specific rarity and pay premium rates. -- Some rare items are quest-only and cannot be sold as currency conversion. -- Some rare items unlock hidden merchant dialogue and follow-up offers. -- Some buyers require minimum reputation before rare purchases are enabled. - -## Specialist Buyer Profiles - -| Buyer | Region | Specialty | Access Rule | -| --- | --- | --- | --- | -| Gnome Relic Scholar | Stormreach Isles | Ancient technology and machine relics | Neutral to view, Friendly+ for premium trade | -| Dwarven Forge Master | Frostpeak Isle | Dragon parts, alloys, rare ore products | Friendly+ with Frostpeak Clan | -| Witch Coven Dealer | Witchwood hidden enclaves | Veil materials, cursed components | Friendly+ with Coven-aligned faction | -| Pirate Treasure Broker | Shattered Reefs | Treasure keys, contraband maps, vault artifacts | Friendly+ Reef Corsair or Smuggler standing | -| Shipwright Master | Major ports/Reefs | Leviathan and ship-grade monster components | Neutral with dock access; Honored for premium rates | -| Wardkeeper Archivist | Mainland Kingdom | Political relics and sacred seals | Honored+ Wardkeeper standing, quest turn-ins only | - -## Hidden Dialogue and Unlock Conditions - -| Trigger Item/Condition | Unlock Result | -| --- | --- | -| First Ancient Core delivery | Relic scholar unlocks machine restoration quests | -| Dragon Scale bundle turn-in | Forge Master unlocks dragon-forged commission options | -| Veil Heart hand-in | Coven merchant unlocks forbidden reagent stock | -| Coral Vault Key trade | Treasure broker reveals hidden vault map listings | -| Exalted reputation with faction buyer | Access to unique dialogue and one-of-a-kind offers | - -## Economy Integration - -| System | Rare Buyer Contribution | -| --- | --- | -| Exploration | Rewards players who discover and route rare drops correctly | -| Travel | Encourages long-distance transport to specialist hubs | -| Factions | Uses reputation thresholds to gate high-value exchanges | -| Quests | Converts some rare items into quest progression rather than direct currency | -| Crafting | Routes rare parts into specialist crafting economies | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Black Market Merchants] (black_market_merchants.md) -- Next: [Mystical Isles Faction Vendors] (faction_vendors.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/faction_vendors.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Faction Vendors - ---- - -# Mystical Isles Faction Vendors -## Purpose - -Faction vendors tie economy progression directly to social and political alignment. They provide distinctive rewards, access control, and identity-defining goods. - -## Faction Vendor Table Set - -| Merchant Table | Faction | Region Focus | Vendor Theme | -| --- | --- | --- | --- | -| Wardkeeper Reputation Vendor | Wardkeepers | Mainland Kingdom | Sacred authority, governance, ward-linked gear | -| Kingdom Military Vendor | Kingdom | Mainland Kingdom | Military issue armor and battlefield supplies | -| Reef Corsair Vendor | Reef Corsairs | Shattered Reefs | Pirate faction loadouts and smuggling equipment | -| Frostpeak Clan Vendor | Frostpeak Clan | Frostpeak Isle | Forge recipes, mountain survival, heavy craft | -| Witchwood Enclave Vendor | Witchwood Enclave | Witchwood Isle | Nature relics, stealth and druidic utility | -| Arcforge Consortium Vendor | Arcforge Consortium | Stormreach Isles | Engineering prototypes and machine blueprints | -| Ashen Horde Vendor | Ashen Horde | Ashen Deadlands | War trophies and siege logistics | -| Coven of the Veil Vendor | Coven of the Veil | Witchwood/Ashen fringe | Corruption rituals and forbidden tools | - -## Reputation Requirement Tiers - -| Tier | Access | -| --- | --- | -| Neutral | Basic buying/selling | -| Friendly | Better goods and minor discount | -| Honored | Rare stock and special services | -| Exalted | Unique items, political goods, rare blueprints | -| Hated | No trade; hostile faction response possible | - -## Faction Buy/Sell Behavior - -| Vendor Type | Buy/Sell Rule | -| --- | --- | -| Standard Faction Vendor | Buys faction-relevant items at improved rates when standing is Friendly+ | -| Reputation Vendor | Unlocks tiered service stock and token-based offers | -| Hostile-Faction Vendor | Refuses trade or applies severe penalties | -| Political Vendor | May require rank/title and quest flags in addition to reputation | - -## Reputation-Driven Economy Outcomes - -| System Goal | Faction Vendor Contribution | -| --- | --- | -| Identity progression | Players visibly align with faction gear and services | -| Regional economy value | Faction capitals become unique trade hubs | -| Quest integration | Vendor access and stock tied to campaign milestones | -| Controlled scarcity | Exalted stock limits market flooding | -| Political gameplay | Top-tier inventory reinforces office/rank progression | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Rare Item Buyers] (rare_item_buyers.md) -- Next: [Mystical Isles Vendor Locations] (vendor_locations.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/vendor_locations.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles Vendor Locations - ---- - -# Mystical Isles Vendor Locations -## Location Design Rules - -Vendor placement is used to reinforce travel, faction identity, and regional economy value. - -- Every major region has general sustain vendors. -- Specialist merchants are tied to regional resources and lore. -- Rare buyers are intentionally distributed to reward exploration routes. -- Black market and contraband merchants are placed in hidden or risky areas. -- Ports prioritize ship supply, repair, and naval progression merchants. - -## Regional Vendor Matrix - -### Mainland Kingdom - -| Merchant Role | Presence | -| --- | --- | -| General Merchant | Yes | -| Kingdom Weapon Merchant | Yes | -| Kingdom Armor Merchant | Yes | -| Food Vendor | Yes | -| Basic Tool Merchant | Yes | -| Wardkeeper Vendor | Yes | -| Political Vendor | Yes | -| City Plot Merchant | Yes | - -**Special Buyers:** Wardkeeper Archivist, Royal Appraiser - -### Frostpeak Isle - -| Merchant Role | Presence | -| --- | --- | -| Dwarven Forge Merchant | Yes | -| Mining Supplier | Yes | -| Heavy Armor Merchant | Yes | -| Dragon Part Buyer | Yes | -| Engineering Supplier | Yes | - -**Special Buyers:** Forge Master, Dragon Hunter Quartermaster - -### Witchwood Isle - -| Merchant Role | Presence | -| --- | --- | -| Elven Bowyer | Yes | -| Herbalist | Yes | -| Nature Magic Vendor | Yes | -| Witchwood Relic Keeper | Yes | -| Stealth Gear Merchant | Yes | - -**Special Buyers:** Ancient Grove Archivist, Rare Herb Collector - -### Shattered Reefs - -| Merchant Role | Presence | -| --- | --- | -| Pirate Gear Vendor | Yes | -| Black Market Dealer | Yes | -| Shipwright | Yes | -| Smuggler Broker | Yes | -| Treasure Map Seller | Yes | -| Canyon Tribe Trader | Yes | - -**Special Buyers:** Treasure Broker, Coral Vault Dealer, Sea Monster Trophy Buyer - -### Ashen Deadlands - -| Merchant Role | Presence | -| --- | --- | -| Orc War Gear Vendor | Yes | -| War Trophy Trader | Yes | -| Demon Relic Buyer | Yes | -| Survival Merchant | Yes | - -**Special Buyers:** Ashen Warlord Quartermaster, Forbidden War Broker - -### Stormreach Isles - -| Merchant Role | Presence | -| --- | --- | -| Rare Traveling Relic Merchant | Yes | -| Gnome Field Researcher | Yes | -| Storm Salvage Dealer | Yes | - -**Special Buyers:** Ancient Machine Buyer, Storm Relic Collector - -## Travel and Trade Value Outcomes - -| Design Goal | Vendor Location Impact | -| --- | --- | -| Make travel meaningful | Players move between islands for specialist buyers and stock | -| Preserve regional economy | Resource-rich regions host matching specialist merchants | -| Reward world knowledge | Best sale values require knowing where to sell rare goods | -| Support naval gameplay | Port clusters sustain ship progression and expedition loops | -| Maintain faction identity | Faction capitals host gated reputation vendors | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Faction Vendors] (faction_vendors.md) -- Next: [🛠 Crafting System] (crafting_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/faction_progression.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Faction Progression - ---- - -# Faction Progression -## Purpose - -Faction progression transforms individual advancement into institutional influence, political authority, and world-level consequence. - ---- - -## Faction Recognition Bands - -| Standing Band | Example Range | Recognition State | Gameplay Effect | -| --- | --- | --- | --- | -| Known Outsider | 0–999 | Tolerated outsider | Basic contracts only | -| Proven Associate | 1,000–4,999 | Trusted field asset | Specialized contracts and access | -| Ranked Operative | 5,000–11,999 | Internal contributor | Strategic mission participation | -| Institutional Figure | 12,000–24,999 | Leadership candidate | Advisory authority and candidacy | -| Pillar of the Faction | 25,000+ | Political stakeholder | Office contests and policy impact | - ---- - -## Progression Inputs - -| Activity | Faction Progression Value | -| --- | --- | -| Faction quest lines | Core standing progression | -| Naval campaigns | Military trust and strategic relevance | -| Resource logistics | Economic trust and trade authority | -| Diplomatic missions | Cross-faction credibility | -| Governance tasks | Civic legitimacy and office readiness | -| Crisis response | Emergency authority eligibility | - ---- - -## Political Advancement and World Office - -| Office Tier | Example Roles | Requirement Pattern | -| --- | --- | --- | -| Local Office | Harbor Steward, Ward Marshal | Mid standing + local achievements | -| Regional Office | Governor, Fleet Commander | High standing + campaign outcomes | -| Cross-Faction Office | High Admiral, Accord Envoy | Multi-faction trust + diplomacy history | -| Sovereign-Level Influence | Kingdom Ruler, Pirate Confederacy Head | Coalition legitimacy + sustained influence | - -These offices are challengeable, non-permanent, and dependent on active reputation. - ---- - -## Challenge and Succession Rules - -| Rule | Intent | -| --- | --- | -| Scheduled challenge windows | Keeps power dynamic and contested | -| Influence upkeep requirements | Prevents office hoarding | -| Confidence checks on outcomes | Ties office retention to performance | -| Crisis override protocols | Allows emergency authority transfer | - ---- - -## Faction Rewards by Stage - -| Stage | Reward Type | Examples | -| --- | --- | --- | -| Associate | Utility access | Basic faction tools and mission boards | -| Operative | Structural access | Restricted facilities and strategic contracts | -| Candidate | Political tools | Voting rights and policy proposal slots | -| Office Holder | World-impact tools | Trade directives and patrol priorities | -| Pillar | Legacy tools | Historical honors and succession influence | - ---- - -## Long-Term Progression Outcome - -| Long-Term Loop | Result | -| --- | --- | -| Influence growth | Greater policy and institutional control | -| Political rivalry | Dynamic faction power shifts | -| Trade governance | Player-shaped regional economy | -| Naval authority | Strategic sea-lane control | -| Ward/Veil policy | Stability outcomes in high-risk zones | - -Faction progression is a primary horizontal system for long-term player identity. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Races & Classes] (races_and_classes.md) -- Next: [Player Ranks] (player_ranks.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/titles_and_reputation.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Titles & Reputation - ---- - -# Titles & Reputation -## Purpose - -Titles and reputation define social identity, legitimacy, and remembered achievement. - ---- - -## Title Categories - -| Category | Example Titles | Unlock Basis | -| --- | --- | --- | -| Exploration | The Reef Walker, The Lost Cartographer | Discovery milestones and map achievements | -| Faction | Warden of Frostpeak, Keeper of the Wards | Standing and service completion | -| Naval | Stormbreaker, Pirate King | Fleet command and sea campaign success | -| Crafting | Master Shipwright | Legendary production and contracts | -| Corruption | Veil Touched | Forbidden milestones and corruption thresholds | -| Leadership | Realm Steward, Harbor Marshal | Office tenure and policy outcomes | -| Discovery | Relic Witness, Vaultbreaker | Ancient-site breakthroughs | - ---- - -## Reputation Axes - -| Axis | Increases Through | Decreases Through | -| --- | --- | --- | -| Civic Trust | Settlement defense and responsible governance | Neglect, failed office outcomes | -| Faction Prestige | Loyal service and campaign success | Betrayal and alignment conflict | -| Explorer Fame | First discoveries and hazard mapping | Failed high-profile expeditions | -| Naval Renown | Convoy protection and fleet victories | Maritime disasters and command failure | -| Veil Renown | Controlled anomaly resolution | Uncontrolled corruption incidents | - ---- - -## Title Unlock Tiers - -| Tier | Requirements | Visibility | -| --- | --- | --- | -| Minor | Single notable milestone | Local/regional | -| Major | Multi-step progression chain | Multi-region | -| Historic | Rare world-impact achievements | World-wide | - ---- - -## Reputation-Driven World Responses - -| System | Response | -| --- | --- | -| NPC interaction | Dialogue and quest branching based on standing | -| Vendors/contracts | Better terms and strategic contract access | -| Political access | Candidate eligibility and trust thresholds | -| Emergency authority | Crisis command options for high-trust players | - ---- - -## Consequences and Recovery - -| Failure Case | Reputation Impact | Recovery Path | -| --- | --- | --- | -| Dangerous expedition failure | Explorer fame reduction | Recovery expedition chain | -| Political betrayal | Civic trust and faction prestige loss | Restitution and service contracts | -| Corruption misuse | Veil distrust and title suspension | Cleansing and ward-service arcs | -| Command abandonment | Leadership title suspension | Requalification through campaign duty | - -Consequences are meaningful but recoverable to avoid permanent progression collapse. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Player Ranks] (player_ranks.md) -- Next: [Magic System] (magic_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/player-characters.md b/_git/docs/player-characters.md index 8e3f2e3..a902488 100644 --- a/_git/docs/player-characters.md +++ b/_git/docs/player-characters.md @@ -5,2388 +5,3 @@ Reference for races, classes, factions, statistics, XP progression, spawn templa Atavism field meanings and structure references are preserved in the consolidated source sections. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/player-characters.md` - -# Player Characters - -Player characters in Mystical Isles are more than combat avatars. They are social identities, political actors, explorers, and long-term progression projects. A character should feel anchored to a race, culture, faction, and role while still leaving room for hybrid builds and personal expression. - ---- - -## Identity Philosophy - -The game should support a strong sense of character identity: - -- **Race** defines origin, appearance, and broad cultural outlook. -- **Class** defines combat style and core abilities. -- **Faction alignment** defines social access and political direction. -- **Skills** define long-term specialization and economic identity. -- **Titles and reputation** define public standing. - -Characters should feel distinct even when they share the same class. - ---- - -## Core and Planned Races - -### Humans -- adaptable, politically varied, and regionally diverse -- strong access to mixed social roles -- common in cities, trade routes, and military orders -- ideal for flexible class and faction combinations - -### Dwarves -- durable, disciplined, and closely tied to craft traditions -- strongly associated with mountain holds, mining, and forging -- often favored for defensive roles and equipment mastery - -### Elves -- graceful, tradition-bound, and often tied to magic, memory, and old forests -- strong cultural ties to ancient ruins and spirit places -- good fit for spell-focused or stealth-oriented roles - -### Gnomes -- inventive, curious, and highly technical in outlook -- associated with tools, devices, navigation, and clever crafting -- excellent for hybrid utility builds - -### Orcs (future) -- planned as a more aggressive frontier identity -- expected to align with warbands, mercenary factions, or reclaimed tribal cultures -- suitable for melee pressure, intimidation, and battlefield leadership - -### Pirates -- not just a class, but a playable identity path and faction culture -- tied to sea routes, smuggling, boarding combat, and naval reputation -- ideal for outlaw, captain, and opportunist playstyles - -### Witches -- not necessarily a race, but a magical cultural identity or order path -- connected to curses, herbs, ritual magic, and swamp or wild regions -- ideal for control, debuff, and occult support builds - ---- - -## Classes and Roles - -Classes should express role without locking the player into a single pattern. - -Possible role families: - -- **Guardian** — tanks, protectors, shield specialists -- **Knight** — balanced frontline fighters with control tools -- **Raider** — fast melee damage and pursuit -- **Hunter** — ranged pressure, tracking, and mobility -- **Mage** — direct spellcasting and elemental damage -- **Mystic** — support magic, wards, healing, and ritual power -- **Warden** — nature, beasts, and battlefield control -- **Artificer** — devices, traps, gadgets, and crafted magic - -Each class should have a clear fantasy, but character growth should still allow variation through skills, gear, and faction choices. - ---- - -## Player Statistics - -Core stats should support broad build expression. - -| Stat | Purpose | -|---|---| -| Might | melee damage, carrying power, physical force | -| Agility | dodge, speed, precision, dual wielding | -| Vigor | health, stamina, toughness, recovery | -| Intellect | spell strength, knowledge, crafting insight | -| Will | mana control, resistance, discipline | -| Spirit | healing, focus, resilience, magical harmony | -| Presence | social standing, command, persuasion, faction influence | - -These can be tuned to fit the final combat model, but the philosophy should remain the same: stats should support identity, not just damage math. - ---- - -## Experience and Level Progression - -Character progression should feel fast early and more deliberate later. The first levels teach the game. Midgame establishes specialization. Endgame focuses on mastery and build identity. - -### Sample XP Curve - -| Level | XP to Next | Cumulative XP | -|---|---:|---:| -| 1 | 100 | 0 | -| 2 | 150 | 100 | -| 3 | 220 | 250 | -| 4 | 320 | 470 | -| 5 | 450 | 790 | -| 6 | 620 | 1240 | -| 7 | 840 | 1860 | -| 8 | 1120 | 2700 | -| 9 | 1460 | 3820 | -| 10 | 1880 | 5280 | -| 11 | 2380 | 7160 | -| 12 | 2970 | 9540 | -| 13 | 3650 | 12510 | -| 14 | 4420 | 16160 | -| 15 | 5280 | 20580 | -| 16 | 6230 | 25860 | -| 17 | 7270 | 32090 | -| 18 | 8400 | 39360 | -| 19 | 9620 | 47760 | -| 20 | 10930 | 57380 | - -This curve is only a design anchor. The actual numbers can change as the combat and quest economy settle. - ---- - -## Factions and Alignment - -Faction alignment should be a major part of character identity. - -Examples of alignment patterns: - -- crown-aligned noble or civic characters -- trade-aligned merchant and dock characters -- frontier-aligned explorers and scouts -- outlaw-aligned pirates and smugglers -- ritual-aligned witches and occult scholars -- clan-aligned dwarves, tribes, and mountain houses -- wilderness-aligned rangers and hunters - -Faction choice should unlock social access, gear sources, missions, and political consequences. - ---- - -## Character Progression Philosophy - -The design goal is to create characters that feel personal and legible. - -A player should be able to answer: - -- who is this character? -- what region shaped them? -- what do they do in a group? -- what do they trade or craft? -- what reputation do they carry? -- what does the world expect from them? - -That means progression should not only increase power. It should increase identity. - ---- - -### Source: `docs/lore/races_and_classes.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / 🧬 Races and Classes Overview - ---- - -# 🧬 Races and Classes Overview -## Overview -Race and class define early identity, but long-term expression comes from skill specialization, faction ties, and gear choices. - -## Gameplay Purpose -Support role clarity while preserving build diversity. - -## Player Experience Goals -- distinct archetypes at start -- broad mastery choices over time -- lore-aligned class fantasy - -## Technical Notes -Maintain compatibility with Atavism starting templates and skill trees. - -## Implementation Notes -MVP supports a limited class set with expandable paths after vertical slice. - -## Examples -- Fighter → Duelist/Berserker/Vanguard pathing -- Mage progression tied to ward and anomaly content - -## Production Priority -**P0 starter identity, P1 advanced specialization.** - ---- - -## Related Documents -- [Races & Classes] (../systems/races_and_classes.md) -- [Starting Character Templates] (../systems/starting_templates.md) -- [Mystical Isles — Race & Class Building Identity] (../systems/race_class_building_identity.md) - -## Suggested Reading -- Previous: [🏰 Political System] (political_system.md) -- Next: [Player Lore] (player_lore.md) - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/races_and_classes.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Races & Classes - ---- - -# Races & Classes -## Overview - -Mystical Isles uses four playable races and a structured class system designed to reinforce world identity, cultural distinctiveness, and long-term specialization. Race is not a cosmetic choice — it shapes your starting region, your faction alignment, your political role in the world, and the trajectory of your entire progression journey. - -This document is the authoritative reference for character creation, racial identity, and class design. - ---- - -## Design Principles - -- Races carry cultural and political weight, not just stat bonuses -- Classes represent social roles and vocations, not archetypes from another world -- Horizontal progression means players deepen mastery rather than inflate numbers -- Every class has a meaningful naval, exploration, and political dimension -- Non-human races have focused specializations that reflect their culture, not generic hybrid builds - ---- - -## Playable Races - -| Race | Starting Region | Primary Identity | Combat Style | Faction Alignment | -| --- | --- | --- | --- | --- | -| Humans | Mainland Kingdom | Versatile, diplomatic, adaptive | Variable by class | Crown Compact (default), flexible | -| Dwarves | Frostpeak Isle | Engineers, miners, defenders | Heavy frontline, artillery | Frostpeak Holds | -| Elves | Witchwood Isle | Mystics, scouts, ward-keepers | Ranged, stealth, magic | Moonroot Enclaves, Thornbound Circles | -| Gnomes | Hidden Enclaves | Inventors, relic researchers, technologists | Support, gadget warfare | Tempest Accord, independent | - ---- - -## Race Detail: Humans - -### Lore - -Humans are the most widely dispersed people across the Isles. They settled the Mainland Kingdom in the centuries following The Fracturing, building their civilization atop the ruins of the old world. Most have no direct memory of the Fracturing's cause, and mainstream Kingdom culture attributes the ancient ruins to a lost divine civilization rather than to pre-Fracturing engineering. - -Humans are politically ambitious, socially complex, and adaptable to nearly any environment. Their societies span merchant guilds, royal courts, naval commands, coven alliances, and frontier settlements — making them the most unpredictable race in the Isles. - -### Homeland - -The Mainland Kingdom occupies the largest stable landmass in the known Isles. The capital city sits near the coast, surrounded by harbor infrastructure, chartered guild districts, and royal administrative towers. Outpost settlements extend toward surrounding island chains. - -### Visual Identity - -- Medium height and build -- Culturally diverse appearance reflecting regional heritage -- Clothing and armor vary widely by class and faction -- Noble characters may carry sigils of House or Guild affiliation -- Naval characters often have weather-worn gear and compass-related insignia - -### Culture - -Human culture is stratified by social rank, profession, and faction loyalty. The Crown Compact enforces trade law and naval authority, but independent guilds, frontier captains, and covert organizations operate in the margins. Humans value ambition and adaptability — virtues that make them politically formidable but internally competitive. - -### Strengths - -| Strength | Description | -| --- | --- | -| Adaptability | Balanced starting stats, widest class selection | -| Diplomacy | Bonus to social skill progression | -| Leadership | Can reach the highest political positions in the world | -| Class Range | Only race that chooses from the full class list | -| Faction Flexibility | Can build positive reputation with almost any faction | - -### Weaknesses - -| Weakness | Description | -| --- | --- | -| No singular strength | Jack-of-all-trades means fewer racial bonuses to any one system | -| Political exposure | High visibility means political enemies are common | -| Magical limitations | No innate connection to dimensional or nature-based energy | - -### Faction Alignment - -- **Default:** Crown Compact -- **Available paths:** Free Reef Corsairs, Tempest Accord, Thornbound Circles (Witchcraft path), any neutral faction -- Human characters can shift faction alignment through gameplay decisions; they are the most politically mobile race - -### Starting Region - -The **Mainland Kingdom** serves as the human tutorial region. It introduces faction politics, trade systems, naval infrastructure, and the tension between Crown authority and independent operators. Starting quests establish the player's class identity and introduce the Ward system, ancient ruins, and the Veil threat. - -### Progression Identity - -Humans progress through **social and political influence** as much as through combat mastery. A Human Rogue may become a spymaster. A Human Paladin may rise to Ward Command. A Human Pirate may eventually challenge for control of the Free Reef Corsairs. The breadth of the class system means every Human character has a distinct long-term political arc. - -### Typical Professions - -Fighter, Knight, Paladin, Mage, Ranger, Rogue, Witch, Pirate — see [Class System] (#class-system) below. - -### Political Role - -Humans hold most formal political offices in the Mainland Kingdom. They staff the naval command, the Crown courts, the merchant guilds, and the frontier garrison network. In the long game, Humans are the most likely candidates for Governor, Admiral, and Ruler positions — though those roles can always be lost, contested, or seized by rivals. - ---- - -## Race Detail: Dwarves - -### Lore - -Dwarves settled the deep tunnels and surface fortresses of Frostpeak Isle long before the Mainland Kingdom took its current form. Their oral histories describe the Fracturing as a collapse of the sky itself — a catastrophe they survived by going underground. Dwarven culture since then has been built around endurance, excavation, and the conviction that whatever destroyed the old world is still out there, waiting. - -The Frostpeak Holds are not a single unified state. They are a collection of clan-governed fortress-cities connected by tunnel roads, forge networks, and a common trade language. Clan councils make collective decisions slowly, but dwarven political will, once committed, is nearly impossible to redirect. - -### Homeland - -Frostpeak Isle is a cold, elevated island dominated by mountain ranges, frozen tundra, and deep mine systems. The surface is harsh but strategically valuable — the ore deposits here are among the richest in the known Isles, and the fortress-cities control both the deep mines and the coastal ports that export their production. - -### Visual Identity - -- Short, broad, and heavily built -- Elaborate clan braiding and forge-tattooed skin marking -- Armor is dense, functional, and often engraved with ancestral patterns -- Tools and weapons reflect engineering precision — angular, reinforced, built to last -- Many wear thermal work gear adapted for underground environments - -### Culture - -Dwarven culture prizes durability, craft mastery, and practical engineering over social hierarchy. Rank is earned through demonstrated skill and contribution to the Hold, not through birth. Forge masters and master engineers carry as much political weight as the Clan Elders. Dwarves distrust magic that cannot be explained through material cause and effect — Ward engineering they respect; Veil corruption they fear and pursue with lethal seriousness. - -### Strengths - -| Strength | Description | -| --- | --- | -| Durability | High endurance, health, and physical defense | -| Crafting Mastery | Accelerated progression in blacksmithing, engineering, and shipbuilding | -| Heavy Combat | Superior with heavy weapons and shield-based combat styles | -| Underground Navigation | Bonus to tunnel, cave, and ruin exploration systems | -| Dragon Hunting | Cultural knowledge that translates into bonus effectiveness in dragon encounter zones | - -### Weaknesses - -| Weakness | Description | -| --- | --- | -| Movement Speed | Lower base movement speed on surface terrain | -| Magical Affinity | Minimal innate connection to dimensional or nature energy | -| Social Flexibility | Lower diplomatic bonuses; dwarven directness can create friction with political systems | -| Naval Mobility | Not natural sailors; penalties to swimming and shipboard agility | - -### Faction Alignment - -- **Default:** Frostpeak Holds -- **Secondary access:** Tempest Accord (engineering collaboration), Crown Compact (forge supply contracts) -- Dwarves have limited natural alignment with Witchwood factions or Corsairs - -### Starting Region - -The **Frostpeak Hold Tutorial** takes place in the outer-ring fortress of the largest Hold. Players learn the mining, crafting, and engineering systems, engage in underground defense scenarios, and encounter their first contact with dragon activity in the deep zones. Early quests introduce the Hold's political structure and the first evidence of pre-Fracturing technology buried in the deepest tunnels. - -### Progression Identity - -Dwarves progress through **craft mastery and defensive excellence**. The deep endgame for a Dwarf character is not combat rank — it is becoming a Hold Master: a figure of political authority who commands crafting infrastructure, controls mine access, and has the engineering knowledge to activate (or destroy) ancient systems that others cannot even identify. Hold Masters can influence the entire Frostpeak economy. - -### Typical Professions - -All Dwarves follow the **Defender/Engineer** hybrid specialization. See [Non-Human Specializations] (#non-human-specializations) below. - -### Political Role - -Dwarves control the ore and forge infrastructure that the entire Isles economy depends on. A Dwarf with maximum Hold reputation can dictate trade terms, withhold materials, fund military campaigns, and broker enormous contracts. Their political power is economic rather than administrative — they rarely hold Crown offices, but they can bring any kingdom to its knees through supply refusal. - ---- - -## Race Detail: Elves - -### Lore - -Elves have lived on Witchwood Isle since before the Fracturing. Their oldest oral traditions describe the pre-Fracturing civilization not with awe but with grief — they remember what was lost in ways that younger races do not. Elven culture treats the remaining Ward network as a sacred inheritance, the forest as a living entity deserving of protection, and the Veil as the permanent scar of someone else's catastrophic hubris. - -The Moonroot Enclaves are the dominant social structure for most Witchwood Elves. They are not politically aggressive, but they are intensely protective of their ancestral sites and will respond to incursions with coordinated, devastating precision. - -### Homeland - -Witchwood Isle is dense forest, ancient ruins, and twisted Ward architecture entangled by centuries of natural growth. The island is navigable only by those who know its hidden paths — a form of territorial defense more effective than any wall. Ward installations still glow beneath the canopy at night, and the forest itself has been partially mutated by proximity to post-Fracturing dimensional energy. - -### Visual Identity - -- Tall, lean, and angular -- Clothing is layered in earth tones with bioluminescent accents from Witchwood plants -- Enchanted armor appears grown rather than forged — woven fiber, shaped wood, and Ward-metal composite -- Eyes with unusual coloration are common in older lineages -- Markings, dyes, and forest-sourced accessories reflect Enclave and grove affiliation - -### Culture - -Elven culture values patience, accumulated knowledge, and long-term stewardship. They plan across generations, maintain archives of pre-Fracturing observation, and distrust rapid political change. Elves who leave the Witchwood are rare and often regarded with complex social scrutiny — exile, mission, curiosity, or disgrace can all be the reason. Elves who study Veil magic occupy a special and uncomfortable status in Enclave society. - -### Strengths - -| Strength | Description | -| --- | --- | -| Magical Affinity | Fastest mana progression and Ward interaction ability | -| Dexterity | High base dexterity; strong with bows, short blades, and precise casting | -| Stealth | Innate bonus to stealth skills in forest and ruin environments | -| Ward Attunement | Can interact with damaged Ward infrastructure that other races cannot access | -| Ranged Precision | Superior accuracy with projectile weapons | - -### Weaknesses - -| Weakness | Description | -| --- | --- | -| Physical Defense | Low base armor and health; fragile in sustained melee combat | -| Social Suspicion | Elves outside Witchwood face social penalties in Crown Compact territory | -| Isolation | Enclave culture limits early cross-faction diplomacy | -| Veil Sensitivity | Ward attunement creates vulnerability to Veil corruption at high exposure levels | - -### Faction Alignment - -- **Default:** Moonroot Enclaves -- **Secondary access:** Thornbound Circles (coven path), Tempest Accord (Ward research collaboration) -- Elves have natural friction with Crown Compact and significant hostility from Gravebound Legions - -### Starting Region - -The **Witchwood Enclave Tutorial** begins in a forest settlement where Ward restoration, forest navigation, and stealth-based scouting are core activities. Early quests establish the player's connection to Enclave lore, introduce the Ward network as an interactive system, and present the first signs of Veil pressure from a corrupted ruin at the island's interior. - -### Progression Identity - -Elves progress through **mastery of arcane and natural systems**. Long-term progression leads toward becoming a Ward Keeper — an individual with the knowledge and standing to maintain, extend, or reconfigure Ward infrastructure. At the highest levels, an Elven Ward Keeper can alter the accessibility of entire island regions, making them one of the most strategically powerful character types in the world. - -### Typical Professions - -All Elves follow the **Mystic Ranger** hybrid specialization. See [Non-Human Specializations] (#non-human-specializations) below. - -### Political Role - -Elves exercise soft political power through information control, Ward access management, and selective alliance with other factions. They rarely seek formal governance roles but hold enormous quiet authority. An Elven character at maximum Enclave standing can grant or deny passage through Witchwood — a strategic lever that affects trade, military movement, and relic recovery for the entire Isles. - ---- - -## Race Detail: Gnomes - -### Lore - -Gnomes do not maintain a single homeland. They live in hidden engineering enclaves scattered across multiple islands — small, concealed settlements built around workshops, archive vaults, and research networks. Gnomish culture prizes intellectual achievement, technical innovation, and the recovery of pre-Fracturing knowledge above all else. - -The Tempest Accord is their closest institutional ally, though Gnomes in the Accord typically operate as consultants and specialists rather than formal members. Many Gnome communities maintain independent relationships with multiple factions simultaneously, treating political neutrality as a strategic asset. - -### Homeland - -Gnome starting enclaves are hidden — accessible through disguised routes, underwater passages, or Ward-portal access. The enclaves themselves are compact, vertical spaces packed with workshop levels, archive halls, and prototype testing areas. Each enclave has a slightly different research focus, and Gnome characters begin in the enclave whose specialty aligns closest with their chosen playstyle. - -### Visual Identity - -- Small frame, quick movements, and frequent environmental adaptation gear -- Clothing is modular — multiple tool pockets, adjustable layers, integrated measurement instruments -- Goggles, field kits, and mechanical accessories are standard -- Enclave affiliation displayed through insignia on sleeve or shoulder -- Physical appearance is diverse; Gnomes prize individuality in self-expression - -### Culture - -Gnomish culture is built around discovery, documentation, and debate. Intellectual arguments can last generations. Gnome enclaves maintain some of the most complete pre-Fracturing archives in existence, though much of the material is still being translated or interpreted. Gnomes are not warlike but are not passive — they design extraordinary defensive systems, support allied forces with exceptional equipment, and are fully capable of engineering catastrophic outcomes for those who threaten their archives. - -### Strengths - -| Strength | Description | -| --- | --- | -| Intelligence | High base intelligence; fastest skill progression in crafting and relic systems | -| Gadget Efficiency | Engineered devices and support tools are significantly more effective | -| Relic Interaction | Innate bonus to relic identification and ancient technology activation | -| Engineering | Accelerated progression in all mechanical crafting and structural design | -| Support Systems | Unique ability to construct deployable field installations | - -### Weaknesses - -| Weakness | Description | -| --- | --- | -| Physical Combat | Lowest base strength, health, and armor across all races | -| Mobility | Not built for sustained overland travel; penalties on rough terrain without tools | -| Social Visibility | Small enclaves mean limited early faction relationships | -| Dependency | Many Gnome abilities require crafted components, materials, or prepared gadgets | - -### Faction Alignment - -- **Default:** Independent (starting enclave network) -- **Primary path:** Tempest Accord (research and anomaly work) -- **Secondary access:** Frostpeak Holds (technical collaboration), Crown Compact (engineering contracts) -- Gnomes maintain quiet access to almost any faction willing to pay for expertise - -### Starting Region - -The **Hidden Enclave Tutorial** takes place underground or in a concealed coastal facility. Players learn the relic research, engineering, and gadget crafting systems. Early quests involve recovering a damaged pre-Fracturing component from a nearby ruin site, establishing the core gameplay loop of research → recovery → analysis → application that defines the Gnome character arc. - -### Progression Identity - -Gnomes progress through **knowledge accumulation and technological mastery**. Long-term Gnome characters become Relic Architects — individuals who can reconstruct ancient systems, build unique infrastructure, and deploy engineered solutions to world-scale problems that no other character type can address. A Relic Architect with maximum standing can open routes, repair Ward networks, disable Veil breaches, and supply entire military campaigns with custom equipment. - -### Typical Professions - -All Gnomes follow the **Engineer/Relic Specialist** hybrid specialization. See [Non-Human Specializations] (#non-human-specializations) below. - -### Political Role - -Gnomes exercise political power through technological dependency. Any faction that relies on Gnome-supplied equipment, route-opening infrastructure, or relic-based systems is dependent on Gnome cooperation. Gnome characters do not seek rulership but can become indispensable advisors, hidden power brokers, and the technical architects of other factions' military and economic capabilities. - ---- - -## Class System - -### Design Rule - -Only Humans choose from the full class list. Non-human races have one primary racial specialization that reflects their cultural and historical identity. This keeps world identity coherent, balancing manageable, and faction identities meaningful. - ---- - -## Human Classes - -### Class Overview - -| Class | Role | Combat Style | Armor | Key Weapons | Faction Fit | -| --- | --- | --- | --- | --- | --- | -| Fighter | Frontline melee combatant | Aggressive, versatile | Medium to heavy | Swords, axes, polearms | Crown Compact, mercenary | -| Knight | Defensive protector | Shield-and-blade discipline | Heavy plate | Longsword, shield, lance | Crown Compact, Templar orders | -| Paladin | Holy defender and ward agent | Defensive support and radiant offense | Heavy plate | Mace, shield, ward weapons | Ward Command, Crown Compact | -| Mage | Elemental and dimensional caster | Ranged, area control | Robes, light armor | Staff, focus, wand | Tempest Accord, Thornbound | -| Ranger | Scout, hunter, and tracker | Mobile skirmish, ranged precision | Light to medium | Bow, short blade, thrown | Free agents, any frontier faction | -| Rogue | Stealth operative and infiltrator | Assassination, evasion | Light armor | Daggers, short blades, pistol | Corsairs, spy networks, any | -| Witch | Forbidden Veil magic practitioner | Curses, afflictions, summon support | Ritual garments | Ritual implements, blades | Thornbound Circles, forbidden factions | -| Pirate | Naval fighter and sea specialist | Mobile, high burst, boarding combat | Light to medium | Pistol, cutlass, rope tools | Free Reef Corsairs, independent | - ---- - -### Fighter - -**Role:** Balanced frontline warrior and adaptable melee combatant. - -**Combat Style:** Fighters prioritize offensive output with just enough durability to sustain pressure in prolonged engagements. They are the most adaptable melee class — capable of switching between weapon types and combat rhythms depending on the situation. - -**Strengths:** -- Highest raw weapon damage output among heavy classes -- Broad weapon proficiency — swords, axes, polearms, shields -- Strong physical stat growth -- Adaptable to solo or group engagements - -**Weaknesses:** -- Limited magical utility -- No specialty naval or exploration passives -- Requires direct engagement — limited options for ranged or indirect combat - -**Armor Type:** Medium to heavy; no robes or ritual garments. - -**Preferred Weapons:** One-handed swords, two-handed greatswords, axes, polearms. - -**Gameplay Identity:** The Fighter is the straightforward path of martial excellence. They are the backbone of any military campaign, caravan escort, or dungeon assault team. They lack the political power of a Knight or the supernatural utility of a Paladin, but no class matches a seasoned Fighter in sustained, adaptable weapon combat. - -**Exploration Utility:** Fighters clear paths, neutralize physical threats, and provide protective escort for fragile specialists in ruin sites and frontier zones. - -**Naval Utility:** Exceptional in boarding combat. Fighters lead boarding parties, defend cargo decks, and hold strategic positions during sea battles. - -**Faction Role:** Primary combat role in Crown Compact military campaigns. Valuable to any faction requiring direct fighting capacity. - -**Political Role:** Fighters rarely hold administrative positions but can rise to Military Commander rank through demonstrated battlefield authority. A legendary Fighter can found a mercenary company, lead garrison forces, or serve as a Faction Champion. - -**Advanced Specializations:** -- **Duelist** — single-weapon mastery, parry and riposte focus, one-on-one supremacy -- **Berserker** — rage-state offense, momentum damage, high-risk high-reward combat -- **Vanguard** — assault group leader, charge mechanics, suppression utility - -**Progression Fantasy:** From conscript to Champion. The Fighter's story is about martial mastery earned through real conflict — not magical awakening or political appointment. The world recognizes a proven Fighter in a way that no title can replicate. - ---- - -### Knight - -**Role:** Defensive protector, faction soldier, and shield anchor. - -**Combat Style:** Knights specialize in absorbing punishment, holding ground, and protecting allies. Their offense is deliberate rather than aggressive — every strike is controlled, and their greatest weapon is the inability to be moved or broken. - -**Strengths:** -- Highest base physical defense of any class -- Shield mechanics mastery — block, counter, shield bash -- High threat generation for group engagements -- Mounted combat option (where terrain allows) - -**Weaknesses:** -- Lowest movement speed of any class -- Minimal ranged or magical options -- High armor weight limits certain exploration scenarios - -**Armor Type:** Full heavy plate; never light armor. - -**Preferred Weapons:** Longsword, shield, lance, war hammer. - -**Gameplay Identity:** The Knight is the wall that other classes fight behind. In group content, they anchor the front line. In political contexts, they represent institutional authority — a Knight's presence signals Crown power, factional backing, and legal standing. - -**Exploration Utility:** Limited in tight spaces; exceptional at fortified position defense. Knights can hold a ruin's entrance while the rest of the party explores the interior. - -**Naval Utility:** Strongest defensive role on deck during sea battles. Knights defend VIP crew members, hold ship chokepoints, and repel boarders. - -**Faction Role:** Core military and enforcement role within Crown Compact. Templar orders within the Kingdom often recruit exclusively from the Knight class. - -**Political Role:** Knights can hold formal military rank and administrative authority within Crown Compact territory. Senior Knights may govern garrison towns, command patrol fleets, or hold titles of nobility through service. - -**Advanced Specializations:** -- **Guardian** — maximum defense, group shielding, immovable anchor -- **Templar** — ward-aligned combat, anti-Veil tactics, sacred oath abilities -- **Warden** — garrison commander, territory control, fortification expertise - -**Progression Fantasy:** From sworn soldier to Warden of the Realm. The Knight's story is about duty, institutional authority, and becoming the physical embodiment of a faction's values. The long game is political — not through intrigue, but through demonstrated, unshakeable reliability. - ---- - -### Paladin - -**Role:** Ward-aligned holy defender and frontline support against Veil corruption. - -**Combat Style:** Paladins combine defensive combat with active support abilities. Their offensive power comes from Ward energy — radiant strikes, corruption suppression, and anti-Veil effects that are uniquely effective against dimensional enemies. - -**Strengths:** -- Ward energy abilities effective against Veil-corrupted enemies -- Strong healing and group protection passives -- Excellent anti-corruption utility in Veil-threatened zones -- High moral authority within Ward-aligned factions - -**Weaknesses:** -- Less effective against non-corrupted human or political enemies -- Ward abilities require mana investment -- Bound by oath mechanics — certain actions are closed off by class identity - -**Armor Type:** Heavy plate with Ward-inscribed accents. - -**Preferred Weapons:** Mace, warhammer, shield, Ward-forged weapons. - -**Gameplay Identity:** The Paladin is the world's answer to the Veil. Where Veil corruption spreads, a Paladin becomes indispensable. In safe political regions, they serve a more conventional protective role — but their true identity emerges in the dangerous zones where dimensional corruption is strongest. - -**Exploration Utility:** Paladins can detect and suppress Veil corruption in ruins and anomaly zones, making them critical for certain exploration content that is otherwise fatal for other classes. - -**Naval Utility:** Ward blessings protect ships in Veil-affected sea regions. Paladins provide unique survival bonuses in storm and corruption zones. - -**Faction Role:** Paladins form the backbone of Ward Command — the network of individuals responsible for maintaining and defending the remaining Ward infrastructure. - -**Political Role:** High political standing within Ward Command and allied Crown Compact institutions. Senior Paladins may hold the title of Ward Keeper (shared with senior Elven practitioners) and wield authority over Veil containment decisions that affect entire regions. - -**Advanced Specializations:** -- **Lightbearer** — radiant healing and support focus, group resilience -- **Ward Keeper** — Ward infrastructure interaction, Veil suppression mastery -- **Crusader** — aggressive Ward energy offense, anti-corruption assault - -**Progression Fantasy:** From acolyte to the last line of defense. The Paladin's progression is about growing into the weight of what the Veil actually is — and becoming the kind of person who walks toward it anyway. - ---- - -### Mage - -**Role:** Elemental and dimensional energy specialist, area control caster. - -**Combat Style:** Mages manipulate post-Fracturing energy through learned technique. They control space, create hazards, deal sustained elemental damage, and interact with dimensional anomalies in ways no other class can replicate. - -**Strengths:** -- Highest magical damage output -- Area denial and environmental control abilities -- Unique interaction with dimensional anomalies and Ward systems -- Long-range engagement capability - -**Weaknesses:** -- Lowest physical defense of any combat class -- Dependent on mana management -- Vulnerable to close-quarters ambush -- Powerful abilities have significant cast times - -**Armor Type:** Robes and light enchanted clothing; no heavy armor. - -**Preferred Weapons:** Staff, focus crystal, wand. - -**Gameplay Identity:** The Mage is the living evidence that the Fracturing reshaped the world permanently. Their power is drawn from the same energy that destroyed the old civilization — which gives every powerful spell a faint undertone of danger. Mages are the most intellectually demanding class; their progression is about understanding, not brute force. - -**Exploration Utility:** Mages can analyze ruins, identify dimensional anomalies, interact with aetheric systems, and detect Ward function states that others cannot sense. - -**Naval Utility:** Storm manipulation, elemental offense during sea battles, and navigation assistance in anomaly-heavy sea routes. - -**Faction Role:** Scholars and field operatives for the Tempest Accord; battlemages for the Crown Compact; independent researchers in most other contexts. - -**Political Role:** Mages hold intellectual authority. Senior Mages can hold positions in the Tempest Accord's council, advise Crown military strategy, or become independent arcane authorities that factions negotiate with rather than command. - -**Advanced Specializations:** -- **Stormcaller** — weather and lightning control, naval and open-field power -- **Flamebinder** — sustained elemental offense, heat manipulation, forge-magic synergy -- **Rift Scholar** — dimensional energy mastery, Ward interaction, anomaly navigation - -**Progression Fantasy:** From student of forces to architect of power. The Mage's journey is one of expanding understanding — every new ability reveals something deeper about what the Fracturing did to the world, and what it might still do. - ---- - -### Ranger - -**Role:** Scout, hunter, tracker, and survival specialist. - -**Combat Style:** Rangers operate at range, in motion, and in environments that other classes find hostile. They prefer skirmish tactics — engage, reposition, reengage — and their tracking and survival abilities make them invaluable in frontier and exploration contexts. - -**Strengths:** -- Exceptional ranged combat precision -- Survival and navigation bonuses across all terrain types -- Tracking abilities for hunting and reconnaissance -- High mobility and low detection profile - -**Weaknesses:** -- Limited sustained frontline combat ability -- Lower group support utility -- Weaker in confined interior environments - -**Armor Type:** Light to medium; mobile and quiet over protective. - -**Preferred Weapons:** Longbow, short bow, short blades, thrown weapons. - -**Gameplay Identity:** The Ranger is the frontier made human. They are most themselves in the spaces between settlements — the coastlines, the forest paths, the ruins no one has mapped. Their progression is about widening the horizon of what they can survive, navigate, and master. - -**Exploration Utility:** Rangers are the most capable exploration class. Their tracking, navigation, survival, and terrain-reading skills give them unique access to content that other classes cannot reach safely. - -**Naval Utility:** Rangers serve as lookouts, marine snipers, and boarding scouts during naval engagements. Their navigation skills complement ship captains in unfamiliar waters. - -**Faction Role:** Valuable to every frontier faction as scouts, hunters, and wilderness operatives. Rangers frequently work independently, lending services to whichever faction currently has the most interesting work. - -**Political Role:** Rangers do not typically seek formal political roles, but high-reputation Rangers can earn the title of Pathfinder — a recognized authority on route safety, frontier access, and exploration intelligence. Pathfinders can influence which territories are considered accessible by other factions. - -**Advanced Specializations:** -- **Wayfinder** — navigation mastery, route discovery, extreme terrain survival -- **Sharpshooter** — maximum ranged precision, long-range elimination, sniper positioning -- **Beasthunter** — creature tracking, monster weakness exploitation, taming systems - -**Progression Fantasy:** From wanderer to legend of the frontier. The Ranger's story is about going farther, surviving longer, and knowing the world in ways that settled people never will. - ---- - -### Rogue - -**Role:** Stealth operative, infiltrator, smuggler, and intelligence specialist. - -**Combat Style:** Rogues avoid fair fights. They strike from concealment, create diversions, disable targets, and disappear before the enemy can respond. Their combat style prioritizes precision and control over sustained damage. - -**Strengths:** -- Best stealth mechanics in the game -- High single-target burst damage from concealment -- Social infiltration and disguise abilities -- Smuggling and contraband system bonuses -- Lock-picking, trap disarming, and access system mastery - -**Weaknesses:** -- Weak in sustained open combat -- Heavily punished if stealth is broken early -- Limited group combat utility -- Some abilities require prepared resources - -**Armor Type:** Light, flexible leather; nothing that makes noise. - -**Preferred Weapons:** Daggers, short blades, light crossbow, early-access pistol. - -**Gameplay Identity:** The Rogue is the class of secrets. They know what others don't, go where others can't, and take what others have no idea is missing. Their world is built on leverage — information, access, and the ability to be somewhere no one expected. - -**Exploration Utility:** Rogues can bypass locked ruins, disable ancient traps, access concealed passages, and scout locations before the rest of a group commits to entering. - -**Naval Utility:** Rogues serve as saboteurs, spies on enemy ships, and quiet boarding specialists. They can disable enemy ship systems before a full engagement begins. - -**Faction Role:** Essential to any faction requiring intelligence operations. Free Reef Corsairs prize Rogue expertise for smuggling route management. Crown Compact intelligence networks quietly recruit Rogues who prefer not to acknowledge their employer. - -**Political Role:** Rogues rarely hold public titles, but their political influence is enormous. A Master Rogue can hold entire factions hostage through information leverage — documents, secrets, and intelligence networks that others cannot afford to have released. - -**Advanced Specializations:** -- **Shadowblade** — assassination focus, silent elimination, mark-and-execute systems -- **Smuggler** — trade route manipulation, contraband systems, contact network -- **Spymaster** — intelligence gathering, network management, political leverage mastery - -**Progression Fantasy:** From street thief to the most dangerous person in the room. The Rogue's progression is about accumulating leverage — not power that can be taken away, but knowledge that cannot be unfound. - ---- - -### Witch - -**Role:** Forbidden Veil magic practitioner, curse specialist, and ritual support. - -**Combat Style:** Witches use Veil-adjacent energy — magic that exists in the grey space between Ward protection and dimensional corruption. Their abilities are powerful, unreliable, and frightening to those who do not understand the source. - -**Strengths:** -- Unique curse and affliction system unavailable to other classes -- Veil energy interaction and manipulation -- Ritual-based ability preparation unlocks powerful effects -- Social power within Thornbound and forbidden faction networks - -**Weaknesses:** -- High risk — Veil overuse leads to corruption buildup -- Limited acceptance in Crown Compact territory -- Ritual preparation time required for strongest abilities -- Socially complex — Witch identity carries real political risk - -**Armor Type:** Ritual garments, layered robes, enchanted leathers. - -**Preferred Weapons:** Ritual implements, cursed blades, staff. - -**Gameplay Identity:** The Witch is the class that lives on the edge. Their power comes from the same source that threatens to destroy the world — and their progression is about walking that edge with increasing mastery and decreasing fear. In regions where the Veil is strong, a Witch is extraordinarily powerful. In royal courts, they are suspect. - -**Exploration Utility:** Witches can sense Veil presence, interact with corrupted ruins that would damage others, and read dimensional residue from past events in a location. - -**Naval Utility:** Limited direct naval combat, but Witch abilities to curse ships, fog navigation, and create water-based ritual effects give them niche but decisive naval utility in the right situations. - -**Faction Role:** Core class for Thornbound Circles. Independent Witches often serve as freelance curse specialists, healers in frontier settlements, or hidden agents within other factions. - -**Political Role:** Witches hold formal power within the Thornbound Circles hierarchy. In Kingdom territory, their political influence is covert — operating through networks that official authorities do not acknowledge exist. - -**Advanced Specializations:** -- **Curseweaver** — deep curse and affliction mastery, debuff systems -- **Veil Seer** — dimensional sight, corruption navigation, Veil intelligence -- **Ritual Binder** — group ritual casting, powerful preparation-based abilities - -**Progression Fantasy:** From hedge practitioner to a power that kingdoms fear. The Witch's story is about claiming identity — and the long, complicated journey of becoming someone that the world cannot simply define by its own rules. - ---- - -### Pirate - -**Role:** Naval combat specialist, boarding fighter, and sea survival expert. - -**Combat Style:** Pirates are fast, mobile, and built for the chaos of ship-to-ship combat. They use pistols, cutlasses, rope equipment, and environmental improvisation to dominate engagements where terrain is constantly changing. - -**Strengths:** -- Best class for naval boarding combat -- Firearms proficiency — pistols, blunderbuss, early flintlock -- High mobility in shipboard and coastal environments -- Smuggling and black market system access -- Unique ship-specialized abilities - -**Weaknesses:** -- Less effective in inland or formal military combat -- No heavy armor options -- Skills assume maritime environment — reduced effectiveness on terrain they cannot control - -**Armor Type:** Light to medium; practical gear over protection. - -**Preferred Weapons:** Cutlass, pistol, hand cannon, boarding axe, rope tools. - -**Gameplay Identity:** The Pirate is freedom made dangerous. They answer to no crown, no guild, and no patron they haven't chosen themselves. Their world is the sea — the routes between islands, the hidden coves, the ships that other captains don't know exist. Their progression is about building the influence, the ship, and the reputation to matter in the world on their own terms. - -**Exploration Utility:** Pirates know sea routes, hidden coves, and coastal ruins that official cartographers have never mapped. Their navigation bonuses and maritime survival skills make them exceptional in open-water exploration content. - -**Naval Utility:** The best naval combat class. Pirates captain ships, lead boarding parties, manage crew, and survive at sea better than any other character type. - -**Faction Role:** Core class for the Free Reef Corsairs. Independent Pirates exist across every faction as traders, smugglers, and opportunists. - -**Political Role:** A legendary Pirate Captain can rise to the level of Pirate Lord — a recognized power in the Reef political structure capable of calling councils, claiming territory, and negotiating directly with other faction leaders as an equal. - -**Advanced Specializations:** -- **Corsair** — sea combat mastery, evasive engagement, naval suppression -- **Gunslinger** — firearms expertise, quick-draw mechanics, ranged superiority -- **Raider Captain** — boarding leadership, crew command, ship assault coordination - -**Progression Fantasy:** From deckhand to Pirate Lord. The Pirate's story is about claiming the sea — and eventually, commanding enough of it that the world has to acknowledge the claim. - ---- - -## Non-Human Specializations - -Non-human characters do not choose from the class list. Instead, they progress through a single racial specialization that reflects their cultural and historical identity. These specializations are designed to be as deep and as rewarding as any human class — they simply reflect a different relationship with the world. - ---- - -### Dwarf: Defender/Engineer - -**Role:** Armored frontline defender and mechanical systems specialist. - -**Identity:** The Dwarf specialization combines combat engineering with heavy defensive combat. Dwarves fight as an extension of their craft — their armor is their own work, their weapons are their own design, and their defensive lines are built rather than held. - -**Core Abilities:** -- Deploy field fortifications and defensive installations -- Heavy armor and shield mastery -- Engineering analysis of ruins and mechanical systems -- Dragon encounter specialized combat bonuses -- Deep terrain navigation (tunnels, caves, underground ruins) - -**Specialization Paths:** -- **Hold Defender** — maximum physical defense, group protection, underground combat mastery -- **Siege Engineer** — destructive engineering, cannon operations, structural demolition -- **Runesmith** — forge-magic integration, weapon and armor enhancement, rune inscription - -**Political Endpoint:** Hold Master — a Dwarf character who commands mine access, controls forge supply, and has the political and economic leverage to dictate terms to entire kingdoms. - ---- - -### Elf: Mystic Ranger - -**Role:** Ward-attuned scout and arcane precision combatant. - -**Identity:** The Elf specialization merges ranged combat precision with magical attunement. Elves see the world in layers — the physical, the dimensional, and the Ward network that holds the two apart — and their abilities reflect that expanded perception. - -**Core Abilities:** -- Ward attunement — interact with damaged Ward infrastructure -- Ranged precision combat with magical amplification -- Forest and ruin stealth mastery -- Dimensional sight — perceive Veil presence and anomaly states -- Ancient route knowledge (hidden paths, pre-Fracturing access routes) - -**Specialization Paths:** -- **Enclave Scout** — stealth mastery, environmental navigation, intelligence gathering -- **Ward Keeper** — Ward interaction, Veil suppression, defensive arcane field maintenance -- **Moonroot Mystic** — deep magic, forest ritual, dimensional energy manipulation - -**Political Endpoint:** Ward Keeper — an Elf character who maintains Ward infrastructure, controls access to Witchwood paths, and holds the knowledge to reshape regional accessibility in the Isles. - ---- - -### Gnome: Engineer/Relic Specialist - -**Role:** Technical support specialist and ancient technology researcher. - -**Identity:** The Gnome specialization is built around knowledge, gadgets, and the recovery of pre-Fracturing systems. Gnomes solve problems that brute force cannot address — through engineered solutions, relic activation, and the quiet application of knowledge that others do not have. - -**Core Abilities:** -- Relic identification and activation -- Deployable gadgets — turrets, utility devices, field tools -- Engineering and crafting mastery -- Ancient technology analysis and reconstruction -- Support installations — field workshops, supply depots, research stations - -**Specialization Paths:** -- **Field Technician** — gadget combat mastery, deployable device optimization, field engineering -- **Relic Architect** — ancient system reconstruction, Ward-tech interface, dimensional engineering -- **Artificer** — item creation mastery, enchanting and enhancement, crafted power systems - -**Political Endpoint:** Relic Architect — a Gnome character who can reconstruct pre-Fracturing systems, supply entire military campaigns with custom equipment, and hold the knowledge leverage to become indispensable to any faction in the Isles. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Starting Character Templates] (starting_templates.md) -- Next: [Faction Progression] (faction_progression.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/race_class_building_identity.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mystical Isles — Race & Class Building Identity - ---- - -# Mystical Isles — Race & Class Building Identity -Building in Mystical Isles is not generic. Each culture, race, and faction has its own architectural identity, preferred materials, unique structures, and gameplay advantages tied to construction. This document defines the building profile for every culture in the Isles. - ---- - -## Table of Contents - -1. [Humans / Kingdom] (#humans--kingdom) -2. [Paladins / Wardkeepers] (#paladins--wardkeepers) -3. [Pirates] (#pirates) -4. [Canyon Tribes] (#canyon-tribes) -5. [Dwarves] (#dwarves) -6. [Elves] (#elves) -7. [Gnomes] (#gnomes) -8. [Orcs] (#orcs) -9. [Witches] (#witches) -10. [Cross-Culture Building Notes] (#cross-culture-building-notes) -11. [Related Documents] (#related-documents) - ---- - -## Humans / Kingdom - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| City Townhouse | Housing | Core urban dwelling | -| Stone Cottage | Housing | Rural or outer city home | -| Market Stall | Merchant | Commerce in cities | -| Guard Barracks | NPC Service | City and claim defense | -| Watchtower | Tower | Standard defensive lookout | -| Stone Wall | Wall | Standard perimeter defense | -| Reinforced Gate | Gate | City and fortress entry | -| Church / Ward Chapel | Shrine | Spiritual and Ward community site | -| Town Hall | Guild Structure | Civic governance center | -| Guild Office | Guild Structure | Guild administrative space | -| Blacksmith Forge | Crafting Station | Core production facility | -| Carpentry Bench | Crafting Station | Standard construction workbench | -| Training Yard | Decoration | Physical training area | -| Market Square Fountain | Decoration | Civic decoration | - -### Architectural Style - -- **Medieval Kingdom**: organized, symmetrical layouts -- **Materials**: stone and timber with iron fittings -- **Streets**: planned grid or radial design -- **Aesthetic**: lawful, civic, public-facing structures -- **Color palette**: greys, browns, muted greens, gold accents for nobility - -### Kingdom Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Carpentry | Architecture | -| Masonry | Blacksmithing | -| Decoration | Farming | - -### Gameplay Benefits - -- Kingdom players build the most efficient **city plots** with lower material costs in Kingdom-aligned cities -- Stone walls built by Kingdom players have **+10% health bonus** -- Church/Ward Chapel buildings near Ward Shrines provide stacking protection bonuses -- Town Halls unlock city-level political governance features -- Guard NPCs from barracks gain improved stats in Kingdom claims - ---- - -## Paladins / Wardkeepers - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Ward Shrine | Shrine | Core protection structure | -| Healing Shrine | Shrine | Area healing for allies | -| Cleansing Altar | Shrine | Removes Veil corruption | -| Holy Watchtower | Tower | Defensive + Ward detection | -| Veil Barrier Post | Defense | Ward protection line | -| Ward Barrier Post | Defense | Corruption suppression field | -| Healing Sanctuary | Housing | Rest area with passive heal | -| Training Yard | Decoration | Paladin combat training | -| Veil Containment Stone | Mystic Object | Active corruption suppression | - -### Architectural Style - -- **Holy Order**: organized around shrines and altars -- **Materials**: white and grey stone, silver trim, crystal elements -- **Layout**: shrine at center, defensive structures radiating outward -- **Aesthetic**: austere, functional, sacred - -### Wardkeeper Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Ward Construction | Masonry | -| Architecture | Enchanting | - -### Gameplay Benefits - -- Ward Shrines built by Wardkeepers have **double effect radius** -- Cleansing Altars remove Veil corruption from affected players -- Holy Watchtowers detect Veil incursions earlier (early warning events) -- Healing Sanctuaries provide passive health regeneration to claim members -- Ward Barrier Posts placed by Wardkeepers deal Veil-type damage to corrupted attackers - ---- - -## Pirates - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Pirate Shack | Housing | Rough timber dwelling | -| Smuggler Dock | Dock | Hidden mooring | -| Small Dock | Dock | Standard naval infrastructure | -| Cannon Emplacement | Defense | Harbor artillery | -| Hidden Floor Stash | Storage | Concealed underground cache | -| Ship Cargo Locker | Storage | Waterproof shipboard storage | -| Black Market Stall | Merchant | Illegal goods vendor | -| Tavern | NPC Service | Hiring, rumors, smuggling | -| Lookout Tower | Tower | Rough-hewn watchtower | -| Smuggler Tunnel | Defense | Hidden movement passage | -| Harpoon Rack | Decoration | Naval equipment display | -| Barrel Stack | Decoration | Cargo prop | - -### Architectural Style - -- **Outlaw Maritime**: rough, asymmetrical, hidden -- **Materials**: salvaged timber, rope, canvas, barrels, iron salvage -- **Layout**: irregular, purpose-built, concealment-focused -- **Aesthetic**: lived-in, weathered, improvised but functional - -### Pirate Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Pirate Construction | Carpentry | -| Shipbuilding | Engineering | - -### Gameplay Benefits - -- Pirate structures cost **less materials** but have lower base health -- Hidden Floor Stash and Smuggler Cache objects are **invisible on the minimap** and cannot be detected by non-owners -- Cannon Emplacements in Pirate Hideout Claims have increased range and damage -- Tavern NPC structures unlock black market quests and smuggling networks -- Pirate docks enable faster ship departure (reduced departure delay timer) - ---- - -## Canyon Tribes - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Canyon Cliff Hut | Housing | Carved cliff-face dwelling | -| Tribal Tent | Housing | Portable-style camp structure | -| Bone Totem | Decoration / Shrine | Tribal spiritual marker | -| Ritual Fire | Shrine | Combat and spirit buff site | -| Canyon Watch Post | Tower | Desert cliff lookout | -| Storm-Reading Tower | Tower | Weather prediction early warning | -| Oasis Garden | Farm | Desert water-fed crops | -| Oasis Pump | Resource Node | Desert water extraction | -| Animal Pen | Farm | Livestock and mount management | -| Desert Creature Pen | Farm | Exotic animal husbandry | -| Cliff Bridge | Bridge | Canyon crossing structure | - -### Architectural Style - -- **Canyon Culture**: integrated into natural rock formations -- **Materials**: sandstone, carved rock, hide, bone, woven cloth, wood poles -- **Layout**: vertical, cliff-integrated, following natural terrain -- **Aesthetic**: desert survival, original fantasy reef/canyon culture — not referencing real-world cultures directly - -### Canyon Tribe Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Tribal Construction | Farming | -| Masonry | Decoration | - -### Gameplay Benefits - -- Canyon Cliff Huts built into cliff faces are **harder to destroy** (terrain bonus) -- Storm-Reading Towers provide **weather event advance warning** to the claim owner -- Ritual Fires provide combat stat buffs timed to specific game events -- Oasis Gardens produce **unique desert herbs** not available elsewhere -- Animal Pens for desert creatures yield rare mount-related materials -- Bone Totems provide minor intimidation debuff aura to non-tribal attackers - ---- - -## Dwarves - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Dwarven Stone Room | Housing | Solid underground quarters | -| Mushroom Bed | Farm | Underground food production | -| Blacksmith Forge | Crafting Station | Core production | -| Smelter | Crafting Station | Ore processing | -| Mine Entrance | Resource Node | Mineral extraction | -| Dwarven Strongbox | Storage | Heavy reinforced vault | -| Stone Wall | Wall | High-durability perimeter | -| Defensive Gate | Gate | Heavy reinforced entry | -| Watchtower | Tower | Standard defense | -| Dragon Watch Tower | Tower | Extended range lookout | -| Forge Room | Crafting Station | Specialized metal-working space | -| Underground Hall | Guild Structure | Dwarven civic gathering space | - -### Architectural Style - -- **Stonecraft Mastery**: heavy, solid, underground-integrated -- **Materials**: stone, iron, steel, forge coal, minimal wood -- **Layout**: practical grid, maximizing underground volume -- **Aesthetic**: functional engineering, built to last centuries - -### Dwarven Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Dwarven Stonework | Masonry | -| Blacksmithing | Engineering | - -### Gameplay Benefits - -- Dwarven-built stone structures have **+25% health** over standard stone builds -- Forge Rooms in Dwarven Hall Claims produce **refined metals at higher yield** -- Mine Entrances built by dwarves have **+30% resource production rate** -- Underground structures are immune to siege weapon damage (they are underground) -- Defensive Gates built by dwarves have **+20% health and reduced siege damage** -- Dwarven Strongboxes hold more items than standard storage - ---- - -## Elves - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Elven Tree Home | Housing | Elevated forest dwelling | -| Forest Cottage | Housing | Ground-level woodland home | -| Moon Well | Shrine | Healing and magical power source | -| Nature Shrine | Shrine | Forest protection buff | -| Ward Grove | Shrine | Elven Ward protection | -| Hidden Garden | Farm | Concealed herb and resource garden | -| Living Bridge | Bridge | Tree-root bridge structure | -| Archery Platform | Tower | Elevated ranged defense | -| Tree Platform | Guild Structure | Elevated meeting and gathering space | -| Moonflower Garden | Farm | Rare magical plant cultivation | - -### Architectural Style - -- **Organic Integration**: buildings flow from existing trees and terrain -- **Materials**: living wood, woven vines, moon crystal, light stone -- **Layout**: organic, radial, vertically layered in canopies -- **Aesthetic**: beautiful, mystical, hidden, nature-magic infused - -### Elven Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Elven Grovecraft | Enchanting | -| Farming | Ward Construction | - -### Gameplay Benefits - -- Elven structures in forest terrain are **invisible on enemy minimaps** beyond short range -- Moon Wells provide **bonus magical regeneration** to enchanters and Ward practitioners -- Hidden Gardens grow rare herbs unavailable in non-elven claims -- Ward Groves provide area stealth effects in addition to Ward protection -- Archery Platforms provide elevated attack bonus to defenders -- Moonflower Gardens produce **rare alchemical and enchanting reagents** - ---- - -## Gnomes - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Gnome Workshop Home | Housing | Compact home-workshop | -| Engineering Workbench | Crafting Station | Machine and device assembly | -| Relic Restoration Table | Crafting Station | Ancient artifact repair | -| Ancient Power Node | Ancient Machine | Crafting bonus aura | -| Portal Stabilizer | Mystic Object | Stabilizes portal anchors | -| Automation Station | Ancient Machine | Produces resources automatically | -| Clockwork Device | Decoration | Animated gnomish machine | -| Power Node | Mystic Object | Aether energy distribution | -| Experimental Tower | Tower | Research and observation | -| Aether Stabilizer | Mystic Object | Portal and Ward network support | - -### Architectural Style - -- **Compact Engineering**: everything is smaller, denser, and more connected -- **Materials**: iron, copper, brass, glass tubing, steam components, clockwork gears -- **Layout**: clustered workspaces connected by pipes and power lines -- **Aesthetic**: steam-punk adjacent, ancient-tech, compressed functionality - -### Gnome Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Gnomish Machinery | Engineering | -| Relic Restoration | Alchemy | - -### Gameplay Benefits - -- Gnome-built Automation Stations produce resources passively over time -- Ancient Power Nodes near crafting stations provide **-20% craft time bonus** -- Relic Restoration Tables in Gnome Workshop Claims have **+15% restoration success chance** -- Portal Stabilizers near Portal Anchors **reduce portal maintenance costs** -- Experimental Towers provide **survey data** on nearby unclaimed land (exploration tool) -- Gnomish structures cost less iron but require gnomish-specific components - ---- - -## Orcs - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Orc War Hut | Housing | Crude warband housing | -| Fighting Pit | Decoration | Combat training arena | -| Spike Wall | Wall | Brutal wooden spike barrier | -| Crude Tower | Tower | Basic rough-built lookout | -| Raider Barracks | NPC Service | Spawns raider NPCs | -| Beast Pen | Farm | War beast and creature management | -| War Banner | Decoration | Morale and intimidation marker | -| Volcanic Forge | Crafting Station | Orcish weapon production | -| Spike Barricade | Defense | Damage-dealing obstacle | - -### Architectural Style - -- **Warband Brutality**: fast to build, aggressive in purpose -- **Materials**: ash wood, salvaged iron, rough stone, hides, bone -- **Layout**: practical warcamp arrangement, fighting pit as center -- **Aesthetic**: brutal, imposing, ash-stained, iron-spiked - -### Orc Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Carpentry | Blacksmithing | -| Siegecraft | Decoration | - -### Gameplay Benefits - -- Orc-built structures have **shorter build times** (warband efficiency) -- Raider Barracks spawn NPCs with improved **combat attack stats** -- Fighting Pits provide **combat skill XP bonus** when used for training -- War Banners in Orc claims apply **+5% combat damage buff** to claim members -- Volcanic Forges produce **orcish weapons** with native damage bonuses -- Spike Walls deal damage to attackers who attempt to climb or break through - ---- - -## Witches - -### Available Structures - -| Structure | Category | Notes | -|---|---|---| -| Witch Hut | Housing | Dark forest dwelling | -| Curse Circle | Shrine | Debuff field against enemies | -| Potion Cauldron | Crafting Station | Alchemical brewing station | -| Shadow Shrine | Shrine | Stealth aura source | -| Bone Altar | Shrine | Corruption ritual site | -| Corrupted Garden | Farm | Dark herb and reagent growth | -| Veil Study Site | Mystic Object | Veil energy research node | -| Hidden Grove | Farm | Concealed nature garden | -| Alchemy Table | Crafting Station | Standard alchemy | - -### Architectural Style - -- **Dark Forest Occult**: hidden, organic, deliberately unsettling -- **Materials**: dark timber, bone, woven root, black stone, candle wax, herbs -- **Layout**: circular, shrine-centered, hidden from outside -- **Aesthetic**: mysterious, magical, dangerous to the uninvited - -### Witch Building Skills - -| Primary Skill | Secondary Skill | -|---|---| -| Alchemy | Enchanting | -| Tribal Construction | Ward Construction | - -### Gameplay Benefits - -- Witch-built Curse Circles apply **stronger debuff effects** than standard construction -- Corrupted Gardens grow rare **dark alchemical ingredients** unavailable elsewhere -- Bone Altars enable **Veil ritual crafting** for witch-exclusive items -- Shadow Shrines provide **stealth detection immunity** in their radius for allied players -- Veil Study Sites passively generate **Veil research lore** and enable advanced Veil-related crafting -- Witch huts built in forest terrain are difficult to detect from more than close range - ---- - -## Cross-Culture Building Notes - -### Mixed Settlements - -Players of different cultures can build in the same claim if they have permission: -- Multi-race guilds can combine building styles -- A guild settlement may have dwarven storage, elven trees, and human stone walls -- Visual inconsistency is accepted as a natural consequence of collaboration - -### Building Culture Mismatch - -Some structures have explicit restrictions: -- `Valid Claim Type` restrictions ensure Pirate structures cannot be built in Kingdom Cities -- Dwarven Hall structures are only valid in Dwarven Hall Claims -- Elven Grove structures are only valid in Elven Grove Claims -- Mystical objects may be built by any qualifying race if skill requirements are met - -### Racial Affinity Bonuses - -All racial building bonuses apply when: -- The player's **race** matches the structure's cultural origin -- The player has the required **class** (Wardkeeper bonus only applies to Paladin/Wardkeeper class) -- The player has sufficient **skill level** - -Bonuses do not apply when: -- A player of a different race builds a race-specific structure -- The claim type does not match the structure's intended context - -### Skill Gains from Building - -| Building Activity | Skill Gained | -|---|---| -| Placing any structure | Relevant construction skill XP | -| Completing multi-stage build | Larger XP reward | -| Building in a claim you own | Small bonus XP | -| Building for a guild | Small bonus XP | -| Restoring a ruin stage | Large XP reward + lore entry | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Player Settlements] (player_settlements.md) -- Next: [Starting Character Templates] (starting_templates.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/starting_templates.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Starting Character Templates - ---- - -# Starting Character Templates -## Overview - -Starting templates define the complete beginning state for each playable race and class combination in Mystical Isles. Every template specifies the character's race, class, starting region, faction alignment, starting gear, starter abilities, initial stats, profession exposure, and tutorial path. - -Templates are not rigid scripts. They are the foundation from which player identity begins to diverge. By the time a character has been in the world for twenty hours, no two players of the same template will look the same — because the skills they chose to invest in, the factions they approached, and the decisions they made have already started defining who they are. - -This document is the authoritative reference for character creation configuration in Atavism X 9 for Mystical Isles. - ---- - -## Related Documents - -- [Races & Classes] (./races_and_classes.md) -- [Skills System] (./skills_system.md) -- [Abilities System] (./abilities_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Factions] (../factions/factions.md) - ---- - -## Template Format - -Each template defines the following fields: - -| Field | Description | -| --- | --- | -| Race | Character's playable race | -| Class | Character's chosen class or racial specialization | -| Gender Models | Available model variants | -| Starting Region | World region where character spawns | -| Spawn Location | Specific named spawn point | -| Faction | Starting faction alignment | -| Starter Gear | Complete equipment at spawn | -| Starter Weapon | Primary weapon at spawn | -| Starter Consumables | Usable items at spawn | -| Starting Skills | Skills active at spawn with starting level | -| Starting Abilities | Abilities unlocked at spawn | -| Starting Stats | Stat values at spawn (using racial base + class modifiers) | -| Profession Exposure | Crafting or gathering skill introductions at start | -| Tutorial Path | First quest chain structure and goals | -| Starting Identity | The narrative self that the character begins as | - ---- - -## Human Templates - -### Human Fighter - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Fighter | -| Gender Models | Male Fighter (muscular build, battle-worn), Female Fighter (lean build, scarred) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Garrison barracks — eastern gate district of the Kingdom capital | -| Faction | Crown Compact (Neutral Conscript standing) | -| Starter Gear | Standard-issue iron chainmail (torso), leather arm guards, iron leg greaves, leather boots | -| Starter Weapon | Iron longsword (one-handed), wooden shield | -| Starter Consumables | 3× Soldier's Ration, 2× Basic Bandage, 1× Minor Stamina Potion | -| Starting Skills | Swordsmanship 1, Shield Mastery 1, Survival 1 | -| Starting Abilities | Precision Thrust (Swordsmanship 5 — to be earned), Shield Bash (Shield Mastery 5 — to be earned), basic attack | -| Starting Stats | STR 12, DEX 10, END 12, INT 9, WIL 9, STA 12 — HP 105, Mana 90, Stamina 105 | -| Profession Exposure | Blacksmithing basics introduced through garrison forge quest | -| Tutorial Path | 1. Garrison training drill (introduces combat and Shield Bash). 2. Patrol escort outside walls (introduces exploration and survival). 3. Ruins encounter — first Ward and Veil introduction. 4. Report to garrison commander — faction introduction. | -| Starting Identity | A soldier at the beginning of a career — loyal to the Crown for now, capable of becoming much more than a rank in someone else's army. | - ---- - -### Human Knight - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Knight | -| Gender Models | Male Knight (broad, armored, formal bearing), Female Knight (composed, disciplined, ceremonially armored) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Crown Compact Templar barracks — inner district fortress | -| Faction | Crown Compact (Sworn Initiate standing) | -| Starter Gear | Full iron plate armor (torso, arms, legs), iron knight helmet, heavy boots | -| Starter Weapon | Iron longsword, iron kite shield | -| Starter Consumables | 2× Knight's Ration, 2× Basic Bandage, 1× Defense Salve | -| Starting Skills | Swordsmanship 1, Shield Mastery 3, Defensive Combat 1, Leadership 1 | -| Starting Abilities | Shield Bash (unlocked at Shield Mastery 5), Cover Ally (Shield Mastery 15 — to be earned) | -| Starting Stats | STR 11, DEX 8, END 14, INT 9, WIL 10, STA 13 — HP 115, Mana 90, Stamina 110 | -| Profession Exposure | None at start; armor maintenance introduced through early quest | -| Tutorial Path | 1. Formation drill — introduces Shield Wall and group combat mechanics. 2. Escort mission for a Crown official — introduces political and faction systems. 3. Ward site defense — introduces Paladin/Templar alliance and Veil mechanics. 4. Oath ceremony — formalizes Crown Compact alignment. | -| Starting Identity | A sworn defender — bound by oath, respected by institution, and carrying the weight of what the Crown represents. | - ---- - -### Human Paladin - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Paladin | -| Gender Models | Male Paladin (weathered, devoted, glowing ward-marks visible), Female Paladin (calm authority, ceremonial armor with Ward inscriptions) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Ward Command chapel — near the capital's ancient Ward installation | -| Faction | Ward Command (Acolyte standing), Crown Compact (Affiliated) | -| Starter Gear | Ward-inscribed iron plate (torso, arms), ceremonial white cloth underlayer, iron boots | -| Starter Weapon | Iron mace, Ward-emblazoned heater shield | -| Starter Consumables | 2× Healing Draught, 1× Corruption Cleanse (small), 2× Ration | -| Starting Skills | Shield Mastery 2, Ward Magic 1, Elemental Magic 1, Corruption Resistance 1 | -| Starting Abilities | Purge Corruption (Ward Magic 20 — to be earned), Ward Barrier (Ward Magic 10 — to be earned) | -| Starting Stats | STR 10, DEX 8, END 13, INT 11, WIL 14, STA 11 — HP 108, Mana 115, Stamina 105 | -| Profession Exposure | Ward repair basics introduced through chapel maintenance quest | -| Tutorial Path | 1. Ward site visit — demonstrates Ward function and Veil suppression. 2. Corruption encounter — introduces Purge Corruption mechanic. 3. Group defense scenario — introduces group healing and Ward Barrier. 4. Ward Command formal introduction — establishes anti-Veil identity. | -| Starting Identity | An acolyte who has seen what the Veil actually is — and chosen to stand between it and everything else. | - ---- - -### Human Mage - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Mage | -| Gender Models | Male Mage (intellectual bearing, long robes, focus crystal visible), Female Mage (precise, focused, layered enchanted garments) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Tempest Accord research hall — near the capital's scholarly district | -| Faction | Tempest Accord (Junior Scholar standing), Crown Compact (Registered) | -| Starter Gear | Scholar's robes (enchanted light cloth), leather satchel, arcane focus crystal | -| Starter Weapon | Iron-tipped staff | -| Starter Consumables | 3× Mana Potion (small), 1× Spell Focus Talisman, 2× Scholar's Ration | -| Starting Skills | Elemental Magic 1, Survival 1, Archaeology 1 | -| Starting Abilities | Force Bolt (Elemental Magic 5 — starter), Frost Shards (Elemental Magic 10 — to be earned) | -| Starting Stats | STR 8, DEX 10, END 9, INT 14, WIL 13, STA 8 — HP 88, Mana 125, Stamina 85 | -| Profession Exposure | Alchemy basics introduced through scholar's experiment quest | -| Tutorial Path | 1. Research hall — introduces magical mechanics and Force Bolt. 2. Field survey — ruins outside the capital introduce Archaeology and Relic Scan basics. 3. Anomaly encounter — a minor dimensional anomaly introduces Ward and Veil concepts. 4. Accord orientation — establishes research identity and Tempest Accord connections. | -| Starting Identity | A scholar at the threshold of understanding — the world is full of forces they can describe but not yet command. | - ---- - -### Human Ranger - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Ranger | -| Gender Models | Male Ranger (lean, sun-weathered, practical travel gear), Female Ranger (precise, quiet, layered travel clothing) | -| Starting Region | Mainland Kingdom frontier | -| Spawn Location | Frontier waystation — eastern edge of Kingdom territory, overlooking uncharted forest | -| Faction | Crown Compact (Frontier Agent, Neutral) | -| Starter Gear | Leather vest, leather arm guards, travel boots, travel cloak | -| Starter Weapon | Short bow (32 arrows), hunting knife | -| Starter Consumables | 3× Field Ration, 2× Basic Bandage, 1× Herbal Remedy | -| Starting Skills | Archery 1, Survival 3, Treasure Hunting 1, Herbalism 1 | -| Starting Abilities | Pinning Shot (Archery 5 — to be earned), Hazard Sense (Survival 20 — to be earned) | -| Starting Stats | STR 9, DEX 13, END 11, INT 10, WIL 9, STA 10 — HP 100, Mana 90, Stamina 100 | -| Profession Exposure | Cooking basics from field survival; Herbalism from starting skill | -| Tutorial Path | 1. Waystation patrol — introduces exploration and survival mechanics. 2. Creature hunt — introduces Archery and tracking. 3. Ruin discovery — introduces Archaeology basics and the wonder of exploration. 4. Route report — introduces navigation and the value of frontier knowledge to factions. | -| Starting Identity | Someone the settled world hasn't quite claimed — a person more comfortable at the edge of the map than at the center of any city. | - ---- - -### Human Rogue - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Rogue | -| Gender Models | Male Rogue (slim, hooded, nondescript clothing), Female Rogue (precise, layered shadow gear, minimal reflection) | -| Starting Region | Mainland Kingdom | -| Spawn Location | Dockside district — lower city, near the harbor black market | -| Faction | Neutral (no formal faction; Crown Compact Negative standing possible) | -| Starter Gear | Light leather jacket, shadow-dyed cloth wrap, soft-soled boots, pick kit | -| Starter Weapon | Iron dagger (main), iron dagger (off-hand) | -| Starter Consumables | 2× Smoke Pouch, 2× Field Ration, 1× Lockpick Set (5 uses) | -| Starting Skills | Swordsmanship 1 (dagger focus), Stealth Combat 1, Treasure Hunting 1, Espionage 1 | -| Starting Abilities | Ambush Strike (Stealth Combat 20 — to be earned), Warning Shot available if Firearms purchased | -| Starting Stats | STR 9, DEX 14, END 9, INT 11, WIL 10, STA 9 — HP 90, Mana 95, Stamina 92 | -| Profession Exposure | Smuggling basics through early dockside contact quest; light Merchant Negotiation | -| Tutorial Path | 1. Dockside contract — introduces stealth, pickpocket, and evasion mechanics. 2. Warehouse infiltration — introduces lock-picking and trap-detection systems. 3. Deliver a package — first smuggling exposure; introduces black market contacts. 4. Choice moment — decide to align with Corsair contact, stay neutral, or attempt Crown contact. | -| Starting Identity | A person who lives by advantage — information, timing, and access. The world of power is visible from the shadows, and they intend to understand it before anyone understands them. | - ---- - -### Human Witch - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Witch | -| Gender Models | Male Witch (ritualist clothing, dark dyes, partially concealed ward-marks), Female Witch (layered robes, bone and herb accessories, unsettling stillness) | -| Starting Region | Mainland Kingdom — Witchwood border zone | -| Spawn Location | Hidden hamlet near the Witchwood treeline — a frontier settlement outside Crown Compact jurisdiction | -| Faction | Thornbound Circles (Hedge Practitioner standing); Crown Compact Negative | -| Starter Gear | Layered ritual robes, herb pouch, bone-clasp belt, soft boots | -| Starter Weapon | Carved ritual staff, iron athame (ritual dagger) | -| Starter Consumables | 3× Herbal Brew, 1× Corruption Ward (single use), 2× Field Ration | -| Starting Skills | Elemental Magic 1, Veil Attunement 1, Herbalism 2, Curse Mastery 0 (locked, unlockable via quest) | -| Starting Abilities | Veil Sight (Veil Attunement 20 — to be earned), Curse Brand (Curse Mastery 20 — later path) | -| Starting Stats | STR 8, DEX 10, END 9, INT 13, WIL 15, STA 8 — HP 88, Mana 130, Stamina 82 | -| Profession Exposure | Alchemy through herb preparation; Herbalism from starting skill | -| Tutorial Path | 1. Hedge practitioner introduction — basic ritual mechanics. 2. Veil exposure event — introduces Corruption mechanic and stakes. 3. Thornbound contact — introduction to the Circles and Witchwood politics. 4. First choice — pursue deeper Veil study (Forbidden path) or stay in hedge practice (safer social path). | -| Starting Identity | A practitioner of something the Crown doesn't name. Not a villain — but someone who has decided that understanding the Veil is more important than the comfort of pretending it isn't there. | - ---- - -### Human Pirate - -| Field | Value | -| --- | --- | -| Race | Human | -| Class | Pirate | -| Gender Models | Male Pirate (weathered, sun-worn, rope-scarred hands), Female Pirate (sharp-eyed, fast, salt-stiffened travel gear) | -| Starting Region | Shattered Reefs | -| Spawn Location | Corsair docks — outer reef port, Free Reef Corsairs territory | -| Faction | Free Reef Corsairs (New Blood standing) | -| Starter Gear | Leather coat, cloth shirt, sturdy sea boots, belt rigging | -| Starter Weapon | Iron cutlass, flintlock pistol (6 shots) | -| Starter Consumables | 3× Sea Ration, 2× Bandage, 1× Rum Flask (morale restore) | -| Starting Skills | Swordsmanship 1, Firearms 1, Sailing 1, Navigation 1 | -| Starting Abilities | Grappling Hook (Boarding Combat 5 — to be earned), Boarding Strike (Boarding Combat 10 — to be earned) | -| Starting Stats | STR 11, DEX 13, END 11, INT 10, WIL 8, STA 11 — HP 100, Mana 80, Stamina 102 | -| Profession Exposure | Smuggling basics through Corsair contact; Ship Repair introduction on tutorial vessel | -| Tutorial Path | 1. Deck assignment on a Corsair vessel — introduces sailing mechanics and crew role. 2. Reef run — introduces Navigation and hazard avoidance. 3. Boarding scenario (tutorial ship encounter) — introduces Boarding Combat. 4. Corsair integration — formal introduction to faction standing and reputation system. | -| Starting Identity | Someone who has chosen the sea over the shore — and is starting to realize that was the right decision. | - ---- - -## Non-Human Templates - -### Dwarf Defender/Engineer - -| Field | Value | -| --- | --- | -| Race | Dwarf | -| Class | Defender/Engineer (Racial Specialization) | -| Gender Models | Male Dwarf (broad, heavily tattooed, forge-blackened hair), Female Dwarf (braided, stocky, precision tools visible) | -| Starting Region | Frostpeak Isle | -| Spawn Location | Outer ring fortress — Frostpeak Hold main gates, training yard | -| Faction | Frostpeak Holds (Young Clanmember standing) | -| Starter Gear | Dwarven iron plate (chest and legs), reinforced arm guards, iron-capped boots, clan-marked helm | -| Starter Weapon | Iron warhammer, iron kite shield | -| Starter Consumables | 3× Hold Ration, 2× Bandage, 1× Dwarf Ale (endurance restore), 1× Repair Kit (basic) | -| Starting Skills | Shield Mastery 3, Heavy Weapons 1, Mining 3, Engineering 1 | -| Starting Abilities | Shield Bash (Shield Mastery 5 — close), Counter Shield (Shield Mastery 35 — later) | -| Starting Stats | STR 15, DEX 7, END 17, INT 10, WIL 8, STA 14 — HP 135, Mana 70, Stamina 118 | -| Profession Exposure | Blacksmithing basics through forge introduction quest; Mining from starting skill | -| Tutorial Path | 1. Forge introduction — basic crafting mechanics; first Blacksmithing XP. 2. Surface patrol — introduces combat and Hold defense mechanics. 3. Deep mine descent — introduces underground navigation, Mining, and dragon encounter warning system. 4. Clan council meeting — introduces faction politics and Hold political structure. | -| Starting Identity | A dwarf who carries their clan's history in their hands and the Hold's future in every decision they make underground. | - ---- - -### Elf Mystic Ranger - -| Field | Value | -| --- | --- | -| Race | Elf | -| Class | Mystic Ranger (Racial Specialization) | -| Gender Models | Male Elf (tall, forest-adapted, bioluminescent markings), Female Elf (precise, layered nature-garments, Ward-mark tattoos) | -| Starting Region | Witchwood Isle | -| Spawn Location | Forest Enclave settlement — hidden in the canopy interior, Ward installation nearby | -| Faction | Moonroot Enclaves (Young Wanderer standing) | -| Starter Gear | Woven forest armor (Ward-fiber vest), cloth underlayer, thorn-craft boots, hide cloak | -| Starter Weapon | Elf-crafted short bow (30 arrows), short blade | -| Starter Consumables | 3× Enclave Ration, 2× Herbal Remedy, 1× Ward-ward Powder (corruption ward) | -| Starting Skills | Archery 3, Stealth 2, Ward Magic 1, Herbalism 2 | -| Starting Abilities | Pinning Shot (Archery 5 — close), Ward Read (Relic Detection 25 — later), Veil Sight (Veil Attunement 20 — later path) | -| Starting Stats | STR 8, DEX 16, END 7, INT 12, WIL 14, STA 9 — HP 82, Mana 135, Stamina 88 | -| Profession Exposure | Herbalism from starting skill; Enchanting basics through Enclave workshop quest | -| Tutorial Path | 1. Forest patrol — stealth and navigation in Witchwood terrain. 2. Ward site visit — introduces Ward system and basic Ward Magic interaction. 3. Corruption event at a corrupted grove — introduces Veil Sight and anti-corruption mechanics. 4. Enclave elder meeting — faction politics and long-term identity in the Moonroot network. | -| Starting Identity | An elf who grew up listening to the Ward network hum — and is beginning to understand that what they hear isn't just machinery. | - ---- - -### Gnome Engineer - -| Field | Value | -| --- | --- | -| Race | Gnome | -| Class | Engineer/Relic Specialist (Racial Specialization) | -| Gender Models | Male Gnome (quick-moving, tool-laden, modular gear), Female Gnome (precise, goggled, adaptable layered equipment) | -| Starting Region | Hidden Enclave (concealed coastal facility) | -| Spawn Location | Workshop level of the engineering enclave — prototype testing area | -| Faction | Independent (Enclave Network standing); Tempest Accord (Registered) | -| Starter Gear | Modular engineer's suit (light, pocketed), tool belt, work goggles, lightweight boots | -| Starter Weapon | Arc-shock gadget (ranged stun tool), wrench (melee tool) | -| Starter Consumables | 3× Ration Pack, 2× Repair Kit (basic), 1× Prototype Grenade (1 use), 1× Relic Scanner (5 uses) | -| Starting Skills | Engineering 3, Relic Detection 2, Archaeology 1, Fishing 1 | -| Starting Abilities | Relic Scan (Archaeology 15 — close), Ward Read (Relic Detection 25 — later) | -| Starting Stats | STR 6, DEX 11, END 7, INT 17, WIL 12, STA 8 — HP 76, Mana 128, Stamina 82 | -| Profession Exposure | Engineering from starting skill; Jewelcrafting basics through component work quest | -| Tutorial Path | 1. Workshop project — introduces Engineering mechanics and first crafting loop. 2. Nearby ruin investigation — introduces Relic Detection and Relic Scan. 3. Component recovery — a pre-Fracturing part must be extracted from a ruin; introduces Ancient Recovery concept. 4. Enclave network briefing — introduces independent political identity and Tempest Accord research connections. | -| Starting Identity | A researcher who knows that the old world left behind more answers than anyone has bothered to look for — and intends to be the one who finds them. | - ---- - -## Template Comparison Tables - -### Starting Stat Summary - -| Template | STR | DEX | END | INT | WIL | STA | HP | Mana | Stamina | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Human Fighter | 12 | 10 | 12 | 9 | 9 | 12 | 105 | 90 | 105 | -| Human Knight | 11 | 8 | 14 | 9 | 10 | 13 | 115 | 90 | 110 | -| Human Paladin | 10 | 8 | 13 | 11 | 14 | 11 | 108 | 115 | 105 | -| Human Mage | 8 | 10 | 9 | 14 | 13 | 8 | 88 | 125 | 85 | -| Human Ranger | 9 | 13 | 11 | 10 | 9 | 10 | 100 | 90 | 100 | -| Human Rogue | 9 | 14 | 9 | 11 | 10 | 9 | 90 | 95 | 92 | -| Human Witch | 8 | 10 | 9 | 13 | 15 | 8 | 88 | 130 | 82 | -| Human Pirate | 11 | 13 | 11 | 10 | 8 | 11 | 100 | 80 | 102 | -| Dwarf Defender/Engineer | 15 | 7 | 17 | 10 | 8 | 14 | 135 | 70 | 118 | -| Elf Mystic Ranger | 8 | 16 | 7 | 12 | 14 | 9 | 82 | 135 | 88 | -| Gnome Engineer | 6 | 11 | 7 | 17 | 12 | 8 | 76 | 128 | 82 | - ---- - -### Starting Skills Summary - -| Template | Primary Skills | Supporting Skills | -| --- | --- | --- | -| Human Fighter | Swordsmanship 1, Shield Mastery 1 | Survival 1 | -| Human Knight | Shield Mastery 3, Swordsmanship 1 | Defensive Combat 1, Leadership 1 | -| Human Paladin | Shield Mastery 2, Ward Magic 1 | Elemental Magic 1, Corruption Resistance 1 | -| Human Mage | Elemental Magic 1 | Survival 1, Archaeology 1 | -| Human Ranger | Archery 1, Survival 3 | Treasure Hunting 1, Herbalism 1 | -| Human Rogue | Stealth Combat 1, Treasure Hunting 1 | Swordsmanship 1 (dagger), Espionage 1 | -| Human Witch | Veil Attunement 1, Elemental Magic 1 | Herbalism 2 | -| Human Pirate | Swordsmanship 1, Firearms 1 | Sailing 1, Navigation 1 | -| Dwarf Defender/Engineer | Shield Mastery 3, Mining 3 | Heavy Weapons 1, Engineering 1 | -| Elf Mystic Ranger | Archery 3, Stealth 2 | Ward Magic 1, Herbalism 2 | -| Gnome Engineer | Engineering 3, Relic Detection 2 | Archaeology 1, Fishing 1 | - ---- - -### Starting Region & Faction Summary - -| Template | Starting Region | Spawn Location | Starting Faction | Standing | -| --- | --- | --- | --- | --- | -| Human Fighter | Mainland Kingdom | Garrison barracks | Crown Compact | Neutral Conscript | -| Human Knight | Mainland Kingdom | Inner fortress | Crown Compact | Sworn Initiate | -| Human Paladin | Mainland Kingdom | Ward Command chapel | Ward Command / Crown | Acolyte | -| Human Mage | Mainland Kingdom | Tempest Accord hall | Tempest Accord | Junior Scholar | -| Human Ranger | Mainland Kingdom frontier | Frontier waystation | Crown Compact | Frontier Agent | -| Human Rogue | Mainland Kingdom | Dockside district | None | Neutral | -| Human Witch | Witchwood border | Frontier hamlet | Thornbound Circles | Hedge Practitioner | -| Human Pirate | Shattered Reefs | Corsair docks | Free Reef Corsairs | New Blood | -| Dwarf Defender/Engineer | Frostpeak Isle | Outer ring fortress | Frostpeak Holds | Young Clanmember | -| Elf Mystic Ranger | Witchwood Isle | Forest Enclave | Moonroot Enclaves | Young Wanderer | -| Gnome Engineer | Hidden Enclave | Workshop level | Independent (Enclave) | Registered | - ---- - -## Identity Trajectories - -Each starting template has a natural long-term identity trajectory. These are not mandatory — player choices will always diverge. But these are the narrative arcs the template is designed to make available: - -| Template | Short-Term Identity | Medium-Term Arc | Long-Term Potential | -| --- | --- | --- | --- | -| Human Fighter | Garrison soldier | Independent blade-for-hire | Duelist champion, mercenary captain, faction military commander | -| Human Knight | Sworn defender | Templar officer | Warden of territory, noble knight commander, Crown political figure | -| Human Paladin | Ward acolyte | Anti-corruption field agent | Ward Commander, political authority in Veil-threatened regions | -| Human Mage | Junior researcher | Field expedition mage | Tempest Accord director, legendary scholar, Rift navigator | -| Human Ranger | Frontier scout | Route pioneer | Legendary Pathfinder, frontier political authority, exploration legend | -| Human Rogue | Street operative | Information broker | Spymaster, Corsair shadow, the most dangerous person in any room | -| Human Witch | Hedge practitioner | Veil explorer | Feared Veil master, hidden political power, Thornbound leader | -| Human Pirate | Deckhand | Ship captain | Pirate Lord, Corsair council member, sea legend | -| Dwarf Defender/Engineer | Clan apprentice | Hold engineer | Hold Master, forge economy controller, legendary smith | -| Elf Mystic Ranger | Enclave scout | Ward keeper | Enclave Elder, Ward authority, keeper of hidden routes | -| Gnome Engineer | Enclave researcher | Relic investigator | Relic Architect, indispensable advisor, builder of the impossible | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles — Race & Class Building Identity] (race_class_building_identity.md) -- Next: [Races & Classes] (races_and_classes.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/stats_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / 📊 Stats System - ---- - -# 📊 Stats System -## Overview -Stats define survivability, output, utility, and progression scaling. - -## Gameplay Purpose -Create predictable build outcomes and reduce hidden complexity. - -## Player Experience Goals -- clear stat readability -- understandable improvement from gear and levels -- reduced trap builds in early game - -## Technical Notes -Primary stats map into derived combat and utility values through explicit formulas. - -## Implementation Notes -MVP stat set should remain small: health, resource pool, attack power, defense, accuracy, crit, movement utility. - -## Examples -- Higher accuracy improves reliability against evasive enemies. -- Defensive ratings soften damage spikes. - -## Production Priority -**P0 progression clarity.** - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Abilities & Skill Trees] (abilities_and_skill_trees.md) -- Next: [🛡 Damage and Resistances] (damage_and_resistances.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/leveling_and_xp.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Leveling & XP - ---- - -# Leveling & XP -## System Purpose - -Mystical Isles uses progression as identity-building, not a race to a cap. - -| Design Pillar | Practical Effect | -| --- | --- | -| Meaningful advancement | Levels unlock opportunities, recognition, and access | -| Slow mastery curve | Progression slows naturally to preserve long-term goals | -| Social visibility | Advancement increases reputation and leadership trust | -| Horizontal legacy | Post-50 growth centers on influence and world impact | - ---- - -## Atavism XP Profiles - -| XP Profile Band | Level Range | Tuning Goal | -| --- | --- | --- | -| Frontier Initiate | 1–10 | Fast onboarding and system learning | -| Proven Expeditionary | 11–30 | Moderate slowdown and specialization commitment | -| Mastery Ascent | 31–50 | Significant effort and coordinated play | -| Legendary Legacy | 51+ | Extremely slow, achievement-based progression | - -### Progression Behavior by Phase - -- Leveling speed slows over time. -- Exploration value rises in later bands. -- Reputation sources gain more weight in higher levels. -- Political influence becomes a primary progression path after 30+. - ---- - -## XP Sources - -### Source Weighting by Tier - -| Source | Early (1–10) | Mid (10–30) | High (30–50) | Legendary (50+) | -| --- | --- | --- | --- | --- | -| Combat | High | Medium | Medium | Low-Medium | -| Exploration | Medium | High | Very High | Very High | -| Questing | High | High | High | Medium | -| Crafting | Medium | High | High | Very High | -| Social/Political | Low | Medium | High | Very High | - -### Combat XP - -| Activity | XP Source | Notes | -| --- | --- | --- | -| Creatures | Tier-based kill XP | Reduced returns on repetitive low-risk farming | -| Bosses | Encounter completion XP | Weekly lockout bonuses | -| Naval combat | Fleet objective XP | Shared by contribution | -| Veil monsters | High-risk combat XP | Corruption danger bonus | -| World events | Multi-phase combat XP | Strong group objective weighting | - -### Exploration XP - -| Activity | XP Trigger | Bonus | -| --- | --- | --- | -| Discovering islands | First landing and registration | First-discoverer bonus | -| Uncovering ruins | Site activation and chamber discovery | Lore recovery bonus | -| Mapping reefs | Safe route chart completion | Dangerous-water multiplier | -| Hidden portals | Portal attunement discovery | Instability risk bonus | -| Ancient relics | Verified relic identification | Faction handoff bonus | - -### Quest XP - -| Quest Type | XP Role | -| --- | --- | -| Story quests | Main progression backbone | -| Faction quests | Reputation-linked advancement | -| Exploration quests | Discovery and route progression | -| Treasure hunts | High-variance reward path | -| Political missions | Governance and influence progression | -| Naval expeditions | Group and strategic progression path | - -### Crafting XP - -| Domain | XP Driver | -| --- | --- | -| Crafting | Recipe complexity and output quality | -| Gathering | Resource rarity and zone danger | -| Engineering | Functional device and ship systems | -| Relic restoration | Ancient-tech recovery complexity | -| Shipbuilding | Hull class and fleet contribution | - -### Social XP - -| Domain | XP Trigger | -| --- | --- | -| Leadership | Group objective command success | -| Diplomacy | Treaty and negotiation outcomes | -| Trade | Convoy and market contract completion | -| Governance | Settlement policy and crisis success | -| Guild management | Guild milestone and retention success | - ---- - -## Level Progression Design - -### Early Levels (1–10) - -| Focus | Intent | -| --- | --- | -| Survival | Teach risk, healing, and travel constraints | -| Core systems | Introduce combat, questing, and roles | -| Exploration basics | Teach mapping and discovery loops | -| Faction introductions | Establish political context | - -Progression tone: **fast, exciting, rewarding**. - -### Mid Levels (10–30) - -| Focus | Intent | -| --- | --- | -| Specialization | Commit to core identity | -| Naval gameplay | Expand into sea-based risk and logistics | -| Faction alignment | Move from neutral to partisan paths | -| Crafting identity | Build social/economic role value | -| Dungeon exploration | Encourage coordinated play | - -Progression tone: **moderately slower**. - -### High Levels (30–50) - -| Focus | Intent | -| --- | --- | -| Mastery | Differentiate experts from generalists | -| Leadership | Unlock command and governance opportunities | -| Political systems | Tie progression to influence outcomes | -| Dangerous exploration | Reward high-risk discoveries | -| Advanced crafting | Enable rare and strategic production | - -Progression tone: **significantly slower**. - -### Legendary Levels (50+) - -| Legendary Identity | Social Meaning | -| --- | --- | -| Famous explorer | Route and ruin legacy | -| Admiral | Fleet and sea-lane authority | -| Ruler | Settlement and policy control | -| Legendary crafter | Named world-impact items | -| Master navigator | Strategic route monopolies | -| Veil scholar | High-risk anomaly authority | - -Progression tone: **extremely slow, achievement-based, socially meaningful**. - ---- - -## XP Requirement Curves - -| Level | XP Required | Cumulative XP | Progression Theme | -| --- | --- | --- | --- | -| 1 | 0 | 0 | Arrival in the Isles | -| 2 | 300 | 300 | First lessons | -| 3 | 420 | 720 | Frontier confidence | -| 4 | 560 | 1,280 | Combat familiarity | -| 5 | 720 | 2,000 | First milestone | -| 6 | 900 | 2,900 | Expedition readiness | -| 7 | 1,120 | 4,020 | Regional movement | -| 8 | 1,380 | 5,400 | Team reliance | -| 9 | 1,700 | 7,100 | Route competence | -| 10 | 2,100 | 9,200 | Initiate completion | -| 15 | 4,700 | 26,900 | Specialization starts | -| 20 | 8,500 | 59,100 | Naval identity | -| 25 | 14,600 | 121,700 | Professional role | -| 30 | 24,800 | 226,500 | Mid-tier mastery | -| 35 | 41,200 | 404,700 | Dangerous frontier | -| 40 | 67,500 | 699,200 | Political emergence | -| 45 | 109,000 | 1,144,700 | Regional authority | -| 50 | 174,000 | 1,826,200 | Legendary threshold | -| 55 | 290,000 | 3,064,200 | Historical figure | -| 60 | 480,000 | 5,184,200 | Legacy horizon | - ---- - -## Level Loss & Consequences - -| Risk Type | Consequence | Safeguard | -| --- | --- | --- | -| Death in dangerous regions | Partial XP debt | Debt floor prevents punishment spirals | -| Corruption overload | Temporary progression penalties | Recovery and cleansing routes available | -| Political failure | Influence and standing loss | Rebuild via service missions | -| Expedition collapse | Reduced completion rewards | Team contribution protection | - -Design goal: meaningful stakes without excessive punishment. - ---- - -## Long-Term Horizontal Progression - -| Track | Outcome | -| --- | --- | -| World reputation | Name recognition across regions | -| Faction influence | Policy and contract shaping | -| Governance | Offices and civic authority | -| Exploration records | Named routes and discoveries | -| Fleet command | Trade and naval strategic control | -| Relic mastery | World-state technological leverage | - -There is no true endgame; progression becomes social, political, and historical. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Skills & Progression] (skills_and_progression.md) -- Next: [Mastery & Progression] (mastery_progression.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/player_ranks.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Player Ranks - ---- - -# Player Ranks -## Rank Philosophy - -Player ranks are social and world recognition systems. They are not direct power scaling. - ---- - -## Core Rank Structure - -| Rank | Typical Level Band | Recognition Meaning | -| --- | --- | --- | -| Wanderer | 1–4 | Unknown traveler beginning the journey | -| Adventurer | 5–9 | Reliable frontier participant | -| Explorer | 10–14 | Proven discoverer of new routes and sites | -| Pathfinder | 15–19 | Trusted route-maker and expedition guide | -| Captain | 20–24 | Crew-level command credibility | -| Commander | 25–29 | Operational authority in multi-group missions | -| Champion | 30–34 | Faction-recognized specialist | -| Warden | 35–39 | Regional defender with civic trust | -| High Admiral | 40–44 | Strategic naval figure | -| Guildmaster | 45–47 | Organizational and economic leader | -| Lord/Lady | 48–49 | Political legitimacy in settlements | -| Realm Protector | 50–54 | Cross-region defender and trusted authority | -| Legendary Navigator | 55+ | Historic world-recognized figure | - ---- - -## Advancement Signals - -| Signal | Rank Relevance | -| --- | --- | -| Level milestones | Baseline eligibility | -| Faction standing | Institutional legitimacy | -| Discovery record | Exploration-oriented rank access | -| Leadership outcomes | Command-tier rank progression | -| Political trust | Governance-tier rank progression | - ---- - -## Rank Rewards (Recognition-Driven) - -| Reward Type | Example | -| --- | --- | -| Social visibility | Nameplate styles, registry listings | -| Access rights | Restricted contracts and strategic boards | -| Authority options | Election eligibility and command voting | -| Legacy markers | Route naming and archive mention | - ---- - -## Leadership & World Status Roles - -Leadership offices are not permanent. They can be challenged and replaced. - -| Role | Acquisition Path | Contest / Loss Conditions | -| --- | --- | --- | -| Governor | Election or faction appointment | No-confidence votes, inactivity, failed governance | -| Admiral | Fleet mandate and campaign success | Strategic defeat, challenge loss, political replacement | -| Pirate Lord | Coalition recognition and control events | Rival challenge victory, coalition fracture | -| Guild Leader | Charter authority and member trust | Guild vote, inactivity, organizational decline | -| Ward Protector | Ward defense history and council trust | Ward failure, corruption breach, council removal | -| Kingdom Ruler | Coalition legitimacy and regional dominance | Revolt, legitimacy collapse, conquest events | - ---- - -## Rank Governance Rules - -| Rule | Purpose | -| --- | --- | -| Challenge windows | Keeps power dynamic and contestable | -| Inactivity decay for offices | Prevents title hoarding | -| Multi-factor qualification | Stops one-loop progression abuse | -| Merit + legitimacy tracking | Aligns status with contribution | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Faction Progression] (faction_progression.md) -- Next: [Titles & Reputation] (titles_and_reputation.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/faction_progression.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Faction Progression - ---- - -# Faction Progression -## Purpose - -Faction progression transforms individual advancement into institutional influence, political authority, and world-level consequence. - ---- - -## Faction Recognition Bands - -| Standing Band | Example Range | Recognition State | Gameplay Effect | -| --- | --- | --- | --- | -| Known Outsider | 0–999 | Tolerated outsider | Basic contracts only | -| Proven Associate | 1,000–4,999 | Trusted field asset | Specialized contracts and access | -| Ranked Operative | 5,000–11,999 | Internal contributor | Strategic mission participation | -| Institutional Figure | 12,000–24,999 | Leadership candidate | Advisory authority and candidacy | -| Pillar of the Faction | 25,000+ | Political stakeholder | Office contests and policy impact | - ---- - -## Progression Inputs - -| Activity | Faction Progression Value | -| --- | --- | -| Faction quest lines | Core standing progression | -| Naval campaigns | Military trust and strategic relevance | -| Resource logistics | Economic trust and trade authority | -| Diplomatic missions | Cross-faction credibility | -| Governance tasks | Civic legitimacy and office readiness | -| Crisis response | Emergency authority eligibility | - ---- - -## Political Advancement and World Office - -| Office Tier | Example Roles | Requirement Pattern | -| --- | --- | --- | -| Local Office | Harbor Steward, Ward Marshal | Mid standing + local achievements | -| Regional Office | Governor, Fleet Commander | High standing + campaign outcomes | -| Cross-Faction Office | High Admiral, Accord Envoy | Multi-faction trust + diplomacy history | -| Sovereign-Level Influence | Kingdom Ruler, Pirate Confederacy Head | Coalition legitimacy + sustained influence | - -These offices are challengeable, non-permanent, and dependent on active reputation. - ---- - -## Challenge and Succession Rules - -| Rule | Intent | -| --- | --- | -| Scheduled challenge windows | Keeps power dynamic and contested | -| Influence upkeep requirements | Prevents office hoarding | -| Confidence checks on outcomes | Ties office retention to performance | -| Crisis override protocols | Allows emergency authority transfer | - ---- - -## Faction Rewards by Stage - -| Stage | Reward Type | Examples | -| --- | --- | --- | -| Associate | Utility access | Basic faction tools and mission boards | -| Operative | Structural access | Restricted facilities and strategic contracts | -| Candidate | Political tools | Voting rights and policy proposal slots | -| Office Holder | World-impact tools | Trade directives and patrol priorities | -| Pillar | Legacy tools | Historical honors and succession influence | - ---- - -## Long-Term Progression Outcome - -| Long-Term Loop | Result | -| --- | --- | -| Influence growth | Greater policy and institutional control | -| Political rivalry | Dynamic faction power shifts | -| Trade governance | Player-shaped regional economy | -| Naval authority | Strategic sea-lane control | -| Ward/Veil policy | Stability outcomes in high-risk zones | - -Faction progression is a primary horizontal system for long-term player identity. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Races & Classes] (races_and_classes.md) -- Next: [Player Ranks] (player_ranks.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/titles_and_reputation.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Titles & Reputation - ---- - -# Titles & Reputation -## Purpose - -Titles and reputation define social identity, legitimacy, and remembered achievement. - ---- - -## Title Categories - -| Category | Example Titles | Unlock Basis | -| --- | --- | --- | -| Exploration | The Reef Walker, The Lost Cartographer | Discovery milestones and map achievements | -| Faction | Warden of Frostpeak, Keeper of the Wards | Standing and service completion | -| Naval | Stormbreaker, Pirate King | Fleet command and sea campaign success | -| Crafting | Master Shipwright | Legendary production and contracts | -| Corruption | Veil Touched | Forbidden milestones and corruption thresholds | -| Leadership | Realm Steward, Harbor Marshal | Office tenure and policy outcomes | -| Discovery | Relic Witness, Vaultbreaker | Ancient-site breakthroughs | - ---- - -## Reputation Axes - -| Axis | Increases Through | Decreases Through | -| --- | --- | --- | -| Civic Trust | Settlement defense and responsible governance | Neglect, failed office outcomes | -| Faction Prestige | Loyal service and campaign success | Betrayal and alignment conflict | -| Explorer Fame | First discoveries and hazard mapping | Failed high-profile expeditions | -| Naval Renown | Convoy protection and fleet victories | Maritime disasters and command failure | -| Veil Renown | Controlled anomaly resolution | Uncontrolled corruption incidents | - ---- - -## Title Unlock Tiers - -| Tier | Requirements | Visibility | -| --- | --- | --- | -| Minor | Single notable milestone | Local/regional | -| Major | Multi-step progression chain | Multi-region | -| Historic | Rare world-impact achievements | World-wide | - ---- - -## Reputation-Driven World Responses - -| System | Response | -| --- | --- | -| NPC interaction | Dialogue and quest branching based on standing | -| Vendors/contracts | Better terms and strategic contract access | -| Political access | Candidate eligibility and trust thresholds | -| Emergency authority | Crisis command options for high-trust players | - ---- - -## Consequences and Recovery - -| Failure Case | Reputation Impact | Recovery Path | -| --- | --- | --- | -| Dangerous expedition failure | Explorer fame reduction | Recovery expedition chain | -| Political betrayal | Civic trust and faction prestige loss | Restitution and service contracts | -| Corruption misuse | Veil distrust and title suspension | Cleansing and ward-service arcs | -| Command abandonment | Leadership title suspension | Requalification through campaign duty | - -Consequences are meaningful but recoverable to avoid permanent progression collapse. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Player Ranks] (player_ranks.md) -- Next: [Magic System] (magic_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/skills-and-abilities.md b/_git/docs/skills-and-abilities.md index e818504..df17e79 100644 --- a/_git/docs/skills-and-abilities.md +++ b/_git/docs/skills-and-abilities.md @@ -5,3513 +5,3 @@ Consolidated combat, gathering, crafting, talents, effects, and progression hand This page preserves Atavism skill structures, formulas, requirements, profiles, and system relationships for implementation and balancing. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/skills-and-abilities.md` - -# Skills & Abilities - -Skills and abilities define how a character grows beyond basic class choice. This system should support specialization, hybrid builds, role identity, and long-term mastery without forcing the player into one narrow path. - ---- - -## Design Goals - -- Make specialization feel meaningful. -- Allow hybrid builds to remain viable. -- Reward repeated use, training, and profession focus. -- Tie skills to world activity, not just combat. -- Ensure every character has at least one economic identity. - ---- - -## Skill Families - -### Combat Skills -These define direct combat growth. - -- swordplay -- axe combat -- spear combat -- bow use -- crossbows -- dual wielding -- shields -- spellcasting schools -- channeling and ritual combat -- unarmed and brawler styles - -Combat skills should improve the tools a player already enjoys using. - -### Gathering Skills -These support exploration and resource collection. - -- mining -- woodcutting -- herbalism -- fishing -- salvage -- archaeology -- monster harvesting -- treasure searching - -Gathering should be tied to island identity and resource scarcity. - -### Crafting Skills -These transform gathered materials into value. - -- smithing -- armoring -- tailoring -- leatherworking -- alchemy -- enchanting -- cooking -- ship supplies and repair crafting - -Crafting should create player dependency and market activity. - -### Magic Skills -These shape spell identity and arcane specialization. - -- elemental magic -- healing magic -- warding -- curses -- summoning -- illusion -- rune craft -- ley channeling - -Magic should feel broad enough to support both damage and utility roles. - -### Profession Skills -These express everyday expertise and social utility. - -- sailing -- navigation -- diplomacy -- thievery -- scouting -- trap handling -- beast handling -- relic appraisal - -Professions help define how a player participates in the world outside combat. - ---- - -## Weapon Skills - -Weapon skills should track familiarity and performance with a specific tool set. - -Examples: - -- one-handed swords -- two-handed blades -- axes -- polearms -- daggers -- bows -- staves -- wands -- shields -- firearms or future black powder tools, if added later - -Weapon skills can unlock attack modifiers, combo access, stamina savings, or passive bonuses. - ---- - -## Abilities - -Abilities are active expressions of class and skill identity. - -They may include: - -- strikes and finishers -- magic projectiles -- area control effects -- heals and buffs -- stealth tools -- mobility skills -- crowd control -- summons -- shouts and battle commands -- escape tools - -Abilities should be easy to read but deep in combination. - ---- - -## Passive Abilities - -Passive abilities give characters their long-term texture. - -Examples: - -- bonus movement in rough terrain -- improved damage against beasts or undead -- reduced potion cooldowns -- stronger crafting success rates -- extra reputation gain -- resistance to poison, frost, or shadow effects -- improved travel stamina -- better loot identification - -Passives should reward commitment without overpowering active play. - ---- - -## Talent and Specialization Model - -A good system should support three layers: - -1. **Class foundation** — the role the player starts with. -2. **Skill specialization** — the tools the player leans into. -3. **Talent identity** — the unique pattern that makes the build feel personal. - -This allows classic archetypes such as: - -- sword-and-shield defender -- frost mage scholar -- pirate duelist -- swamp witch debuffer -- hunter-crafter explorer -- dwarf forge master -- relic hunter with hybrid magic - ---- - -## Hybrid Builds - -Hybrid builds should be supported on purpose, not accidentally. - -Examples: - -- melee plus herbalism for survivalists -- magic plus alchemy for ritual casters -- stealth plus archery for scouts -- crafting plus trade for merchant characters -- shield combat plus leadership for party anchors - -Hybrid play should feel strong when the player invests consistently in both halves. - ---- - -## Progression Philosophy - -Skill growth should answer a simple question: what does this character do better than others? - -A character should become known for: - -- a preferred weapon -- a chosen profession -- a signature magic style -- a regional expertise -- a useful utility role in groups -- a profitable trade niche - -The system should create specialization stories as much as it creates power. - ---- - -### Source: `docs/systems/skills_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Skills System - ---- - -# Skills System -## Overview - -The Skill System is the single most important progression framework in Mystical Isles. It is not a combat ladder. It is the mechanism through which players build identity, earn social standing, unlock world access, and become recognizable figures in the politics and history of the Isles. - -A player's skill profile determines: -- what they can do in the world -- what factions will deal with them -- what other players will seek them out for -- what regions, ruins, and routes they can access -- what role they fill in cooperative play -- what their legacy will be - -This document defines the full Atavism X 9 skill architecture for Mystical Isles: structure, categories, learning systems, progression models, profiles, and long-term identity design. - ---- - -## Related Documents - -- [Abilities System] (./abilities_system.md) -- [Effects System] (./effects_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Starting Character Templates] (./starting_templates.md) -- [Races & Classes] (./races_and_classes.md) -- [Magic System] (./magic_system.md) -- [Naval Travel] (./naval_travel.md) -- [Exploration Systems] (./exploration_systems.md) -- [Factions] (../factions/factions.md) - ---- - -## Core Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Skills define identity | Every skill choice shapes who the player is, not just what they can do in combat | -| Horizontal progression | Skills deepen in capability and complexity rather than inflating raw stats | -| Interconnected systems | Combat, crafting, naval, social, and exploration skills cross-reference and reinforce each other | -| Meaningful scarcity | Not every skill is available to every player — some require faction loyalty, discovery, or dangerous pursuit | -| No single optimal build | Dozens of viable specialization paths ensure no single meta dominates | -| World recognition | Mastery of skills creates social reputation, political access, and world-level consequences | - ---- - -## The Atavism X 9 Skill Hierarchy - -In Atavism X 9, skills are the primary progression controllers. They operate as the backbone of the entire gameplay experience. The hierarchy is: - -``` -Skill - └── unlocks Abilities - └── Abilities apply Effects - └── Effects modify Gameplay -``` - -### Skills -Skills are leveled progression systems. Each skill tracks XP, current level, and associated unlocks. Skills improve through use, training, investment, and world engagement. They define what the player can attempt. - -### Abilities -Abilities are discrete gameplay actions or passive modifiers unlocked at skill thresholds. A Swordsmanship skill at level 10 might unlock the **Precision Thrust** ability. A Navigation skill at level 25 might unlock **Chart Hazard Routes**. Abilities are the functional expression of what a skill actually does. - -### Effects -Effects are the direct gameplay modifications applied by abilities. A **Shield Bash** ability applies a **Stun Effect** and a **Interrupt Effect**. Effects are the atomic units of gameplay change — they modify stats, alter states, trigger world interactions, or apply conditions. - -### Gameplay Changes -The terminal result: an enemy is stunned, a route is unlocked, a ward is activated, a crafted item gains a special property. This is where skill investment becomes tangible experience. - ---- - -## Skill Improvement - -Skills advance through multiple pathways: - -| Method | Description | Examples | -| --- | --- | --- | -| Active use | Using a skill in the world contributes XP | Fighting with a sword raises Swordsmanship; sailing raises Navigation | -| Focused training | Practising with trainers grants accelerated XP in specific areas | Swordsmanship trainer at a garrison; cooking instructor at a faction inn | -| Quests and faction contracts | Completing skill-relevant objectives provides milestone XP | Naval escort contract advances Sailing; ruin excavation advances Archaeology | -| Tier investment | Players allocate Skill Points at level-up milestones to unlock tier gates | Required to progress past Foundation, Mastery, and Expert breakpoints | -| Discovery | Finding hidden knowledge, ruins, or teachers grants rare skill boosts | A lost scrollbook advances Veil Attunement; a hidden temple reveals Forbidden Rituals | -| World events | Seasonal or dynamic world events create bonus skill progression windows | Storm season accelerates Storm Survival; relic discovery events boost Archaeology | - ---- - -## Skill Categories - -Mystical Isles organizes skills into six primary categories. Players are not locked to a category — any character can invest in any learnable skill. Racial and class starting bonuses accelerate early progression in naturally aligned skills but do not gate others permanently. - -### Category Overview - -| Category | Focus | Example Skills | -| --- | --- | --- | -| Combat | Physical and magical fighting proficiency | Swordsmanship, Archery, Elemental Magic, Stealth Combat | -| Crafting | Producing items, ships, and consumables | Blacksmithing, Alchemy, Shipbuilding, Enchanting | -| Gathering | Acquiring raw materials and hidden resources | Mining, Herbalism, Fishing, Treasure Hunting | -| Naval | Seamanship, ship warfare, and sea survival | Navigation, Sailing, Cannon Operation, Storm Survival | -| Social & Political | Faction influence, leadership, and negotiation | Leadership, Diplomacy, Espionage, Governance | -| Forbidden | Dangerous, consequence-bearing dimensional skills | Veil Attunement, Curse Mastery, Forbidden Rituals | - ---- - -## Combat Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Swordsmanship | Proficiency with one and two-handed swords — parry, riposte, power strikes | Active | 100 | No (class grant) | — | Fighter, Knight, Pirate, Rogue | Strength, Dexterity | Core melee combat | -| Axes | Proficiency with axes and hatchets — cleave, heavy overhead, armor penetration | Active | 100 | No | — | Fighter, Dwarf Defender | Strength | Melee, armor penetration | -| Polearms | Reach weapon mastery — spears, halberds, pikes | Active | 100 | No | — | Fighter, Knight | Strength, Dexterity | Reach control, group combat | -| Shield Mastery | Blocking, counter-blocking, shield bash, and formation defense | Active/Passive | 100 | No (class grant) | — | Knight, Paladin, Dwarf Defender | Endurance, Strength | Defensive anchor | -| Dual Wielding | Paired weapon combat and off-hand mechanics | Active | 100 | No | Swordsmanship 20 | Rogue, Fighter | Dexterity | Burst melee, evasion offense | -| Heavy Weapons | Two-handed hammers, mauls, great-axes | Active | 100 | No | — | Fighter, Dwarf Defender | Strength, Endurance | Suppression, siege combat | -| Archery | Short bow, longbow, compound bow — precision and range | Active | 100 | No (class grant) | — | Ranger, Elf Mystic Ranger | Dexterity | Ranged precision | -| Firearms | Flintlock pistols, blunderbuss, rifles — burst ranged | Active | 100 | No | — | Pirate, Rogue | Dexterity | Burst ranged, boarding | -| Elemental Magic | Channeling post-Fracturing energy into damaging spells | Active | 100 | No (class grant) | — | Mage, Witch, Paladin | Intelligence, Willpower | Ranged magical damage | -| Ward Magic | Defensive and suppressive Ward energy application | Active/Passive | 100 | No | Elemental Magic 15 | Paladin, Elf Mystic Ranger | Willpower | Anti-Veil, support | -| Veil Magic | Direct channeling of dimensional corruption energy | Active | 100 | No (forbidden, quest-locked) | Veil Attunement 30 | Witch | Willpower, Intelligence | Corruption attacks, debuffs | -| Stealth Combat | Fighting from concealment — ambush, poisoned strikes, shadow retreats | Active | 100 | No | Stealth 25 | Rogue | Dexterity | Assassination, infiltration | -| Defensive Combat | Counter-fighting, wound management, controlled retreat | Passive | 100 | No | Shield Mastery 20 | Knight, Paladin | Endurance | Sustained survival | -| Mounted Combat | Fighting from horseback or creature mounts | Active | 75 | No | Swordsmanship 30 | Knight | Strength, Dexterity | Cavalry, pursuit, charge | - -### Combat Skill Progression Notes - -- Combat skills advance with every relevant combat encounter -- Advanced tiers gate behind trainer investment, faction contracts, or legendary encounters -- Mixing combat skills creates hybrid build identities — the Pirate who combines Firearms + Swordsmanship + Boarding Combat has a distinct playstyle from a pure Fighter -- Mastery-tier combat skills unlock abilities that change how the world perceives and reacts to the player - ---- - -## Crafting Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Blacksmithing | Weapons, armor, structural components, forge work | Active | 100 | No | — | Fighter, Dwarf Defender | Strength, Intelligence | Equipment supply, economy | -| Alchemy | Potions, poisons, reagents, restoration compounds | Active | 100 | No | — | Mage, Witch | Intelligence, Willpower | Consumables, buffs, sabotage | -| Engineering | Mechanical devices, ship components, gadgets, deployable systems | Active | 100 | No | — | Gnome Engineer | Intelligence | Gadgets, ship augmentation | -| Shipbuilding | Hull construction, rigging, ship class upgrades | Active | 100 | No | — | Pirate, Dwarf Defender | Strength, Intelligence | Naval economy | -| Enchanting | Imbuing dimensional energy into items and equipment | Active | 100 | No | Elemental Magic 20 | Mage, Elf Mystic Ranger | Intelligence, Willpower | Equipment enhancement | -| Cooking | Rations, buff food, long-voyage supplies, rare recipes | Active | 100 | Yes (basic tier) | — | Ranger, all | Endurance | Survival consumables | -| Tailoring | Cloth armor, travel gear, faction livery, sails | Active | 100 | No | — | Rogue, Ranger | Dexterity, Intelligence | Light armor, expedition gear | -| Leatherworking | Medium armor, straps, bindings, harpoon lines | Active | 100 | No | — | Ranger, Fighter | Strength, Dexterity | Medium armor, equipment | -| Jewelcrafting | Rings, amulets, relic adornments, ward-stones | Active | 100 | No | — | Gnome Engineer, Mage | Intelligence, Dexterity | Stat-enhancing accessories | -| Relic Restoration | Repairing and reactivating pre-Fracturing artifacts | Active | 100 | No (faction/discovery) | Archaeology 30 | Gnome Engineer | Intelligence, Willpower | Relic activation, world events | - -### Crafting Skill Progression Notes - -- Every crafted item contributes XP regardless of quality outcome -- Exceptional crafting (high-quality items, rare materials, complex recipes) provides bonus XP -- Master crafters can accept commissioned work, establish workshops, train apprentices, and hold license rights in faction territories -- Relic Restoration is the rarest crafting skill — it requires both Archaeology investment and a discovery unlock - ---- - -## Gathering Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Mining | Ore extraction, gem mining, tunnel exploration | Active | 100 | No | — | Dwarf Defender, Fighter | Strength, Endurance | Raw material supply | -| Herbalism | Identifying, harvesting, and preserving alchemical flora | Active | 100 | No | — | Ranger, Witch, Mage | Intelligence, Dexterity | Alchemy materials | -| Fishing | Open water and coastal fishing, rare specimen recovery | Active | 100 | Yes (basic tier) | — | Pirate, Ranger | Dexterity, Endurance | Food, rare specimens | -| Salvaging | Recovering usable materials from wreckage and ruins | Active | 100 | No | — | Pirate, Rogue | Strength, Intelligence | Ship materials, rare finds | -| Treasure Hunting | Identifying hidden caches, reading environmental clues, deciphering maps | Active | 100 | No | — | Rogue, Ranger | Intelligence, Dexterity | Hidden rewards, rare items | -| Archaeology | Excavating, analyzing, and documenting ruin sites | Active | 100 | No | — | Gnome Engineer, Mage | Intelligence | Relic access, lore unlock | -| Lumber Harvesting | Felling and processing timber for shipbuilding and construction | Active | 100 | No | — | Ranger, Fighter | Strength | Shipbuilding materials | -| Coral Diving | Underwater harvesting of reef materials and sunken relic recovery | Active | 100 | No | — | Pirate, Ranger | Dexterity, Endurance | Rare sea materials | -| Ancient Recovery | Identifying and extracting technology from pre-Fracturing sites | Active | 100 | No (quest-locked) | Archaeology 40 | Gnome Engineer | Intelligence, Willpower | Ancient tech, rare crafting | - ---- - -## Naval Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Navigation | Chart routes, read sea conditions, identify hazards and anomalies | Active/Passive | 100 | No | — | Pirate, Ranger | Intelligence, Dexterity | Route access, exploration | -| Sailing | Ship speed management, wind reading, course control | Active/Passive | 100 | No | — | Pirate, any crew role | Dexterity, Endurance | Core naval movement | -| Cannon Operation | Aiming, loading, firing, and maintenance of ship armament | Active | 100 | No | — | Pirate, Fighter, Dwarf Defender | Strength, Dexterity | Naval combat offense | -| Harpoon Mastery | Ranged harpoon use, creature control, boarding utility | Active | 100 | No | — | Pirate, Ranger | Strength, Dexterity | Naval control, hunting | -| Ship Repair | Hull assessment and field repair under combat or storm conditions | Active | 100 | No | — | Pirate, Dwarf Defender | Strength, Intelligence | Naval survival | -| Reef Navigation | Navigating shallow, broken, and reef-hazard sea terrain | Active/Passive | 75 | No | Navigation 25 | Pirate, Ranger | Intelligence, Dexterity | Shattered Reefs access | -| Storm Survival | Keeping crew and vessel functional in severe weather conditions | Active/Passive | 100 | No | — | Pirate, Ranger | Endurance, Willpower | Dangerous sea survival | -| Smuggling | Contraband movement, hidden route access, black market networks | Active | 100 | No (faction/discovery) | — | Rogue, Pirate | Dexterity, Intelligence | Economy, covert operations | -| Boarding Combat | Coordinated assault across ship gunwales and enemy decks | Active | 100 | No | Swordsmanship 20 | Pirate, Fighter | Strength, Dexterity | Naval offense, raiding | - ---- - -## Social & Political Skills - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | Associated Class | Primary Stat Growth | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Leadership | Command authority, crew morale, expedition direction | Active/Passive | 100 | No | — | Knight, Paladin, Pirate | Willpower | Group effectiveness, political access | -| Diplomacy | Faction reputation management, negotiation, peace-brokering | Active | 100 | No | — | All Human classes | Intelligence, Willpower | Cross-faction access | -| Merchant Negotiation | Trade pricing, contract terms, market leverage | Active | 100 | No | — | Rogue, Pirate | Intelligence | Economy, trade influence | -| Intimidation | Force-based social leverage, information extraction, submission | Active | 100 | No | — | Fighter, Pirate | Strength, Willpower | Non-combat pressure | -| Espionage | Infiltration, information gathering, covert network management | Active | 100 | No (faction/quest) | — | Rogue | Dexterity, Intelligence | Covert political operations | -| Faction Influence | Building sustained standing with specific factions | Passive | 100 | No | Diplomacy 20 | All | Willpower | Long-term faction access | -| Governance | Administrative authority, law enforcement, regional management | Active | 100 | No (political tier) | Leadership 50 | Knight, Paladin, Human classes | Intelligence, Willpower | Political endgame | -| Trade Negotiation | Bulk trade pricing, exclusive contracts, supply agreements | Active | 100 | No | Merchant Negotiation 25 | Pirate, Rogue | Intelligence | Economy, supply chains | - ---- - -## Forbidden Skills - -Forbidden skills carry real consequences. They are not simply power — they are choices that change what the player is and how the world responds to them. - -| Skill | Description | Skill Type | Max Level | Auto-Learned | Parent Skill | How Unlocked | Risk | -| --- | --- | --- | --- | --- | --- | --- | --- | -| Veil Attunement | Manipulating dimensional corruption energy for active effects | Active | 100 | No | — | Specific quest event or forbidden trainer | Corruption buildup per use | -| Curse Mastery | Applying and extending curse effects on targets and environments | Active | 100 | No | Veil Attunement 30 | Thornbound Circles (forbidden path) or ruin discovery | Corruption buildup, faction hostility | -| Dimensional Resonance | Interacting with and stabilizing or destabilizing dimensional anomalies | Active | 100 | No | — | Tempest Accord deep research or ruin discovery | Anomaly exposure, instability risk | -| Corruption Resistance | Resisting, absorbing, and recovering from Veil exposure | Passive | 100 | No | — | Paladin training line or specific quest | Diminishing returns at extreme levels | -| Forbidden Rituals | Performing dangerous ancient rites from pre-Fracturing knowledge | Active | 75 | No | Veil Attunement 50 | Lost ruins, forbidden archives, hidden teachers | Severe corruption, faction consequences | - -### Forbidden Skill Mechanics - -- **Corruption** builds with every use of Veil Attunement, Curse Mastery, and Forbidden Rituals -- At low corruption: minor visual changes, some faction suspicion -- At moderate corruption: debuffs, NPC reactions, faction standing penalties with aligned factions -- At high corruption: character becomes recognizable as Veil-touched; certain regions become hostile; new Veil-faction interactions open -- **Cleansing** requires ritual investment or Paladin assistance -- Forbidden skills represent the deepest player identity statement in the game — choosing them is choosing consequence - ---- - -## Skill Learning System - -### How Players Learn Skills - -| Method | Description | Access | Examples | -| --- | --- | --- | --- | -| Racial auto-grant | Skills given to all members of a race at character creation | Automatic | Dwarves receive Mining basics; Elves receive Ward Attunement awareness | -| Class auto-grant | Skills assigned at class selection | Automatic | Fighter receives Swordsmanship; Pirate receives Sailing and Navigation | -| Trainers | NPCs who teach skills in exchange for currency, faction standing, or proof of readiness | Trainer locations | Swordsmanship trainers in barracks; Alchemy trainers in faction labs | -| Books and Scrolls | Rare items that grant skill XP or unlock tiers | Loot, trade, discovery | Lost navigational texts advance Reef Navigation; ancient scrollbooks unlock Forbidden Rituals | -| Relics | Pre-Fracturing artifacts that contain encoded knowledge | Archaeology, Relic Restoration | A recovered resonator grants Dimensional Resonance basics | -| Faction reputation | Skills available only to characters with sufficient faction standing | Earned through faction play | Free Reef Corsairs unlock Smuggling; Tempest Accord unlocks advanced Dimensional Resonance | -| Quest events | Story-triggered skill unlocks tied to specific narrative moments | Quest completion | Completing the Witchwood corruption chain unlocks Veil Attunement | -| Discovery | Exploring hidden locations or deciphering forgotten knowledge | Exploration | Finding a hidden underground forge unlocks advanced Blacksmithing tier | -| Experimentation | Combining skills or using them in unusual ways may trigger new unlock opportunities | Active play | High Alchemy + Relic Restoration + specific ruin event unlocks Ancient Recovery | -| World events | Seasonal or dynamic events create temporary skill-learning windows | Participation | Storm season events accelerate Storm Survival and unlock special navigation skills | - -### Access Restrictions - -Not all skills are available to all players. Some require: - -| Restriction Type | Example | -| --- | --- | -| Faction loyalty | Smuggling requires positive Free Reef Corsairs standing | -| Political standing | Governance requires Leadership 50 and a political appointment | -| Rare discovery | Ancient Recovery requires a specific deep-ruin exploration event | -| Dangerous corruption | Forbidden Rituals requires Veil Attunement 50 and accepted corruption risk | -| Hidden trainers | Veil Attunement can be learned from a hidden trainer in corrupted ruins | -| Lost ruins | Some relic-based skills exist only in a single location in the world | - -This creates natural differentiation between player characters — two players of the same race and class can have dramatically different skill profiles based on what they pursued, who they aligned with, and what they discovered. - ---- - -## Skill Profiles - -Skill Profiles are Atavism X 9 configuration templates that govern how each skill category behaves in terms of XP curves, mastery pacing, and specialization design. - -### Combat Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Moderate initial gain, steepening mid-tier | Early combat is accessible; deep mastery requires real investment | -| Tier Gates | Levels 25, 50, 75, 100 | Each gate requires trainer investment or narrative unlock | -| Mastery Pacing | 200–400 combat encounters per tier | Organic progression through real play | -| Specialization Pacing | Accessible at level 25; deep specialization at 75+ | Players can feel specialized without requiring years of grinding | -| Usage Progression | Every relevant combat action contributes | Swordsmanship advances through sword use, not generic combat XP | - -### Crafting Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Linear early, material-gated mid-tier | Access to rare materials is the real limiter, not time | -| Tier Gates | Levels 20, 40, 60, 80, 100 | Each requires new recipes, trainers, or materials | -| Mastery Pacing | Production volume drives advancement | High-volume crafters advance faster; quality crafting gives bonus XP | -| Specialization Pacing | Sub-specializations unlock at level 40 | Players commit to weapon smithing vs. armor smithing at meaningful depth | -| Usage Progression | Every crafted item contributes | Failed crafts contribute reduced XP; exceptional crafts give bonus XP | - -### Gathering Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Fast early, discovery-gated late | Finding new node types and locations drives advancement | -| Tier Gates | Levels 20, 50, 80 | Mid-tier requires new region access; late-tier requires ruin exploration | -| Mastery Pacing | Discovery events and volume both contribute | Explorers advance through finding new sites; dedicated gatherers through volume | -| Specialization Pacing | Location-based specialization unlocks at level 30 | Deep-sea fishing vs. freshwater; surface mining vs. underground excavation | -| Usage Progression | Node interaction drives XP | Rare node types yield bonus XP | - -### Naval Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Steep early, plateau-breakers from dangerous voyages | Dangerous routes and combat encounters create the biggest advancement windows | -| Tier Gates | Levels 25, 50, 75 | Mid-tier requires storm encounters or deep-sea voyages | -| Mastery Pacing | Voyage frequency + difficulty both matter | Safe coastal sailing advances slowly; storm-season deep routes advance quickly | -| Specialization Pacing | Naval specialization unlocks at level 30 | Combat navigation vs. exploration navigation vs. trade route optimization | -| Usage Progression | Time at sea, encounters, and successful objectives all contribute | Failed voyages still advance skills — experience earned the hard way | - -### Political Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Interaction-based, milestone-heavy | Social skills advance through meaningful events, not repetitive grinding | -| Tier Gates | Levels 20, 40, 60, 80 | Each tier requires faction standing milestones, not just XP | -| Mastery Pacing | Narrative events and sustained faction engagement | A player who actively participates in faction politics advances faster | -| Specialization Pacing | Political specialization unlocks at level 40 | Governance path vs. espionage path vs. merchant trade path | -| Usage Progression | Every significant interaction contributes | Routine trade gives minimal XP; major negotiations, faction events, and political crises give substantial XP | - -### Forbidden Profile - -| Parameter | Value | Notes | -| --- | --- | --- | -| XP Curve | Slow and risk-gated | Every advance costs corruption; progress demands commitment | -| Tier Gates | Levels 20, 40, 60, 80 | Each tier requires new corruption tolerance or ritual cleansing events | -| Mastery Pacing | Deliberate and consequence-bearing | Forbidden skills are never casually maxed; every tier is a meaningful choice | -| Specialization Pacing | Full specialization requires long commitment | Deep Forbidden specialists are rare and recognizable | -| Usage Progression | Every use advances AND costs | This is the only skill category where advancement has a built-in cost | - ---- - -## Long-Term Skill Identity - -Over time, a player's skill profile becomes their signature in the world: - -- A character with maxed Navigation, Reef Navigation, and Storm Survival is known as a legendary navigator before any title confirms it -- A character with maxed Blacksmithing and Relic Restoration becomes the person factions seek for ancient systems -- A character with maxed Veil Attunement and Curse Mastery carries visible corruption markers that NPCs and other players recognize -- A character with maxed Diplomacy, Leadership, and Governance moves in political circles that most players never reach - -Skills are not a mechanical grind system. They are a long-term journal of what the player chose to become. - -> See also: [Mastery & Progression] (./mastery_progression.md) for detailed treatment of skill mastery, hidden ability unlocks, and world reputation effects. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: Start with this page. -- Next: [Skills & Progression] (skills_and_progression.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/skills_and_progression.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Skills & Progression - ---- - -# Skills & Progression -## Overview - -Mystical Isles uses a horizontal progression philosophy. Players deepen mastery rather than inflating numbers. A character who has spent three hundred hours on the water is genuinely different from one who hasn't — not because their attack stat is higher, but because they know routes, can read weather, can repair a hull mid-storm, and have the reputation to dock at ports that others are turned away from. - -This document defines the full skill system, progression structure, Atavism stat integration, racial stat modifiers, and long-term political progression. - ---- - -## Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Horizontal progression | Skills deepen within categories rather than inflating raw stats indefinitely | -| Mastery over power | Reaching the top of a skill tree changes what you can *do*, not how hard you can hit | -| World integration | Skills connect directly to world systems — exploration, faction access, naval travel | -| Identity reinforcement | Your skill choices define your social role in the Isles, not just your combat ability | -| No artificial ceiling | Players who specialize deeply reach political and social influence, not an abstract stat cap | - -There is no traditional endgame. Skill mastery leads to world influence — becoming the person others need, the captain others follow, the scholar others consult. - ---- - -## Skill Categories - -### Combat Skills - -These skills govern physical and magical combat proficiency. They scale through use and specialization. - -| Skill | Description | Primary Classes | Racial Bonus | -| --- | --- | --- | --- | -| Swordsmanship | Proficiency with one-handed and two-handed swords | Fighter, Knight, Pirate, Rogue | — | -| Axes | Proficiency with axes and hatchets | Fighter, Dwarf Defender | Dwarves +5% | -| Polearms | Reach weapons — spears, halberds, pikes | Fighter, Knight | — | -| Shields | Blocking, countering, and shield-bash techniques | Knight, Paladin, Dwarf Defender | Dwarves +5% | -| Firearms | Pistols, blunderbuss, flintlock rifles | Pirate, Rogue | — | -| Bows | Short bow, longbow, compound bow | Ranger, Elf Mystic Ranger | Elves +5% | -| Magic Casting | Aetheric energy channeling and spell delivery | Mage, Witch, Paladin, Elf Mystic Ranger | Elves +5% | -| Dual Wielding | Paired weapon combat, off-hand mechanics | Rogue, Fighter | — | - -**Combat Skill Progression Model:** -- Skills advance through combat use — every fight contributes -- Advanced tiers unlock through dedicated training, not just repetition -- Trainers, faction contracts, and rare combat events accelerate specific skills -- Masteries at each tier unlock passive bonuses and new active technique options - ---- - -### Naval Skills - -Naval skills are the backbone of the Isles' traversal and economy. Players who invest here define the world's routes, logistics, and sea-based conflict. - -| Skill | Description | Primary Classes | Racial Bonus | -| --- | --- | --- | --- | -| Navigation | Chart routes, read sea conditions, identify hazards | Pirate, Ranger | — | -| Sailing | Ship speed management, wind reading, course control | Pirate, any crew role | — | -| Ship Repair | Hull damage assessment and field repair | Pirate, Dwarf Defender | Dwarves +5% | -| Harpoon Mastery | Ranged harpoon use, creature control, boarding utility | Pirate, Ranger | — | -| Cannon Operation | Aiming, loading, firing, and maintenance of ship armament | Pirate, Fighter, Dwarf Defender | Dwarves +5% | -| Storm Survival | Keeping crew and ship alive in dangerous sea conditions | Pirate, Ranger | — | - -**Naval Skill Progression Model:** -- Naval skills advance through time at sea and successful voyages -- Storms, hostile encounters, and exploration routes provide accelerated progression -- High Navigation skill unlocks access to hidden routes and anomaly-zone passages -- Master-level sailors can command multi-ship fleets and navigate Veil-affected waters - ---- - -### Exploration Skills - -Exploration skills define what a character can discover, access, and survive in the frontier regions of the Isles. - -| Skill | Description | Primary Classes | Racial Bonus | -| --- | --- | --- | --- | -| Climbing | Scale cliff faces, ruins, and structures | Ranger, Rogue | — | -| Treasure Hunting | Identify hidden caches, read environmental clues | Rogue, Ranger | — | -| Relic Detection | Sense and locate pre-Fracturing artifacts | Gnome Engineer, Mage | Gnomes +10% | -| Archaeology | Excavate, analyze, and document ruins safely | Gnome Engineer, Mage | Gnomes +5% | -| Survival | Manage food, water, temperature, and environmental hazards | Ranger, all classes | — | -| Fishing | Open water and coastal fishing, rare specimen recovery | Pirate, Ranger | — | - -**Exploration Skill Progression Model:** -- Exploration skills advance through discovery — new locations, found relics, completed surveys -- Higher skill tiers unlock access to deeper ruins, anomaly zones, and Ward-controlled passages -- Relic Detection and Archaeology combine to unlock the deepest layer of pre-Fracturing content -- Master Explorers can register discoveries, receive expedition funding, and establish landmark access rights - ---- - -### Crafting Skills - -Crafting skills produce the equipment, ships, alchemical supplies, and enchanted items that drive the world economy. - -| Skill | Description | Primary Classes | Racial Bonus | -| --- | --- | --- | --- | -| Blacksmithing | Weapons, armor, tools, structural components | Fighter, Dwarf Defender | Dwarves +10% | -| Alchemy | Potions, reagents, poisons, restoration compounds | Mage, Witch | — | -| Engineering | Mechanical devices, gadgets, ship components | Gnome Engineer | Gnomes +10% | -| Enchanting | Imbuing items with dimensional energy properties | Mage, Elf Mystic Ranger | Elves +5% | -| Shipbuilding | Constructing and modifying vessels | Pirate, Dwarf Defender | Dwarves +5% | -| Cooking | Rations, buff food, long-voyage supplies | Ranger, any | — | - -**Crafting Skill Progression Model:** -- Crafting advances through production — every crafted item contributes -- Master-tier crafting requires rare materials and unlocked recipes from exploration content -- Gnome and Dwarf characters have racial bonuses that make them the primary suppliers in their specialization domains -- Master crafters can accept commissions, train apprentices, and hold workshop licenses in faction territories - ---- - -### Social Skills - -Social skills determine how a character navigates political systems, builds reputation, and exercises non-combat influence. - -| Skill | Description | Primary Classes | Racial Bonus | -| --- | --- | --- | --- | -| Diplomacy | Faction reputation management, negotiation, peace-brokering | All Human classes | Humans +5% | -| Leadership | Command authority, crew morale, group expedition management | Knight, Paladin, Pirate | Humans +5% | -| Merchant Negotiation | Trade pricing, contract terms, market leverage | Rogue, Pirate | — | -| Intimidation | Force-based social leverage, information extraction | Fighter, Pirate | — | -| Smuggling | Contraband movement, hidden route access, black market connections | Rogue, Pirate | — | - -**Social Skill Progression Model:** -- Social skills advance through interaction events — successful negotiations, completed diplomatic quests, faction standing milestones -- Leadership skill directly affects group content effectiveness and crew management in naval systems -- High Diplomacy enables faction cross-access — building standing with normally hostile groups -- Master-tier Social skills unlock access to the political progression system - ---- - -### Forbidden Skills - -Forbidden skills represent the edge of what is known and safe. They are high-risk, high-depth, and carry real consequences for overuse. - -| Skill | Description | Primary Classes | Racial Bonus | -| --- | --- | --- | --- | -| Veil Attunement | Manipulate dimensional corruption energy | Witch, Mage (Rift Scholar) | Elves (risk bonus) | -| Corruption Resistance | Resist and recover from Veil exposure | Paladin, Elf Mystic Ranger | Paladins +5% | -| Dimensional Resonance | Interact with and stabilize dimensional anomalies | Mage, Gnome Engineer | Gnomes +5% | -| Curse Mastery | Apply and extend curse effects on targets and environments | Witch | — | - -**Forbidden Skill Mechanics:** -- These skills require initial unlocking through specific quest events or faction access -- Each use of Veil Attunement and Curse Mastery builds corruption exposure -- High corruption creates visible character changes, debuffs, and ultimately requires ritual cleansing -- Dimensional Resonance and Corruption Resistance are countermeasures to the Veil — safer to advance, but still dangerous near active breaches - ---- - -## Atavism Stat Reference - -The following table defines all stats used in the Atavism X 9 framework and how they apply to Mystical Isles character design. - -### Core Primary Stats - -| Stat | Description | Primary Use | -| --- | --- | --- | -| Strength | Raw physical power; governs melee damage and carrying capacity | Melee combat, weight limits | -| Dexterity | Precision, agility, and reaction speed | Ranged attacks, evasion, stealth | -| Endurance | Physical resilience and sustained effort capacity | Health calculation, stamina management | -| Intelligence | Mental capacity for learning and energy manipulation | Magic damage, crafting effectiveness, relic interaction | -| Willpower | Mental fortitude and resistance to corruption | Mana pool, corruption resistance, Veil interaction | -| Stamina | Physical action energy for non-magical abilities | Melee abilities, running, physical actions | - -### Derived Pool Stats - -| Stat | Description | Governed By | -| --- | --- | --- | -| Health | Total survivable damage before defeat | Endurance, level progression | -| Mana | Energy available for magical abilities | Willpower, Intelligence | -| Stamina (pool) | Physical action resource | Endurance, Strength | - -### Combat Performance Stats - -| Stat | Description | Primary Use | -| --- | --- | --- | -| Physical Defense | Damage reduction against physical attacks | Armor, Endurance | -| Magical Resistance | Damage reduction against magical attacks | Willpower, enchanted gear | -| Evasion | Chance to avoid physical attacks entirely | Dexterity, light armor | -| Parry | Chance to deflect melee attacks | Swordsmanship, Shield skill, Dexterity | -| Physical Crit | Chance to deal critical physical damage | Dexterity, weapon skill | -| Magical Critic | Chance to deal critical magical damage | Intelligence, magical skill | -| Stun Chance | Probability of stunning a target on hit | Specific abilities and weapons | -| Stun Resistance | Resistance to stun effects | Endurance, specific gear | -| Sleep Chance | Probability of applying sleep effect | Witch and Mage abilities | -| Sleep Resistance | Resistance to sleep effects | Willpower, specific gear | - -### Damage Type Resistances - -| Stat | Description | -| --- | --- | -| Pierce Resistance | Reduction to piercing damage (arrows, daggers, firearms) | -| Slash Resistance | Reduction to slashing damage (swords, axes) | -| Crush Resistance | Reduction to crushing damage (hammers, blunt weapons) | - -### Damage and Recovery Modifiers - -| Stat | Description | -| --- | --- | -| Damage Dealt | Multiplier on all outgoing damage | -| Damage Rec | Multiplier on all incoming damage (negative is damage reduction) | -| Health Rec | Rate of health restoration over time | - -### Action Speed Stats - -| Stat | Description | Affected By | -| --- | --- | --- | -| Movement Speed | Overland and combat movement rate | Dexterity, armor weight, racial base | -| Attack Speed | Speed of melee and ranged attack cycles | Dexterity, weapon type | -| Cooldown | Rate of ability cooldown reduction | Willpower, specific gear | -| Cast Time | Speed of spell casting completion | Intelligence, talent progression | -| Range | Maximum distance for ranged attacks and abilities | Weapon type, specific skills | - -### Stealth Stats - -| Stat | Description | -| --- | --- | -| Stealth | Character's ability to remain undetected | -| Perception-Stealth | Character's ability to detect stealthed enemies | - -### Capacity Stats - -| Stat | Description | Governed By | -| --- | --- | --- | -| Mana-Max | Maximum mana pool | Willpower, Intelligence progression | -| Stamina-Max | Maximum stamina pool | Endurance, Strength progression | -| Weight-Max | Maximum encumbrance before penalties | Strength, inventory systems | - ---- - -## Racial Stat Modifiers - -The following table shows the base stat biases for each race at character creation. These modifiers reflect cultural and biological identity — they are not absolute limits on growth. - -| Stat | Humans | Dwarves | Elves | Gnomes | -| --- | --- | --- | --- | --- | -| Strength | 10 | 13 | 8 | 6 | -| Dexterity | 10 | 7 | 14 | 10 | -| Endurance | 10 | 15 | 7 | 7 | -| Intelligence | 10 | 9 | 11 | 15 | -| Willpower | 10 | 8 | 13 | 11 | -| Stamina | 10 | 12 | 9 | 8 | -| Health (base) | 100 | 125 | 80 | 75 | -| Mana (base) | 100 | 70 | 130 | 120 | -| Physical Defense | 10 | 15 | 7 | 6 | -| Magical Resistance | 10 | 6 | 13 | 10 | -| Stealth | 10 | 6 | 14 | 11 | -| Perception-Stealth | 10 | 12 | 13 | 12 | -| Movement Speed | 10 | 7 | 12 | 9 | -| Attack Speed | 10 | 8 | 12 | 10 | -| Evasion | 10 | 6 | 14 | 11 | -| Weight-Max | 10 | 13 | 8 | 7 | - -*Values are relative starting modifiers. All races can progress stats through skill investment and equipment. Racial identity shapes the character's early trajectory, not their absolute ceiling.* - ---- - -## Class Stat Modifiers - -Class selection (for Humans) and racial specialization (for non-humans) apply additional modifiers on top of racial base stats. - -| Class / Spec | STR | DEX | END | INT | WIL | Primary Stat Focus | -| --- | --- | --- | --- | --- | --- | --- | -| Fighter | +4 | +2 | +2 | — | — | Strength, Physical Defense | -| Knight | +2 | — | +5 | — | — | Endurance, Physical Defense, Shields | -| Paladin | +2 | — | +3 | — | +3 | Willpower, Ward abilities, Healing | -| Mage | — | +2 | — | +5 | +3 | Intelligence, Mana, Magical Critic | -| Ranger | +1 | +4 | +2 | — | — | Dexterity, Evasion, Ranged | -| Rogue | — | +5 | — | +1 | +1 | Dexterity, Stealth, Burst Damage | -| Witch | — | +1 | — | +3 | +4 | Willpower, Curse effectiveness, Veil | -| Pirate | +2 | +3 | +2 | — | — | Dexterity, Movement Speed, Naval | -| Dwarf Defender/Engineer | +2 | — | +5 | +2 | — | Endurance, Crafting, Engineering | -| Elf Mystic Ranger | — | +3 | — | +2 | +4 | Willpower, Ward Attunement, Stealth | -| Gnome Engineer/Relic | — | +1 | — | +6 | +2 | Intelligence, Crafting, Relic | - ---- - -## Progression Philosophy: No Vertical Inflation - -Mystical Isles explicitly avoids the pattern where progression means ever-increasing raw numbers. Instead: - -- **Skill tiers** unlock new *options* rather than bigger versions of existing ones -- **Mastery levels** within a skill unlock active techniques, passive bonuses, and world-access gates -- **Combat effectiveness** at the top level comes from technique mastery, equipment quality, and situational awareness — not a stat gap that makes earlier content irrelevant -- **Horizontal depth** means a level-1 character and a veteran character can crew the same ship and both contribute meaningfully - -The goal is a world where veterans are *experienced*, not untouchable. - ---- - -## Starting Region Overview - -| Race | Starting Zone | Tutorial Focus | Opening Faction | Starting Abilities | -| --- | --- | --- | --- | --- | -| Human | Mainland Kingdom — Crown Harbor | Class identity, faction intro, naval basics | Crown Compact | Class weapon skill (level 1), basic movement, intro quest item | -| Dwarf | Frostpeak Isle — Outer Hold Gate | Mining, crafting, underground navigation | Frostpeak Holds | Shield use, basic fortification, mine torch | -| Elf | Witchwood Isle — Forest Edge Enclave | Ward attunement, stealth navigation, forest survival | Moonroot Enclaves | Bow skill (level 1), Ward sense (passive), camouflage | -| Gnome | Hidden Enclave — Workshop Level | Relic identification, gadget crafting, archive research | Independent Enclave | Field kit (deployable), relic scanner (active), basic engineering | - -### Starter Equipment - -| Race | Starting Gear | -| --- | --- | -| Human | Class-appropriate basic weapon, light armor appropriate to class, starting faction token | -| Dwarf | Reinforced mining gear, clan shield (basic), forge hammer or pick | -| Elf | Witchwood shortbow, layered forest garments, Ward-sensitive compass | -| Gnome | Field kit (multi-tool), work goggles, basic gadget pack, enclave identification badge | - -### Racial Introduction Questlines - -Each race begins with a three-act introduction questline that establishes: -1. Their cultural context and home faction -2. Their core gameplay mechanic (the system that defines their identity) -3. Their first external contact with another faction or region - -These quests do not merely teach controls — they are the opening of each character's story in the world. - ---- - -## Long-Term Progression Systems - -### Faction Influence Progression - -Faction standing is not a linear meter. It is a network of relationships, favors, demonstrated competence, and political decisions. - -| Standing Level | Gate | Unlocks | -| --- | --- | --- | -| Neutral | Default | Basic vendor access, safe passage | -| Known | 5 completed contracts | Faction equipment vendors, secondary quest access | -| Trusted | 20 completed contracts + one major story quest | Faction-specific abilities, strategic information | -| Valued | Major faction story completion + 50 contracts | Senior rank title, faction infrastructure access | -| Champion | Faction political quest completion | Unique title, faction military command option | -| Leader Candidate | All champion milestones + political event trigger | Access to leadership contest system | - -### Leadership Progression - -Political leadership positions are not permanent. They are held, challenged, and lost through gameplay. - -| Position | Faction | How Achieved | How Lost | -| --- | --- | --- | --- | -| Harbor Master | Crown Compact | Appointment by senior official + player vote | Removal vote, rival challenge | -| Hold Elder | Frostpeak Holds | Earned through craft achievement + clan approval | Challenge by new master craftsperson | -| Enclave Voice | Moonroot Enclaves | Long-term service + community ritual | Community recall vote | -| Fleet Admiral | Any naval faction | Won through naval campaign success | Military defeat, political recall | -| Governor | Crown Compact | Assigned by Crown + verified by population | Recall, conquest, scandal | -| Guild Master | Player guilds | Founded or voted to leadership | Guild vote | -| Pirate Lord | Free Reef Corsairs | Accumulated reputation + captain council vote | Rival challenge | -| Ward Commander | Paladin/Ward Command | Senior Paladin rank + mission completion | Failure of a major Ward event | -| Faction Champion | Any | Unique faction story quest completion | Revocable by faction event | -| Ruler | Crown Compact | Extraordinary political campaign | Political overthrow, conquest | - -### Naval Command Progression - -Naval authority scales from solo captain to fleet command. - -| Naval Rank | Requirement | Authority | -| --- | --- | --- | -| Deckhand | Starting | Personal crew role only | -| Mate | 50 hours at sea | Second-in-command on any ship | -| Captain | Own a registered ship + navigation skill tier 3 | Command one vessel and crew | -| Commodore | 5 successful naval campaigns | Command a small squadron | -| Admiral | Full naval campaign completion + faction rank | Command a fleet, set naval policy | - -### Political Progression - -Political influence operates independently from combat mastery. A character who never enters combat can become one of the most powerful figures in the world through: - -- **Trade control** — owning or managing the shipping routes others depend on -- **Information leverage** — Rogue-class intelligence networks -- **Crafting authority** — Master crafters whose products are irreplaceable -- **Exploration rights** — Registering discovered routes, ruins, and resources -- **Diplomatic standing** — Cross-faction mediation and treaty brokerage - -None of these paths require a high combat level. All of them require deep investment in specific skill trees and long-term faction engagement. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Skills System] (skills_system.md) -- Next: [Leveling & XP] (leveling_and_xp.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/abilities_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Abilities System - ---- - -# Abilities System -## Overview - -Abilities are the active and passive expressions of a player's skill investment. Where skills define *what a player has learned*, abilities define *what a player can do*. Every ability is unlocked through a specific skill at a specific level threshold. Abilities apply effects. Effects change gameplay. - -The Abilities System is where identity becomes action. - -This document defines all ability types, their structures, the full ability catalog organized by skill category, and the design principles that make abilities feel meaningful in the world of Mystical Isles. - ---- - -## Related Documents - -- [Skills System] (./skills_system.md) -- [Effects System] (./effects_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Starting Character Templates] (./starting_templates.md) -- [Races & Classes] (./races_and_classes.md) - ---- - -## Core Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Abilities express identity | What abilities a player has reveals what they are, not just what they can do | -| Abilities connect to world systems | Combat abilities affect politics; naval abilities affect exploration; crafting abilities affect economy | -| Abilities are earned | No ability is available at character creation without context — each is a reward for investment | -| Abilities have narrative weight | Master-tier abilities change how the world reacts to the character who has them | -| Abilities enable cooperation | Specialized abilities create natural player cooperation — you need what someone else has | - ---- - -## Ability Types - -| Type | Description | Examples | -| --- | --- | --- | -| Active | Deliberately triggered by the player; has a cost, cooldown, or cast time | Shield Bash, Stormcall, Boarding Strike | -| Passive | Always active once unlocked; no trigger required | Duelist's Resolve, Relic Sensitivity, Storm Instinct | -| Toggle | Switched between on/off states; may drain resources while active | Stealth Mode, Berserker Stance, Ward Aura | -| Channeling | Sustained cast requiring continuous input to maintain | Veil Drain, Dimensional Anchor, Harpoon Hold | -| Naval | Active during ship-based gameplay; tied to naval skill | Full Sail, Broadside, Emergency Patch | -| Ritual | Long-cast ceremony abilities that alter world states or apply major effects | Consecrate Ground, Veil Seal, Storm Binding | -| Crafting | Abilities that modify crafting outcomes or unlock special production | Masterwork Attempt, Rune Infusion, Salvage Insight | -| Leadership | Abilities that affect group members, crews, or commanded units | Rally, Commander's Presence, Crew Discipline | -| Exploration | Abilities that alter traversal, detection, or site interaction | Relic Scan, Hazard Sense, Ward Read | - ---- - -## Ability Structure (Atavism X 9) - -Each ability in Atavism X 9 has the following definition fields: - -| Field | Description | -| --- | --- | -| Name | Unique identifier | -| Description | What the ability does in plain language | -| Ability Type | Active / Passive / Toggle / Channeling / Naval / Ritual / Crafting / Leadership / Exploration | -| Resource Cost | Stamina, Mana, Corruption, or none | -| Cooldown | Seconds before reuse | -| Cast Time | Seconds before activation; 0 = instant | -| Range | Distance to valid target in meters; 0 = self | -| Target Type | Self, Single Enemy, Single Ally, Area, Ship, Object, World | -| Required Skill | Skill that gates this ability | -| Skill Level Requirement | Minimum skill level to unlock | -| Effects Applied | List of effects triggered on use | -| Animation Type | Attack, Cast, Channel, Ceremony, Passive | -| Audio Type | Weapon impact, spell cast, environment, leadership shout | -| Visual FX | Particle, glow, beam, aura, weather, none | -| Gameplay Role | What role this ability fills in the player's toolkit | - ---- - -## Combat Abilities - -### Swordsmanship Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Precision Thrust | Active | 15 Stamina | 3s | 0.5s | Melee | 5 | Pierce Damage (High), Armor Ignore | Single-target precision strike | -| Parry Stance | Toggle | 10 Stamina/s | — | 0 | Self | 10 | Parry Buff, Counter Window | Defensive posture for melee | -| Riposte | Active | 20 Stamina | 6s | 0 | Melee | 15 | Slash Damage, Speed Debuff on target | Counter-strike after successful parry | -| Blade Whirlwind | Active | 35 Stamina | 12s | 0.5s | 3m radius | 25 | Slash Damage (multi-target), Balance Debuff | Group melee suppression | -| Duelist's Focus | Passive | — | — | — | Self | 35 | Crit Chance +10%, Parry +15% | Sustained single-combat excellence | -| Vital Strike | Active | 40 Stamina | 20s | 1s | Melee | 50 | Slash Damage (critical), Bleeding Effect | Decisive single-target damage | -| Grand Master's Edge | Passive | — | — | — | Self | 100 | Parry ×2, Counter Max Damage, Evasion Negate on target | Pinnacle swordsmanship mastery | - ---- - -### Shield Mastery Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Shield Bash | Active | 20 Stamina | 8s | 0 | Melee | 5 | Stun (2s), Cast Interrupt, Crush Damage (low) | Interrupt, gap opener | -| Cover Ally | Active | 15 Stamina | 5s | 0 | 5m | 15 | Redirect Damage (partial), Taunt | Group protection | -| Shield Wall | Toggle | 20 Stamina/s | — | 0 | Self | 25 | Physical Defense +50%, Movement Speed -30% | Frontline anchor | -| Fortress Stance | Active | 30 Stamina | 30s | 0.5s | Self | 50 | Immovable (10s), Defense Max, Reflect Damage | Unmovable defensive posture | -| Counter Shield | Passive | — | — | — | Self | 35 | After block: instant Crush Damage counter | Passive counter-attack on block | -| Rally Point | Active | 50 Stamina | 60s | 1s | 15m | 75 | Defense Aura for group, Morale Buff | Group defensive anchor | - ---- - -### Archery Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Pinning Shot | Active | 20 Stamina | 8s | 0.5s | 40m | 5 | Pierce Damage, Root (3s) | Range control, immobilization | -| Eagle Eye | Toggle | 10 Stamina/s | — | 0 | Self | 15 | Range +30%, Accuracy +20%, Movement Speed -50% | Long-range precision mode | -| Volley | Active | 40 Stamina | 15s | 1s | 30m radius | 25 | Pierce Damage (area, low per arrow) | Group suppression | -| Splitting Arrow | Active | 25 Stamina | 10s | 0.5s | 50m | 35 | Pierce Damage (3 targets in line) | Line-clearing shot | -| Hunter's Mark | Active | 10 Stamina | 20s | 0 | 60m | 50 | Target Visibility, Tracking Buff, Damage Taken +15% | Coordination and group damage amplification | -| Windreader Shot | Passive | — | — | — | Self | 75 | Wind Penalty Removed, Range +20% | Navigation of difficult conditions | - ---- - -### Firearms Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Warning Shot | Active | 15 Stamina | 5s | 0 | 30m | 5 | Fear (brief), Panic Debuff | Crowd control opener | -| Deadeye | Active | 30 Stamina | 12s | 1s (aim) | 60m | 15 | Pierce Damage (very high), Armor Ignore | Long-range single-target elimination | -| Scatter Shot | Active | 35 Stamina | 15s | 0.5s | 15m cone | 25 | Pierce Damage (area, moderate) | Close-range suppression | -| Powder Keg Throw | Active | 40 Stamina | 30s | 1s | 25m | 35 | Fire Damage (area), Root | Area denial | -| Overwatch | Toggle | 20 Stamina/s | — | 0 | Self + 60m | 50 | Auto-fire on moving targets, Interrupt on cast | Battlefield control mode | -| Detonation Expertise | Passive | — | — | — | Self | 75 | Explosive ability damage +25%, Reload Speed +30% | Explosive and firearm optimization | - ---- - -### Elemental Magic Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Force Bolt | Active | 20 Mana | 3s | 0.5s | 40m | 5 | Arcane Damage (moderate) | Reliable ranged damage | -| Frost Shards | Active | 25 Mana | 6s | 0.5s | 35m | 10 | Frost Damage, Slow (30%, 5s) | Kiting tool | -| Fireball | Active | 40 Mana | 10s | 1.5s | 50m | 20 | Fire Damage (area), Burning Effect | Area damage | -| Chain Lightning | Active | 50 Mana | 15s | 1s | 40m | 30 | Arcane Damage (bounces up to 5 targets) | Multi-target offense | -| Frost Prison | Active | 60 Mana | 25s | 2s | 30m | 45 | Frost Damage, Root (8s), Vulnerability to Damage | Hard crowd control | -| Stormcall | Ritual | 150 Mana | 120s | 5s | Regional | 75 | Storm Weather (10 min), Lightning Strikes (random area), Navigation Penalty for others | Environmental manipulation | -| Rift Tear | Active | 100 Mana | 60s | 3s | 20m | 90 | Dimensional Damage (extreme), AoE Knockback, Anomaly spawned | Pinnacle magical offense | - ---- - -### Ward Magic Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Ward Barrier | Active | 30 Mana | 20s | 1s | 10m | 10 | Magic Resistance Buff (group), Veil Damage Reduction | Group anti-Veil defense | -| Purge Corruption | Active | 40 Mana | 30s | 2s | 8m | 20 | Corruption Removal (target), Brief Stun to Veil creatures | Cleanse and anti-Veil | -| Aetheric Anchor | Active | 60 Mana | 45s | 2s | 5m | 35 | Root (Veil creatures, 10s), Ward Stability in area | Veil creature control | -| Ward Pulse | Active | 80 Mana | 60s | 3s | 20m radius | 50 | Veil Damage (area), Corruption Clear (allies), Reveal Hidden | Anti-Veil area clear | -| Sacred Ground | Ritual | 150 Mana | 300s | 10s | 15m radius | 75 | Veil Resistance Aura, Health Regen (allies), Veil Creatures Weakened | Major defensive ritual | - ---- - -### Stealth Combat Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Shadow Step | Active | 25 Stamina | 12s | 0 | 15m | 10 | Teleport to shadow point, brief Stealth | Repositioning | -| Ambush Strike | Active | 35 Stamina | 10s | 0 | Melee | 20 | Slash Damage (×3 from stealth), Bleed | Burst opener from stealth | -| Poison Blade | Toggle | 5 Stamina/s | — | 0 | Self | 30 | Adds Poison Effect to melee attacks | Sustained damage over time | -| Vanish | Active | 50 Stamina | 60s | 0 | Self | 50 | Full Stealth (8s), Movement Speed +20% | Emergency escape | -| Death Mark | Active | 40 Stamina | 45s | 0 | 30m | 65 | Target revealed, Damage Taken +30%, Cannot hide | Priority target designation | -| Shadow Clone | Active | 80 Stamina | 120s | 1s | Self | 85 | Decoy created (lasts 15s), Stealth for caster | Distraction and evasion | - ---- - -## Naval Abilities - -### Navigation Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Chart Course | Active | 10 Stamina | 60s | 2s | — | 5 | Route Visualization, Hazard Warning | Navigation aid | -| Hazard Read | Passive | — | — | — | Self | 15 | Reef and Shoal warning detection radius +100% | Passive navigation safety | -| Deep Route Memory | Passive | — | — | — | Self | 35 | Access to charted deep routes in Memory Map | Long-term navigation asset | -| Anomaly Detection | Active | 20 Mana | 30s | 1s | 500m | 50 | Detect Dimensional Anomaly, Ward Resonance | Exploration navigation | -| Current Mastery | Passive | — | — | — | Self | 75 | Speed +15% using ocean currents, Fuel Cost Reduced | Long-range efficiency | - ---- - -### Sailing Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Full Sail | Active | 20 Stamina | 30s | 1s | Ship | 5 | Ship Speed +40% (30s), Maneuver Penalty | Sprint mode for ships | -| Wind Reading | Passive | — | — | — | Ship | 15 | Wind Bonus automatically applied to speed | Passive sailing efficiency | -| Hard Turn | Active | 30 Stamina | 20s | 0 | Ship | 25 | Sharp Maneuver, Heel Avoidance | Combat evasion maneuver | -| Storm Sailing | Active | 40 Stamina | 60s | 0 | Ship | 50 | Storm Damage Reduction +50%, Speed Maintained | Storm navigation | -| Ghost Wind | Active | 60 Stamina | 120s | 2s | Ship | 75 | Speed +100% (15s), Visibility Reduced for others | High-speed burst move | - ---- - -### Cannon Operation Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Focused Volley | Active | 30 Stamina | 15s | 1s (aim) | 300m | 10 | Crush Damage (ship), Hull Breach Chance | Naval offense | -| Chain Shot | Active | 35 Stamina | 20s | 1s | 250m | 20 | Rigging Damage, Sail Slow Effect | Rigging destruction | -| Broadside | Active | 80 Stamina | 45s | 0 | Ship arc | 35 | Crush Damage (all targets in arc, moderate) | Fleet engagement | -| Heated Shot | Active | 50 Stamina | 30s | 1.5s | 300m | 50 | Fire Damage, Burning Hull Effect, Crew Damage | Fire warfare | -| Dead Eye Gunner | Passive | — | — | — | Self | 75 | Cannon Accuracy +30%, Reload Time -25% | Elite gunnery mastery | - ---- - -### Boarding Combat Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Range | Skill Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Boarding Strike | Active | 30 Stamina | 20s | 0.5s | 15m (ship gap) | 10 | Leap to enemy ship, Crush Damage on landing, Fear (1s) | Naval combat opener | -| Grappling Hook | Active | 20 Stamina | 15s | 0.5s | 20m | 5 | Ship Tether (prevents escape), Assists Boarding | Tactical setup | -| Deck Sweep | Active | 40 Stamina | 15s | 0 | 5m radius | 25 | Slash Damage (multiple targets), Knockback | Boarder crowd control | -| Hold the Deck | Toggle | 15 Stamina/s | — | 0 | Self | 35 | Defense +40%, Cannot be boarded-thrown | Defensive boarding hold | -| Captain's Challenge | Active | 50 Stamina | 120s | 0 | Ship | 65 | Fear (enemy crew, 5s), Morale Break, Taunt captain | Naval duel opener | - ---- - -## Crafting Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Masterwork Attempt | Active | 50 Stamina | 30 min | 10s | Any Crafting | 50 | Quality Upgrade Chance, Rare Trait Roll | Superior item production | -| Salvage Insight | Passive | — | — | — | Salvaging | 25 | Additional material yield +30% from salvage | Efficiency gatherer | -| Rune Infusion | Active | 40 Mana | 60s | 5s | Enchanting | 35 | Enchant Applied, Stat Enhancement | Item enchantment | -| Ward Forge | Active | 60 Mana | 120s | 30s | Blacksmithing 50 + Ward Magic 25 | 50 | Ward Property Added to weapon/armor | Anti-Veil equipment crafting | -| Relic Attune | Active | 80 Mana | 300s | 60s | Relic Restoration | 50 | Relic Activated, Relic Ability Unlocked | Ancient technology access | -| Recipe Discovery | Passive | — | — | — | Any Crafting | 40 | Chance to discover hidden recipe on craft | Content unlock through mastery | - ---- - -## Exploration Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Relic Scan | Active | 20 Mana | 30s | 2s | Archaeology | 15 | Detect Relics and ancient sites in 200m radius | Exploration navigation | -| Hazard Sense | Passive | — | — | — | Survival | 20 | Environmental hazard warning, trap detection | Survival exploration | -| Ward Read | Active | 15 Mana | 20s | 1s | Relic Detection | 25 | Identify Ward function state and damage level | Ward interaction | -| Ancient Sight | Active | 30 Mana | 60s | 3s | Archaeology 50 | 50 | Visualize original pre-Fracturing layout of ruins | Exploration navigation | -| Veil Sight | Active | 40 Mana | 45s | 2s | Veil Attunement 20 | 20 | Reveal Veil corruption, hidden Veil creatures, dimensional weaknesses | Corruption detection | -| Treasure Sense | Passive | — | — | — | Treasure Hunting | 30 | Detection radius for hidden caches +100% | Passive exploration bonus | - ---- - -## Leadership Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Rally | Active | 40 Stamina | 30s | 0 | Leadership | 10 | Morale Buff (group), Fear Immunity (10s) | Emergency group leadership | -| Commander's Presence | Passive | — | — | — | Leadership | 25 | Group XP Bonus +10%, Group Morale Sustained | Passive group benefit | -| Crew Discipline | Active | 30 Stamina | 60s | 1s | Leadership | 35 | Crew Efficiency +30%, Crew Morale Reset | Naval crew management | -| Inspiring Speech | Ritual | 60 Stamina | 600s | 30s | Leadership 50 + Diplomacy 25 | 50 | Group Buff Suite (speed, damage, morale) | Pre-engagement group buff | -| Warlord's Authority | Active | 80 Stamina | 300s | 2s | Leadership | 75 | Enemy Morale Break (area), Allied Damage +20% (30s) | Major battle leadership | -| Faction Address | Ritual | 100 Stamina | 3600s | 120s | Governance 30 | 60 | Faction Standing Gain (all present), Political Event Trigger | Political leadership | - ---- - -## Social & Forbidden Abilities - -### Social Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Hard Bargain | Active | 20 Stamina | 120s | 0 | Merchant Negotiation | 15 | Trade Price Reduction (session), Contract Bonus | Economic leverage | -| Silver Tongue | Active | 15 Stamina | 60s | 0 | Diplomacy | 20 | NPC Disposition Buff, Faction Check Bonus | Social navigation | -| Intimidate | Active | 25 Stamina | 30s | 0 | Intimidation | 10 | Fear (NPC), Information Extract, Surrender Chance | Non-combat pressure | -| Deep Cover | Toggle | 30 Stamina/s | — | 2s | Espionage | 35 | Faction disguise active, NPC faction affiliation change | Infiltration | -| Blackmail File | Active | — | 3600s | 10s | Espionage | 50 | NPC Compliance Forced (1 use), Political Consequence | Covert leverage | - -### Forbidden Abilities - -| Ability | Type | Cost | Cooldown | Cast Time | Required Skill | Level | Effects Applied | Gameplay Role | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Veil Drain | Channeling | 10 Corruption/s | — | 0 | Veil Attunement | 20 | Veil Corruption Damage (target), Mana Restore (self) | Drain and damage | -| Curse Brand | Active | 50 Mana + 20 Corruption | 60s | 2s | Curse Mastery | 20 | Curse Effect (target), Debuff Stack, Duration extension | Persistent debuff | -| Dimensional Rift | Active | 80 Mana + 30 Corruption | 120s | 3s | Dimensional Resonance | 35 | Anomaly spawned, Area Damage, Navigation Disruption | Area denial, anomaly creation | -| Veil Siphon | Active | 60 Mana + 40 Corruption | 90s | 2s | Veil Attunement | 50 | Corruption Transfer to target, Self-Cleanse (partial) | Corruption manipulation | -| Forbidden Rite | Ritual | 200 Mana + 100 Corruption | 24h | 600s | Forbidden Rituals | 50 | Major World Effect (area), Faction Consequence, Corruption Surge | Extreme, world-impacting event | -| Corruption Aura | Toggle | 30 Corruption/min | — | 0 | Curse Mastery | 75 | AoE Corruption Buildup on nearby enemies, Fear (Corruption-weak targets) | Area presence ability | - ---- - -## Example Ability Detail Profiles - -### Shield Bash (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Shield Bash | -| Description | The defender drives their shield forward with full force, interrupting any ongoing ability and briefly stunning the target | -| Ability Type | Active | -| Resource Cost | 20 Stamina | -| Cooldown | 8 seconds | -| Cast Time | Instant (0s) | -| Range | Melee (2m) | -| Target Type | Single Enemy | -| Required Skill | Shield Mastery | -| Skill Level Requirement | 5 | -| Effects Applied | Stun (2s), Cast Interrupt, Crush Damage (low) | -| Animation Type | Weapon attack (shield forward) | -| Audio Type | Heavy impact — metal on body | -| Visual FX | Shield glow on impact, brief ring of stunned sparks | -| Gameplay Role | Interrupt tool and gap opener — prevents enemy casts and creates offensive window | - ---- - -### Boarding Strike (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Boarding Strike | -| Description | The attacker launches across the gap between ships, slamming down on the enemy deck with enough force to scatter nearby crew | -| Ability Type | Active | -| Resource Cost | 30 Stamina | -| Cooldown | 20 seconds | -| Cast Time | 0.5s (leap animation) | -| Range | 15m (ship gap) | -| Target Type | Enemy Ship Deck (area) | -| Required Skill | Boarding Combat | -| Skill Level Requirement | 10 | -| Effects Applied | Crush Damage on landing, Fear (1s, nearby enemies) | -| Animation Type | Leap with landing impact | -| Audio Type | Wind during leap, heavy deck impact | -| Visual FX | Wake trail during leap, dust/debris ring on landing | -| Gameplay Role | Naval combat opener — initiates boarding engagement and creates immediate pressure on enemy deck | - ---- - -### Veil Sight (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Veil Sight | -| Description | The caster briefly attunes their perception to dimensional fracture energy, revealing corruption presence, hidden Veil creatures, and dimensional weak points | -| Ability Type | Active | -| Resource Cost | 40 Mana | -| Cooldown | 45 seconds | -| Cast Time | 2 seconds | -| Range | 100m radius (self) | -| Target Type | Self (area reveal) | -| Required Skill | Veil Attunement | -| Skill Level Requirement | 20 | -| Effects Applied | Visibility Reveal (Veil entities), Corruption Mapping, Weak Point Reveal | -| Animation Type | Eye glow, brief distortion in view | -| Audio Type | Low dimensional resonance hum | -| Visual FX | Purple-violet haze on revealed targets, corruption areas highlighted in overlay | -| Gameplay Role | Exploration and combat scouting — essential for navigating corrupted ruins and Veil-heavy zones | - ---- - -### Stormcall (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Stormcall | -| Description | The caster channels atmospheric energy into a localized storm system, disrupting navigation, suppressing enemies, and creating lightning strike hazards across a wide area | -| Ability Type | Ritual | -| Resource Cost | 150 Mana | -| Cooldown | 120 seconds | -| Cast Time | 5 seconds | -| Range | Regional (2km radius from cast location) | -| Target Type | World (area) | -| Required Skill | Elemental Magic | -| Skill Level Requirement | 75 | -| Effects Applied | Storm Weather (10 min), Random Lightning Strikes (area), Navigation Penalty (-50% for those without Storm Survival), Visibility Reduction | -| Animation Type | Long sky-cast with atmospheric visual buildup | -| Audio Type | Building wind, thunder, cracking lightning | -| Visual FX | Sky darkens, clouds form rapidly, lightning flashes, rain begins | -| Gameplay Role | Battlefield control and area denial at massive scale — creates chaos that skilled sailors and defenders can exploit | - ---- - -### Relic Scan (Full Definition) - -| Field | Value | -| --- | --- | -| Name | Relic Scan | -| Description | The practitioner pulses an aetheric frequency that bounces off pre-Fracturing material signatures, detecting their location and approximate type | -| Ability Type | Active | -| Resource Cost | 20 Mana | -| Cooldown | 30 seconds | -| Cast Time | 2 seconds | -| Range | 200m radius (self) | -| Target Type | Self (detection radius) | -| Required Skill | Archaeology | -| Skill Level Requirement | 15 | -| Effects Applied | Relic Detection (radius), Ancient Site Reveal, Artifact Type Estimate | -| Animation Type | Brief energy pulse emanation | -| Audio Type | Soft resonance ping | -| Visual FX | Outward pulse ring, distant glows on detected objects | -| Gameplay Role | Exploration navigation — the core tool for relic hunters, guiding excavation priorities and hidden site discovery | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mastery & Progression] (mastery_progression.md) -- Next: [Abilities & Skill Trees] (abilities_and_skill_trees.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/abilities_and_skill_trees.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Abilities & Skill Trees - ---- - -# Abilities & Skill Trees -## Overview - -This document defines the branching specialization trees available to each class and racial specialization in Mystical Isles. Ability trees are the mechanism through which players define their identity beyond their race and class — choosing not just *what* they do, but *how* they do it, and what role they occupy in the world. - -Every tree is designed around a clear gameplay identity, a social or political dimension, and a long-term progression fantasy that connects individual ability choices to the evolving politics and history of the Isles. - ---- - -## Design Principles - -- Each specialization path has a distinct playstyle identity — players should be able to describe their character's approach in one sentence -- Trees branch horizontally — later tiers open new options, not just bigger numbers -- Abilities connect to world systems — naval, exploration, political, and crafting -- Cross-tree synergies reward deliberate build design without forcing it -- Master-tier abilities have narrative weight — they change how the world treats your character - ---- - -## Tree Structure - -Each class has three specialization paths. Players unlock abilities within a path through skill use, training, and faction engagement. Switching paths is possible but costly — it represents a genuine shift in the character's identity, not a routine respec. - -Each path has five ability tiers: -1. **Foundation** — Basic techniques available from class selection -2. **Developed** — Unlocked through practical experience and initial training -3. **Mastery** — Requires dedicated investment and specific world engagements -4. **Expert** — Rare abilities unlocked through legendary encounters or faction milestones -5. **Pinnacle** — Unique abilities that mark the character as a master of their path - ---- - -## Fighter Ability Trees - -### Path 1: Duelist - -*Single-weapon mastery, one-on-one supremacy, precision over power.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Stance: Duelist Posture | Increases parry chance and riposte damage when holding a single weapon | -| Foundation | Read the Opening | Passive: brief attack speed bonus after a successful parry | -| Developed | Counter Thrust | Immediate counterattack after a successful parry that deals bonus damage | -| Developed | Footwork | Passive: increased evasion and repositioning speed in melee combat | -| Mastery | Vital Strike | Identifies and targets weak points — high precision damage against a single target | -| Mastery | Duelist's Resolve | Passive: regenerate stamina during sustained one-on-one engagements | -| Expert | The Last Lesson | Signature strike: long animation, enormous single-target damage, requires full preparation | -| Expert | Unreadable | Passive: significantly reduces enemy ability to predict attacks; disrupts enemy parry chance | -| Pinnacle | Grand Master's Edge | All parry chances double; counter-attacks deal maximum possible damage; enemies cannot apply evasion buffs while in direct combat with this character | - -**Identity:** The Duelist is the finest individual combatant in the Isles. They are not built for armies — they are built for the moment when the outcome depends on one person's skill. - ---- - -### Path 2: Berserker - -*Rage-state offense, momentum damage, and high-risk high-reward escalation.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Rising Fury | Passive: damage dealt increases with consecutive hits on the same target | -| Foundation | Reckless Assault | Heavy attack that ignores stamina costs but briefly lowers defense | -| Developed | Battle Rage | Active: enter a rage state — offense sharply increases, defense decreases | -| Developed | Momentum | Passive: movement speed increases when charging toward an enemy | -| Mastery | Unbroken | Passive: during Battle Rage, cannot be stunned or interrupted by standard attacks | -| Mastery | Bloodlust | Recover health proportional to damage dealt during rage state | -| Expert | Warlord's Cry | Shout that terrifies nearby enemies and briefly buffs nearby allies | -| Expert | Unstoppable | For a short duration, cannot be slowed, rooted, or knocked back | -| Pinnacle | Berserker's Apotheosis | Extended rage state with dramatically increased damage, health recovery, and immunity to crowd control — but leaves the character exhausted afterward | - -**Identity:** The Berserker is momentum and consequence. Every fight is an escalating gamble — get ahead and you are unstoppable; fall behind and the cost is catastrophic. - ---- - -### Path 3: Vanguard - -*Assault group leader, charge mechanics, and front-line suppression.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Advance | Short charge ability that closes distance and deals knockback | -| Foundation | Hold the Line | Stance: increases area threat generation, drawing enemy attention in group combat | -| Developed | Battle Formation | Group aura: nearby allies receive a small defense bonus while the Vanguard maintains position | -| Developed | Suppressing Strike | Attack that reduces enemy movement speed and attack speed briefly | -| Mastery | Breach | Charge that breaks through shield blocks and defensive stances | -| Mastery | Forward Command | Active: boost nearby allied attack speed for a short duration | -| Expert | Siege Order | Command ability that marks a target; all allies deal bonus damage against that target | -| Expert | Iron Presence | Passive: enemies in melee range have reduced attack speed simply by proximity | -| Pinnacle | Vanguard Authority | Permanent passive: the Vanguard becomes the natural anchor of any battle formation. Group combat effectiveness increases significantly when this character leads the assault. Unlocks the Military Commander political title path. | - -**Identity:** The Vanguard is the reason armies win. They are not the deadliest fighter — they are the one who makes every fighter around them deadlier. - ---- - -## Knight Ability Trees - -### Path 1: Guardian - -*Maximum defense, group shielding, and immovable anchor.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Iron Wall | Stance: dramatically increase block chance at the cost of movement speed | -| Foundation | Shield Bash | Strike with shield to stun enemy briefly | -| Developed | Fortress Block | Active: for a short duration, all block attempts succeed automatically | -| Developed | Protected Ground | Aura: nearby allies receive a small physical defense bonus | -| Mastery | Immovable | Passive: become immune to knockback and displacement effects | -| Mastery | Guardian's Oath | Active: redirect a portion of damage dealt to a designated ally to yourself instead | -| Expert | Last Stand | When health drops below a threshold, temporarily double physical defense | -| Expert | Defiant Roar | Reduce enemy attack speed and morale in range; boost allied defense briefly | -| Pinnacle | The Shield of the Isles | Passive: all allies within range receive a permanent defense bonus while the Guardian stands. Enemies targeting this character deal reduced damage to the entire group. Unlocks the Garrison Commander political title path. | - -**Identity:** The Guardian exists so that others can survive. Their power is measured not in enemies defeated but in allies still standing. - ---- - -### Path 2: Templar - -*Ward-aligned combat, anti-Veil tactics, and sacred oath mechanics.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Ward Seal | Passive: weapon strikes carry minor Ward energy, bonus against Veil-corrupted enemies | -| Foundation | Smite | Active: radiant strike that deals bonus damage against corruption-type enemies | -| Developed | Sacred Ground | Plant a Ward standard that creates a protection zone around an area | -| Developed | Oath of Vigilance | Passive: bonus stats when fighting in proximity to active Ward infrastructure | -| Mastery | Purifying Strike | Attack that removes one corruption effect from a target enemy | -| Mastery | Radiant Ward | Shield ability that reflects magical damage back to attacker briefly | -| Expert | Divine Condemnation | High-damage attack against Veil-type enemies; moderate damage against others | -| Expert | Unbroken Oath | Passive: while at full health, all Ward abilities cost no mana | -| Pinnacle | Templar's Covenant | Permanent passive: this character becomes a recognized Ward agent. Ward installations in range are repaired passively. Veil-corrupted enemies have reduced effectiveness against all nearby allies. Unlocks the Ward Commander political title path. | - -**Identity:** The Templar is the sword arm of the Ward network. They do not ask whether the fight is fair — only whether it must be fought. - ---- - -### Path 3: Warden - -*Garrison command, territory control, and fortification expertise.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Inspect Ground | Assess an area for defensibility; highlights tactical points | -| Foundation | Authority Presence | Passive: morale bonus to nearby allies in controlled (safe) territory | -| Developed | Build Barricade | Deploy a temporary physical barrier that blocks movement and provides cover | -| Developed | Controlled Ground | Passive: bonus to defense stats while standing still in a prepared position | -| Mastery | Fortify | Passive bonus to allied defense while within a player-controlled garrison or building | -| Mastery | Strategic Command | Group ability: designate rally points that allied players can navigate toward | -| Expert | Garrison Rights | Passive: can claim garrison buildings as temporary faction assets in controlled zones | -| Expert | Warden's Resolve | When standing in defended territory, cannot be flanked or surprised | -| Pinnacle | Lord Warden | Permanent passive: this character can formally govern a garrison location, collect taxes from NPCs in range, and receive daily resource income. Full access to the Governor political title progression. | - -**Identity:** The Warden builds the line and holds it. Their power grows with every square mile they secure. - ---- - -## Paladin Ability Trees - -### Path 1: Lightbearer - -*Radiant healing and group support, group resilience focus.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Healing Touch | Single-target heal that restores health over time | -| Foundation | Ward Blessing | Passive aura: minor health regeneration for nearby allies | -| Developed | Radiant Surge | Burst heal that instantly restores a moderate amount of health | -| Developed | Cleansing Light | Remove one negative effect from a friendly target | -| Mastery | Beacon of Hope | Place a light anchor point; allies near it receive continuous healing | -| Mastery | Barrier of Faith | Shield a target, absorbing incoming damage for a short duration | -| Expert | Mass Restoration | Heal all nearby allies simultaneously | -| Expert | Sanctified Presence | Passive: nearby allies regenerate health faster in Veil-affected zones | -| Pinnacle | Living Light | Permanent passive: this Paladin radiates constant healing to all nearby allies. In Veil zones, the effect is amplified. Unlocks the Ward Healer renown title. | - -**Identity:** The Lightbearer is the reason expeditions survive. Where others count casualties, a skilled Lightbearer counts survivors. - ---- - -### Path 2: Ward Keeper - -*Ward infrastructure interaction, Veil suppression, and defensive field maintenance.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Ward Sense | Passive: detect nearby Ward installations and their operational state | -| Foundation | Seal Breach | Active: temporarily stabilize a minor Veil breach | -| Developed | Resonance Field | Deploy a short-duration Ward energy field that slows Veil creatures | -| Developed | Attune | Link to an active Ward installation; receive defensive bonuses while linked | -| Mastery | Repair Ward Node | Restore a damaged Ward node to operational status (requires crafting materials) | -| Mastery | Veil Suppression | Aura that reduces the effectiveness of Veil-type enemies and corruption spread | -| Expert | Dimensional Anchor | Lock a breach in place, preventing it from expanding for an extended duration | -| Expert | Ward Amplification | Temporarily boost a Ward installation's effectiveness beyond normal capacity | -| Pinnacle | Keeper of the Network | Permanent passive: this character can register as an official Ward Keeper, receiving Ward Command faction authority. Can permanently repair Ward nodes. Access to Ward infrastructure that no other class can interact with. | - -**Identity:** The Ward Keeper is the Isles' last line of defense against the Veil. Their work is the unglamorous maintenance of a world that would fall apart without them. - ---- - -### Path 3: Crusader - -*Aggressive Ward energy offense and anti-corruption assault tactics.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Holy Charge | Charge attack that deals bonus damage against corrupted enemies | -| Foundation | Radiant Weapon | Imbue weapon with Ward energy for increased damage against Veil targets | -| Developed | Judgment | Mark a target as corrupted; all damage against them increases briefly | -| Developed | Sacred Fury | While below half health, Ward energy abilities deal bonus damage | -| Mastery | Consecrate | Apply Ward energy to an area; Veil creatures entering take continuous damage | -| Mastery | Crusader's Wrath | Enhanced melee strike that chains Ward energy to nearby corrupted enemies | -| Expert | Burning Faith | Active: surge of Ward energy that damages all Veil enemies in range simultaneously | -| Expert | Undying Purpose | When defeated, briefly return to action — a second chance powered by Ward energy | -| Pinnacle | The Last Crusade | Permanent passive: this character's combat effectiveness against Veil corruption is legendary. Bonus damage against all Veil-type enemies becomes permanent. Unlocks the Faction Champion path within Ward Command. | - -**Identity:** The Crusader does not defend — they take the fight to the Veil. Every ability is a statement: the corruption retreats, or we force it to. - ---- - -## Mage Ability Trees - -### Path 1: Stormcaller - -*Weather and lightning control, naval and open-field dominance.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Static Shock | Short-range lightning bolt with brief stun effect | -| Foundation | Wind Reading | Passive: bonus to navigation accuracy; slight movement speed boost in open environments | -| Developed | Chain Lightning | Lightning bolt that arcs between multiple nearby enemies | -| Developed | Gust | Knockback blast of wind that disrupts enemy positioning | -| Mastery | Storm Surge | Create an electrical storm in a target area for sustained area damage | -| Mastery | Lightning Conduct | Passive: cast spells faster while standing in rain, storms, or at sea | -| Expert | Tempest Call | Summon a localized storm that damages enemies and disrupts navigation for enemies | -| Expert | Sky Dominance | Passive: dramatically increased damage and range for all storm abilities in open environments | -| Pinnacle | Eye of the Storm | Permanent passive: this Mage can manipulate weather at a regional level — changing conditions for sea travel, agriculture, or military operations. Access to Tempest Accord senior council by invitation. | - -**Identity:** The Stormcaller is the sea's voice given human form. In open water, they are the most feared individual in any engagement. - ---- - -### Path 2: Flamebinder - -*Sustained elemental offense, heat manipulation, and forge-magic synergy.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Firebolt | Direct fire projectile with burning-over-time effect | -| Foundation | Forge Affinity | Passive: bonus to fire-based crafting and alchemy; reduced cooldown on fire abilities | -| Developed | Flame Burst | Short-range area fire explosion centered on caster | -| Developed | Heat Aura | Passive: enemies in melee range take minor fire damage over time | -| Mastery | Inferno Column | Channel a sustained stream of fire against a target for massive damage | -| Mastery | Molten Ground | Leave burning terrain that damages enemies who pass through it | -| Expert | Bind the Flame | Wrap a target in fire that both damages and prevents movement | -| Expert | Forge Soul | Passive: fire abilities have a chance to produce rare crafting materials | -| Pinnacle | Living Flame | Permanent passive: fire abilities no longer have cooldowns — they cost mana only. Access to rare Flamebinder crafting recipes that cannot be obtained by any other class. | - -**Identity:** The Flamebinder does not burn things — they understand fire. The difference is the space between a torch and a forge. - ---- - -### Path 3: Rift Scholar - -*Dimensional energy mastery, Ward interaction, and anomaly navigation.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Dimensional Read | Analyze an anomaly or Ward installation to understand its state | -| Foundation | Rift Bolt | Fire a bolt of dimensional energy that bypasses physical armor | -| Developed | Phase Step | Short-range teleport that moves through solid barriers | -| Developed | Void Anchor | Root a target in dimensional space, preventing movement | -| Mastery | Rift Vent | Open a temporary dimensional vent that deals continuous area damage | -| Mastery | Stabilize | Temporarily stabilize a Veil anomaly — slowing its expansion and allowing safe passage | -| Expert | Dimensional Conduit | Link two points on a map; allies can briefly move between them | -| Expert | Unravel | Disassemble a Ward or relic system to analyze its components | -| Pinnacle | Architect of Reality | Permanent passive: this Mage can interact with pre-Fracturing dimensional systems. Access to the deepest anomaly zones. Ability to permanently close minor Veil breaches. Standing invitation to Tempest Accord senior research council. | - -**Identity:** The Rift Scholar stands at the edge of what reality can withstand. Their research is the most dangerous and most important work in the Isles. - ---- - -## Ranger Ability Trees - -### Path 1: Wayfinder - -*Navigation mastery, route discovery, and extreme terrain survival.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Pathfind | Identify a safe route through hazardous terrain | -| Foundation | Terrain Reading | Passive: movement speed penalty from rough terrain is reduced | -| Developed | Untracked | Passive: movement leaves no tracks; reduces enemy pursuit effectiveness | -| Developed | Landmark Memory | Mark locations for personal reference and later navigation | -| Mastery | Hidden Route | Discover concealed passages in known terrain areas | -| Mastery | Trail Guide | Group ability: share navigation bonuses with nearby allies | -| Expert | Pioneer's Instinct | Passive: significantly increased chances of finding hidden content in unexplored zones | -| Expert | Register Discovery | Formally register a discovered route or location — grants income and faction standing | -| Pinnacle | Cartographer of the Isles | Permanent passive: this Ranger has mapped more of the world than any other living person. Can sell route access to factions. Access to the Pathfinder renown title and associated political privileges. | - -**Identity:** The Wayfinder goes where the map ends. Their knowledge is the most valuable geography in the Isles. - ---- - -### Path 2: Sharpshooter - -*Maximum ranged precision, long-range elimination, and sniper positioning.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Steady Aim | Stand still briefly to increase ranged accuracy significantly | -| Foundation | Focus | Passive: increased critical hit chance with ranged weapons | -| Developed | Piercing Shot | Arrow that penetrates enemy armor to deal bonus damage | -| Developed | Long Range | Passive: increased effective range with bows and thrown weapons | -| Mastery | Suppressing Fire | Rapid shots that reduce enemy movement speed in a target area | -| Mastery | Sniper Position | Find and occupy ideal elevated positions for ranged engagement | -| Expert | Perfect Shot | One guaranteed critical hit with full damage multiplier after brief preparation | -| Expert | Wind Compensation | Passive: weather and environmental effects no longer affect ranged accuracy | -| Pinnacle | The Last Arrow | Permanent passive: the first ranged attack in every combat engagement deals critical damage automatically. Standing reputation with frontier factions as the finest marksman alive. | - -**Identity:** The Sharpshooter ends threats before they become fights. Distance is their advantage and their art. - ---- - -### Path 3: Beasthunter - -*Creature tracking, monster weakness exploitation, and taming systems.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Track Creature | Identify and follow creature trails across terrain | -| Foundation | Study Prey | Analyze an enemy to reveal weak points and vulnerabilities | -| Developed | Hunter's Mark | Mark a creature; all damage dealt to it is increased temporarily | -| Developed | Trap Set | Place a mechanical trap that slows or stops a creature | -| Mastery | Exploit Weakness | Strike identified weak point for significantly increased damage | -| Mastery | Lure | Deploy a distraction that draws creatures away from a protected area | -| Expert | Tame | Attempt to befriend and tame certain creature types as companions | -| Expert | Apex Predator | Passive: bonus to all combat stats when hunting a creature that has previously hurt you | -| Pinnacle | Master of the Wild | Permanent passive: this Ranger is recognized as the foremost authority on Isles creatures. Can register rare specimen discoveries. Tamed companions gain unique abilities. Access to creature-related Tempest Accord research contracts. | - -**Identity:** The Beasthunter respects the Isles as it is — full of things that will kill you, if you don't know them first. - ---- - -## Rogue Ability Trees - -### Path 1: Shadowblade - -*Assassination focus, silent elimination, and mark-and-execute systems.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Stealth | Enter concealed state; reduced visibility to enemies | -| Foundation | Backstab | Melee attack from stealth that deals dramatically increased damage | -| Developed | Shadow Step | Teleport to a nearby enemy from stealth | -| Developed | Mark | Designate a target; increased critical hit chance against them | -| Mastery | Execute | Finish a weakened target instantly if below a health threshold | -| Mastery | Vanish | Re-enter stealth mid-combat; brief invulnerability during the transition | -| Expert | Death from Shadow | From stealth, deal maximum possible damage on a single target — one guaranteed kill trigger per engagement | -| Expert | Phantom Movement | Passive: all movement in stealth creates no sound and leaves no perceptible trace | -| Pinnacle | The Last Shadow | Permanent passive: this Rogue's existence is barely documented. Stealth duration is unlimited. Social reputation as someone the powerful do not speak of casually — and fear. | - -**Identity:** The Shadowblade is the last thing a target understands. Everything before that moment was the Shadowblade deciding whether the moment was right. - ---- - -### Path 2: Smuggler - -*Trade route manipulation, contraband systems, and contact network management.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Conceal Item | Hide items from inspection mechanics | -| Foundation | Black Market Contact | Access to one black market vendor in starting region | -| Developed | Hidden Cargo | Ship-wide item concealment for naval inspection events | -| Developed | Route Knowledge | Passive: bonus income on routes that bypass official checkpoints | -| Mastery | Fence | Sell stolen or contraband goods at market value instead of reduced value | -| Mastery | Bribe | Reduce NPC faction suspicion using coin | -| Expert | Network Node | Establish a personal black market contact point in any visited region | -| Expert | Shadow Economy | Passive: this character's trade operations are not visible to faction trade records | -| Pinnacle | The Smuggler King | Permanent passive: this character runs the most sophisticated contraband network in the Isles. Access to goods that are otherwise unobtainable. Diplomatic immunity within Corsair territory. All factions quietly need this character's cooperation. | - -**Identity:** The Smuggler moves what the world needs and pretends not to know it. That pretense is worth more than any weapon. - ---- - -### Path 3: Spymaster - -*Intelligence gathering, contact network management, and political leverage.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Observe | Gather detailed information about an NPC target's faction, wealth, and connections | -| Foundation | Disguise | Assume a surface identity that reduces social suspicion | -| Developed | Plant Agent | Leave an NPC contact that passively collects information in a visited location | -| Developed | Extract Intelligence | Gather specific information from a target through social interaction | -| Mastery | Leverage | Apply gathered intelligence to reduce an NPC's resistance or gain social compliance | -| Mastery | Counter-Intelligence | Detect planted agents and information leaks in controlled territories | -| Expert | Asset Network | Maintain a distributed network of planted contacts across multiple regions | -| Expert | Information Broker | Sell intelligence to faction contacts for standing and payment | -| Pinnacle | The Invisible Hand | Permanent passive: this character has influence networks in every faction. Political decisions made without this character's awareness are rare. Access to the Spymaster political role — which officially does not exist. | - -**Identity:** The Spymaster is not the most powerful person in the room. They are the person who decides who the most powerful person in the room will be next week. - ---- - -## Witch Ability Trees - -### Path 1: Curseweaver - -*Deep curse and affliction mastery, layered debuff systems.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Hex | Apply a basic curse that reduces target stats for a duration | -| Foundation | Wither | Passive aura that slowly reduces enemy health regeneration | -| Developed | Tangle | Root curse that prevents target movement for a short duration | -| Developed | Layered Curse | Passive: curses applied simultaneously have enhanced effects | -| Mastery | Unbreakable Hex | Curse that cannot be removed by standard cleansing abilities | -| Mastery | Contagion | Curse that spreads to nearby enemies when the original target takes damage | -| Expert | Total Ruin | Apply all known curses to a single target simultaneously | -| Expert | Lingering Shadow | Passive: all curses applied by this character last twice as long | -| Pinnacle | Weaver of Fates | Permanent passive: this Witch's curses are legendary — recognized and feared by every faction in the Isles. Can place long-duration curses on locations that function as traps. Political authority within Thornbound Circles is absolute. | - -**Identity:** The Curseweaver does not fight enemies. They make enemies into someone else's problem. - ---- - -### Path 2: Veil Seer - -*Dimensional sight, corruption navigation, and Veil intelligence.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Veil Sight | Perceive Veil energy, corruption states, and dimensional anomalies | -| Foundation | Read the Corruption | Analyze a corrupted object or location for information about its history | -| Developed | Veil Step | Enter a brief state of partial Veil-phase — reduced visibility to enemies | -| Developed | Corruption Read | Identify the specific type and strength of corruption affecting an area | -| Mastery | Dimensional Echo | Receive a vision of past events in a corrupted location | -| Mastery | Veil Navigation | Move safely through corrupted zones that would damage other characters | -| Expert | Call from the Veil | Temporarily summon a Veil entity as a distraction or controlled ally | -| Expert | Corruption Mapping | Document corruption patterns in a region — valuable intelligence for multiple factions | -| Pinnacle | Voice of the Veil | Permanent passive: this Witch can communicate with Veil entities. Has access to information no other character type can obtain. The Thornbound Circles and Tempest Accord both seek this character's intelligence. | - -**Identity:** The Veil Seer goes where others run from. What they see there is power — and warning. - ---- - -### Path 3: Ritual Binder - -*Group ritual casting and powerful preparation-based abilities.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Ritual Circle | Draw a circle that enhances casting for the Witch while standing inside it | -| Foundation | Bound Reagent | Prepare ritual materials that increase ability effectiveness | -| Developed | Group Ritual | Allow other players to participate in ritual casting for amplified effects | -| Developed | Ritual Ward | A defensive circle that harms enemies who cross its boundary | -| Mastery | Greater Binding | Ritually bind an enemy, preventing them from using abilities for a duration | -| Mastery | Consecrated Ground | Create a long-duration ritual zone with continuous effects | -| Expert | Convergence | Ritual that channels the power of multiple participants into a single, devastating effect | -| Expert | Eternal Seal | Place a ritual seal on a location that persists for days in game time | -| Pinnacle | The Grand Ritual | Permanent passive: this Witch can conduct world-altering ritual events. With sufficient participants, can close Veil breaches, protect regions, or curse entire locations. Access to Thornbound senior council authority. | - -**Identity:** The Ritual Binder is the reason covens exist. Their greatest work is never done alone. - ---- - -## Pirate Ability Trees - -### Path 1: Corsair - -*Sea combat mastery, evasive engagement, and naval suppression.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Sea Legs | Passive: no movement penalties on moving ship decks | -| Foundation | Quick Escape | Disengage mechanic that breaks pursuit briefly | -| Developed | Boarding Rush | Charge ability designed for ship-to-ship transitions | -| Developed | Wind Gauge | Passive: read wind conditions to optimize ship speed | -| Mastery | Evasive Maneuver | Ship-level ability: dodge an incoming attack by rapid course change | -| Mastery | Suppress Fire | Ranged suppression that reduces enemy ship crew effectiveness | -| Expert | Ghost Ship Run | Run a ship without lights in nighttime conditions — nearly undetectable at range | -| Expert | Reef Navigation | Navigate shallow reef passages that damage larger ships | -| Pinnacle | Captain of the Free Sea | Permanent passive: this Pirate is recognized across all Corsair territory. Can negotiate safe passage for any ship under their protection. Access to the Pirate Lord political title path. | - -**Identity:** The Corsair owns the sea. Or at least, they make everyone else believe they do. - ---- - -### Path 2: Gunslinger - -*Firearms expertise, quick-draw mechanics, and ranged naval superiority.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Quick Draw | Draw and fire a pistol before opponents can react | -| Foundation | Gunpowder Expert | Passive: firearms deal increased damage; reduced misfire chance | -| Developed | Fan the Hammer | Rapid-fire multiple shots in quick succession at reduced accuracy | -| Developed | Aimed Shot | Take time to aim for a guaranteed critical hit with a firearm | -| Mastery | Trick Shot | Ricochet a shot off a surface to hit targets around cover | -| Mastery | Explosive Round | Loaded special ammunition that deals area damage | -| Expert | Double Tap | Two instant shots at the same target with no recovery time between | -| Expert | Legendary Aim | Passive: all firearms attacks automatically calculate optimal trajectory | -| Pinnacle | The Gun They Fear | Permanent passive: this Pirate's reputation with firearms precedes them. Enemies in range have reduced combat effectiveness due to psychological intimidation. Access to unique legendary weapons. | - -**Identity:** The Gunslinger wins before the fight starts. Their reputation is the first shot. - ---- - -### Path 3: Raider Captain - -*Boarding leadership, crew command, and ship assault coordination.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Boarding Order | Command nearby allied crew to board an enemy ship simultaneously | -| Foundation | Crew Morale | Passive: nearby allied crew members have increased effectiveness | -| Developed | Rally | Restore morale to depleted crew members in a short area | -| Developed | Breach and Clear | Coordinated breaching maneuver that opens ship access points | -| Mastery | Captain's Authority | Passive: crew members under this captain's command have significantly enhanced stats | -| Mastery | Priority Target | Mark an enemy captain or officer — all crew focus fire on the mark | -| Expert | Overwhelming Boarding | Coordinated assault that disables enemy deck crew simultaneously | -| Expert | Commandeer | After successful boarding, claim an enemy ship as a prize | -| Pinnacle | Pirate Fleet Admiral | Permanent passive: this Raider Captain can command multiple ships in coordinated naval engagements. Access to the full Pirate Lord political progression. Corsair faction title: High Raider. | - -**Identity:** The Raider Captain is the reason the crew is willing to go over the side. They make impossible boarding actions feel like certainty. - ---- - -## Non-Human Specialization Trees - -### Dwarf: Defender/Engineer Paths - -#### Hold Defender Path - -*Maximum physical defense and underground combat.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Stone Stance | Defensive posture that maximizes block and physical defense | -| Developed | Tunnel Fighter | Bonus to all combat stats in underground and cave environments | -| Mastery | Immovable Wall | Temporary state of absolute physical damage immunity | -| Expert | Dragon Resilience | Passive: resistance to fire, pressure, and dragon-specific attacks | -| Pinnacle | Hold's Last Defense | The Dwarf can single-handedly hold a chokepoint against overwhelming numbers for a short but decisive duration | - -#### Siege Engineer Path - -*Destructive engineering, cannon operations, and structural demolition.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Structural Analysis | Identify weak points in walls, ships, and fortifications | -| Developed | Demolish | Place explosive charges on structural targets | -| Mastery | Artillery Direction | Improve cannon and siege weapon accuracy for nearby allies | -| Expert | Forge Bomb | Deploy a powerful engineering explosive with wide area damage | -| Pinnacle | Master Demolitions | Can destroy fortified structures, sealed ruins, and Ward-sealed passages that no other class can breach | - -#### Runesmith Path - -*Forge-magic integration, weapon enhancement, and rune inscription.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Rune Inscription | Add basic rune bonuses to crafted weapons or armor | -| Developed | Bind Rune | Permanently enchant equipment with a chosen elemental property | -| Mastery | Master Inscription | Create multi-rune weapons with layered effects | -| Expert | Ancestral Rune | Channel ancient Dwarven rune knowledge for unique equipment properties | -| Pinnacle | Grand Runesmith | Become the foremost rune authority in the Isles — can create items that no other craftsperson can replicate | - ---- - -### Elf: Mystic Ranger Paths - -#### Enclave Scout Path - -*Stealth mastery, environmental navigation, and intelligence gathering.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Forest Veil | Stealth in forested and natural environments | -| Developed | Silent Path | Move through any environment without triggering detection | -| Mastery | Witness | Observe distant events and report them with perfect accuracy | -| Expert | Ghost Walk | Move through Witchwood in a state of near-total concealment | -| Pinnacle | The Watching Eye | This character is the Enclave's eyes across the Isles — their intelligence is the most accurate available to any faction | - -#### Ward Keeper Path - -*Ward infrastructure interaction and Veil field maintenance.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Ward Link | Connect to a nearby Ward installation and sense its operational state | -| Developed | Repair Node | Restore a damaged Ward node with materials | -| Mastery | Field Tuning | Adjust Ward output to create specific defensive or detection effects | -| Expert | Network Override | Temporarily redirect Ward energy across a local network | -| Pinnacle | Keeper of the Old Network | Can restore and maintain Ward infrastructure across an entire island region | - -#### Moonroot Mystic Path - -*Deep magic, forest ritual, and dimensional energy manipulation.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Moonroot Attune | Connect to the dimensional energy flowing through Witchwood | -| Developed | Spirit Burst | Release stored dimensional energy as a ranged attack | -| Mastery | Forest Ritual | Channel a ritual through natural growth for amplified magical effects | -| Expert | Dimensional Weave | Manipulate local dimensional energy to reshape terrain effects | -| Pinnacle | Voice of the Ancient Wood | This Elf speaks with the authority of the oldest living system in the Isles — the forest itself | - ---- - -### Gnome: Engineer/Relic Specialist Paths - -#### Field Technician Path - -*Gadget combat mastery and deployable device optimization.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Deploy Turret | Place a basic automated defense device | -| Developed | Advanced Gadget | Craft and deploy enhanced utility devices | -| Mastery | Overcharge | Temporarily boost all deployed gadgets to maximum effectiveness | -| Expert | Synchronized Systems | All deployed devices coordinate as a network | -| Pinnacle | Living Armory | This character's field installations are the equivalent of a small garrison — fully autonomous, highly effective, and terrifying to anyone who doesn't know they're there | - -#### Relic Architect Path - -*Ancient system reconstruction and Ward-tech interface.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Relic Scan | Identify relic type, age, and function | -| Developed | Component Recovery | Extract intact components from damaged relics | -| Mastery | System Reconstruction | Rebuild a damaged pre-Fracturing device to partial function | -| Expert | Full Restoration | Restore a pre-Fracturing system to complete operational status | -| Pinnacle | Architect of the Old World | This Gnome can reactivate systems that have been dormant since the Fracturing — changing the strategic landscape of entire island regions | - -#### Artificer Path - -*Item creation mastery, enchanting, and crafted power systems.* - -| Tier | Ability | Description | -| --- | --- | --- | -| Foundation | Enhanced Crafting | Create items with one additional property slot | -| Developed | Arcane Integration | Combine mechanical and magical properties in crafted items | -| Mastery | Masterwork | Create items of exceptional quality that cannot be produced by other crafters | -| Expert | Unique Commission | Design and build one-of-a-kind items for specific requests | -| Pinnacle | Grand Artificer | The only craftsperson in the Isles who can create certain legendary items. Factions actively seek this character's commissions and will negotiate significant political concessions for priority access. | - ---- - -## Cross-Tree Synergies - -Some ability combinations across different trees create enhanced effects. These synergies reward deliberate character design without penalizing focused builds. - -| Synergy | Trees Involved | Effect | -| --- | --- | --- | -| Ward & Veil | Paladin Ward Keeper + Witch Veil Seer | Can jointly close major Veil breaches that neither could address alone | -| Naval Command | Pirate Raider Captain + Fighter Vanguard | Combined boarding operations have dramatically enhanced effectiveness | -| Exploration Network | Ranger Wayfinder + Rogue Spymaster | Discovered routes can be integrated into intelligence networks | -| Forge & Rune | Dwarf Siege Engineer + Dwarf Runesmith | Explosive devices can be rune-inscribed for unique combined effects | -| Storm & Ward | Mage Stormcaller + Elf Ward Keeper | Weather manipulation can be channeled through Ward installations for regional-level effects | -| Relic & Magic | Gnome Relic Architect + Mage Rift Scholar | Joint ability to reactivate and operate the most complex pre-Fracturing systems | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Abilities System] (abilities_system.md) -- Next: [📊 Stats System] (stats_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/effects_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Effects System - ---- - -# Effects System -## Overview - -Effects are the atomic units of gameplay change in Mystical Isles. Every ability applies one or more effects. Effects are the mechanism through which skill investment, ability use, and world interaction produce tangible results. - -Understanding the effects system means understanding the building blocks of all combat, crafting, exploration, and political gameplay in the Isles. - ---- - -## Related Documents - -- [Skills System] (./skills_system.md) -- [Abilities System] (./abilities_system.md) -- [Mastery & Progression] (./mastery_progression.md) -- [Starting Character Templates] (./starting_templates.md) - ---- - -## Core Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Effects are stackable | Multiple abilities can apply multiple effects simultaneously | -| Effects interact | Some effects amplify, negate, or transform other effects | -| Effects have world context | The same effect behaves differently in different environments | -| Effects tie to narrative | Corruption effects change NPC reactions; world effects alter the political landscape | -| Effects drive cooperation | Some effects can only be countered by players with specific skills | - ---- - -## Effect Structure (Atavism X 9) - -Each effect in the Atavism X 9 framework is defined by: - -| Field | Description | -| --- | --- | -| Name | Unique identifier | -| Description | What the effect does | -| Effect Category | Damage / Restoration / Stat / Control / Special | -| Duration | Seconds; 0 = instant; -1 = permanent until cleansed | -| Magnitude | Numeric value of the effect | -| Tick Rate | For over-time effects: how often the effect applies in seconds | -| Stack Behavior | Does not stack / Stacks to X / Refreshes duration | -| Resistible | Whether targets can resist or reduce the effect | -| Resistance Stat | Which stat resists this effect | -| Cleansable | Whether the effect can be removed by abilities | -| Cleanse Method | Specific ability or item type required to cleanse | -| Visual Indicator | On-character visual feedback | -| World Behavior | Special environmental rules | - ---- - -## Damage Effects - -Damage effects reduce Health, Stamina, Mana, Hull Integrity, or Crew capacity directly. - -### Physical Damage - -| Effect | Description | Duration | Stack Behavior | Resistance Stat | Visual Indicator | -| --- | --- | --- | --- | --- | --- | -| Slash Damage | Cutting damage from bladed weapons | Instant | Does not stack | Slash Resistance | Blood particle on hit | -| Pierce Damage | Penetrating damage from thrusts, arrows, firearms | Instant | Does not stack | Pierce Resistance | Puncture indicator | -| Crush Damage | Blunt trauma from hammers, shields, ship collisions | Instant | Does not stack | Crush Resistance | Impact shockwave | -| Bleeding | Ongoing damage from open wounds | 10s (default) | Stacks to 5 | Endurance (partial) | Red overlay trickle | -| Poison | Ongoing damage from toxic substances | 15s (default) | Stacks to 3 | Willpower (partial) | Green tinge overlay | -| Burning | Ongoing fire damage; spreads to nearby flammable objects | 8s (default) | Refreshes duration | Endurance (partial) | Flame particle overlay | - -### Magical Damage - -| Effect | Description | Duration | Stack Behavior | Resistance Stat | Visual Indicator | -| --- | --- | --- | --- | --- | --- | -| Arcane Damage | Raw dimensional energy impact | Instant | Does not stack | Magical Resistance | Arcane particle burst | -| Fire Damage | Concentrated thermal energy release | Instant + Burning chance | Does not stack | Magical Resistance | Flame expansion | -| Frost Damage | Thermal reduction; also applies Slow | Instant + Slow | Does not stack | Magical Resistance | Ice crystal burst | -| Lightning Damage | Electrical chain damage; jumps to nearby targets | Instant | Does not stack | Magical Resistance | Arc lightning visual | -| Veil Corruption Damage | Dimensional energy assault; builds Corruption on target | Instant + Corruption buildup | Stacks to 10 | Corruption Resistance | Purple-black energy pulse | -| Curse Damage | Ongoing entropy from applied curse effect | Duration of curse | Stack adds duration | Willpower | Dark shimmer on target | - -### Naval Damage - -| Effect | Description | Duration | Stack Behavior | Resistance Stat | Visual Indicator | -| --- | --- | --- | --- | --- | --- | -| Hull Damage | Direct structural damage to ship | Instant | Does not stack | Ship Class (armor) | Splinter/smoke effect | -| Fire Spread | Burning hull effect expanding over time | 30s | Refreshes | Fire Resistance (ship equipment) | Ship fire visual | -| Rigging Damage | Destroys or damages sail rigging | Instant | Stacks (cumulative) | Ship Class | Sail tear visual | -| Crew Damage | Direct damage to crew population | Instant | Does not stack | Crew Armor (equipment) | Crew scattering visual | -| Hull Breach | Flooding begins; takes water over time | Until repaired | Does not stack | Ship Repair (active counter) | Water flooding visual | - ---- - -## Restoration Effects - -Restoration effects increase Health, Stamina, Mana, Hull Integrity, or reduce negative states. - -| Effect | Description | Duration | Tick Rate | Stack Behavior | Cleansable | -| --- | --- | --- | --- | --- | --- | -| Heal | Instant Health restoration | Instant | — | Does not stack | No | -| Heal Over Time | Gradual Health restoration | 10–30s | 2s | Stacks to 3 | No (beneficial) | -| Mana Restore | Instant Mana restoration | Instant | — | Does not stack | No | -| Mana Flow | Gradual Mana restoration | 15s | 3s | Stacks to 2 | No (beneficial) | -| Stamina Restore | Instant Stamina restoration | Instant | — | Does not stack | No | -| Endurance Surge | Brief Stamina regeneration accelerator | 8s | 1s | Does not stack | No | -| Corruption Cleanse | Removes Corruption buildup | Instant | — | Does not stack | N/A (is itself a cleanse) | -| Hull Repair | Restores Ship Hull Integrity | Over repair duration | 5s | Does not stack | N/A | -| Crew Recovery | Restores crew morale and minor crew losses | Instant | — | Does not stack | No | - ---- - -## Stat Effects - -Stat effects modify combat performance, resource pools, movement, or special capabilities for a duration. - -### Buffs - -| Effect | Description | Duration | Stack Behavior | Stat Modified | Source Example | -| --- | --- | --- | --- | --- | --- | -| Strength Boost | Increases Strength | 30–120s | Does not stack | Strength | Power Buff potion, Leadership ability | -| Dexterity Boost | Increases Dexterity | 30–120s | Does not stack | Dexterity | Swift Step potion | -| Endurance Boost | Increases Endurance | 30–300s | Does not stack | Endurance | Dwarf Fortress Ale, Defensive Stance | -| Damage Dealt Boost | Increases outgoing damage | 20–60s | Does not stack | Damage Dealt | Berserker Rage, War Horn | -| Speed Boost | Increases Movement Speed | 10–30s | Does not stack | Movement Speed | Sprint ability, Eagle's Grace potion | -| Defense Boost | Increases Physical Defense | 30–120s | Does not stack | Physical Defense | Shield Wall, Fortress Stance | -| Magic Resistance Boost | Increases Magical Resistance | 30–120s | Does not stack | Magical Resistance | Ward Barrier, Veil Cloak potion | -| Cooldown Reduction | Reduces ability cooldown durations | 30–60s | Does not stack | Cooldown | Focus potion, Mage Mastery passive | -| Range Boost | Increases range of ranged attacks | Passive (item/ability) | Does not stack | Range | Eagle Eye stance | -| Stealth Boost | Increases Stealth stat | 20–60s | Does not stack | Stealth | Shadow Cloak, Rogue passive | -| Perception Boost | Increases Perception-Stealth (detection) | 30–60s | Does not stack | Perception-Stealth | Ranger tracking stance | -| Naval Speed Boost | Increases Ship Speed | 30s–5 min | Does not stack | Ship Speed | Full Sail, Ghost Wind | -| Cannon Accuracy Boost | Increases cannon hit chance | 60s | Does not stack | Cannon Accuracy | Dead Eye Gunner passive | -| Crafting Quality Boost | Increases crafted item quality chance | Per craft attempt | Does not stack | Crafting Quality | Masterwork Attempt | -| XP Gain Boost | Increases XP gained from activities | 30–120 min | Does not stack | XP Rate | Well-Rested state, faction contract | - -### Debuffs - -| Effect | Description | Duration | Stack Behavior | Stat Modified | Resistance | -| --- | --- | --- | --- | --- | --- | -| Strength Reduction | Reduces Strength | 10–30s | Does not stack | Strength | Endurance (partial) | -| Speed Slow | Reduces Movement Speed | 3–10s | Refreshes | Movement Speed | Endurance | -| Defense Reduction | Reduces Physical Defense | 10–30s | Stacks to 3 | Physical Defense | Endurance | -| Accuracy Reduction | Reduces hit chance | 10–20s | Does not stack | Attack accuracy | Dexterity | -| Mana Drain | Reduces current Mana | Instant | Does not stack | Mana | Willpower | -| Stamina Drain | Reduces current Stamina | Instant | Does not stack | Stamina | Endurance | -| Attack Speed Reduction | Slows attack cycle | 10–20s | Does not stack | Attack Speed | Dexterity | -| Vision Reduction | Reduces detection radius | 10–30s | Does not stack | Perception | Willpower | -| Weight Penalty | Increases encumbrance effects | Until removed | Does not stack | Weight-Max | Strength | -| Morale Break | Reduces crew or group effectiveness | 30–120s | Does not stack | Leadership output | Willpower | -| Ship Slow | Reduces Ship Speed | 15–60s | Stacks to 3 | Ship Speed | Ship Class | - ---- - -## Control Effects - -Control effects limit or eliminate a target's ability to act. - -| Effect | Description | Duration | Stack Behavior | Resistance Stat | Cleansable | Notes | -| --- | --- | --- | --- | --- | --- | --- | -| Stun | Target cannot act or move | 1–3s | Does not stack | Stun Resistance / Endurance | Yes (instant cleanse) | Interrupted by strong damage | -| Sleep | Target is unconscious; any damage breaks it | 5–15s | Does not stack | Sleep Resistance / Willpower | Yes | Fragile — any damage wakes | -| Fear | Target flees in random direction | 2–5s | Does not stack | Willpower | Yes | Breaks on high-damage hit | -| Root | Target cannot move but can still act | 3–8s | Does not stack | Endurance | Yes | Can still use abilities | -| Silence | Target cannot use Mana-based abilities | 4–10s | Does not stack | Willpower | Yes | Physical abilities unaffected | -| Disarm | Target cannot use their equipped weapon | 4–8s | Does not stack | Strength / Endurance | Yes | Forces unarmed or ability-only combat | -| Knockback | Target is launched away from attacker | Instant (repositioning) | Does not stack | Endurance | No | Positional disruption | -| Interrupt | Cancels a currently casting ability | Instant | — | Cast completion speed | No | Requires specific abilities to apply | -| Taunt | Forces target to attack the taunter | 3–8s | Does not stack | Willpower | No | Standard group mechanic | -| Panic | Reduces target accuracy and defense, brief random movement | 3–5s | Does not stack | Willpower | Yes | Area versions spread panic | - ---- - -## Special Effects - -Special effects alter world state, reveal hidden information, or apply unique mechanics tied to Mystical Isles systems. - -### Corruption Effects - -| Effect | Description | Duration | Stack Behavior | Cleansable | World Consequence | -| --- | --- | --- | --- | --- | --- | -| Corruption Buildup | Increases character Corruption counter | Persistent | Stacks (cumulative) | Yes (ritual cleanse) | NPC reactions shift; faction standing penalties | -| Veil Mark | Character is tagged as Veil-touched; affects NPC and world interactions | Until cleansed | Does not stack | Yes (Purge Corruption) | Entry denied to Ward-aligned areas | -| Corruption Aura | Active corruption radiates from character to nearby entities | While toggled | N/A | No (toggle off) | NPCs fear and flee; hostile creature attraction | -| Dimensional Scar | Area permanently marked as corrupted | -1 (permanent until cleansed) | Does not stack | Yes (Sacred Ground ritual) | Area changes ambient hostility level | - -### Detection & Reveal Effects - -| Effect | Description | Duration | Application | -| --- | --- | --- | --- | -| Visibility Reveal | Hidden target becomes visible | Until re-stealth | Counters Stealth, Veil entities, hidden traps | -| Relic Detection | Pre-Fracturing materials highlighted in environment | 30s | Used by Relic Scan, Archaeology abilities | -| Corruption Mapping | Shows corruption spread in area | 60s | Veil Sight ability | -| Ward State Reveal | Shows Ward function status and damage | 30s | Ward Read ability | -| Treasure Marker | Hidden cache location highlighted | 300s | Treasure Sense, Treasure Hunting abilities | -| Route Visualization | Charts navigable route on map | Session | Navigation abilities | -| Hazard Warning | Environmental hazards highlighted | Active (stance) | Hazard Sense, Navigation abilities | - -### Environmental Effects - -| Effect | Description | Duration | World Impact | -| --- | --- | --- | --- | -| Storm Weather | Local storm spawned; navigation penalties applied | 5–15 min | Ship speed reduced for non-Storm Survival characters; lightning strikes | -| Storm Resistance | Character resists weather penalties | Duration of storm | Allows full function during Stormcall | -| Ward Stability | Area's Ward network stabilized; Veil suppressed | Until disturbed | Veil creatures cannot enter area | -| Ward Disruption | Area's Ward function is reduced | Until repaired | Veil pressure increases; defensive bonuses lost | -| Portal Stabilization | A portal gateway is activated or held open | Duration of effect | Cross-island travel access; temporal exploration access | -| Anomaly Creation | A dimensional anomaly is generated | Until resolved | Navigation hazard; potential resource spawn; political event trigger | -| Anomaly Resolution | An active anomaly is suppressed or closed | Permanent | Route cleared; Ward integrity restored; faction reward potential | - -### Naval Special Effects - -| Effect | Description | Duration | Application | -| --- | --- | --- | --- | -| Ship Tether | Two ships locked in proximity | Until broken | Enables extended boarding; prevents escape | -| Hull Breach | Ship is taking water; flooding progresses | Until repaired | Ship loses speed; crew loses morale; eventual sinking | -| Sail Destroyed | Ship cannot use wind propulsion | Until repaired | Speed severely reduced; no storm sailing | -| Captain's Fear | Enemy crew has reduced morale | 30s | Effectiveness reduced; potential surrender | -| Crew Abandon | Enemy crew begins jumping ship | 10–30s | Ship effectiveness collapses | - -### Crafting Special Effects - -| Effect | Description | Duration | Application | -| --- | --- | --- | --- | -| Masterwork Quality | Item receives elevated quality tier | Permanent | Bonus stats; special properties | -| Rare Trait | Item receives a randomly rolled special trait | Permanent | Unique item properties based on material and skill | -| Enchantment | Dimensional property applied to item | Permanent | Stat bonus, special ability, or Ward property | -| Ward Property | Item can interact with Ward systems | Permanent | Required for certain Paladin and exploration content | -| Relic Activation | Pre-Fracturing artifact becomes functional | Permanent | Unlocks ancient technology capabilities | - -### Social & Political Effects - -| Effect | Description | Duration | Consequence | -| --- | --- | --- | --- | -| Faction Impression | Positive standing shift with a faction | Permanent (incremental) | Better prices, access, contracts | -| Faction Hostility | Negative standing shift with a faction | Permanent (incremental) | Restricted access, NPC hostility, price gouging | -| Reputation Event | Notable deed recognized by world systems | Session (record) | NPC dialogue changes; world recognition | -| Political Consequence | A world-scale political event is triggered | Permanent (world state) | Server-wide political awareness; faction responses | -| NPC Compliance | An NPC is forced or convinced to cooperate | One interaction | Quest progression, information access | -| Morale Break | Organizational morale reduced | Until rebuilt | Faction effectiveness in dynamic events reduced | - ---- - -## Effect Interaction Rules - -Some effects interact in important ways: - -| Interaction | Rule | -| --- | --- | -| Burning + Frost Damage | Frost Damage applied to a Burning target cancels both effects; applies brief Stun (thermal shock) | -| Stun + Sleep | Cannot both be applied simultaneously; higher-duration effect takes precedence | -| Corruption Buildup + Ward Stability | Ward Stability actively suppresses Corruption Buildup speed in its radius | -| Root + Knockback | Knockback breaks Root effects | -| Silence + Ward Magic | Ward Magic is mana-based; Silence prevents its use | -| Corruption Aura + Sacred Ground | Sacred Ground suppresses Corruption Aura in its radius | -| Hull Breach + Emergency Patch | Ship Repair ability applies partial Hull Breach reversal; full repair requires docking | -| Morale Break + Rally | Rally ability cancels Morale Break and applies Morale Buff | - ---- - -## Resistance & Mitigation - -All damage and control effects can be partially or fully resisted through stats, gear, skills, and abilities: - -| Resist Type | Primary Stat | Secondary Stat | Max Reduction | -| --- | --- | --- | --- | -| Physical Damage Resistance | Physical Defense | Endurance | 75% | -| Magical Damage Resistance | Magical Resistance | Willpower | 75% | -| Veil Corruption Resistance | Corruption Resistance (skill) | Willpower | 90% | -| Stun Resistance | Stun Resistance | Endurance | 80% | -| Sleep Resistance | Sleep Resistance | Willpower | 100% | -| Fear Resistance | Willpower | Leadership | 100% | -| Root Resistance | Endurance | — | 60% | -| Silence Resistance | Willpower | — | 70% | -| Disarm Resistance | Strength + Endurance | — | 50% | - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Damage Types & Resistances] (damage_types_and_resistances.md) -- Next: [Currency System] (currency_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/mastery_progression.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Mastery & Progression - ---- - -# Mastery & Progression -## Overview - -Mastery is the system through which players evolve from capable adventurers into legendary figures recognized across the Isles. It is not a stat system. It is a world-reputation system expressed through skill depth, specialization identity, political influence, and the marks a player leaves on the world around them. - -Mystical Isles has no traditional endgame. There is no point at which the world stops reacting to what a player does. Mastery is the engine that keeps the game meaningful for years. - ---- - -## Related Documents - -- [Skills System] (./skills_system.md) -- [Abilities System] (./abilities_system.md) -- [Effects System] (./effects_system.md) -- [Starting Character Templates] (./starting_templates.md) -- [Races & Classes] (./races_and_classes.md) -- [Factions] (../factions/factions.md) - ---- - -## Core Design Philosophy - -| Principle | Implementation | -| --- | --- | -| Mastery creates identity | A character at Swordsmanship 100 is recognizably different from one at 50, not just statistically but behaviorally and socially | -| Specialization creates value | Specializing deeply makes you the person others need, not just the person who wins more fights | -| Mastery earns recognition | World systems track mastery; NPCs, factions, and other players respond to known masters | -| Hybrid builds are valid | Deep investment in two or three areas creates unique identities that pure specialists do not cover | -| Mastery is never finished | Even at maximum level, mastery systems continue through world contribution, political engagement, and historical achievement | - ---- - -## Mastery Thresholds - -Each skill has four mastery thresholds beyond its base leveling system: - -| Threshold | Level Range | Name | World Effect | -| --- | --- | --- | --- | -| Novice | 1–24 | Novice | Access to basic abilities; basic NPC awareness | -| Practitioner | 25–49 | Practitioner | Advanced abilities unlock; trainers acknowledge competence | -| Expert | 50–74 | Expert | Expert abilities available; faction contracts open; world recognition begins | -| Master | 75–99 | Master | Hidden abilities unlock; major world recognition; political leverage gained | -| Grand Master | 100 | Grand Master | Pinnacle abilities available; legendary status; world-level access and influence | - ---- - -## Mastery by Category - -### Combat Mastery - -| Mastery Stage | What Changes | -| --- | --- | -| Novice | Basic attack abilities; access to first-tier trainer | -| Practitioner | Combo abilities unlock; minor NPC duel challenges appear; mercenary contracts available | -| Expert | Signature combat abilities unlock; faction commanders offer named contracts; arena titles available | -| Master | Combat mastery abilities unlock; NPC duelists seek you out; faction military leadership becomes possible | -| Grand Master | Pinnacle abilities (Grand Master's Edge, Berserker's Apotheosis, etc.) unlock; recognized by all factions as a combat authority; founding a mercenary company or taking military command is a realistic path | - -**World Recognition Examples:** -- A Grand Master Swordfighter is challenged by other fighters across the Isles — their reputation precedes them -- A Grand Master Archer is known by name in hunting circles and hired by factions for critical military operations -- A Grand Master Stealth Combat practitioner is feared; their presence changes NPC patrol behavior - ---- - -### Crafting Mastery - -| Mastery Stage | What Changes | -| --- | --- | -| Novice | Basic recipes; access to beginner materials; crafting stall license available | -| Practitioner | Advanced recipes unlock; crafting quality improves consistently; faction supply contracts open | -| Expert | Rare recipes unlocked through trainer access and exploration; commission system opens; faction workshop license available | -| Master | Legendary recipe access (requires materials from dangerous content); reputation in crafting circles is established; unique item traits roll at higher frequency | -| Grand Master | True Legendary items possible; Hold Master recognition for Dwarves; Workshop Guild rights available; apprenticeship system opens; factions compete for your services | - -**World Recognition Examples:** -- A Grand Master Blacksmith receives requests from faction leaders personally; their named items become known across the Isles -- A Grand Master Shipbuilder can construct vessel classes unavailable from any other source -- A Grand Master Relic Restorer is sought by every faction with an ancient technology agenda - ---- - -### Naval Mastery - -| Mastery Stage | What Changes | -| --- | --- | -| Novice | Basic coastal routes; single-mast vessels manageable | -| Practitioner | Open water routes accessible; larger vessel management; storm warning detection | -| Expert | Deep sea routes accessible; multi-crew ship management; storm navigation possible | -| Master | Veil-affected sea routes accessible; fleet management opens; route charting creates persistent map contributions | -| Grand Master | Legendary navigator status; access to unmapped routes in the deep Isles; fleet admiral position possible; named routes can be registered and owned | - -**World Recognition Examples:** -- A Grand Master Navigator is the only person who can reliably chart a new route through a storm zone — factions bid for their guidance -- A Grand Master Cannon Operation expert is a battlefield force multiplier that pirate fleets and naval commands both recruit aggressively -- A Grand Master Boarding Combat specialist becomes known by name among naval factions — enemies take precautions against them - ---- - -### Social & Political Mastery - -Political mastery operates differently from other mastery tracks. It is not measured only in skill levels — it is measured in accumulated world actions, political decisions, reputation events, and governance investments. - -| Mastery Stage | What Changes | -| --- | --- | -| Novice Social | Basic reputation management; access to faction vendors | -| Practitioner Social | Cross-faction introductions; faction contract access; diplomatic quest participation | -| Expert Social | Multi-faction negotiations open; espionage networks can be built; trade authority recognized | -| Master Social | Formal political roles available (Advisor, Ambassador, Harbormaster, Fleet Commander) | -| Grand Master Social | Top political positions accessible: Governor, Admiral, High Diplomat, Faction Leader (elected/seized) | - -**Political Titles Available at Grand Master Social:** - -| Title | Faction | Requirements | -| --- | --- | --- | -| Crown Governor | Crown Compact | Leadership 100, Diplomacy 75, Governance 75, Loyalty standing | -| Corsair Captain-of-Captains | Free Reef Corsairs | Leadership 100, Intimidation 75, Boarding Combat Master, Reputation in Corsair circles | -| Hold Master | Frostpeak Holds | Blacksmithing 100 or Engineering 100, Leadership 75, Dwarf race or maximum Hold standing | -| Ward Commander | Ward Command | Paladin class, Ward Magic 100, Governance 50, Corruption Resistance Master | -| Accord Director | Tempest Accord | Dimensional Resonance 75, Archaeology 75, Leadership 50, consistent expedition record | -| Enclave Elder | Moonroot Enclaves | Elf race, Ward Magic 100, Diplomacy 75, Stealth Master, decades of Enclave contribution | - ---- - -### Forbidden Mastery - -Forbidden mastery is the rarest and most consequential progression track. Players who pursue it are committing to a different kind of identity. - -| Mastery Stage | What Changes | -| --- | --- | -| Entry | Veil Attunement unlocked through quest; early corruption signs appear | -| Practitioner | Curse abilities unlock; NPCs with perception begin to notice; Veil-creature behavior shifts | -| Expert | Advanced Veil manipulation; certain Thornbound factions open relationships; Ward-aligned factions become hostile | -| Master | Corruption is visible to all; world reacts openly; Forbidden Ritual access; unique political paths open in corruption-aligned factions | -| Grand Master | Full Veil mastery; world-state abilities possible; character is a legend — feared, sought, dangerous; major political consequences active | - -**World Consequences at Forbidden Grand Master:** -- Crown Compact issues a standing bounty -- Ward Command classifies the character as a threat priority -- Thornbound Circles (Forbidden path) may offer unique alliance access -- Veil-corrupted territories become navigable where others cannot go -- New quests, events, and world content unlock that is invisible to non-Forbidden practitioners - ---- - -## Hidden Abilities at Mastery - -Each skill at Grand Master level unlocks one or more hidden abilities not listed in standard skill trees. These are discovered through: - -| Discovery Method | Description | -| --- | --- | -| Automatic unlock | Grand Master level grants the hidden ability directly | -| World event participation | A specific world event at Grand Master tier reveals the ability | -| Legendary trainer | A rare NPC only accessible to Grand Masters teaches the ability | -| Relic discovery | A specific pre-Fracturing artifact teaches the ability when examined | - -**Examples of Hidden Grand Master Abilities:** - -| Skill | Hidden Ability | Description | -| --- | --- | --- | -| Swordsmanship 100 | Legendary Blade Form | A personal fighting style that becomes the character's signature — unique animation set, slight stat bonus, social recognition effect | -| Navigation 100 | The Lost Chart | Access to one unmapped route not available to any other player; can be shared with crew but not sold | -| Blacksmithing 100 | Ancestral Forge | One item per month can be crafted with an heirloom trait — a property that persists through item upgrades and carries a story identifier | -| Veil Attunement 100 | Veil Walking | Brief dimensional step — movement through a dimensional fold, covering distance instantly at significant corruption cost | -| Leadership 100 | Living Legend | Passive: nearby players and NPCs receive morale and effectiveness bonuses simply from the character's presence | -| Archaeology 100 | The Memory | Ability to visualize and briefly enter a ruin's past state — a narrative experience unlocking lore content invisible to other players | - ---- - -## Hybrid Build Identities - -Mystical Isles explicitly supports hybrid specialization. Players who invest across two or three skill categories create identities that pure specialists cannot replicate. - -| Hybrid Build | Core Skills | Unique Identity | -| --- | --- | --- | -| The Sea Duelist | Swordsmanship + Boarding Combat + Navigation | A naval fighter who combines combat excellence with seamanship; the ultimate boarding party leader and individual duelist in sea conflicts | -| The Ward Witch | Veil Attunement + Ward Magic + Curse Mastery | A practitioner who walks the line between forbidden power and protective duty; sought by both sides and trusted by neither | -| The Relic Soldier | Swordsmanship + Archaeology + Relic Restoration | A fighter who combines martial excellence with ancient technology knowledge; the ideal escort for deep-ruin expeditions | -| The Shadow Diplomat | Espionage + Diplomacy + Intimidation | A political operative with both formal and covert tools; indispensable to any faction running complex long-term agendas | -| The Storm Engineer | Engineering + Cannon Operation + Storm Survival | A technical naval specialist who optimizes ships in combat and keeps them functional in storms; the anchor of any fleet | -| The Ancient Smith | Blacksmithing + Relic Restoration + Enchanting | The rarest and most sought-after crafter in the Isles; can produce items no one else can and repair technology no one else understands | -| The Deep Captain | Navigation + Leadership + Sailing + Storm Survival | The quintessential legendary captain; commands respect from every naval faction and can go where others cannot follow | - ---- - -## World Reputation System - -Mastery does not exist in isolation. The world tracks what players have done and responds accordingly. - -### Reputation Triggers - -| Action | Reputation Effect | -| --- | --- | -| Reaching Expert in a skill | Nearby NPC experts acknowledge the character by tier | -| Reaching Master in a skill | Faction recruiters approach the character; reputation title becomes active in faction interactions | -| Reaching Grand Master | World-recognized; NPC dialogue changes globally; faction political positions open; rival factions develop responses | -| Completing a named legendary quest | Historical record created; world lore updated to include the character's deed | -| Registering a discovered route | Route named after discoverer; ongoing minor reputation gain as others use the route | -| Crafting a legendary item | Item carries creator's name in its description; creator gains reputation each time item is seen by others | -| Political appointment | World-scale title carries NPC reaction changes across all regions | - -### Reputation Decay - -Reputation is maintained through continued engagement. Abandoning a specialty for extended periods will not erase Grand Master status, but: -- Faction-specific reputation can decay if political standing lapses -- Active political titles may be contested if the holder is absent from political events -- Reputation for dangerous specializations (Forbidden skills) can shift as the character's behavior changes - -### Examples of World-Recognized Figures - -These are examples of the kind of characters the mastery system is designed to produce: - -**The Legendary Captain** -A Human Pirate with Grand Master Navigation, Sailing, and Leadership. Every port knows their name. Free Reef Corsairs argue about whether they are a legend or a threat. Crown Compact has a standing file on them. They have registered three previously unmapped routes. Their ship has a name that smaller vessels give way to. - -**The Master Smith** -A Dwarf with Grand Master Blacksmithing and Expert Relic Restoration. Factions bid for their seasonal production capacity. Weapons bearing their maker's mark command premium prices. They have reconstructed two functional pre-Fracturing systems that other characters could not even identify. - -**The Veil Walker** -A Human Witch with Grand Master Veil Attunement and Master Curse Mastery. Visibly corrupted. Crown bounty active. Thornbound Circles send cautious emissaries. They can navigate Veil-collapsed ruins that kill anyone else. Three factions pretend to want them dead while quietly negotiating for their services. - -**The Archive** -A Gnome with Grand Master Archaeology, Master Ancient Recovery, and Expert Relic Restoration. Every major faction has attempted to recruit, bribe, or capture them. They have discovered more pre-Fracturing sites than any other living character. Their field notes are worth more than most fortunes. - -**The Iron Diplomat** -A Human with Grand Master Diplomacy, Master Leadership, and Expert Governance. Currently serving as Harbormaster of the Crown Compact's largest free port. Unofficially, they are the person three factions call when formal negotiations have broken down. Their political network spans every major faction in the Isles. - ---- - -## Long-Term Identity - -A character's legacy in Mystical Isles is measured by: - -- **What they mastered** — their skill profile is their signature -- **What they discovered** — registered routes, found ruins, recovered relics carry their name -- **What they built** — legendary items, ships, and installations mark their contribution to the world -- **What they ruled** — political titles and territorial influence leave permanent marks on faction histories -- **What they changed** — world-scale actions (Stormcall, Forbidden Rituals, Ward repairs) alter the map - -This is what replaces the traditional endgame. A player who has been in Mystical Isles for three years has not simply gained gear score. They have a biography. Other players know their name, their specialty, their political allegiances, and their history — because the world recorded it as it happened. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Leveling & XP] (leveling_and_xp.md) -- Next: [Abilities System] (abilities_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/magic_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Magic System - ---- - -# Magic System -## System Identity - -Magic should feel mystical to players while remaining internally consistent for design. It is the practical manipulation of post-Fracturing dimensional energy through living adaptation, ritual methods, learned techniques, and specialized relics. - -## Core Rules - -- magic is strongest where reality is weakest or where ancient systems still channel power -- different cultures interpret the same energy through different traditions -- casters pay costs through fatigue, instability, corruption risk, or ritual dependency -- relics, wards, and environmental conditions can amplify or suppress spell use -- uncontrolled magic should reinforce the setting's danger rather than trivialize it - -## Cultural Expressions - -| Tradition | Public View | Internal Explanation | Gameplay Identity | -| --- | --- | --- | --- | -| Kingdom rites | sanctioned battlemagic and blessings | disciplined use of controlled aether techniques | support, defense, regulation | -| Witchwood practices | coven ritualism and forest bargains | environmental resonance and symbolic control | curses, healing, terrain play | -| Frostpeak rune craft | ancestral forge magic | encoded energy shaping through crafted media | weapon buffs, barriers, utility | -| Deadlands corruption arts | forbidden blood and ash sorcery | unstable Veil manipulation | high risk, affliction, summon pressure | -| Stormreach field work | anomaly tuning and ward calibration | technical interaction with breaches and nodes | control, disruption, portal utility | - -## Design Implications - -- low-level magic should solve tactical problems, not erase world hazards -- powerful spells should often require setup, positioning, or scarce resources -- corrupted zones can change spell behavior to create regional variety -- non-casters still engage with magic through relics, gear, wards, and environmental systems - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Titles & Reputation] (titles_and_reputation.md) -- Next: [🚢 Naval System] (naval_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/crafting_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / 🛠 Crafting System - ---- - -# 🛠 Crafting System -## Overview -Crafting transforms gathered resources into player power, market flow, and settlement utility. - -## Gameplay Purpose -Create non-combat progression routes and interdependence between gatherers, crafters, and explorers. - -## Player Experience Goals -- clear recipe progression -- strong utility at low tiers -- meaningful specialization at higher tiers - -## Technical Notes -Crafting tables, station requirements, and recipe unlocks must be synchronized with skill and merchant systems. - -## Implementation Notes -MVP includes core loops: basic weapon/armor repair, consumables, and simple profession crafting. - -## Examples -- gathered ore → bars → weapon component -- herbal nodes → potions for dungeon sustain - -## Production Priority -**P0 basic loop, P1 profession expansion.** - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [Mystical Isles Vendor Locations] (vendor_locations.md) -- Next: [📈 Economy System] (economy_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/damage_types_and_resistances.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / Damage Types & Resistances - ---- - -# Damage Types & Resistances -This document defines the complete Mystical Isles damage, resistance, power, accuracy, evasion, critical, and mitigation model for Atavism X 9 configuration. - ---- - -## Core Design Philosophy - -Damage in Mystical Isles is both numbers and world identity: - -- weapon style and cultural combat traditions -- creature biology and regional ecology -- magical schools and Ward/Veil conflict -- naval warfare and faction doctrines -- ancient technology and corruption risk - -Player-facing rules stay readable: - -- armor helps against physical weapon damage -- wards and willpower protect against Veil/curses -- environmental gear matters by region -- storm resistance matters at sea -- Ancient Energy is rare and partially defense-bypassing - ---- - -## Part 1 — Atavism Damage Type Overview - -In Atavism, each damage type should be configured with: - -| Required Field | Purpose | -| --- | --- | -| Name | Damage channel shown in design/database setup | -| Resistance Stat | Target mitigation stat for that channel | -| Power Stat | Attacker scaling stat | -| Accuracy Stat | Attacker hit reliability | -| Evasion Stat | Target avoidance stat | -| Crit Chance Stat | Chance to trigger critical damage | -| Crit Power Stat | Critical damage multiplier strength | - -### Simplified Calculation Flow (Designer Language) - -1. Base damage starts from weapon/ammo/creature/effect values. -2. Skill level adds scaling where relevant. -3. Power stat increases damage output. -4. Hit roll adds controlled variance. -5. Target resistance mitigates incoming damage. -6. Damage dealt/taken modifiers apply. -7. Critical chance and crit power may amplify the hit. -8. Special effects can add bonus damage layers. -9. Parry can reduce the final hit. -10. PvP reduction applies in player-vs-player contexts. -11. Shields and triggered effects modify delivered damage. - ---- - -## Part 2 — Damage Type Master Table - -| Damage Type | Category | Resistance Stat | Power Stat | Accuracy Stat | Evasion Stat | Crit Chance Stat | Crit Power Stat | Used By | -| --- | --- | --- | --- | --- | --- | --- | --- | --- | -| Slash | Physical | slash_resistance | strength | dexterity | physical_evasion | physical_crit | physical_crit_power | Swords, axes, claws, cutlasses | -| Pierce | Physical | pierce_resistance | dexterity | dexterity | physical_evasion | physical_crit | physical_crit_power | Bows, spears, pistols, muskets | -| Crush | Physical | crush_resistance | strength | dexterity | physical_evasion | physical_crit | physical_crit_power | Hammers, maces, heavy beasts | -| Fire | Elemental | fire_resistance | potential | intelligence | magical_evasion | magical_critic | magical_crit_power | Flame spells, bombs, dragon breath | -| Frost | Elemental | frost_resistance | potential | intelligence | magical_evasion | magical_critic | magical_crit_power | Frostpeak magic, ice relics | -| Storm | Elemental | storm_resistance | potential | intelligence | magical_evasion | magical_critic | magical_crit_power | Lightning spells, storm relics | -| Nature | Elemental | nature_resistance | potential | willpower | magical_evasion | magical_critic | magical_crit_power | Witchwood magic, thorns, toxins | -| Arcane | Magical | arcane_resistance | intelligence | intelligence | magical_evasion | magical_critic | magical_crit_power | Mages, relic scholars | -| Ward | Magical | ward_resistance | willpower | willpower | magical_evasion | magical_critic | magical_crit_power | Paladins, Ward Keepers | -| Shadow | Magical | shadow_resistance | potential | willpower | magical_evasion | magical_critic | magical_crit_power | Witches, assassins, cultists | -| Curse | Magical | curse_resistance | willpower | willpower | magical_evasion | magical_critic | magical_crit_power | Ritualists, cursed artifacts | -| Veil | Special | veil_resistance | willpower | willpower | magical_evasion | magical_critic | magical_crit_power | Veil entities, corruption zones | -| Ancient Energy | Special | ancient_resistance | intelligence | intelligence | magical_evasion | ancient_crit | ancient_crit_power | Relics, pre-Fracturing tech | -| Poison | Special | poison_resistance | dexterity | dexterity | physical_evasion | physical_crit | physical_crit_power | Assassins, spiders, snakes | -| Bleed | Special | bleed_resistance | dexterity | dexterity | physical_evasion | physical_crit | physical_crit_power | Blades, claws, spears | -| Cannon | Naval | cannon_resistance | naval_power | navigation | naval_evasion | naval_crit | naval_crit_power | Ships, forts, siege decks | -| Harpoon | Naval | harpoon_resistance | naval_power | navigation | naval_evasion | naval_crit | naval_crit_power | Sea hunters, ship crews | -| Boarding | Naval | boarding_resistance | strength | dexterity | physical_evasion | physical_crit | physical_crit_power | Pirates, marines, raiders | -| Fall | Environmental | fall_resistance | survival | environmental_resilience | environmental_resilience | — | — | Cliffs, airship failures | -| Drowning | Environmental | drowning_resistance | survival | environmental_resilience | environmental_resilience | — | — | Deep water, failed dives | -| Heat | Environmental | heat_resistance | survival | environmental_resilience | environmental_resilience | — | — | Volcanic zones, deserts | -| Cold | Environmental | cold_resistance | survival | environmental_resilience | environmental_resilience | — | — | Frostpeak, blizzards | -| Storm Exposure | Environmental | storm_exposure_resistance | survival | environmental_resilience | environmental_resilience | — | — | Open-sea storms, lightning fronts | - ---- - -## Part 3 — Required Resistance Stats - -All listed stats are **Stat Type: Resistance**. - -| Stat Name | Purpose | Common Sources | Gear Sources | Creature Examples | Player Usefulness | -| --- | --- | --- | --- | --- | --- | -| slash_resistance | Mitigates bladed cuts | Shield stances, guard passives | Chain, plate, shield enchants | Stone guardians, armored undead | Core melee survivability in camps/boarding | -| pierce_resistance | Mitigates puncture/projectile hits | Defensive formations, anti-ranged buffs | Brigandine, reinforced leather, tower shields | Beetle shells, shield marines | Key against bows, muskets, harpoons | -| crush_resistance | Mitigates blunt trauma | Endurance skills, fortitude buffs | Plate, impact-padded armor | Ogres, golems | Important vs hammers, siege impacts | -| fire_resistance | Mitigates heat/flame damage | Fire ward buffs, consumables | Ashen cloaks, salamander linings | Fire drakes, ember undead | Required in volcanic and bomb-heavy content | -| frost_resistance | Mitigates cold/ice damage | Frost chants, warm-up effects | Frostpeak coats, rune furs | Ice drakes, frost beasts | Enables travel/combat in frozen regions | -| storm_resistance | Mitigates lightning/storm bursts | Storm grounding buffs | Insulated gear, storm sigils | Storm eels, thunder constructs | Critical in naval storms and relic fights | -| nature_resistance | Mitigates root/thorn/wild magic | Druidic tonics, anti-spore effects | Thornproof wraps, herbal kits | Witchwood beasts | Reduces control/damage in forest zones | -| arcane_resistance | Mitigates pure arcane force | Arcane dampening auras | Scholar wards, null-thread robes | Arcane sentinels | Valuable vs mages and portal anomalies | -| ward_resistance | Mitigates Ward/light pressure damage | Faith training, anti-sanctum rites | Sanctified counters, mirror charms | Ward zealots, temple guardians | Helps in faction conflict vs Ward users | -| shadow_resistance | Mitigates shadow assaults | Mental anchoring, anti-fear routines | Moon-silver charms, duskcloth | Shade stalkers | Counters stealth/ambush magic | -| curse_resistance | Mitigates curse DOT/debuff pressure | Cleansing rites, ritual countermarks | Hexproof rings, blessed inks | Coven casters, cursed relic mobs | Reduces long-fight curse attrition | -| veil_resistance | Mitigates Veil damage/corruption pressure | Ward rituals, willpower talents | Ward armor, anti-corruption relics | Veil creatures, breach horrors | Essential for corrupted zones/endgame | -| ancient_resistance | Mitigates Ancient Energy surges | Relic acclimation passives | Relic dampeners, insulated cores | Ancient constructs | Protects from armor-bypassing tech hits | -| poison_resistance | Mitigates poison DOT/heal reduction | Antitoxin training, detox effects | Filter masks, toxin-resistant leather | Spiders, venom serpents | Strong against assassins and jungle hazards | -| bleed_resistance | Mitigates bleed DOT and movement penalty | Battle hardening, coagulation effects | Padded underlayers, stitch kits | Predators, raiders | Needed for sustained melee and pursuits | -| cannon_resistance | Mitigates cannon impact/fragmentation | Naval defense commands | Reinforced hull plating, fort braces | Cannonjaw leviathans (siege hits) | Core ship and coastal defense survivability | -| harpoon_resistance | Mitigates harpoon pierce and tether force | Deck defense drills | Reinforced rigging, anti-tether kits | Reef hunters, whalers | Crucial in sea-hunt and chase encounters | -| boarding_resistance | Mitigates close-quarters naval assault damage | Marine drills, crew discipline | Pirate armor sets, deck guard gear | Pirate captains, marines | Decides ship capture and anti-boarding outcomes | -| fall_resistance | Mitigates fall impact damage | Acrobatics/survival talents | Climbing boots, shock harnesses | Cliff predators adapted to drops | Safer vertical traversal and airship play | -| drowning_resistance | Mitigates oxygen-loss drowning damage | Breath training, swim mastery | Diving helms, rebreather relics | Deepwater hunters | Longer underwater exploration windows | -| heat_resistance | Mitigates environmental heat pressure | Survival camp skills | Desert wraps, cooling charms | Desert beasts | Prevents attrition in hot biomes | -| cold_resistance | Mitigates environmental cold pressure | Survival drills, thermal rituals | Frost gear, lined cloaks | Frost beasts | Prevents attrition in arctic biomes | -| storm_exposure_resistance | Mitigates weather-exposure damage | Survival/navigation synergy | Storm coats, static-dispersion gear | Stormreach fauna | Required for long open-sea voyages | - ---- - -## Part 4 — Power Stats - -Reusable power stats for Atavism-compatible scaling: - -| Power Stat | Damage Usage | Notes | -| --- | --- | --- | -| strength | Slash, Crush, heavy melee, Boarding | Primary heavy-combat stat | -| dexterity | Pierce, archery/firearms, Harpoon, Bleed application | Precision and puncture stat | -| intelligence | Arcane, Ancient Energy, engineered relic attacks | Scholar/engineer power path | -| willpower | Ward output, curse control, Veil-facing magic | Discipline and anti-corruption path | -| potential | Pure magical scaling and advanced spell effects | Shared caster intensity stat | -| naval_power **(NEW custom stat)** | Cannon, Harpoon, ship weapon and boarding bonuses | Crew/ship offensive scaling | -| survival **(NEW custom stat)** | Environmental damage and mitigation scaling | Expedition preparedness stat | - ---- - -## Part 5 — Accuracy and Evasion Stats - -| Stat | Role | Applies To | -| --- | --- | --- | -| dexterity | Primary physical accuracy | Slash, Pierce, Crush, many weapon skills | -| intelligence | Magical accuracy | Arcane and Ancient Energy attacks | -| willpower | Discipline-based magic accuracy | Ward and Curse attacks | -| navigation | Naval weapon accuracy | Cannon and Harpoon attacks | -| perception-stealth | Detection/targeting against hidden enemies | Anti-stealth combat checks | -| physical_evasion | Avoids physical hits | Melee/ranged physical defense | -| magical_evasion | Avoids magical hits | Arcane/Ward/Shadow/Curse/Veil defense | -| naval_evasion **(NEW custom stat)** | Ship maneuver and naval avoidance | Sea-combat evasion | -| environmental_resilience **(NEW custom stat)** | Exposure avoidance/survival hazard mitigation | Fall, drowning, heat/cold/storm exposure | - ---- - -## Part 6 — Critical Stats - -| Crit Stat | Applies To | -| --- | --- | -| physical_crit | Slash, Pierce, Crush, Boarding, Harpoon | -| physical_crit_power | Physical critical multiplier | -| magical_critic | Arcane, Ward, Shadow, Curse, Veil | -| magical_crit_power | Magical critical multiplier | -| naval_crit **(NEW custom stat)** | Cannon, Harpoon, ship combat | -| naval_crit_power **(NEW custom stat)** | Naval critical multiplier | -| ancient_crit **(NEW custom stat)** | Ancient weapons and relic overload attacks | -| ancient_crit_power **(NEW custom stat)** | Ancient critical multiplier | - ---- - -## Part 7 — Damage Type Details - -### Slash Damage -- **Name:** Slash -- **Category:** Physical -- **Atavism resistance stat:** `slash_resistance` -- **Atavism power stat:** `strength` -- **Atavism accuracy stat:** `dexterity` -- **Atavism evasion stat:** `physical_evasion` -- **Atavism crit chance stat:** `physical_crit` -- **Atavism crit power stat:** `physical_crit_power` -- **Gameplay description:** Fast cutting damage representing disciplined melee styles and pirate blade culture. -- **Common sources:** swords, axes, claws, cutlasses. -- **Common resistances:** chain armor, plate armor, guard stances. -- **Strong against:** cloth, unarmored creatures, plant creatures. -- **Weak against:** heavy armor, stone creatures. -- **Example abilities:** Cleaving Arc, Corsair Flurry. -- **Example weapons:** Kingdom longsword, pirate cutlass, witchwood falchion. -- **Example creatures:** reef stalkers, clawcats, vine maulers. -- **Balance notes:** High reliability early game; limited by armor-heavy targets. - -### Pierce Damage -- **Name:** Pierce -- **Category:** Physical -- **Atavism resistance stat:** `pierce_resistance` -- **Atavism power stat:** `dexterity` -- **Atavism accuracy stat:** `dexterity` -- **Atavism evasion stat:** `physical_evasion` -- **Atavism crit chance stat:** `physical_crit` -- **Atavism crit power stat:** `physical_crit_power` -- **Gameplay description:** Penetration-focused damage from ranged precision and thrusting styles. -- **Common sources:** bows, spears, pistols, muskets, harpoons. -- **Common resistances:** shields, layered plate, brace skills. -- **Strong against:** lightly armored enemies, flying creatures, sea monsters. -- **Weak against:** shields, plate armor. -- **Example abilities:** Deadeye Shot, Spear Lunge. -- **Example weapons:** longbow, boarding spear, deck musket. -- **Example creatures:** sky rays, gull drakes, reef serpents. -- **Balance notes:** Strong single-target identity; checked by shield play. - -### Crush Damage -- **Name:** Crush -- **Category:** Physical -- **Atavism resistance stat:** `crush_resistance` -- **Atavism power stat:** `strength` -- **Atavism accuracy stat:** `dexterity` -- **Atavism evasion stat:** `physical_evasion` -- **Atavism crit chance stat:** `physical_crit` -- **Atavism crit power stat:** `physical_crit_power` -- **Gameplay description:** Heavy impact damage from blunt force, siege trauma, and giant creatures. -- **Common sources:** hammers, maces, falling rocks, large monsters. -- **Common resistances:** impact padding, fortitude buffs. -- **Strong against:** armor, skeletons, constructs. -- **Weak against:** agile targets. -- **Example abilities:** Hammerfall, Stonebreaker Slam. -- **Example weapons:** warhammer, iron mace, tower maul. -- **Example creatures:** ogres, cave trolls, stone bulls. -- **Balance notes:** Best anti-armor physical type; weaker hit consistency vs evasive foes. - -### Fire Damage -- **Name:** Fire -- **Category:** Elemental -- **Atavism resistance stat:** `fire_resistance` -- **Atavism power stat:** `potential` -- **Atavism accuracy stat:** `intelligence` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Thermal burst damage tied to alchemy, drakes, and battle mages. -- **Common sources:** flame spells, bombs, dragon breath, burning oil. -- **Common resistances:** fire wards, volcanic armor. -- **Strong against:** undead, plants, frost creatures. -- **Weak against:** fire elementals, volcanic creatures. -- **Example abilities:** Flame Lance, Oil Ignition. -- **Example weapons:** incendiary bombs, ember staves. -- **Example creatures:** ember wretches, lava drakes. -- **Balance notes:** Strong area pressure; balanced by common consumable counters. - -### Frost Damage -- **Name:** Frost -- **Category:** Elemental -- **Atavism resistance stat:** `frost_resistance` -- **Atavism power stat:** `potential` -- **Atavism accuracy stat:** `intelligence` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Cold-based damage emphasizing control, slowing, and survival warfare. -- **Common sources:** Frostpeak magic, ice weapons, dragon frost breath. -- **Common resistances:** dwarven cold gear, thermal enchantments. -- **Strong against:** fire creatures, slowing enemies, desert creatures. -- **Weak against:** frost creatures, dwarven cold gear. -- **Example abilities:** Glacial Bolt, Whiteout Pulse. -- **Example weapons:** frost runeblade, ice focus rod. -- **Example creatures:** shardhorn goats, ice drakes. -- **Balance notes:** Trades burst for control utility. - -### Storm Damage -- **Name:** Storm -- **Category:** Elemental -- **Atavism resistance stat:** `storm_resistance` -- **Atavism power stat:** `potential` -- **Atavism accuracy stat:** `intelligence` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Electrical and weather-linked damage used in sea conflict and relic storms. -- **Common sources:** lightning spells, storm relics, sea storms, charged machines. -- **Common resistances:** insulated gear, grounding wards. -- **Strong against:** metal armor, ships, wet targets, constructs. -- **Weak against:** storm-touched creatures, insulated gear. -- **Example abilities:** Chain Surge, Tempest Mark. -- **Example weapons:** storm rod, charged coil lance. -- **Example creatures:** storm eels, thunder giants. -- **Balance notes:** High conditional damage; strongest when environment supports it. - -### Nature Damage -- **Name:** Nature -- **Category:** Elemental -- **Atavism resistance stat:** `nature_resistance` -- **Atavism power stat:** `potential` -- **Atavism accuracy stat:** `willpower` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Wild growth and toxin-aligned magic tied to Witchwood ecosystems. -- **Common sources:** poisons, thorns, roots, animal attacks, Witchwood rites. -- **Common resistances:** anti-spore gear, herbal wards. -- **Strong against:** unprotected humanoids, corrupted ecosystems. -- **Weak against:** undead, constructs. -- **Example abilities:** Thorn Cage, Briar Lash. -- **Example weapons:** thorn whip, druidic staff. -- **Example creatures:** briar hounds, rootbound horrors. -- **Balance notes:** Excellent attrition/control lane, lower direct burst. - -### Arcane Damage -- **Name:** Arcane -- **Category:** Magical -- **Atavism resistance stat:** `arcane_resistance` -- **Atavism power stat:** `intelligence` -- **Atavism accuracy stat:** `intelligence` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Refined dimensional force used by scholars and structured casters. -- **Common sources:** mages, relic scholars, ancient spell engines. -- **Common resistances:** arcane wards, dampening fields. -- **Strong against:** magical shields, unstable portals, summoned creatures. -- **Weak against:** arcane wards, high magical resistance. -- **Example abilities:** Aether Spear, Resonant Burst. -- **Example weapons:** scholar focus, rune catalyst. -- **Example creatures:** arcane sentinels, portal wraiths. -- **Balance notes:** Baseline magical DPS channel with broad utility. - -### Ward Damage -- **Name:** Ward -- **Category:** Magical -- **Atavism resistance stat:** `ward_resistance` -- **Atavism power stat:** `willpower` -- **Atavism accuracy stat:** `willpower` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Stabilizing anti-corruption force, often tied to sanctified orders. -- **Common sources:** paladins, Ward Keepers, Elyran relics. -- **Common resistances:** anti-sanctum relics, neutralized sigils. -- **Strong against:** Veil creatures, undead, cursed enemies. -- **Weak against:** neutral wildlife, ancient machines. -- **Example abilities:** Purging Ray, Sanctified Strike. -- **Example weapons:** ward scepter, consecrated blade. -- **Example creatures:** ward constructs, temple guardians. -- **Balance notes:** High identity type, strongest in corruption content. - -### Shadow Damage -- **Name:** Shadow -- **Category:** Magical -- **Atavism resistance stat:** `shadow_resistance` -- **Atavism power stat:** `potential` -- **Atavism accuracy stat:** `willpower` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Fear/absence-aligned damage for stealth and corruption-adjacent playstyles. -- **Common sources:** witches, assassins, corrupted cults. -- **Common resistances:** ward blessings, mind anchors. -- **Strong against:** low willpower targets, isolated enemies. -- **Weak against:** Ward protection, paladins. -- **Example abilities:** Umbral Slash, Dread Pulse. -- **Example weapons:** shadow daggers, dusk talismans. -- **Example creatures:** shade stalkers, whisper wraiths. -- **Balance notes:** High tactical value, moderated by anti-shadow support builds. - -### Curse Damage -- **Name:** Curse -- **Category:** Magical -- **Atavism resistance stat:** `curse_resistance` -- **Atavism power stat:** `willpower` -- **Atavism accuracy stat:** `willpower` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Persistent entropy damage emphasizing long-fight pressure. -- **Common sources:** witches, cursed relics, forbidden rituals. -- **Common resistances:** cleansing rites, ward circles. -- **Strong against:** bosses over time, enemies with low resistance. -- **Weak against:** cleansing effects, Ward magic. -- **Example abilities:** Hexbrand, Rotting Oath. -- **Example weapons:** cursed idol, blood-ink focus. -- **Example creatures:** coven matrons, hexbound revenants. -- **Balance notes:** DOT specialist; countered by cleanse windows. - -### Veil Damage -- **Name:** Veil -- **Category:** Special -- **Atavism resistance stat:** `veil_resistance` -- **Atavism power stat:** `willpower` -- **Atavism accuracy stat:** `willpower` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `magical_critic` -- **Atavism crit power stat:** `magical_crit_power` -- **Gameplay description:** Corruption-linked damage tied to unstable dimensional breach force. -- **Common sources:** Veil creatures, corrupted zones, forbidden spells, cursed artifacts. -- **Common resistances:** Ward rituals, anti-corruption gear. -- **Strong against:** unwarded players, low willpower targets. -- **Weak against:** Ward resistance, corruption resistance. -- **Example abilities:** Breach Lash, Hallucination Spike. -- **Example weapons:** veil shard focus, corruption totem. -- **Example creatures:** breach horrors, veil-touched leviathans. -- **Balance notes:** Powerful but dangerous; should pair with corruption risk mechanics. - -### Ancient Energy Damage -- **Name:** Ancient Energy -- **Category:** Special -- **Atavism resistance stat:** `ancient_resistance` -- **Atavism power stat:** `intelligence` -- **Atavism accuracy stat:** `intelligence` -- **Atavism evasion stat:** `magical_evasion` -- **Atavism crit chance stat:** `ancient_crit` -- **Atavism crit power stat:** `ancient_crit_power` -- **Gameplay description:** Pre-Fracturing high-density energy channel with partial armor bypass behavior. -- **Common sources:** ancient weapons, relic devices, dimensional engines. -- **Common resistances:** ancient shielding, relic dampeners. -- **Strong against:** armor, constructs, magical barriers. -- **Weak against:** ancient shielding, relic dampeners. -- **Example abilities:** Relic Overload, Lattice Pierce. -- **Example weapons:** aether rifle, pre-Fracturing blade core. -- **Example creatures:** awakened sentinels, vault guardians. -- **Balance notes:** Rare specialist type; limited availability maintains balance. - -### Poison Damage -- **Name:** Poison -- **Category:** Special -- **Atavism resistance stat:** `poison_resistance` -- **Atavism power stat:** `dexterity` -- **Atavism accuracy stat:** `dexterity` -- **Atavism evasion stat:** `physical_evasion` -- **Atavism crit chance stat:** `physical_crit` -- **Atavism crit power stat:** `physical_crit_power` -- **Gameplay description:** Toxic DOT pressure with anti-heal utility from natural and crafted venoms. -- **Common sources:** snakes, spiders, assassins, Witchwood plants. -- **Common resistances:** antitoxin kits, detox spells. -- **Strong against:** living creatures. -- **Weak against:** undead, constructs. -- **Example abilities:** Venom Coat, Toxin Bomb. -- **Example weapons:** poison daggers, venom darts. -- **Example creatures:** widow spiders, swamp adders. -- **Balance notes:** Sustained pressure type; weak in undead/construct-heavy zones. - -### Bleed Damage -- **Name:** Bleed -- **Category:** Special -- **Atavism resistance stat:** `bleed_resistance` -- **Atavism power stat:** `dexterity` -- **Atavism accuracy stat:** `dexterity` -- **Atavism evasion stat:** `physical_evasion` -- **Atavism crit chance stat:** `physical_crit` -- **Atavism crit power stat:** `physical_crit_power` -- **Gameplay description:** Wound-based DOT escalating when targets move under pressure. -- **Common sources:** blades, claws, spears, predators. -- **Common resistances:** coagulation buffs, wound sealing kits. -- **Strong against:** living creatures. -- **Weak against:** undead, constructs, armored targets. -- **Example abilities:** Open Artery, Rending Pursuit. -- **Example weapons:** serrated spear, hooked saber. -- **Example creatures:** reef panthers, fang wolves. -- **Balance notes:** Excellent chase damage; weaker in static encounters vs armor. - -### Cannon Damage -- **Name:** Cannon -- **Category:** Naval -- **Atavism resistance stat:** `cannon_resistance` -- **Atavism power stat:** `naval_power` -- **Atavism accuracy stat:** `navigation` -- **Atavism evasion stat:** `naval_evasion` -- **Atavism crit chance stat:** `naval_crit` -- **Atavism crit power stat:** `naval_crit_power` -- **Gameplay description:** High-impact naval artillery for hull/structure destruction. -- **Common sources:** ships, coastal defenses, pirate forts. -- **Common resistances:** reinforced hull plating, impact bulkheads. -- **Strong against:** ships, structures, large creatures. -- **Weak against:** small agile targets. -- **Example abilities:** Broadside Volley, Fort Bombard. -- **Example weapons:** deck cannon, coastal long cannon. -- **Example creatures:** siege crabs, cannonjaw serpents (encounter analog). -- **Balance notes:** Dominant at sea range; intentionally weak in close land skirmishes. - -### Harpoon Damage -- **Name:** Harpoon -- **Category:** Naval -- **Atavism resistance stat:** `harpoon_resistance` -- **Atavism power stat:** `naval_power` -- **Atavism accuracy stat:** `navigation` -- **Atavism evasion stat:** `naval_evasion` -- **Atavism crit chance stat:** `naval_crit` -- **Atavism crit power stat:** `naval_crit_power` -- **Gameplay description:** Precision naval puncture and tether pressure for hunting and pursuit. -- **Common sources:** sea hunters, ship crews, reef tribes. -- **Common resistances:** reinforced hulls, anti-tether rigging. -- **Strong against:** sea monsters, large beasts, fleeing ships. -- **Weak against:** armored hulls. -- **Example abilities:** Chain Harpoon, Keel Pin. -- **Example weapons:** whale harpoon launcher, reef spear cannon. -- **Example creatures:** hunting rafts, tribal skiffs (NPC use). -- **Balance notes:** Tactical capture/control role; lower raw damage than cannon. - -### Boarding Damage -- **Name:** Boarding -- **Category:** Naval -- **Atavism resistance stat:** `boarding_resistance` -- **Atavism power stat:** `strength` -- **Atavism accuracy stat:** `dexterity` -- **Atavism evasion stat:** `physical_evasion` -- **Atavism crit chance stat:** `physical_crit` -- **Atavism crit power stat:** `physical_crit_power` -- **Gameplay description:** Close-combat naval engagement damage after ships are linked. -- **Common sources:** pirates, marines, raiders. -- **Common resistances:** marine armor kits, deck defense formations. -- **Strong against:** exposed crews, low-discipline decks. -- **Weak against:** prepared marines, fortified deck positions. -- **Example abilities:** Boarding Rush, Deckbreaker Order. -- **Example weapons:** boarding axe, naval saber, hook pike. -- **Example creatures:** pirate marines, privateer officers. -- **Balance notes:** Bridges naval and land combat identities without replacing either. - -### Fall Damage -- **Name:** Fall -- **Category:** Environmental -- **Atavism resistance stat:** `fall_resistance` -- **Atavism power stat:** `survival` -- **Atavism accuracy stat:** `environmental_resilience` -- **Atavism evasion stat:** `environmental_resilience` -- **Atavism crit chance stat:** N/A -- **Atavism crit power stat:** N/A -- **Gameplay description:** Gravity and impact hazard from vertical traversal failure. -- **Common sources:** cliffs, airship accidents, canyon drops. -- **Common resistances:** climbing gear, shock boots. -- **Strong against:** unprepared explorers. -- **Weak against:** mobility experts with mitigation gear. -- **Example abilities:** Safe Descent (mitigation passive). -- **Example weapons:** N/A. -- **Example creatures:** N/A (environmental source). -- **Balance notes:** Punishes risk without creating combat-only build checks. - -### Drowning Damage -- **Name:** Drowning -- **Category:** Environmental -- **Atavism resistance stat:** `drowning_resistance` -- **Atavism power stat:** `survival` -- **Atavism accuracy stat:** `environmental_resilience` -- **Atavism evasion stat:** `environmental_resilience` -- **Atavism crit chance stat:** N/A -- **Atavism crit power stat:** N/A -- **Gameplay description:** Oxygen depletion hazard in deep water and ruins. -- **Common sources:** deep water, underwater ruins, failed dives. -- **Common resistances:** diving kits, breath control traits. -- **Strong against:** overloaded/unprepared parties. -- **Weak against:** prepared diving teams. -- **Example abilities:** Deep Breath, Emergency Float. -- **Example weapons:** N/A. -- **Example creatures:** N/A (environmental source). -- **Balance notes:** Supports expedition planning and role specialization. - -### Heat Damage -- **Name:** Heat -- **Category:** Environmental -- **Atavism resistance stat:** `heat_resistance` -- **Atavism power stat:** `survival` -- **Atavism accuracy stat:** `environmental_resilience` -- **Atavism evasion stat:** `environmental_resilience` -- **Atavism crit chance stat:** N/A -- **Atavism crit power stat:** N/A -- **Gameplay description:** Attrition from extreme hot climates and thermal fields. -- **Common sources:** deserts, volcanic zones, fire fields. -- **Common resistances:** cooling wraps, heat wards. -- **Strong against:** poorly equipped expeditions. -- **Weak against:** prepared desert/volcanic gear kits. -- **Example abilities:** Heat Acclimation. -- **Example weapons:** N/A. -- **Example creatures:** N/A (environmental source). -- **Balance notes:** Encourages zone-specific prep without heavy micro-management. - -### Cold Damage -- **Name:** Cold -- **Category:** Environmental -- **Atavism resistance stat:** `cold_resistance` -- **Atavism power stat:** `survival` -- **Atavism accuracy stat:** `environmental_resilience` -- **Atavism evasion stat:** `environmental_resilience` -- **Atavism crit chance stat:** N/A -- **Atavism crit power stat:** N/A -- **Gameplay description:** Attrition from freezing biomes, storms, and cave chill. -- **Common sources:** Frostpeak, blizzards, frozen caves. -- **Common resistances:** insulated furs, camp heat tools. -- **Strong against:** low-survival travelers. -- **Weak against:** frost-prepared teams. -- **Example abilities:** Cold Endurance. -- **Example weapons:** N/A. -- **Example creatures:** N/A (environmental source). -- **Balance notes:** Makes weather and route planning meaningful. - -### Storm Exposure Damage -- **Name:** Storm Exposure -- **Category:** Environmental -- **Atavism resistance stat:** `storm_exposure_resistance` -- **Atavism power stat:** `survival` -- **Atavism accuracy stat:** `environmental_resilience` -- **Atavism evasion stat:** `environmental_resilience` -- **Atavism crit chance stat:** N/A -- **Atavism crit power stat:** N/A -- **Gameplay description:** Combined weather pressure (wind/rain/static) during severe sea events. -- **Common sources:** open-sea storms, lightning zones, unstable Ward weather. -- **Common resistances:** storm coats, static dampeners, navigation discipline. -- **Strong against:** crews outside protected routes. -- **Weak against:** storm-ready ships and survival specialists. -- **Example abilities:** Storm Brace, Crew Shelter Drill. -- **Example weapons:** N/A. -- **Example creatures:** N/A (environmental source). -- **Balance notes:** Keeps naval weather threatening without replacing enemy encounters. - ---- - -## Part 8 — Creature Resistance Design - -| Creature Type | Strong Resistances | Weaknesses | -| --- | --- | --- | -| Undead | poison_resistance, bleed_resistance, curse_resistance | ward_resistance (low), fire_resistance (low) | -| Skeletons | pierce_resistance, bleed_resistance | crush_resistance (low), ward_resistance (low) | -| Dragons | fire_resistance or frost_resistance (variant), slash_resistance | storm_resistance (often low), pierce_resistance (wing joints) | -| Sea Monsters | drowning_resistance, storm_exposure_resistance, harpoon_resistance | storm_resistance (variant-dependent), bleed_resistance (species-dependent) | -| Veil Creatures | veil_resistance, shadow_resistance, curse_resistance | ward_resistance (low), willpower-based disruption | -| Constructs | poison_resistance, bleed_resistance, shadow_resistance | crush pressure effects, ancient overload windows | -| Bandits | slash_resistance/pierce_resistance (light), poison_resistance (some) | ward and curse control, crush burst | -| Pirates | boarding_resistance, cannon_resistance, slash_resistance | storm exposure, ward pressure, anti-ship storm builds | -| Frost Beasts | frost_resistance, cold_resistance | fire_resistance (low), crush_resistance (varies) | -| Desert Beasts | heat_resistance, pierce_resistance (hide) | frost_resistance (low), nature control | -| Witchwood Creatures | nature_resistance, poison_resistance | fire_resistance (low), ward pressure | - ---- - -## Part 9 — Armor and Gear Design - -| Armor Type | Strong Against | Weak Against | -| --- | --- | --- | -| Cloth | Arcane, Curse (when warded variants) | Slash, Pierce, Boarding | -| Leather | Pierce, Nature, Bleed (treated sets) | Crush, Cannon fragmentation | -| Chain | Slash, Bleed | Crush, Storm | -| Plate | Slash, Pierce, Boarding | Storm, mobility pressure, some Ancient Energy | -| Ward Armor | Veil, Shadow, Curse, Ward | Crush and heavy physical focus | -| Pirate Gear | Boarding, Slash, Harpoon (partial) | Ward pressure, high-end Arcane | -| Frost Gear | Frost, Cold, storm exposure (partial) | Fire, Heat | -| Desert Gear | Heat, poison (sand-filter variants) | Frost, Cold | -| Veil-Corrupted Gear | Shadow, Veil burst output | Ward effects, cleansing mechanics | -| Ancient Relic Armor | Ancient Energy, Arcane, some Crush mitigation | sustained Curse/Veil corruption buildup | - ---- - -## Part 10 — Faction Damage Identity - -| Faction | Damage Identity | Defensive Identity | -| --- | --- | --- | -| Mainland Kingdom | Slash, Pierce, Ward | chain/plate, ward-resistance doctrine | -| Dwarves | Crush, Fire, Cannon | armor density, fire hardening | -| Elves | Pierce, Nature, Arcane | evasion, nature resistance | -| Pirates | Slash, Pierce, Cannon, Boarding | boarding resistance, mobility | -| Canyon Tribes | Pierce, Harpoon, Storm, survival tactics | storm/heat preparedness | -| Witches | Curse, Shadow, Poison, Veil | curse layering, anti-willpower pressure | -| Gnomes | Ancient Energy, Storm, engineering attacks | insulated and relic-safe gear | -| Veil Creatures | Veil, Shadow, corruption pressure | high veil/shadow resistance | - ---- - -## Part 11 — Balance Rules - -- No single damage type should dominate all targets and regions. -- Physical damage types remain the easiest player-facing baseline. -- Magical damage types drive faction/class identity and encounter flavor. -- Veil damage is strong but must carry corruption and social-risk tradeoffs. -- Ancient Energy stays rare, specialized, and progression-gated. -- Environmental damage should reward preparation, not random punishment. -- Naval damage should be decisive at sea and limited on land. -- Resistance gear should feel valuable but not mandatory in every activity. - ---- - -## Part 12 — Appendix: Atavism Damage Formula Reference - -### Damage Flow Reference (Designer Labels) - -1. **Base Damage** = weapon/ammo/mob/effect base values -2. **Skill Scaling** = skill-level contribution -3. **Power Scaling** = power stat multiplier contribution -4. **Hit Roll Variation** = controlled random range -5. **Armor / Resistance Reduction** = mitigation from target resistance stats -6. **Damage Taken Modifier** = incoming reduction/amplification effects -7. **Critical Calculation** = crit chance roll and crit power multiplier -8. **Damage Modifier** = damage dealt modifiers from buffs/debuffs -9. **Bonus Damage** = supplemental effect damage layers -10. **Parry Reduction** = successful parry applies final reduction -11. **PvP Reduction** = player-vs-player global reduction pass -12. **Final Receive / Dealt Modifiers** = final outbound/inbound adjustments -13. **Trigger Effects** = on-hit/on-damage procs -14. **Shield Effects** = shield absorb/redirect logic - -### Simplified Hit Chance Notes - -- Hit chance compares attacker **accuracy stat** vs target **evasion stat**. -- Level difference shifts hit chance up or down. -- Global caps prevent impossible always-hit or always-miss outcomes. - -### Simplified Parry Chance Notes - -- Parry chance compares defender **parry capability** against attacker accuracy. -- Level difference shifts parry reliability. -- Successful parry reduces final damage to **60%** of the pre-parry result. - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [🛡 Damage and Resistances] (damage_and_resistances.md) -- Next: [Effects System] (effects_system.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/systems/damage_and_resistances.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to ⚔ Systems Index] (README.md) - -**Breadcrumbs:** Home / Systems / 🛡 Damage and Resistances - ---- - -# 🛡 Damage and Resistances -## Overview -Damage types and resistance categories shape encounter strategy, build planning, and equipment value. - -## Gameplay Purpose -Encourage preparation and role cooperation over one-size-fits-all loadouts. - -## Player Experience Goals -- clear cause/effect in combat outcomes -- meaningful pre-fight planning -- regional encounter identity - -## Technical Notes -Maintain consistent damage taxonomy across skills, creatures, and item modifiers. - -## Implementation Notes -MVP damage profile should prioritize readability over large type counts. - -## Examples -- Frost-resistant gear for Frostpeak encounters. -- Corruption resistance for Veil anomalies. - -## Production Priority -**P0 core types, P2 advanced elemental layering.** - ---- - -## Related Documents - - -## Suggested Reading -- Previous: [📊 Stats System] (stats_system.md) -- Next: [Damage Types & Resistances] (damage_types_and_resistances.md) - -## Navigation -- [⬆ Back to ⚔ Systems Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- diff --git a/_git/docs/world-history.md b/_git/docs/world-history.md index 9344285..b5d9839 100644 --- a/_git/docs/world-history.md +++ b/_git/docs/world-history.md @@ -5,655 +5,3 @@ Developer-facing true history of Mystical Islands, including the Fracturing, the Use this as canonical internal lore truth while preserving mystery in player-facing materials. --- - -## Consolidated Sourcebook - -This page consolidates and preserves existing Mystical Islands documentation in one centralized reference. - -### Source: `docs/world-history.md` - -# World History - -The world of Mystical Isles began as a single kingdom surrounded by calmer seas, fertile trade routes, and ancient stone roads. That age ended in fire, rupture, and silence. What remains is an archipelago of fractured continents, broken empires, and buried powers waiting beneath the waves. - -This page records the true history of the setting for internal design use. - ---- - -## The Age Before the Fracturing - -Before the world broke apart, the mainland kingdoms were linked by roads, riverworks, and ley channels that stabilized weather, navigation, and harvest cycles. The old civilization built with both magic and machine: - -- sky-towers that watched the seas -- deep vaults beneath cities -- magical reactors woven into bedrock -- seal-wards around forbidden sites -- archive networks that stored maps, census rolls, and spell formulae - -Queen Elyra ruled during the final centuries of the old age. Her court was wealthy, ambitious, and terrified of decline. Trade expanded, borders hardened, and scholars discovered that the world itself contained a hidden pressure in the deep currents of magic. - ---- - -## The Fracturing - -The Fracturing was not a simple disaster. It was the collapse of an age-long containment system. Old records imply that the world was already damaged by overuse of ley power, unstable rune engines, and experiments that reached too far beneath the sea and too high into the sky. - -When the catastrophe came, continents split, oceans surged into broken basins, and whole regions were lifted, twisted, or drowned. Kingdoms became islands. Capital districts sank beneath new harbors. Trade routes shattered into dangerous sea lanes. - -The event created three lasting truths: - -1. The world is no longer fully stable. -2. The sea is dangerous but also full of paths. -3. The past is physically buried under the present. - ---- - -## The Veil - -After the Fracturing, a strange boundary began to appear in the ruined zones and the farthest reaches of the deep wilds. This boundary is known as the Veil. - -The Veil behaves like a wound in reality: - -- it distorts memory and direction -- it mutates wildlife and old soldiers alike -- it preserves ancient structures in impossible condition -- it reveals pieces of the lost world while hiding others -- it grows stronger around reactors, wards, and buried facilities - -The Veil is not merely corruption. It is also a shield, a scar, and a signal that some system was once trying to hold the world together. - ---- - -## Queen Elyra and the Wards - -Queen Elyra understood that the old world could not survive another surge. She ordered the construction of the Wards: layered rituals, crystal anchors, and mechanical locks meant to seal dangerous regions and prevent further collapse. - -The Wards were partially successful. - -They: - -- slowed the spread of the Veil -- preserved certain cities and vaults -- locked away dangerous facilities -- fragmented the remaining power structures -- gave later kingdoms a chance to survive - -But the Wards also concealed the truth. Whole districts, laboratories, and royal archives were sealed behind protective fields. Future generations would call them ruins, not realizing they were engineered prisons and emergency shelters. - ---- - -## Ancient Civilizations - -Several civilizations existed before the current era of island kingdoms. - -### The Crowned Kingdoms -The human kingdoms of the old mainland dominated trade, law, and administration. They built roads, watchtowers, harbors, and royal vaults. - -### The Deep Forge Clans -Dwarven masons and metalworkers established under-mountain cities, mine-lattices, and forge halls connected to old heat wells. - -### The Verdant Courts -Elven enclaves controlled living forests, sea gardens, and moonlit groves. They were experts in memory magic and migration routes. - -### The Tinker States -Gnome city-states experimented with navigation engines, map tables, clockworks, and field devices designed to survive the storm belts. - -### The Exiled Tribes -Orcish and other frontier peoples were pushed toward rough land and sea edge territories. Their descendants later became important to the island wars, mercenary bands, and pirate fleets. - ---- - -## Hidden Truths Players Can Uncover - -The player-facing version of the world should preserve mystery. Internally, the truth is layered and discoverable through quests, ruins, journals, and dungeon progression. - -Possible hidden truths: - -- the Fracturing was an emergency containment failure, not a natural disaster -- Queen Elyra tried to save the world, but also chose who would be protected -- the Wards were powered by ancient reactors beneath major cities -- the Veil is the side effect of sealing a deeper threat -- some islands were intentionally lifted to preserve strategic locations -- several royal bloodlines know fragments of the truth and hide them for political gain -- old naval routes were rerouted around submerged cities filled with sealed archives -- a surviving intelligence or system may still monitor the world from below - ---- - -## Hidden Dungeons and Secret Locations - -The world should include large-scale secret spaces that support exploration and late-game discovery. - -### Ancient Facilities -- ley reactors beneath the capital -- royal fabrication halls -- flood-control vaults -- weather-engine chambers -- ward calibration sanctums - -### Submerged Cities -- drowned districts beneath bay waters -- flooded noble quarters -- archive streets visible only at low tide -- shattered harbors with intact undersea gates - -### Lost Laboratories -- alchemical research vaults -- beast-breeding facilities -- elemental containment wings -- scrying chambers that still record movement - -### Corrupted Ruins -- Veil-touched temples -- broken ward towers -- twisted observatories -- forgotten prisons where the wards failed early - ---- - -## Future Lore Directions - -Planned or possible revelations for later content: - -- the origin of the Veil and what lies behind it -- the fate of Queen Elyra -- whether the Wards can be repaired or replaced -- why some islands were preserved while others were shattered -- which factions already know the truth -- what power source once fed the old reactors -- whether the world can be made whole again - ---- - -## Design Use Notes - -This history supports: - -- main story arcs -- dungeon placement -- faction conflict -- ruined city content -- hidden boss encounters -- archaeological quest lines -- late-game world events -- naval exploration mystery -- repeated player discovery over time - ---- - -### Source: `docs/lore/world_overview.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / 🏝 World Overview - ---- - -# 🏝 World Overview -## Overview -Mystical Isles is a fractured archipelago where old-world technology, magical mutation, and frontier civilization collide. - -## Gameplay Purpose -The world supports exploration-led progression: players unlock routes, discover ruins, and build influence through risk-taking. - -## Player Experience Goals -- feel small at first, then earn agency -- discover layered truths beneath myth -- make choices that affect social and economic outcomes - -## Technical Notes -- Region design supports staged content rollout. -- Hazard zones gate progression without artificial walls. - -## Implementation Notes -- Start with one flagship island and one connected city. -- Expand by reusing systemic templates (factions, merchants, encounters). - -## Examples -- Ward failure opens high-risk salvage routes. -- Storm shifts make one island temporarily unreachable. - -## Production Priority -**P0 for MVP framing, P1 for expansion design.** - ---- - -## Related Documents -- [📖 Fractured History] (fractured_history.md) -- [Islands Overview] (../world/islands_overview.md) -- [📜 Developer Vision] (developer_vision.md) - -## Suggested Reading -- Previous: Start with this page. -- Next: [📖 Fractured History] (fractured_history.md) - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/lore/fractured_history.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / 📖 Fractured History - ---- - -# 📖 Fractured History -## Overview -The Fracturing was a civilization-ending collapse caused by unsafe dimensional energy exploitation. - -## Gameplay Purpose -History explains why relics, wards, portals, and magical anomalies are central to progression and conflict. - -## Player Experience Goals -- mystery for new players -- coherent underlying logic for deeper discovery -- faction disagreement over historical interpretation - -## Technical Notes -- "Magic" is treated as dimensional side-effect rather than arbitrary fantasy. -- Ancient tech and modern myth must reference the same root truth. - -## Implementation Notes -- Early quests reveal surface myths. -- Mid-game reveals true system origins through ruins and archives. - -## Examples -- A shrine is actually a stabilization relay. -- "Cursed" zones are dimensional spill fields. - -## Production Priority -**P0 lore foundation.** - ---- - -## Related Documents -- [True History] (true_history.md) -- [🏝 World Overview] (world_overview.md) -- [🗺 Islands Overview] (islands_overview.md) - -## Suggested Reading -- Previous: [🏝 World Overview] (world_overview.md) -- Next: [True History] (true_history.md) - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/lore/true_history.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / True History - ---- - -# True History -## Setting Summary - -Mystical Isles is the aftermath of a technological civilization collapsing under its own dimensional engineering. Modern cultures interpret the remnants through myth, religion, and superstition, but the underlying setting logic is scientific-fantasy rather than purely mystical fantasy. - -## Before The Fracturing - -The ancient civilization operated a global network of energy extraction, stabilization, and transit systems. - -- major cities were powered by aetheric reactors and relay spires -- continental infrastructure depended on synchronized planetary energy grids -- dimensional gateways enabled rapid travel, research, and resource transfer -- weather moderation, defensive barriers, and environmental shaping were all technologically managed -- elite research orders competed to control deeper sources of energy beneath the world itself - -Their greatest mistake was believing reality could be treated as an engine under permanent control. - -## What Caused The Fracturing - -The Fracturing began when multiple energy programs converged on the same objective: tapping dimensional and planetary core forces at a scale the stabilizing network could not contain. - -1. researchers increased draw from deep-world energy channels -2. gateway experiments amplified resonance between the world and adjacent dimensions -3. containment arrays failed in sequence instead of isolating the overload -4. synchronized infrastructure transmitted instability across continents in moments -5. tectonic collapse, tidal surges, and spatial distortion destroyed the old world order - -The disaster shattered continental masses, drowned lowlands, severed transport networks, and permanently weakened the boundaries of reality. - -## Origin of Magic - -Magic is the biological and environmental expression of persistent dimensional exposure. - -- living beings adapted unevenly to ambient aetheric leakage -- some individuals developed the ability to shape unstable energy through instinct, ritual, discipline, or tools -- certain materials began storing or amplifying dimensional charge -- locations near breaches gained repeatable but dangerous supernatural properties - -In world terms, magic feels mystical. In design terms, it is post-catastrophe interaction with damaged reality. - -## The Veil - -The Veil is not a deity or curse by itself. It is the spread of dimensional corruption into weakened regions of the world. - -Effects of the Veil include: - -- environmental distortion -- memory and perception anomalies -- aggressive mutation in flora and fauna -- unstable weather and tides -- portal failure or misalignment -- corruption zones that grow if not contained - -Some later cultures personify the Veil through legends such as the Veiled Queen, which is useful for player-facing mystery while the internal truth remains systemic. - -## Aether Wards - -Aether Wards are ancient stabilization machines embedded into ruins, towers, harbor stones, subterranean vaults, and navigational structures. - -Their functions include: - -- reducing dimensional bleed in nearby terrain -- damping portal instability -- preserving livable settlements -- anchoring safe travel lanes across dangerous seas -- suppressing mutation pressure in key regions - -When wards fail, surrounding areas become less predictable, more hostile, and more vulnerable to Veil spread. Repairing, powering, or defending wards can support quests, faction campaigns, and live world events. - -## Why Portals Exist - -Portals are remnants of the ancient gateway network. - -- some are fixed transit gates inside ruined facilities -- some are damaged field relays that open only during certain conditions -- some flicker because nearby wards are failing -- some now connect to hazardous or partial destinations due to incomplete network collapse - -Portals should be treated as broken infrastructure rather than purely magical anomalies. - -## Why Creatures Mutated - -Wildlife and ecosystems changed after long-term exposure to unstable energy. - -- predators adapted toward aggression, camouflage, or exotic elemental traits -- isolated populations evolved differently on each island -- corrupted regions accelerate mutation and produce apex threats -- formerly engineered guardian organisms may still protect ancient facilities -- some species appear supernatural because their biology is shaped by dimensional contamination - -This supports strong biome identity and escalating monster design by region. - -## Ancient Ruins and Modern Misunderstanding - -Most ruins are pre-Fracturing technological sites, including: - -- research observatories -- energy relay towers -- transit hubs -- ward control stations -- vault complexes -- defense platforms -- industrial extraction sites - -Modern inhabitants lack the full scientific context, so they interpret consoles as altars, reactors as sealed hearts, and automated defenses as curses or enchanted guardians. - -## Design Implications - -| Topic | Internal Rule | -| --- | --- | -| Magic | A byproduct of dimensional instability and adaptation | -| Ruins | Technological sites mistaken for magical relics | -| Portals | Damaged gateway infrastructure | -| Corruption | Veil spread through weakened reality | -| Safe zones | Areas protected by functioning wards | -| Monster escalation | Mutation pressure rises near breaches and failed systems | - ---- - -## Related Documents -- [Mystical Islands — Core Design Vision & World Architecture] (../design/core-design-vision-world-architecture.md) -- [Ancient Technology] (../design/ancient_technology.md) -- [📖 Fractured History] (fractured_history.md) - -## Suggested Reading -- Previous: [📖 Fractured History] (fractured_history.md) -- Next: [🗺 Islands Overview] (islands_overview.md) - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/lore/developer_vision.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / 📜 Developer Vision - ---- - -# 📜 Developer Vision -## 🌌 Inspiration -Mystical Isles is inspired by classic MMORPG eras where community, danger, and discovery mattered more than checklist speed. The core goal is to rebuild that feeling with modern production discipline. - -## 🧠 Design Philosophy -- The world should react to players, not wait for them. -- Systems should interlock so choices matter across combat, economy, and politics. -- Lore should explain mechanics, and mechanics should reinforce lore. -- Social cooperation should be valuable without hard-forcing every activity. - -## 🏝 Why Interconnected Systems Matter -Islands are designed as dependency networks: materials, factions, hazards, and routes all interact. Players who explore, trade, craft, or govern become part of the same living loop. - -## 👥 Player-Shaped World Direction -Long-term ambition is persistent world influence: -- settlements and claims alter regional utility -- faction power shifts available opportunities -- route control changes risk and reward -- seasonal world events create new stories and priorities - -## ⚔ MMORPG Inspirations -Key inspirations include social interdependence, dangerous travel, role identity, and meaningful progression from older MMORPG design traditions. - -## 🧪 Sandbox + Social Goals -- create cooperative friction, not isolated solo lanes -- support role specialization and trade dependence -- preserve mystery through layered world discovery -- reward planning, preparation, and group logistics - -## 🛠 Technical + Gameplay Ambition -Start with a playable core loop, prove fun early, and scale toward deeper political, naval, and world-state systems in phased production. - ---- - -## Related Documents -- [Mystical Islands — Core Design Vision & World Architecture] (../design/core-design-vision-world-architecture.md) -- [🚧 Production Roadmap] (../production/roadmap.md) -- [✅ MVP Scope — Minimum Playable MMORPG] (../production/mvp_scope.md) - -## Suggested Reading -- Previous: [Player Lore] (player_lore.md) -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/design/ancient_technology.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🧭 Design Index] (README.md) - -**Breadcrumbs:** Home / Design / Ancient Technology - ---- - -# Ancient Technology -## Internal Framing - -Ancient technology is the physical evidence that Mystical Isles was once supported by advanced infrastructure rather than purely magical civilization. Presentation to players can remain mysterious, but internal design should treat these systems consistently. - -## Major Technology Families - -| System | Original Purpose | Modern Misreading | Design Use | -| --- | --- | --- | --- | -| Aether reactors | Power generation and load balancing | Sealed hearts, eternal flames | Dungeon hazards, world-state objectives | -| Ward nodes | Reality stabilization and contamination control | Holy stones, druid anchors, shrine relics | Safe zones, defense events, repair content | -| Gateway arrays | Long-range transit and logistics | Portal circles, cursed doors | Travel systems, boss access, event triggers | -| Survey spires | Weather, tide, and anomaly monitoring | Wizard towers, omen beacons | Exploration tools, forecast systems | -| Defense lattices | Automated ruin protection | Cursed guardians, enchanted sentries | Dungeon combat, vault escalation | -| Archive cores | Data storage and command history | Oracle chambers, memory altars | Lore delivery, puzzle systems | - -## Design Rules - -- ruins should have understandable original functions even when players only see fragments -- the same symbols, materials, and activation logic should recur across regions -- advanced devices should not feel interchangeable with ordinary fantasy props -- repaired systems should alter gameplay by changing routes, hazards, or faction leverage - -## World Integration - -### Aether Wards -Wards are the most important surviving technology because they define where civilization can endure. They justify safe harbors, protected capitals, and temporary expedition outposts. - -### Ruin Networks -Ruins should connect to one another through old logistics, transit, or energy relationships. A vault on one island may require power routed from a tower on another. - -### Portals and Navigation -Portal remnants and navigation relics provide a technology bridge between lore and systems. They explain why specific routes can be stabilized, why storms shift, and why some islands are reachable only under controlled conditions. - -## Gameplay Opportunities - -- ward repair events that reopen settlements or travel lanes -- ruin power restoration that activates deeper dungeon layers -- artifact hunts for keys, capacitors, lenses, and encoded cores -- faction conflict over who controls ancient facilities after reactivation -- environmental storytelling through damaged machines and partial logs - ---- - -## Related Documents -- [True History] (../lore/true_history.md) -- [Mystical Islands — Core Design Vision & World Architecture] (core-design-vision-world-architecture.md) -- [⛈ Stormreach Isles] (../world/stormreach_isles.md) - -## Suggested Reading -- Previous: [Mystical Islands — Core Design Vision & World Architecture] (core-design-vision-world-architecture.md) -- Next: You have reached the end of this section path. - -## Navigation -- [⬆ Back to 🧭 Design Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/lore/political_system.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / 🏰 Political System - ---- - -# 🏰 Political System -## Overview -Politics in Mystical Isles is an emergent layer built on faction influence, settlement control, route security, and resource leverage. - -## Gameplay Purpose -Transform endgame from pure gear chase into social and strategic world influence. - -## Player Experience Goals -- see territory and trade respond to collective action -- choose diplomacy, rivalry, or opportunistic neutrality -- earn status through contribution, not only combat - -## Technical Notes -Political systems depend on stable reputation, settlement, and event telemetry. - -## Implementation Notes -Do not include full political simulation in MVP; gate this to post-vertical-slice phases. - -## Examples -- controlling harbor security changes merchant taxes -- faction office unlocks region contracts - -## Production Priority -**P3 (post-core loop).** - ---- - -## Related Documents -- [Factions] (../factions/factions.md) -- [🏰 Gameplay Track: Politics] (../gameplay/politics/README.md) -- [Faction Progression] (../systems/faction_progression.md) - -## Suggested Reading -- Previous: [🏴 Factions Overview] (factions_overview.md) -- Next: [🧬 Races and Classes Overview] (races_and_classes.md) - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ---- - -### Source: `docs/lore/factions_overview.md` - -[⬅ Back to Mystical Isles README] (../../README.md) -[⬆ Back to 🌍 Lore Index] (README.md) - -**Breadcrumbs:** Home / Lore / 🏴 Factions Overview - ---- - -# 🏴 Factions Overview -## Overview -Major powers include Crown Compact, Thornbound Circles, Moonroot Enclaves, Frostpeak Holds, Cinder Tribes, Gravebound Legions, Free Reef Corsairs, Reef Wardens, and Tempest Accord. - -## Gameplay Purpose -Factions drive progression access, merchant unlocks, quest alignment, and world conflict. - -## Player Experience Goals -- meaningful allegiance without early permanent lockout -- visible world response to reputation -- faction identity reflected in gear, settlements, and quests - -## Technical Notes -Use standardized faction reputation tiers across systems and vendors. - -## Implementation Notes -MVP emphasizes Crown Compact and one rival influence track, with broader faction loops staged post-vertical-slice. - -## Examples -- Honored with Crown Compact unlocks advanced lawful gear. -- Friendly with Corsairs unlocks contraband routes. - -## Production Priority -**P0 minimal two-faction loop, P2 full faction web.** - ---- - -## Related Documents -- [Factions] (../factions/factions.md) -- [🏰 Political System] (political_system.md) -- [Faction Progression] (../systems/faction_progression.md) - -## Suggested Reading -- Previous: [🗺 Islands Overview] (islands_overview.md) -- Next: [🏰 Political System] (political_system.md) - -## Navigation -- [⬆ Back to 🌍 Lore Index] (README.md) -- [⬅ Back to Mystical Isles README] (../../README.md) - ----