CHAMPION

Balanced Customization

No classes. No leveling. Individualized character development. Develop around a traditional archetype or create something new!

Build your Champion

Race

Appearance, starting attributes, unique perks.

Attributes

Relative strengths and function. Gained through achievements.

Talents

Tiered progressive bonus system. Six trees, each identifies with an attribute.

Customize Combat Actions

Weapons

Equip any weapon. Dual wield any melee weapon. Able to equip two weapon sets. Each weapon type has a variety of abilities and attack patterns.

Runes

Three magical abilities per rune, identifying within one School of Magic. Activating an ability Taps rune for some duration, based on ability activated.

Utilities

All characters have dash, hide, taunt, and swap weapon. Effectiveness modified by several mechanics.

Enhancements

Armor

Primarily provides physical resistance and magical affinity. Equip any type of armor. Stacking a similar armor type yields set bonuses.

Enchantments

Provides passive benefits to armor and weapons.

Blessings

Provides passive benefits to runes. Benefit only active when rune is untapped.

Affinity

Increases magical potency AND resiliency with a specific School of Magic.

Counter Measures

Outfitting

Equipment may only be equipped within cities and certain player structures.

Assurance

Economic cost to equip an item. Lost upon death. Serves to level NPCs and generate PVP rewards.

Weight

Restricts types of weapons and armor that may be simultaneously equipped.

Death

Costly. Results in loss of assurance and all raw materials.

GAMEPLAY

Responsively Thoughtful

Combat is extension of your mind. Fluid. Tactful. Deeply immersive. Supported by ergonomic controls and a visually intuitive interface.

Visually Intuitive

Camera

Mouse controls camera and adjusts forward direction. Camera is static and realistic.

Dual Targeting

Always maintain an ally quick-target . Offensive abilities require proper crosshair targeting. All abilities soft-lock upon activation.

Health

Health blocks gauge current, maximum, and status of health. Barriers prevent damage.

Timing

Activation

Weapon and runic abilities require activation time. Able to move, but at reduced speed. No instants. Several counters.

Cooldowns

Activating weapon ability places that ability on cooldown. Activating runic ability places the rune on cooldown. Activating utility ability places all utility abilities on cooldown. Utility cooldown required for some weapon and rune abilities.

Global Cooldown

Activating any ability triggers a global cooldown.

Mechanics

Area Damage

Scales based on number of targets. Not wasted on a single target, just less resource efficient.

Defense

Block, parry, and dodge are chance based. Shields have block value. Weapons have parry value.

Buffs

Self-driven by equipment, Blessings, food and drink. No spells or abilities "buff" players.

Debuffs

Known as conditions. Short-term nuisances. Cannot be dispelled by magic. Deal with it.

ECONOMY

Form and Function

Purely player-driven. Markets respond to supply and demand. Loot is resources, not equipment. Master recipes, not professions.

The Agora

Shops

No auction houses. Shopkeepers are market’s backbone, buying and selling wares affiliated with their store. Player-crafted and vendor-purchased items are shop's inventory.

Supply and Demand

Prices adjust to local economy. Shopkeepers buy low and sell high.

Reputation

Increased (and decreased!) based on achievements and actions. Influences merchant pricing, quest availability, land availability, titles, and cosmetics.

Gathering

Loot

Crafting resources, not equipment.

Harvesting

Harvesting nodes present brief mini-games and reward raw materials.

Refining

Refine raw materials into crafting materials. Variable outcomes.

Deconstructing

Deconstruct equipment into crafting materials. Variable outcomes.

Crafting

Recipe

Experience determines quality. Recipes begin as a basic recipe . Once mastered, one ingredient may be modified to generate a new recipe. Process repeats.

Materials

Determine potential attributes of crafted item.

Tools

Required. May yield bonuses. Player-crafted or looted. Limited use.

Workplace

May yield bonuses. Player-constructed workplaces can level.

Housing

Acquire

Purchase plots from local real estate offices. Larger plots require greater upkeep .

Design

In-game tools provides design guidelines. Construction requires appropriate design and building resources. Furnish and establish entry permissions.

Artisans

Artisans may be hired at player-created shops, which mimic recipes and craft items when customer provides payment and materials.

PLAYER VS LORE

Tailored Role Playing

Challenging player vs. lore scenarios adapt to evolving community-influenced story. Content continuously updated to reflect lore advancement. Champions make history.

Lore

Conflict centered around power struggle between the three planes.

The Known

Reality and texture. Plane of Physics and Nature.

The Parallel

Divinity and spirits. Plane of Arcane and Holy.

Underhell

Torture and death. Plane of Chaos and Dark.

Open World

Consequential Questing

Quest lines are extensive and contain non-revocable decisions.

Mobs Level

Mobs increase in difficulty and expand loot tables based on combative victory.

Expeditions

Treasure maps must be solved to yield location of treasure.

Events

Game Master orchestrated, sporadic events reign chaos on cities and territories.

Instances

Attunement

Achievements required to unlock instances. Queuing is global.

Solo or Party

Variety of difficulties and party size options.

Themed

Magical and lore-driven themes. Ideal equipment is always situational.

Mercenaries

Create your own party. Mercenaries require discovery and level with experience. Feels like traditional RPG.

PLAYER VS PLAYER

Risk vs Reward

Diverse, leaderboard-driven player vs. player scenarios offer unparalleled and dynamic gameplay. Top the Bounty Boards in voluntary World Bounty PVP. Participate in either ranked or skirmished team-based battle arenas.

World Bounty

Voluntary

Flag to participate only in cities. Flagging yields increased harvesting and loot tables while exploring Gaea. Oh yea, and bragging rights.

Bounty

Increases per player kill, as a function of victim's assurance. Decreases upon PVP death. Resets weekly, rewarding players their personal bounty + bonus.

Reward

Players drop gold and raw materials as loot. Gold amount is function of assurance and bounty.

Friend or Foe

War Bands

Party system used in Gaea. Members temporarily gain ally status. Players may only heal other players within their War Band.

Declare Enemy

Players must first declare another an enemy in order to engage in combat. Enemy status is temporary.

Safeguard

Prevents you from being declared an enemy. Gained while fighting competitive NPCs and after attacked by another player. Duration based.

Queue-ables

Battlegrounds

Teamwork-focused and objective-based scenarios, such as resource races, capture the flag, and domination.

Arenas

Deathmatch. Last team standing wins.

Tavern

Social and strategic. Does not utilize your champion. Concepts inspired by Tower Defense, Lane Wars, Risk, Settlers of Catan.