Action based combat. More details to come.
Spells for in and out of combat.
Hunting Grounds - Little Daily Hunt X monsters for simple exp and skill gain. Easy to complete.
Group - Group of players need to search and find what to do. Can only be completed once a week. Needs to be unique enough. Something like infiltrate this town, kingdom, building and steal this info.
Player - Player requested like Mine this ore for me and I will pay you for the ore and you get extra exp. Delivery missions, resource gathering, anything a player can do can be assigned as quests by other players with exp given and gold exchanged for goods.
Job - Jobs are daily's that such as guard duty and patrolling, working shops, cooking, mining, or town maintenance.
Global - Major quests given to all players based on events such as Wars
Crafting. Work stations, combine materials. Requires different tools
Biggest system in the game. Made of minigames per station. Players gather items and go to a crafting station to make different items to use and sell. Each station will be a little different in games. Forging is accuracy based for quality. Smithing is time based.
Take smaller gather resources and turn them into refined materials to then craft more stuff.
Swords will go
Ore -> Ingot
Ingot -> Rough Blade
Rough Blade + Wood + Other -> Sword
The rough blades and other blanks are locking in the materials to those specific items. No more than 3 different items to craft something. If there are more items needed a sub step item needs to be created like the rough blade.
Short Rough Blades usually only make short swords but the first uncommon weapon players will try to make is a butterfly sword which requires either wings from a butterfly or a little bit of alchemy to turn the wings into a butterfly catalyst.
Farm plots are controlled by players. Some can be set as public we a small crop fee for using or private but can be collected for the owner with the picker keeping a small part of the crop.
Crops grow over time in farms.
Visually scale the plant as it ages and swap out the models as it matures.
Resource gathering. Mining, collecting, fishing. Requires tools for what the resource is.
Directly trade with players, sell to shops to be stocked with player items, and transport goods between regions.
See Economy.
Should be region but say take a few minutes with a fee to transfer items from one place to another.
Anyone can bid on items but to get them, they have to go to the proper auction house to pick them up and they will only be held for so long until they go back on sale.
Same with items in other stores, there should be a central place to search for an item you need but to get it, you would have to be on location or reserve for a day to get it yourself or as a player quest for someone to travel and deliver it.
Sail on boats to get between the lands or a "safer" route than traveling over land. Still being planned.
Alchemy