Combat, Magic & Stealth
Introduction
Conflict and combat in the world take many forms. Some battles are decided through direct martial strength, others through mastery of powerful magical forces, and still others through patience, observation, and careful positioning. Combat in our game is played out through a variety of systems encompassing melee, ranged, magic, and stealth.
Physical Combat represents direct confrontation through melee and ranged fighting. Weapon mastery, defensive awareness, positioning, Stamina, Focus and Health management, and coordination with allies all influence the outcome of engagements. Combat abilities develop through training with specific weapons and martial techniques, allowing characters to refine abilities ranging from powerful offensive strikes to disrupting feints, to defensive maneuvers and a myriad of other tactics.
Magic allows characters to shape unseen forces that flow through the world. Through study, mentorship, and extensive training, practitioners learn to wield spells drawn from several major domains—Arcane, Elemental, Divine, Unholy, Life, and Death. These areas represent distinct capabilities and approaches rather than just alternative damage types, offering diverse approaches to offense, defense, support, and control.
Stealth focuses on awareness, concealment, and positioning rather than direct confrontation. Through careful movement, observation, and environmental awareness, characters can bypass threats, gather intelligence, or strike when enemies are most vulnerable. Detection depends on a dynamic vision and awareness system influenced by terrain, lighting, sound, and Perception, making stealth encounters a gradual contest between concealment and discovery.
These areas are all deeply interconnected and function together with the statistics, equipment, and skills systems to deliver the combat framework for the game. Physical abilities may combine with magic and/or stealth to create hybrid styles. An armored warrior may use magic to enhance their speed, while a stealth-oriented character may rely on precise strikes and more subtle debilitating magical effects to disable opponents before they can react, and a magic focused character might wield a sword in addition to a staff or spell tome, utilizing martial combat techniques with spells that can be quickly cast for enemies which manage to close the distance.
The diverse nature of the various systems allow characters who share similar abilities to still behave very differently depending on their loadouts, playstyles and choices. Together they create a flexible and layered gameplay framework where players can approach challenges through direct confrontation up close or at range, calculated magical power, careful stealth and subtlety, or any combination thereof.
Combat
Combat as a whole in our game is a combination of various interconnected systems working together; such as the skills system which handles the various types of combat-relevant abilities and spells a character can utilize in a conflict, the statistics system which determines base health, stamina, focus, damage, hit chances, dodge chances, etc. for skills as well as ‘auto-attacks’, and the item and equipment system that covers armor, weapons, consumables, and more that shape a character’s capabilities on the battlefield in conjunction with the aforementioned areas. The traversal and movement system, terrain, and environment systems also play an important role of course, as does the vision system, mobs and NPC systems, etc. Training and mentorship further shape a character’s fighting style by directing them into various disciplines and techniques they are able to learn suited to different archetypes, weapon types and equipment types.
These systems combine to create a flexible combat framework where characters may use similar weapons or abilities yet behave very differently depending on their attributes, equipment, and training choices. One fighter may focus on resilience and defensive control of the battlefield, while another emphasizes speed, mobility, or precision attacks.
Combat also interacts constantly with the surrounding world. Terrain, visibility, Stamina and Focus management, enemy behavior, and cooperation with other players all influence the outcome of engagements. Success therefore depends not only on a character’s abilities, but also on awareness, preparation, and being able to adapt to changing battlefield conditions.
While all these systems work together to deliver the overall experience, the actual combat framework itself is a relatively straightforward system comprised of a Targeting component, a Threat component, and a Combat Sequence component, which function to tie combat into the other game systems in an engaging, immersive, and cohesive manner.
A player can engage in and enjoy combat without understanding how the Threat, Targeting and Combat Sequence frameworks operate, while those who truly want to ‘master’ the combat in the game will need to have a thorough comprehension of how these systems function in order to fully capitalize on the game’s combat mechanics; the system is intuitive enough to just ‘pick up and play’ but also has the depth and complexity to facilitate deep and rewarding mastery.
Targeting
Targeting an opponent, neutral entity, or an ally is referred to as ‘focusing‘ them. This action ‘costs’ the Focus resource initially and requires a small amount of Focus every few seconds to maintain. Maintaining a target or targets over time provides escalating bonuses based on the target type and skills that are active.
For example, a tank archetype may utilize the ‘Defensive Stance‘ skill, which gives a 5% bonus to defense actions such as Block, Dodge and Parry against focused enemies, increasing by 2% every 5 seconds they maintain their focus on those enemies up to a maximum of 25%. Alternatively, a ranger archetype character might utilize a ‘Find Weakness‘ ability that provides escalating armor penetration and critical chance against their primary focused target the longer the targeting is maintained.
While some skills such as Cleave (which strikes anything in a defined arc in front of the character) do not require the character to have any entity targeted or focused, many skills DO need a target in order to function and execute. Losing a target (for example, if they teleport, move too far out of your character’s vision, or hide or disappear from view in some way) in the middle of an action that requires them to be focused will interrupt/cancel the skill or action as well as ‘lose’ any stacked bonuses that were applied to that target such as in the examples above.
More than one entity can be focused at one time, however there will always be a single ‘primary‘ target, and any others would be considered ‘secondary‘ targets. Splitting your character’s focus onto more than one target is a developed skill in itself that requires training, and has multiple uses in many different scenarios and for different archetypes. Some characters, such as more traditional DPS archetypes however, will not likely pursue focusing more than two things at once as it won’t provide them any real advantages for their role (typically single target damage). More unique builds with a design aimed to deal damage to multiple opponents at once however may indeed have a need to focus more than two entities at once. and other archetypes such as tanks and controllers, will likely want to develop their skills to be able to focus three or more entities at the same time.
Some skills and abilities require MULTIPLE focused targets to function. Some require enemies to be focused, some require allies, and some combinations thereof. Some skills have different effects on the primary target vs. secondary targets, some ONLY affect primary targets and others ONLY affect secondary targets. Some only affect allies, others only affect enemies.
Targeting single or multiple entities and changing primary and secondary focus is done via simple key bindings and/or mouse click selections and/or combinations thereof in an intuitive but highly customizable manner (players can configure when entities are ‘auto-targeted’, smart targeting rules, dynamic scenario and parameter based statements, etc.)
Some focusing related abilities are cooperative in nature, requiring two or more allies to have one another focused as a secondary target and to be within a certain proximity of each other in order to gain the benefit; such as the ‘Defensive Coordination‘ skill which increases defensive capabilities for those affected, or the ‘Coordinated Assault‘ ability which improves hit chance and critical chance for those affected against the same primary target.
Focusing allies and enemies is part of managing combat for all archetypes and certainly goes well beyond the typical ‘targeting’ action in most other MMORPG titles. For certain archetypes focusing will be more involved and complex; such as for Tanks and Controllers who will need to split focus frequently between multiple entities to maintain effectiveness. However, it will be an engaging and rewarding system for all character types regardless, and add another strategic layer to combat that rewards cooperation and coordination in groups, provides real risk vs. reward choices individually, and deepens the entire combat experience for players in general.
Focusing enemies and allies isn’t just an arbitrary task for bringing up an entities health bar, buff/debuff info and to allow auto-aiming abilities to be spammed. It’s a strategic choice that directs your character’s attention to a specific purpose and can make the difference between victory and defeat.
Combat Sequence
Combat has a natural rhythm and flow that every fighter feels in their bones. The Combat Sequence is the heartbeat of that rhythm — the timing that governs how quickly a character can attack, cast spells, execute skills, defend, or recover from actions when in combat.
A character’s attack speed is shaped by the weight and size of weapon they are wielding, their statistics, their proficiency skill with that weapon, their other equipment, and any temporary effects or conditions such as a buff or debuff from a spell or consumable. This attack speed with whatever weapon they are utilizing will naturally regulate their skill execution speeds, as skills are ‘queued’ into the attack sequence and take the place of a ‘basic’ attack in the sequence.
A character pressing a skill activation button in the middle of a basic attack sequence will queue up that skill to execute at the start of the next attack sequence. IF the skill has a cast time associated with it, that means that the actual cast time will not start until the beginning of that next attack sequence as well.
For example, a character wielding a large 2-handed axe will have a slower basic attack speed than a character dual-wielding daggers. As such, the first character will be generally able to cast or execute FEWER skills and abilities in the same span of time as the character with the daggers. Both characters are still of course governed by resource requirements such as Stamina, but the potential is different based on the corresponding base attack speeds.
A heavy two-handed hammer swings with deliberate, crushing power, but such action takes longer to prepare and recover from. On the other hand, a pair of light daggers can strike rapidly, letting a character maintain almost constant pressure against their opponent.
Every combat action or skill (including ‘basic’ attacks) moves through four distinct phases:
- Wind-Up — the moment a character begins preparing the strike or ability. This is when the motion starts, often with a visible telegraph such as raising a sword and pulling back the arm in preparation for a strike. Heavier weapons and equipment lead to more powerful actions that have longer Wind-Up, making them easier to see coming but more committal. Rapid actions with lighter weapons can have virtually no Wind-Up (a quick dagger thrust for example), making them much harder to react to, but at the same time they also carry a lot less force. Receiving incoming damage interrupts the action or skill in this phase, but automatic defense actions such as Parry can’t trigger in this phase.
- Action — the timeframe where the action is being carried out but the character is not yet fully committed to it. Automatic defenses such as Block, Dodge or Parry can trigger, the player can manually cancel the skill or action (for a reduced Recovery window), and/or incoming damage can interrupt or disrupt the action. Slow, heavy actions have longer Action phases, giving the character and player greater opportunity to react to change and trigger defensive skills. Fast, light actions have shorter Action windows, making them harder to interrupt or stop once they begin but also leaving less time for defensive actions to fire.
- Committed — the final portion of the action where the character is fully locked in. Once this phase begins, the attack or spell can no longer be interrupted by damage or automatic defenses. Range and direction checks, hit or miss checks, and damage is calculated at this phase.
- Recovery — the brief reset period after a skill or action finishes. During Recovery, a character cannot begin a new action or skill, nor can automatic skills normally trigger like Dodge or Block. Slower actions leave longer Recovery windows, while fast actions recover almost instantly.
Skills and abilities, including spells must ‘queue’ into the Combat Sequence when a character is engaged in combat. Thus, the speed which a character can execute skills is generally governed by their attack speed. A rogue archetype wielding dagger and rapier will be able to execute skills (and basic attacks) at (usually) a much faster rate than a cleric archtype in heavy armor wielding a shield and war-hammer. Certain combat skills of course have longer or shorter cast/execution times, but most base those times from the character’s attack speed. As such, the same combat skill or action taken by a character will most likely execute or cast much quicker with a dagger equipped vs. a 2H greatsword.
A spellcaster, when they are engaged in physical combat, cannot begin casting a spell (even an ‘instant’ cast spell) in the middle of an action skill such as a basic attack or triggered defense, but it will ‘queue’ up to be cast as soon as the current combat action is finished. For example, if a mage archetype is attacked by a spear-wielding goblin, and they trigger an automated ‘Block‘ with their staff, they can press a hotkey to cast an instant spell such as ‘Blink‘ in the middle of the action, but the spell won’t cast UNTIL their Block action has concluded and the Recovery window expired. When a caster is safely at range and not under direct threat (not in physical combat), spells follow their own cast time and Recovery phases, giving mage and caster archetypes their own distinct flow according to the different magic domains while still tying them into the larger language of combat when pertinent.
When an automated defensive action successfully triggers, it ‘interrupts’ the existing/current action or skill, and changes the Recovery time based on the type of defense used. Blocking with a shield or 2H weapon is relatively efficient and has small Recovery window. Dodging adds a moderate amount, while parrying adds the most. This creates real trade-offs: defending keeps a character alive, but every defense delays their next strike to some degree and may interrupt their current attack or action.
Skills and effects can modify any of these phases — shortening Wind-Up for quicker strikes with a heavier weapon, reducing Recovery to maintain pressure or defensive capability, preventing interrupts from defense or damage occurring within the Action window to ensure a key strike is delivered, or combinations thereof.
‘Hard’ interrupt effects such as stuns and staggers can interrupt and disrupt a skill or action at ANY time (except at the end of the Committed phase). Some hard interrupts such as the ‘Silenced‘ effect, only affect spell casting. Other effects such as ‘Blindness‘, ‘Weakness‘, or ‘Slowed‘ don’t necessarily interrupt or cancel a skill or action, but may affect its outcome or execution in various ways (hit chance, speed, damage, critical chance, etc.) if it was applied while the skill or action was being executed (Blindness being applied to an archer while they are in the Action phase of a basic attack would reduce the hit chance of that attack, and future attacks, until the effect is removed for example).
The Combat Sequence framework is designed to reward strategy, awareness, and timing. Commit too early to a heavy swing and you may be punished. Stay too aggressive with fast strikes and you may find yourself unable to defend. Every action creates a moment of vulnerability — and every skilled fighter learns to exploit or protect those moments.
Threat
Threat is an important part of combat as it helps define roles and capabilities during fights particularly in groups fighting against multiple mobs, and adds a layer of engagement and dynamism to combat that is crucial to the experience.
Like Health, Stamina, and Focus, Threat is, in essence, a type of resource that needs to be managed effectively, particularly in more difficult and complex combat situations in group settings. In most MMORPGs, threat is a 1 dimensional entity that exists as more-or-less a simple number and whichever character’s number is the ‘highest’ for the mob, the mob will attack that character. While this system does function at a basic level, as with most other areas we feel there is a lot of room for improvement and innovation.
The Threat System in our game is tied to a number of different things, such as enemy statistics like Wisdom, Intelligence and Perception. Perception expands an opponents ‘range’ which threat can be generated from and how quickly a mob might switch targets to a character they are ‘aware’ of, while Intelligence and Wisdom change priorities for enemies and multiply threat differently. A more intelligent Ogre for example, is going to be a lot more ‘threatened’ by a support archetype character that is shielding the front-line ‘tank’ character from the Ogre’s damage. Whereas a mindless Undead zombie is going to respond to whoever is closest and engaging them (unless directed otherwise by a controlling entity).
Positioning also influences threat. Some mobs may generate less threat to those attacking from the rear or flank, while others may generate more from such actions.
Players will need to utilize a wide range of different tactics to steer and direct threat in order to prevent their support and damage dealers from being taken out based on their opposition. Some fights will require certain mobs to be rooted or stunned in order to keep them occupied, others may need skills that mitigate, transfer and/or distribute threat and/or increase and multiply threat, and some may need specific damage types that generate more threat than others or less depending on who it is causing the damage.
A rogue archetype may be able to stack poison damage onto an elite mob without generating too much threat, whereas a mage casting fire spells might be instantly rushed by that same mob. A tank archetype using taunts on one type of mob may work well, but have almost no effect on a different one, forcing them to adapt their tactics based on the opponent.
The result is no longer a simple 1-dimensional number that just gets raised or lowered based on damage amount, but a more complex and interesting system that requires forethought and adaptability based on circumstances. Managing threat against multiple opponents that generate threat differently and respond differently is not just the ‘job’ of the tank anymore, but it’s a component of combat that everyone from tank to healer to dps is part of, and is more involved and requires more attention than other MMOs as the encounter difficulty and complexity escalates.
Gameplay and Scaling
Power and capability in combat don’t come from who has the best gear, the lowest ping, the latest pay-to-win features, or the most time spent grinding. Rather, a character’s relative ‘power’ in combat is determined by the skills and abilities they have developed, their statistic allocations, the environment, their opponents, and the player’s overarching control and decision making. Equipment loadout certainly does play a part, but it doesn’t often directly translate to more power vs. less, rather it provides different strengths, weaknesses and considerations.
A character equipped with a legendary artifact set of enchanted heavy dragonplate armor will be absolutely useless in a fight if they don’t have the skills developed to utilize heavy armor and the associated statistics needed to effectively take advantage of it. On the other hand, a character that HAS developed their heavy armor proficiency skill and has the Strength to utilize it will be able to notice a significant improvement in capability and damage mitigation against many damage types when equipping that legendary set vs. a set of more basic iron plate armor.
Likewise, a fighter wielding a 2H greataxe and wearing medium armor might excel against a certain type of opponent, but struggle against a different one, even though all three entities may have a relatively similar level of ‘power’ and skill development. Simply being able to use a ‘powerful’ weapon or set of armor doesn’t make your character adept at combat with them nor does it guarantee ‘general’ effectiveness against all foe types and skill sets. The 2H greataxe can deal a large amount of Slashing damage, but if the opponent is highly resistant to that damage type, the character is going to struggle if they don’t find an alternative way to damage that enemy or bypass that resistance.
As another example, a character who is unskilled with daggers is going to struggle to land basic attacks or execute defensive actions such as Parry successfully while wielding a dagger. If that character executes a combat skill they have developed to an Expert tier while using dagger, the skill will be very ineffective. Whereas, if they are highly skilled with 1H swords, their hit chances and Parry chances when wielding that type of weapon will be very high, and that same skill that couldn’t hit with the dagger would be very effective with the sword.
General combat capability and power is reflected in every character or entity’s base offensive and defensive skills (speed, basic attacks, Parry, Block, Dodge, etc.). Other combat skills and maneuvers such as ‘Cleave‘ or ‘Flurry‘ or ‘Shield Bash‘ enhance these basic skills and add levels of versatility and specialization. As such, basic ‘auto-attacks’ are not just arbitrary fillers in our game, rather they represent and govern a character’s general combat effectiveness. A character’s skill with basic attacks and defenses are going to be derived from their weapon proficiency skill with whatever weapon they are wielding, their statistics, equipment, and the skills relating to defense such as Parry and Dodge.
Basic attacks don’t appear generic either; while a lesser skilled character may not be particularly graceful when attacking with a longsword when compared against a master, each ‘basic’ attack may be different from the last; a thrust, a slash from left to right, an overhand swing, etc.. All basic/auto attacks have a series of options and variations the character intelligently utilizes that are associated with the weapon type being wielded. Different basic strikes may have different attack speeds, critical chances, and may cause different damage types if they are successful (such as a sword thrust which causes Piercing damage vs. a swing with the same sword which inflicts Slashing damage).
Mastery of weapon proficiencies not only increases damage, speed, defense, and accuracy potential with those weapons, but also visually improves the character’s attacks and movements when using the weapon types they are highly skilled with, adding to the immersion and overall feel of progression in combat.
These attacks form the bulk of the physical combat experience, with skills and abilities being activated at strategic times by the player periodically, rather than the typical constant activation of skills and the occasional ‘basic’ attack happening once in a while when the character is out of resources or all their ‘real’ combat skills are on cooldown as is the typical experience in other MMOs.
This system places the bulk of importance in determining combat outcomes on a character’s developed skillsets relative to the equipment they are utilizing, their positioning, player awareness and player strategy rather than gear levels, latency and skill spamming.
The Targeting, Threat and Combat Sequence frameworks all work in tandem with the other major game systems (skills, statistics, equipment, etc.) to create a very diverse and engaging system of combat that will play unlike any other.
Training & Progression
Physical combat training and techniques are taught by many different mentors and factions throughout the world, from pure martial combat oriented organizations and individuals to hybrid specialists employing magic and/or stealth alongside ranged and melee abilities and skills.
Players will have a variety of options to choose from, often within the same organization or faction, allowing them to mix and match skills and abilities from various trainers to suit their playstyles, weapon and equipment preferences, and overall goals. Because acceptance into factions and by mentors hinges primarily on statistic requirements and established reputation, players can choose to start their journey with purely martial trainers and expand into other realms such as divine magic later on in their character’s life, transitioning from a ‘fighter’ archetype to a ‘paladin’ type as their character develops over the course of time.
Whether they developed skills involving 1H sword and shield, 2H hammer or dual-wielding axes really doesn’t make a difference for them learning the Divine magic side of things. The temple trainers might teach martial skills involving 1H hammer and shield, which if a character hadn’t developed any skill in would mean they may want to grow those skill sets to take advantage of the abilities that trainer may teach, but they aren’t forced too and most skills will translate across different disciplines.
Different trainers will also teach different skillsets suited to different playstyles. A certain martial combat trainers from a faction might focus on defensive skills that take more advantage of heavier armors and less mobile fighting style, while a different mentor in that same faction will offer instruction in highly mobile Dexterity based fighting techniques that are suitable only for lightly armored and very mobile combatants. Yet a third may specialize exclusively in longswords favoring offensive and aggressive strategies, while a fourth might deal with 2-handed weapon types only and focus on a balance of offense and defense. A player in that faction may choose to develop skills and abilities from only one of those trainers, or elect to develop different options from them all (providing each mentor is willing to teach them).
Many mentors will require advanced reputation within the faction they are part of before agreeing to train a character, but most every faction will have ‘starting’ trainers that teach general abilities and techniques to those in the early stages of reputation development with them. The more specialized and advanced the skills, generally the higher the acceptance requirements will be.
Magic
Magic is the shaping of unseen forces that flow through the world. It is learned through study, mentorship, and long practice rather than through rigid class structures. A magical practitioner’s skills develop over time as they refine specific magical disciplines, build relationships with mentors and institutions, and utilize magical spells and abilities in their adventures.
Magic is divided into several major domains—Arcane, Elemental, Divine, Unholy, Life, and Death—each representing different capabilities, sources of power, and methods of practice. These domains are not simply alternate damage types; they represent distinct approaches to magic with different strengths, limitations, and styles of play.
Magic is also deeply connected to other core systems. Statistics influence overall learning ability, speed, potency, reliability, and efficiency. Equipment further modifies, enhances, or penalizes these capabilities. Skills and abilities shape how spells function and interact with other combat mechanics. Training and mentorship further determine which spells and abilities a character can learn and how far they can progress within a domain. Finally, the way magic is used in the world—by players, factions, and enemies alike—defines how it behaves during actual gameplay.
Together these systems create a flexible but structured magical framework where characters may utilize similar spells or knowledge, yet function very differently depending on their training, specialization, and equipment choices.
Magical Domains
Magic is broadly divided into several major domains, each representing a different source of power, focus and capabilities.
Arcane
The study and manipulation of raw magical force; focused on control, spatial manipulation, and the directing of raw magical energy. Arcane is arguably the most diverse of the domains, with a vast mixture of offensive, defensive and utilitarian spells and abilities; from long range, direct damage dealing spells to powerful auras, damage over time, area of affect, summoning and controller spells. It is also one of the domains that is closely tied with Crafting and Professions—with significant skill in Arcane magic being required to learn the Enchanting and Alchemy specialist professions. Intelligence, Dexterity and Perception are the main stats that have the largest effect on Arcane magic.
Elemental
The harnessing of the fundamental forces of nature: Fire, Water, Air, and Earth. Intelligence, Spirit, and Perception are the main stats involved in Elemental magic.
Fire magic is almost purely damage and destruction focused, capable of some of the highest damage outputs in the game but also having some of the highest Stamina and Focus costs, making it typically more suitable for burst damage over sustained output, although variation is certainly possible.
Water on the other hand is more tailored to defensive and control spells and abilities, shielding allies, reducing mobility of enemies, and enabling synergistic opportunities with many other skills and spells.
Air offers a combination of offensive and defensive capabilities favoring reasonable direct damage, stuns and interruption mechanics. Air magic is the most mobile centric of four, with many abilities favoring speed and movement tactics.
Earth magic is the most defensive focused of the four but also is the most capable at breaking down heavy enemy defenses with acid and dealing damage over time with poisons. It is the least agile of all the Elemental domains, often requiring longer cast times and more Focus and preparation, making it generally more suitable for dug-in defense or back-line support vs. mobile, front-line combat.
Divine
Magic granted through devotion, faith, and alignment with the benevolent divine power. Divine magic has many counters to Unholy magic, and can deal significant damage to otherworldly evil-aligned creatures such as the Undead and Demons, while also providing powerful healing and fortifying capabilities to allies. Divine magic boasts some of the most powerful defensive abilities in the game. Wisdom, Spirit and Charisma have the most effect on Divine magic.
Unholy
Magic drawn from the realms of corruption and darkness that defy the natural and divine order. Unholy magic is focused on damage, control and subjugation, while also having a number of utilitarian and support avenues. It is commonly used to bolster statistics, defenses and capabilities of beings, but often at a deferred cost to their Stamina and other stats, requiring recovery time when expended and warranting calculated usage. Strength, Intelligence and Spirit are the main stats affecting Unholy magic. Unholy magic is not commonly used by the civilized races as it’s ability to corrupt is extremely difficult to control, and it is the main magic wielded by Demonic forces.
Life
The magic of nature, vitality, restoration, growth, and the sustaining forces of living things. Life magic draws from the power of nature and involves a variety of different areas including shapeshifting, defensive, offensive, utility, enhancement and healing spells. Life magic has many counters to Death magic, and is particularly effective against undead and other death-aligned entities. Spirit, Charisma and Wisdom are the stats that have the most affect on Life magic.
Death
Magic involving decay, entropy, the underworld, and the pursuit of ending life and sustaining death. Death magic often involves debilitating enemies, raising and controlling undead minions, and draining and transferring life between entities. Constitution, Intelligence and Spirit are the stats that affect Death magic the most. Like Unholy magic, Death magic is rarely learned or used by the civilized races due to the inherent dangers associated with it. The Undead are the most common users of this domain, using dark necromancy to raise and control their armies.
Gameplay & Scaling
Magic is designed to function as a diverse collection of distinct playstyles, capabilities and choices, rather than simply a set of interchangeable damage types.
Each magical domain emphasizes different mechanics, battlefield roles, and strategic strengths. A character focusing on Life and Elemental magic, for example, may resemble a druid-like archetype emphasizing support, environmental interaction, and sustained control. A caster focused on Arcane and Elemental disciplines may behave more like a traditional wizard, relying on precise casting, manipulation of magical energy, and powerful ranged abilities.
Different magical domains also reflect the strategies used by the major enemy factions in the world. The Undead commonly favor Death magic, employing slow, persistent corruption and relentless attrition. Demons utilize Unholy magic in calculated ways, often focusing on manipulation and infiltration. Orcs utilize a variety of Elemental, Arcane, Death and Unholy magic although they are generally more physical focused than the other two factions, reflecting their brutal, direct style of warfare and battlefield dominance.
Because these magical abilities shape both player characters and enemies, learning a particular domain often means learning to think and fight in ways similar to the forces that commonly wield that power to achieve the best success.
The result is a magical system where the choice of domain influences not only what spells a character casts, but also how they approach combat, cooperation, and strategy throughout the world.
Training & Progression
Magical training and progression is often more tightly controlled when compared to physical combat, most secrets and techniques guarded carefully by mentors, institutions, and factions within the world. Acceptance by factions, institutions and trainers is likewise more selective.
Before a character can begin training in magical disciplines, they must first meet the minimum attribute requirements associated with that discipline. Magic typically requires different combinations of mental focus, Intellect, Wisdom physical endurance, spiritual strength and even strong Charisma or Perception. If a character does not possess the necessary aptitude, most mentors or factions will simply refuse instruction.
Even when those requirements are met, mentors often place additional restrictions on who they are willing to teach. Magical institutions, factions, and individuals frequently hold strong philosophical or ideological views about other forms of magic, and each domain carries distinct strengths, limitations, and relationships with other magical realms—most having direct opposition to another domain as follows:
- Life ↔ Death
- Divine ↔ Unholy
- Fire ↔ Water
- Air ↔ Earth
Spellcasters may learn abilities from opposing realms if they can find mentors that will teach them, but deep mastery requires selective commitment. As a character advances into the higher tiers of magical expertise, pursuing one path limits the ability to master it’s opposite. This reflects the fundamental tension between these forces—mastery demands alignment, discipline, and focus.
A practitioner deeply trained in Divine magic may find that necromantic teachers refuse them entirely, while an advanced student of Death magic may be rejected by Life-aligned orders or other institutions.
Elemental magic specialists often become skilled in more than just one element, but the opposing nature of the different Elemental domains places natural limits on mastery. A mage archetype may typically master two non-opposing elements, such as:
- Fire and Earth
- Water and Air
- Air and Fire
- Earth and Water
Opposing pairs—such as Fire and Water or Air and Earth—cannot normally both be mastered. However, lesser training in opposing elements may still be possible for utility or versatility.
These relationships naturally guide characters toward particular specializations over time.
Likewise, Arcane magic represents the direct study of magical energy itself rather than a specific natural or divine force. Because of the intense discipline and theoretical mastery required, Arcane specialists rarely reach the highest levels of mastery in other magical domains.
Spellcasters who devote themselves deeply to Elemental, Divine, Life, or Death domains typically find that Arcane mastery lies beyond their reach. Many casters study both Arcane and other domains, but true mastery generally requires choosing one path as the higher tiers demand even greater commitment.
The most advanced levels of training often require long-term mentorship, devout faction loyalty, and exceptional attributes. Many are able to pursue these levels only after multiple cycles of character development and rebirth, making magical mastery a long-term progression rather than something quickly obtained in every character’s lifetime.
This structure ensures that becoming a true master of a magical discipline represents a significant investment of time, effort, and dedication.
Stealth
Stealth and related abilities represent the ability to move, observe, and act without being easily detected. It allows characters to gather information, bypass defenses, position themselves advantageously, or strike enemies with significant advantages before open combat begins or while they are unaware. Rather than functioning as a simple invisible state, stealth operates through a dynamic system of vision, awareness, perception, and environmental interaction.
Stealth is closely connected to several other core systems. The vision and awareness system determines how characters and creatures detect one another through line of sight, movement, sound, and environmental conditions. Statistics influence concealment effectiveness, awareness, and the ability to detect hidden threats. Equipment affects noise generation, mobility, and how easily a character can remain concealed. Skills and abilities provide specialized techniques for infiltration, ambush, evasion, and observation. Finally, training and mentorship determine which stealth disciplines a character can learn and how far those abilities can be developed.
Together these systems allow stealth to support a wide variety of approaches. Some characters may specialize in reconnaissance and information gathering, carefully observing enemy movements and reporting them to allies. Others may focus on infiltration or ambush tactics, using concealment to bypass defenses or initiate decisive strikes.
Because stealth relies heavily on environment, awareness, and player behavior, it remains a fluid and situational system. A player who understands how visibility, movement, and terrain interact with their character can influence encounters long before open combat begins, shaping battles through positioning, intelligence, and precise timing.
Vision System
Stealth in the world is integrated with a dynamic vision and awareness system rather than simple binary visibility. Characters and creatures detect one another through a combination of sight, sound, movement, environmental conditions, and individual Perception checks.
Line of sight plays a central role. Terrain features such as foliage, shadows, walls, elevation changes, and environmental clutter can obstruct or partially conceal movement. Lighting conditions, weather, and time of day may further influence how easily a character can remain hidden or be detected.
Movement and behavior also affect visibility. Sprinting across open ground is far more noticeable than carefully advancing through cover, and sudden actions—such as attacking, casting spells, or interacting with objects—may briefly reveal a concealed character.
Enemies and other players possess varying levels of awareness based on their own Perception, alertness, and current activity. Some creatures rely primarily on sight, while others may respond more strongly to sound or disturbances in their environment.
Because detection is gradual rather than instantaneous, stealth often becomes a contest between concealment and awareness, allowing skilled players opportunities to reposition, escape, or strike at opportune moments.
Gameplay & Scaling
Stealth is not a simple on/off state or a guaranteed invisibility button. It is a fluid, situational layer of gameplay that rewards observation, patience, and intelligent use of the environment in combination with a character’s Stealth skill.
A character adept in stealth can move through dangerous areas with reduced chance of detection, gather critical intelligence, bypass guarded chokepoints, or position themselves for devastating ambushes and opening strikes. However, stealth is never absolute. It is a contest between concealment and awareness.
Detection depends on many dynamic factors:
- Line of sight and how much of the character is obscured by terrain, shadows, foliage, or structures.
- Sudden actions — sprinting, jumping or attacking dramatically increases the chance of being revealed.
- Sound generated by moving in close proximity to opponents can also alert them — heavier armors make more noise and are harder to get close to opponents in.
- Environmental conditions such as lighting, weather, time of day, and background noise
- The Perception, alertness, Luck, and current activity of nearby enemies or other players.
Because detection is gradual rather than instant, skilled stealth players can create and exploit openings. They may slip past patrols, observe enemy formations from hiding, or strike from the edges of vision cones where automatic defenses are weakest or from completely outside an entity’s vision where they cannot trigger at all.
Stealth also interacts heavily with the broader combat systems. Attacks made from outside an enemy’s vision cone, or while they are distracted or flanked, gain significant advantages — increased damage, critical strike chances, or special effects such as bypassing portions of armor resistances. A well-timed ambush from stealth can shift the momentum of an entire encounter before it fully begins.
However, stealth carries risk. If detection occurs at the wrong moment, the character may find themselves suddenly surrounded with reduced defensive options. Maintaining stealth while moving through hostile territory requires constant awareness of vision lines, opponent proximity, and enemy behavior. Over-reliance on stealth without backup plans can lead to dangerous situations when concealment inevitably fails.
Different archetypes approach stealth in different ways. Some use it primarily for reconnaissance and information gathering, supporting their group from the shadows. Others specialize in ambush and assassination tactics, striking decisively before retreating or repositioning. Hybrid characters may blend stealth with martial or magical abilities, using concealment to set up powerful coordinated strikes or debilitating control effects.
Because stealth is so heavily influenced by environment, player behavior, and enemy awareness, it remains a dynamic and situational tool rather than a guaranteed advantage. Mastery comes from understanding how visibility, proximity, and positioning interact with the character’s skills and equipment as well as their opponent’s capabilities, positioning and the environment iteself. Stealth encounters often unfold as a shifting contest of awareness and positioning rather than a simple hidden-or-visible state.
Training & Progression
Stealth and related abilities are taught by specialists throughout the world; within shadowy factions, rogue guilds, assassin orders and ranger conclaves, but also in many martial and magical institutions who have mentors that recognize the value of subtlety alongside strength.
Unlike more openly taught martial or magical disciplines, stealth training is frequently selective and reputation-dependent. Many mentors and organizations are wary of teaching their techniques to outsiders, requiring established trust, proven discretion, or specific demonstrations of aptitude before accepting a student.
A character may begin their journey with a more traditional martial or magical background and later become involved with a stealth-oriented faction or path as their reputation and skills develop. Others may start their story already aligned with a subtlety based group based on their origin and early choices.
The base Stealth skill serves as the foundation for all stealth-related capabilities. As this skill advances through training and practical use, characters gain progressive advantages when moving while stealthed:
- Reduced chance of detection through opponent Perception checks.
- Increased movement speed while remaining in the ‘Stealth’ or concealed state.
- Greater transparency and blending with the environment, especially when partially obscured, in shadows, or in low-light conditions.
- Improved effectiveness of many stealth-dependent abilities and skills.
Many advanced stealth related abilities and techniques require a minimum level of base Stealth proficiency before they can be learned or used effectively. A character with low Stealth skill attempting to use a complex ambush or infiltration ability will find it far less reliable or completely unavailable.
Different mentors and factions teach different approaches to stealth, allowing characters to develop specialized playstyles even within the same discipline. One trainer may emphasize silent movement and reconnaissance, teaching techniques for prolonged observation and information gathering. Another may focus on ambush and assassination, offering skills that enhance opening strikes and rapid disengagement. A third might specialize in blending stealth with martial or magical abilities, creating hybrid techniques that combine concealment with precise strikes or debilitating spells.
Because acceptance by stealth mentors often depends on reputation, demonstrated skill, and sometimes ideological alignment, progressing deeper into stealth disciplines usually requires sustained effort and meaningful choices. Some paths may close off if a character becomes too closely associated with opposing factions or draws too much public attention.
Mastery of stealth is therefore a long-term pursuit. It rewards patience, careful decision-making, and a willingness to operate in the shadows. A character who invests deeply in stealth will find themselves able to influence battles long before open combat begins, shaping encounters through positioning, intelligence, and precise timing rather than brute force alone.