The goal of the combat system is to fully immerse the player in the experience. Player movement will resemble that of traditional FPS games with regards to ranged attacks like: spells, archery and throwing skills. If combat becomes close range the player can switch into a combat stance and can ward off their foes with a variety of melee weapons. Players will have the option to switch between first, third person and drop camera views.
The game has full loot rules implemented, so unless the item is "blessed" it will drop to your grave upon death. This will allow anyone to claim the items from your grave or if left unclaimed they will decay over time. So make sure and reclaim them before someone else does!
The skill system will be composed of several categories that will help define your character. Some players may choose to create a harmless blacksmith, while others will choose to create a powerful mage. The skills system will let you designate exactly which skills you wish to learn, with no permanent commitment.
The crafting system will be one of the most unique features within the game. The items physical appearance and statistics will depend heavily on the items used for its construction. Magical elements can also be applied to enhance or change the properties for certain items.
Towns will be one of the very few areas in the game that offer guard zones. The evolution and development of the town(s) will be driven by the player's contributions. Guard zones will be implemented within towns, however they are not 100% safe. Opposing factions, clans and players who have mastered the thievery skill may still operate within limitations of this system.
Just like many aspects of this game, player housing will be dynamic. Players will first have to secure a plot of available land. Once a plot has been secured, they can begin the construction of their house provided they have the resources. Either for vanity or comfort, you will have the ability to secure and display items within your