Introduction
- Open World PvX MMORPG
- High Fantasy settings
- Non-faction based
- Tab target
- Class based
- 5 races
- Highly inspired by Lineage II formula
Proof of concept part
- On separated Island
Basic function
| Task | Priority | Status |
|---|---|---|
| Another players | Normal | WIP |
| Chat | Normal | TODO |
| Local chat | Normal | TODO |
| DM Chat | Normal | TODO |
| unstuck | Normal | TODO |
| Possibility to die | Normal | TODO |
| Respawn mechanic | Normal | TODO |
| Double login protection | Normal | TODO |
Stage 1 - Low level
| Task | Priority | Status |
|---|---|---|
| Starts at village | Normal | TODO |
| Class - Warrior & Mage | Normal | TODO |
| Forrest | Normal | TODO |
| Fetch quest | Normal | TODO |
| Low lvl Gathering (berries) | Normal | TODO |
| Kill some bears and wolfs & get animal skin | Normal | TODO |
| Craft winter cloathes | Normal | TODO |
| Talk NPC | Normal | Need Repair |
| Kill mobs | Normal | TODO |
| Respawn mobs | Normal | TODO |
| Normal | TODO |
Stage 2 - Mid level
| Task | Priority | Status |
|---|---|---|
| Classes - Warrior, Knight, Wizzard, Summoner | Normal | TODO |
| Access to mountain biome | Normal | TODO |
| advanced Crafting | Normal | TODO |
| basic alchemy | Normal | TODO |
| Basic housing | Normal | TODO |
| Kill Champion | Normal | TODO |
Stage 3 - High Level
| Task | Priority | Status |
|---|---|---|
| Figter Classes - Paladin, Archer, Assasin, Berserk | Normal | TODO |
| Mage Classes - Bishop, Elder, Sorcerer, Elementalist | Normal | TODO |
| Basic enchanting | Normal | TODO |
| Basic augument | Normal | TODO |
| Raid Boss | Normal | TODO |
Systém which missing there
| Task | Will Be Included? | Status |
|---|---|---|
| Mounts | Yes | |
| Freeholds | No | |
| Farming | No | |
| Taming | Maybe | |
| Religions | Maybe minimalistic | |
| Clans & Ally | Maybe | |
| City government | No | |
| Noblesses | No | |
| Manors | No | |
| Politics | No | |
| Contracts | No | |
| Caravans | No | |
| Mulas | Maybe |
Systems
-
Player To Player Trading
-
Player To NPC Trader Sold
-
Player To NPC Trader Bought
-
NPC Talk - Informative
-
NPC Talk - Quest
-
NPC Talk - Teacher
-
NPC Talk - Clan management
-
NPC Talk - Ally management
-
NPC Talk - Company management
-
Item detail popup
-
item instance
-
item container - inventory
-
Inventory -
Player progression
In Settlers of Awea we give importance to both vertical and horizontal progression.
Vertical progression is made mostly by character level, gear progression, skill upgrades.
Horizontal on second hand is made mostly by create your own companies, explore the world of awea, farm, gather goods, tame beasts, collect mounts or level up your sub-classes.
Character
Character is bounded to account.
Up to 5 chars can be at one account.
Character have:
- Name (unique aerver region-wide)
- Current class (character can have all classes as a horizontal progression, but only one selected in time)
- Level (bounded to selected class)
- Title (picked from obtained titles)
In common: Health Mana Energy
Level and experiences
Settlers are level based game. Levels are bound to current class. Every subclass has own level.
To got next level you need to collect enough experience points. Zps are got for routine activities like killing monsters, pvp, completing questez crafting, processing, complete caravan trip.
Every new level increases amount of your base stats - health mana and energy. Levels also unlock new quests, skills, item grades, etc...
If you die, you got XP dept, this dept block your receiving of XPS, till you pays out that's debt (XP debt amount equal to XPS needed to receive first to clear that debt).
XPS are never loose.
Classes
This section is currently outdated with latest design changes and will be updated in future.
There is 24 planed classes for SoA right now.
At character creation you can choose from 8 archetypes. At Level 20 you can upgrade your class throught class transfer quest. Every archetype has 3 possible selection of unique class described lower. Regardless which archetype you pick at creation of your character you can pick after reaching level subclasses. After that you can switches betweem them in piece zones.
Knight
Knight is tank based archetype in SoA, it has Aggro based skills to keep mobs and players on self, preventing attacking of party members and allies and mitigate and reflect damage taken.
Tanks have big HP pool, strong defense and magic defense, and most of theirs skills are buffs to increase defense, aggro mobs or, reflect damage. Tanks have also skills to perform CC stuns with weapon and shield.
Expected playstile is 1h weapon with shield and heavy armor, but it's possible to play with different weapons as well.
Skills:
- Aggression
- Shield bash - CC stun, usage only with shield
- defense - us buff
- reflect damage
- party defense
Devil Knight
Use dark power to their skills, can sacrifice health to Aggro, UD or reflect damage, can cast spells to drain health.
Paladin
Most basic tank with abilities to cast health
Templar
2h tanky class with powerful skills to generate more aggro.
Warrior
Common close range fighter damage dealer. Good with all varianta od weapons.
Gladiator
1h sword, dual wield swords or sword with shield.
Halberdier
Best for polearms. Multiple damage dealer, good for trains Farming, stuns in Mass pvps.
Berserker
2h specialist, big damage, frenzy, can convert hp pool to damage
Hunter
Ranged classes for bows.
Archer
Basic archer type
Sheppard
Support like Archer
Ranger
Heavy bow, big damage, slow movement
Rogue
Dagger/shortsword classes
Assasin
Light Dagger class with high damage and low HP
Walker
More endurance dagger type with more balanced stats
Bard
Fighter support class (like BD/SWS) - with 3 specialisation in skill tree
Mage
Mage archetype
Warlock
Sorcerer
Elemental mage type, can improve in elements
Necromancer
Summoner
Elementalist
Summon element based spirit
Occultist
Shaman
Cleric
Healer classes
Bishop
Best healer, best resurection.
Monk
Hole fighter with healing abilitties
Inquisitor
Dark side healer, heal spells can be cast as damage spells.
Have debuffs which invert heals to damage spells (healer of opposite party can kill members by healing them)
Oracle
Support classes, provide plenty of buffs and can recharge mana, little heal and resurect capacity
Prophet
Support/buffer, have also party buffs, buffs can be casted as debuffs in combat, which delete equivalent buff and add debuff.
Have also small heal abilities.
At endgame can create prophecies. Wich is unique buff for longer time with their own selected bonuses. Prophecy is then leveled by usage on different players.
Elder
Best mana recharger with heal abilities. At endgame can sacrifice.
Mana burn - delete portion of mana from your opponent Mana drain - similar to burn, but drained mana is splitted to party members pool
Druid
Strong regeneration buffs, earth based buffs and spells

Professions
Professions are one of more horizontal focused progression you can take in Settlers of Awea. Their are shaping your character in artisan skills. You can learn all of them to some level, but master only few.
Level of your profession determines what you can do.
- Alchemist
- Architect
- Blacksmith
- Breeder
- Brewer
- Builder
- Butcher
- Carpenter
- Cartograph
- Chef
- Farmer
- Fisherman
- Gatherer
- Herbalist
- Hunter
- Lumberjack
- Melter
- Miner
- Scribe
- Tailor
- Tamer
Expertise levels
| Experties | Levels | Limitation | Max Quality |
|---|---|---|---|
| Beginner | 0 - 200 | Common | |
| Novice | 200+ | 9 | Uncommon |
| Journeyman | 600+ | 6 | Rare |
| Experienced Journeyman | 800+ | Rare | |
| Master | 1000+ | 3 | Epic |
| Grand-master | 1200+ | * | Legendary |
- Promotion to Grand-Master is onetime action which happens every month based on leaderbords of all Masters, only the highest one is promoted per one month. But Grand-master title is never taken. So every month there can be +1 Grand-Master promoted from Master
Skills
Skills are bound to your character.
They can be splitted to 3 categories:
- Active skills
- Passive skills
- Abilities
Active skills
Most of skills are active ones.
They can be grouped by School:
- Physical - attack with weapon
- Magic - casted with magic
By effect:
- Damage
- Restore
- Buff
- Debuff
By consumption:
- Mana cost
- Health cost
- Energy cost
- Consumable cost
By element:
- Wind
- earth
- fire
- water
- holy
- dark
- None
Buffs
Buffs (And debuffs) are important part of character short term strength improvement. Buff made real difference in character power.
Buffs are timelimited positive effects - negative effects are called debuffs and works in same way, just with negative effects.
Duration
- Seconds
- minutes
- 5 minutes
- 30 minutes
- 60 minutes
- 6 hours
- 12 hours
- 24 hours
Cast type:
- Self
- target
- Party
- clan
Learn skills
Skills are learned in exchange for Skill points bounded to your class.
Skills can be learned within skill masters NPCs. Most of skills are bounded and selected by your class.
Some (profession rewards, Religion, politics, nobility) are available independently.
Enchant skill
Skills can be enchanted if ancient scroll was found, these enchants are shaping Principe of skill and can change their behaviour. Skills can be enchanted even without maxed out. It cost Sp, money and that scroll. Scrolls are bounded to concrete spells - you need speficif scroll to given skill
Items
*Every provided number are subject to change and may/will change in time depends on our testing & thoughts.
Items are group of everything you can get to your inventory, their are splited to many categories depends ond their type, quality, tier, etc.
Properties
Property groups
Property flags
- Consumable - can be consumed
- Equipable - can be euiped
- Droppable - can be dropped to ground by player
- Tradable - can be traded
- Sellable - can be sold to NPC vendor
- Stoleable - can be marked as stolen
Category
| Item Category | Description | Equipable | Consumable |
|---|---|---|---|
| Materials | Materials are intermediate items which can be used to process or craft into another item | NO | NO |
| Weapons | Weapons are items you can use as combat items to fight physical. Weapons can a also have bonuses to even magic | YES | NO |
| Armors | Armors are items you can equip and change your appereance, but their also gives you protection. Armors can be build as sets. | YES | NO |
| Jewelery | Jewelery are small items which can be equiped to protect you from debufs and magic. They can also give bonuses to your stats. | YES | NO |
| Potions | Potions | NO | YES |
| Scrolls | Potions | NO | YES |
| Books | Potions | NO | YES |
| Blueprints | Potions | NO | YES |
| Coins | Coins are raised by kingdom and catch good price, they are heavy so their are not not optimal to be taken in big amount | NO | NO |
| Ore | Ores are subset of materials are | NO | NO |
| Bars | Bars are melted ore inside heavy, clean bars, which can be sold with good price | NO | NO |
Tier
Tiers are bounded to levels, you can't use weapon from highter tier efectively enought. There is big penalty if you do. Higher tier weapon have better stats. Tiers are applicated mostly to equipable items like Weapons, Armors & Jewelery
| Item Tiers | Required level |
|---|---|
| No tier | 0 |
| I. tier | 10+ |
| II. tier | 20+ |
| III. tier | 30+ |
| IV. tier | 40+ |
| V. tier | 50+ |
- Item's can be reforged to higher tier by player specific player Artisan.
- No tier items can't be forged
- Some items starts at higher tears
- Reforge cost partial amount of cracting materials. (Example - if you reforge II. tier to III. tier, it will cost partial of what would cost crafting III. tier item)
- Reforge has same % chance of success like crafting
Quality
Quality is property bounded to every Material, Consumable & Equipable item. Quality of this item is determined by skill of creator and an quality of provided materials & equip if there is some. (Some items are created diferently than by players - for example Quest reward)
| Quality | Created by | Bonuses* | Auguments |
|---|---|---|---|
| Poor | Beginner | -25% of properties | 1 |
| Common | Beginner | 0% | 3 |
| Uncommon | Novice | +25% | 4 |
| Good | Advanced | +50% | 5 |
| Fine | Journeyman | +75% | 6 |
| Rare | Experienced | +100% | 7 |
| Unique | Non craftable | +125% | 8 |
| Epic | Master | +150% | 9 |
| Legendary | Grand-master | +200% | 10 |
Beginner Novice Advanced Journeyman Experienced Master Grand-master
Armors
| Armor Type | |
|---|---|
| Head | YES |
| Body | YES |
| Legs | YES |
| Gloves | YES |
| Boots | YES |
Weapons
| Weapon Types | Dual wielding |
|---|---|
| Swords | YES |
| Axes | YES |
| Daggers | YES |
| Bows | YES |
| Hammers | YES |
| Blunts | YES |
| Shileds | NO |
| 2h swords | NO |
| 2h axes | NO |
| 2h hammers | NO |
Combat
As a combat, we plan do TAB-target with some enchanced principes. There will be, as described by Pareto principle, ~80% regular and ~20% enchanced.
If you don't know what to may be enchanced like, these includes AoE skills, skills with required selection of space where damage happens (radial).
There is two main reasons why there will be only tab-target:
- There is no chance we as a team can possible make good action combat with our fundings/time/scale of we have
- We want possibility of having big battles which goes directly against action combat, as it happens to be 'too much' for players.
Crowd Control (CC)
| Name | Type | Break by DMG | Can move | Can get DMG | Can do DMG | Cure | Cleanse | ||
|---|---|---|---|---|---|---|---|---|---|
| Poison | Soft | No | Yes | Yes | Yes | Antitode | |||
| Bleed | Soft | No | Yes | Yes | Yes | Bandage | |||
| Curse | Soft | No | Yes | Yes | Yes | Prophecy | Yes | ||
| Fear | Soft | No | No | Yes | No | Yes | |||
| Root | Soft | No | No | Yes | Yes | - | Yes | ||
| Slow | Soft | No | Yes | Yes | Yes | - | Yes | ||
| Stun | Hard | No | No | Yes | No | - | No | ||
| Sleep | Hard | Yes | No | Yes (but awake) | No | Awake | Yes | ||
| Paralyze | Hard | No | No | No | No | - | Yes |
Table of contents
PVE
- Regular mob killing for drop, quests and XP reward
- Open world Raid bosses
- Crafting + Gathering
- Caravans (goods logistics)
- Worldbuding (player housing, furniture crafting)
- Dungeons - special underlearm locations with special rewards
- Raids - instance based PvE challenges - mostly minor and cosmetics rewards
- Religions activities others than PvP (quests, crafting shrines, prays, donations)
Raiding
Raiding is done by killing raidbosess around world.
Every raidboss has their own behavior which is combined with unique perks.
Every participation omin raid boss hunting provide small amount of points which can be later traded for some exclusive goods.
Every raid boss has unique counter and with every single kill for whole sever. Concrete raid boss is permanently boosted. This is unique mechanic which helps balance difficulty of raid bosses as time goes and economy of sever provide better gear. Also every character has own counter.
Dungeons
Dungeons are open undergrounds with rich different architecture styles. Most of them are historical builded by previous civilizations.
In dungeons players compete with different type of mobs which are rare outside of undegrounds. That's one reason why players may want to enter dungeons. Another is exploration of previous civilizations and their treasures or secrets.
In most dungeons is also raid boss on their ends.
Dungeons are also open world, so you may fight with others there.
Instanced content
There are some instanced content which is accessible thought portals with party created before port happens. In these instances, you mostly complete some lore quests with possible boss at end or some sort of rare material or part.
Instanced content is locked by weekly limit, to prevent abusive mechanic.
There Are also some instanced dungeons which spawns randomly at world and they are randomly generated inside. These adds some replayability to players. In these dungeson you can farm, complete quests or find RB to fight.. These dungeons stands for 1 week (every restart is there rotation)
PVP
We are using flag system highly inspired from Lineage 2, with some additional tweaks.
There are 3 states of flag system:
- Non-combatant
- Flagged (purple)
- Corrupted (red)
Need dead penalty??
Zones
Whole world was splitted to type zones:
- Peace Zone - Cities & hubs under guard, no combat possible there
- Guarded Zone - closest Areas to cities with no PVP
- Open World Zone - Outside of cities wall, regular zone, all penalties without modifications
- Combat Zone - Penalties are decreased to 1/4 of OWZ, all players inside zone are taken as flaggeds, no corruption applied there. But if corrupted enter this zone drop penalties keep same, also karma doesn't drop there.
- Arenas - no penalties, karma and no Flagg system
Groups modifications:
- Clan War sides - when there are two clans which have declared war, all penalties are dropped to 1/4, also both sides are automatically assumed as flagged. There is no corruption received if target doesn't react with attack.
- Religion war sides - Exactly same rules as Clan war sides with difference of XP penalty sets to 1/5 instead of 1/4
- Party member of flagged player - if any of party member attacks to non-corrupted player, THEIR WHOLE PARTY got's flagged status, this is prevents ganging with group of people. Victim knows that all of people around are in same party, so he can make right decision. These party members of attackers got lower timer of flag applied.
- Corrupted player have 4x increased penalties
- If there is white magic cast on corrupted (heal/buff) little amount of corruption is given to that caster (without PK point increase)
Corruption
Corruption is negative status received for killing inocent (non-combatant) player. Character receive +1 PK point and theirs corruption increased depend on current corruption state & PK/PVP points they have. Karma increased also with casting white magic on corrupted player.
There are 3 states of corruption:
- Tained - Slighty red color, applied to karma < 5000, penalties are multiplied by 200%, can drops materials
- Karma decrease with white magic spells casted to another player
- Defiled - Slighty red color, applied to karma < 10000, penalties are multiplied by 300%, can drop any nonequiped ite.
- Corrupted - Slighty red color, applied to karma > 10000, penalties are multiplied by 400%, can drop anything
Risk vs reward in PvP
DRAFT You can choose your pvp playstyle of wish. Depends on that you can receive/loose items on death/kill. Depends on who wins. Maximal possible outcome is determined by less risk side of fight. Also by quality of items on both side possible to be dropped.
- Safe - won't drop anything
- Mats - only low and mid mats
- All mats - all mats, even high and top tier
- Any non equiped items.
- Everything expected wielded weapons.
- All-in - can drop anything
Examples: A and B fight, both flagged, A wins and:
Both have safe - nothing dropped. A have set risk to All mats, B to safe - nothing dropped. A have set risks to All in, B to Mats - B can drop some material if he has any in their inventory, but mostly only in equal quality and amount of which have also A in their inventory right now.
Clan Wars
Clan wars are two sided conflict between two clans.
Clan wars can be declared only to clans with level 3 or higher. Clans can't be in same Ally.
Declaration of war must be delivered to clans HQ (prevents bad tactics). Also declaration of peace must be delivered to both HQs.
When clans are in war. There is war symbol over these players. Different rules to combat is applied.
- There is no karma nor corruption received for killing player as a member of enemy's clan.
- There no need to await flagging before you can use debuffs (it's already like flagged)
- Dead penalties are highly decreased when member died.
Corruption and karma
As we are in open world pvp world, there must be something to prevent gang fest happens.
For this, we use corruption & karma mechanics highly inspired by L2 formula with some tweaks to make it even better.
Corruption
All player can have 3 states
- Normal
- Aggressive
- Corrupted
Normal is regular state and is represented by white, green (party), purple (clan), lime (ally) color. I'm this state you can be attacked by others players but without skill with debuffs effects. If you start attacking another normal ayer, you got a aggressive stage If you got killed in normal state, attackers receive corruption.
Aggressive is represented by purple. Two aggressive can kill each other with additional penalty (because both are flagged in to combat). You can get aggressive state with attacking to another non-corrupted player or heal non-normal player
Castle sieges
Conquering
Only another noble without manor can place war axe declaration. It's also impossible place declaration on manors of other clan members or allies.
After drop, there is 3 days period. At place of dropping, starts build of HQ for coming Battle. Attackers need to provide logistics delivery to HQ camp for siege preparation, storage, foods, amunition, weapons, amora, siege weapons, etc...
If is there any allies which want add to attackers nor defenders, then they need drop their own Allies HQ and provide also logistics deliveries.
Religion wars
I'm awea there is 6 religion's. Every religion has 1 ally, 1 enemy and 3 neutrals (it's created perfect sextagon).
To participate in religion war, you must have more than 50% for one religion, which also defines your war side.
Religion war works same like clan war, but you won't fight with others clan's, but with others religions.
For every kill influence points received. If you collect more points, you get better status in hiearchy for next month in given religion
Economy
Economy is one of pillars for project soa Player can build wealth with storing big amount of resources and gold's
Currency
Taps:
- Quest reward
- Guild tasks
- Demands
- Private contracts
- Coinage
Sinks:
- NPC merchants
- Taxes
- Rent
- Fees
- Learn skills
- Auguments
- NPC crafting
- mercenaries
- Blueprints revenue stamps
- builders
- NPC workers
Materials
Taps:
- Mobs
- quest rewards
- npc trading
- Professions
Sinks:
- Crafting
- Npc sellers
- Quests
- Items upkeep costs
- Furniture
- mercenaries
Material
Basic
- from mobs - leathers, bones, skin, etc...
- from crops - wheat, seeds, oils, flowers, oat
- from trees - wood, branches, leaves, smůla
- from minerals - stone, coal, iron, Copper, silver, gold, tint
Processed
- Thread, silk, cotton, linen
- Charcoal, planks, firewood,
- Iron ingot, steel ingot, copper ignot, silver ignot, bronze ignot, golden ignot
- Clay
Trading
NPC merchants
Players can trade with npc mechants as usual in others game. The diference there is that these mechants can be set also by city government and companies (player driven).
Goods traded by these npcs are set by their respective owners and they sell only goods which have at storages.
City can sold things from their storage and gets these things by contracts.
Player to Player Trading
One of crucial social feautre is P2P trading.
There are several types of that
Store
As a part of company you can use your plot and register it as a store. Then there will be your NPC labors which will sell goods of your choice from plot storage. These sellers works 24/7 and even if you offline.
Type of goods which you can sell is determined by your selling license at merchant guild. This also change icon type of your store on detailed maps.
Market
In every city, manor and even freehold can be defined plot to works as a open market, then anyone can sell or buy goods to and from their inventory, this comes with small fee for opening shop and for every item sold.
These markets are paid daily and you can logout without canceling this shop.
Direct trade
Players can trade with each other if both are in non combat anywhere excepts instanced duels and duels by request with direct trade.
Anything can be traded excepts items marked as non-tradable.
Storage box
In friendly places you can place temporary container like chest with policy who can access it and what can take from them for what and how often - useful for your companions in company residence's, clans headquaters, city hall, senate, religions temples etc ... In same manners works chests, but they are more permanent structures and they need be placed by players having building rights on given plot. So it may not be usable in every situation.
Contracts & Demands
Contracts are two-sided agreements about future trade or service.
There are 3 types of contracts in Settlers of Awea.
| Type | Issuer | Receiver | Description |
|---|---|---|---|
| Private Contract | Company | Company or Person | Most basic contract issued by company used for common tradings |
| Public Contract | City or Senate | Company or Person | Used by government to receive goods and services in their lands |
| Demands | Lord | Company or Person | Used by castle lords to fullfil their needs to gets goods and services to their manors |
Contract is paper created by company with set of conditions. These contracts can be used to make trade with others with more complex conditions like when trade happens, how long, what will be traded, for what, who transport if needed, where will be goods traded, where to be stored, till what time, what happens if some of quantities was not met, if contractd end by amount or by time of fullfiled, etc ...
Cities and senate can create public contracts, which are shown at city board. These are works like quest and city can use them to get resources
Caravans
As there are no shared warehouses for player nor clan (shared between location). If you want transfer bigger amounts of wealth or just bigger resources (trees, planks, stones, etc ..) you need mulas, or caravans
Manors Economy
Manors have own rich economy. Their targets may be different, but they can use similar approach as cities to achieve them.
They have own type of contracts which can be placed in zone around and can be used by players to trade goods for good price or for trade of luxury goods.
(Manors have access to luxury goods from crown. And they can receive it for trading to others. )
Manor can take up to 10% of luxury goods they sell last period.
Cities Economy
Cities has their own expenses and costs. They need money and materials to upkeep all services and personal. Soldiers in garison needs equipment and their pays.
Economy is builded with monthly budget. Everytime goes half of election period and half to next election period (this allows little orientation at department before making changes in budget. Budget is set sutomaticali to same as previous. Changed are made by modification of given item's. There can be sone reserve in cities treasure if times are good. But balance can't work with money which not are there yet.
On incomes: City activities (expected, up to 70%) Taxes (expected, up to 80%) Loans (possible to take from crown) Rents
On expenses: Loan pays Garniture payments City services Upkeep costs of city infrastructure
World building
Cities
Cities have several levels
- Garison - defense type place which have been selected to make next point in settling of awea, army based, army driven area
- camp - bigger army driven area with
- Village
- town
- city
- metropolis
Manors
Manors are outpost with small amount of citizens. There are some parcels which can be rent.
There are limited amount of manors in world.
There are 3 phases of manors depends on their size:
- Tower
- Fortress
- Castle
Manors are owned by noblesses. And they are clan based, can be used as HQ, clan can have also more manors, but it's relatively costly to hold them more. Lord of castle isn't a clan leader. Clan leader even can't be Lord of castle, because we think leading clan Is enought job to make, and also, there is no reason to give all benefits to clan leader.
Manors can be government with Lord itself, there is no need to participate with clan members. Also leading successful manor will give clan big opportunities to economy boosts when needed. Manors can have really strong economies, not that big like cities, buts it's still really powerful to give clan cool advantages.
Depends on size of manor, there are different statuses which can be received by structure. Upgrade in nobility can be done only with completing quotas for crown.
Manors working like cities, but they are lead by one person and their
Governing manor
Even manors have their weekly power costs. How much depends on size of manor, infrastructure, services, housing, amount of labors, workers and garison size. All of these comes to expenses side.
It can be mostly sort of materials And goods, gold is minimal part of it. But gold can be used to get these materials and goods.
On income side, there is crop's or another form of production which is created by manor and sold on local market.
Economy
Manors have privilege to use specific type of contracts which are called Demands, Its kinda similar to what can be done with Public Contract in cities, but it has more freedom and its more about needs of fulfilling lord's needs to supply his manor.
Demands are listed at city center with specific npc and adventurers can take them from this.
Manors started as Simple Tower, which is lowest level. All cost are paid by Lord. Land Is provided by king. There are limited amounts of places where can be manor placed. If there are no place left to build new, then only ways of getting one is conquer one from other lord or receive manor as a gift from other lord which gives his own.
Conquer
Conquer comes in form of castle siege. All information about castle siege is written at Castle siege chapter
Regions & Areas
Awea Is splitted to several Regions. Every region has own regional garniture in Senate (if senate was established in that region). Regions are splitted to several areas (cities, plains, manors, etc...).
Cities bigger than level 3 has also own government ellected and created by players.
0 ring and 1st ring are 100% safe zones.
Captured and forbidden regions
There Is active conflit between civilization on Awea and creatures and monster's which live on Awea. Every new captured region is high increase in manpowers in conflict line and spendings with crown budget.
Regions can be hold only with players participations with active governing areas, collect taxes, complete Quests for weapon machinery and increase budgets to defenses. Also eliminating creatures in given area helps with stability.
Biomes
There are not classic biomes as mostly known from others game. There are some similarities, but our flora and fauna works in little bit different way. It's more dynamic, customizable and easier to made.
There are basic "biomes" or more specifically dominant categories:
- Grass - classical green trees
- Enchanted - mostly covered by enchanted trees
- Dead - mostly dead trees
- Tropical - close to beach, high wet ratio
- Tundra - mlstly birch trees
- Hollow - mist based region region
- Dark - regular forest with more holders trees
- Desert - specific biomes, asi necháme být
Then, there is categories of contained floras:
- Forest - more than 50perc is trees
- Plains - more than 50 pers is fields
- Swamps - more than 30 percent are water flooded
- Fields - plains + more than 40 of perc is fields
Special Biomes
There are several exceptions to these biomes, these biomes are bounded to limited place on map or to concrete location. Some of them may be:
- Bee forest (big trees with big hives on them)
- Ant nest (dungeon with ants)
- Lava zone
- Gardens
- Flooded gardens
- Temple of ancients
Server merges
There is designed system to perform server merges with minimal destruction of player progression. Of course there is some compromises made to make this process works. Its not perfect, but we hope it is good enough.
Prerequisites
- Server are categorized to world regions (EU, NA, SA, ASIA, OCEA, ...)
- Every player-picked name (character, clan, ally, company names) is unique accross all world region servers
- Merges can be performed only in same world region servers.
- Every server has primary region branch (from region zero, there is split to 3 regions, servers in same world region have these region picked)
- merge is made with 2 or 3 servers with different main region branch.
Stage 1
- After decision made of merging two or three servers, there is announcement to players of these servers with concrete steps described to better understanding what will happen in future weeks.
- There is already sets default branch's for every server at server creation.
- If there is only 2 servers will be merged, then there is 1 unbounded region which will use different method.
- At this stage we already create 'new' server and copy every non-conflict property there like freeholds which doesn't conflict on both server.
- At this stage you can earn in-game new freehold only on your locked server branch (this prevents creating new conflicts).
Stage 2
- Players which conflits are notified about that fact and receive additional information.
- All side of conflict received opportunity to free move to another free parcel.
- There is need of only one trasfer. If one of them picks new parcel, there is only 24h left for others one to move if they still want.
Stage 3
- After 2 weeks, all players on conflicting side have opportunity to free transfer to new parcel.
- These which doesn't transfer got their parcels packed as is. And will be FORCED to pick new parcel in future
- On their next login, they got instructions on how they can retain their goods from parcel and got opportunity to select new parcel
Stage 4
- Old Servers are shutted down
- Server data are migrated to new one
- New server is started
- For these players which has been FORCED to move, there is still opportunity and will be forever to pick their new parcel.
Player housing
Player can rent place in world which can be used to:
- Clan HQ
- Company residence
- Own housing
- Service building
- Fields
- Manufacturing
There are several types:
- In cities places
- In cities planed places
- Outside cities
- In manors influence area
- instanced
Building process
- Obtain your land plot - assign to queue of applicants and wait for your pick. Add additional information about your desired place
- Claim it
- Check your parcel on place
- Draw sketch of your parcel situation
- Go to the city and bought blueprints from architects
- Go back to your parcel and start placing structures from blueprints
- contact builder or to make building for you or start building itself
Own housing
You can place simple anything you needed, some structures, workbench, storeges, stables, crop fields, processing machines etc...
If you have company's or you are member and have rights to build company representative structure's, then you can build also companies structures like npc shop.
Clan HQ
Clan can rent plot of land for their HQ, if they don't have own lot, they may need rent some instanced, HQ is needed to increase your clan level to 3 or more.
Company residence
Player builded villages - Community Settlements
If multiple neigbhors players decide, they can use their plots to make a settlement.
That won't change every single plot, but players have now possibility to customize space between plots with modifications like routes, social structures - well, noticy board, shrine, crossroads indicators, small fortification, entry gate, tavern, etc...
Settlement is created by creating Establishment of the Settlement.
That can be signed by at least 3 players which will search for new plot close each other. Or with at least 3 players which already owns surrounding plots.
Factions
Parties
Parties are small, temporary group of players which can participate in different activities.
Party is created by one player which receive leader status, leader can be changed if half of party accepted it in vote.
Types of drop allocation:
-
finders keepers - picker got all the goods
-
random - random allocation
-
turn - turn based allocation per dropped item
-
vote - not for mats
-
auction - not for mats
- Party members are shown with green nicknames.
- All group buffs/heals works for whole party if members are in range
- Quest can be done by other member of group (killing mobs, etc), drop is given randomly - If two member have same quest, it's 50% for both, one mob can give only one quest item.
- party quest can be done
Parties in PvP
- If one member is red player, positive skills give corruption if casted to that red player (even group skill counts)
- if one member is flagged, casting of positive skills gives purple to whole party
- if anyone flags itself, whole party got purple flag (prevents group ganking)
Parties does not persist between logout. But if you logged out as a party member and relogin, you receive autoinvite if party still exists and is not full.
Clans
Clans are factions to group players with same playstyle to help each other and make living in world easier. Every character can be member of ONE clan.
Clan have theirs own diplomacy with others clans.
Clan have their reputation (Decrease by PKing, Increase by positive things)
Table of contents
Creation of clan
If player hits level 10, he can start clan. It cost small price for paperworks. Before clan is created, there must be specified unique free name of clan ([a-Z0-9 ])
Clan progression
Clan starts at level 1. For upgrading clan level or bought improvements clan needs collect Prestigue points. These are accuired by members activites like participating in Clan Wars, kill Raid Bosses, conquer manor, defend manor, etc...
CSP - Clan skill points
PP - Prestigue points
| Lv*** | CSP | Max members* | Needed PP to next Lvl** | Monthly upkeep |
|---|---|---|---|---|
| 1 | 3 | 15 | 100.000 | 0 |
| 2 | 4 | 30 | 250.000 | 0 |
| 3 | 5 | 45 | 500.000 | 0 |
| 4 | 6 | 60 | 1.500.000 | 100.000 PP |
| 5 | 7 | 75 | 250.000 PP | |
| 6 | 8 | 80 | 500.000 PP | |
| 7 | 9 | 90 | TBA | |
| 8 | 10 | 100 | TBA |
*Max members can be achieved only if clan picks EVERY passive skill to increase max capacity. **Subject to testing, may change in future, values are mostly picked randomly in current state ***For now, there will be probably only 5 levels and more will be added in future
Prestigue points collect table
Prestigue points (PP) are received by member activity
| Activity | Prestigue points reward |
|---|---|
| Kill (Enemy) | +50 |
| Kill (PVP) | +5 |
| Kill (as PK) | +1 |
| Kill (PK) | +5 |
| RB kill | +1000 (if 100% of DMG table is clan members) |
| Castle Siege win (got manor)* | +5000 |
| Level increase | +5 * Lvl |
*Sucessfully castle defend is not rewarded with PP to prevent PP farming by clan and their alt clans.
Alliances
-
Aliances are diplomatic organization which is formed of friendly clans.
-
There is limit to have 5 clans in one ally.
-
Clan can be part of one ally only.
-
Clans in same alliance can't have wars between each other.
-
Ally members have dedicated shared channel in chat.
-
Ally members are automatically registered as defenders of allies castles.
-
Ally members have been notified about wars declared to members of ally.
-
Clan HQ / Castle can be used to give members of ally same privileges like clan members.
-
Allies can be used as filter in NPC programming
-
Allies can't attack allies caravans.
Guilds
Guilds are NPC-driven profession-based factions which allows you progress throught Artisan tree, give you Quests for receiving exams to promote and helps you build your partners for future cooperation.
There is more guild, but they groups more profession together.
You can join them only for promotion of your profession. And you probably won't be part of all of them.
Companies
Companies are business focused entities which is used to group peoples with shared economic plans.
Every account can be part of max 3 companies.
Every character can create up to 3 companies (but it must be member of them so still max 3 rule is applied).
Company can specify in secti
Religions And sects
There Is 6 planned religions which can be joined by players.
Every character has Faith which Is splitted across these six religions depends on his actions.
So you can have multiple of them leveled ať Once od you can progress in one or two at long times.
Every Religion has 1 Allied relligion, 3 neutral and 1 with declared religious war.
Player participe in religious war ONLY if has Faith in one specific Religion more than 50%.
So you can be in conflict only as s member of one of these six religions.
With killing other's religion's followers your religion receive points, also your faith in this religion increase.
If you pray at specific Shrine or other religion building, your faith increased. The effect can be applied only once, then you have to find another's.
postulant
Hierarchy
Every religion has its own player based Hierarchy. It's defined by previous month actions.
Listener Inquisitor Apostate Monk Misionar Guru Follower Believer
Transformation
At 30 Influence, you receive transform skill for your class which allows you transfer to inquisitor, providing 2 damage skills for sword, dagger, bow and 3 damage spells, and additional destructive spells for structures.
These can be used to fight with anyone, but you lockout your current class skills till you transform back. If fitting against your religions oponents, bonus 30 % provided. Can be used to fight also vs mobs (usefull for support class questing)
Politics
Player can drive several politics institutions with democratic representatives.
These are:
- Cities as elected municipal government
- Senate as elected senators
- (Noblesses) as owner of one of many manors in world of Awea
Municipal government
Every city in stage 2 and more has player driven government which Is ellected by player citizens. Election takes one week (last week of previous garniture) and newly elected gains their power to decide for 1 month.
Depends on stage there can be 3, 5, 7 or 9 elected in every city. The most voted person receive major status
Voting
Government made decision through drafts and votes. Every member has 1 vote, mayor have 2 and also specialized member has 2 votes.
Election period is for 4 weeks, every week is . The week is splitted to two parts, 3 days and 4 days. When someone made draft. Its presented by start of next week, then there is 3 days in which can every member made modification draft and change parameters of draft. After this period, there is 4 days for voting.
At end of period, new, accepted legislative is in effect.
Every member of municipal can Make a draft with criteria to vote.
Drafts made in end of election period is voted in next week by next garniture.
Voting works in same way also in Senate, but there is whole week for both periods( which goes in asynchronous at once)
Subjects of vote
There are several things which can be voted.
- City planing (which buildings there will be)
- Budget for next period (there is always half of period overflows from previous garniture)
- size of Reservers
- enemy of state
- buildings in wilds
- embargo for some species
- taxes
- Equip for governors
- diplomatics
Senate
Senate is third part of separation of power in Settlers. Senate has specific power to influence macroeconomics of world - perks, investments to cities, routes, regions, a conquer of new regions, forbids of other regions,also have a power of tweaks amount of armies in world to make some areas safer or otherwise. Also senate sets also taxes on boarding access regions and can call a embargo for some resources
There are two types of senate
Senate - it's region based and every region has its own. Big Senate - this includes every member of small senates around world.
Senate's will
Every in game year (3 months) there is a vote for "Senate's will" - declaration for emperor what senate expect and want for next year from emperor - perks with given bonuses for whole server. These bonuses are changed for every year and are voted by every senator.
Senate works in region based maners. It can be established in region with 3 cities and more. Establishing senate is done by selecting parcel for senate in one of these cities and then prepare prepare declaration, that will be delivered to main senate hall or any other senate hall in other regions. After that b
Nobles
Every player have some kind of civil status. After completing quest line for getting nobility, you get lord status as a lovest nobility status. When player receive land or made other important things. His nobility can increase to limited time.
But only in longterm, player can be seen as Noble.
Cant be enemy of state, etc...
Noble state is required to be landlord with manor.
Castles and manors are in SoA bolded by noblesses, not by clan's itself
Duke Marquess Count (Earl) Viscount Baron (Lord/vLady)
Knight/Dáme