OverviewTrials of Ascension is a MMORPG project that beats to a different drum. For souls brave enough to try something outside the traditional MMO box, ToA will deliver a gaming experience like no other. We mean it. Seriously.Where else can you find combat with perma-death, an open-ended skill system without classes, innovations that are unique to the discoverer, dynamic spawning of fauna, flora and dungeons, player-made settlements and structures, a cooperative crafting system and a magic system that will feel as mysterious as magic itself?See, we told you its different. The question is: are you brave enough to try it?Skill SystemToA will offer a skill system without classes. You will simply gain mastery of the skills that you practice.Each skill will have one or more techniques that you can better as your skill increases. Techniques will be a way in which your character can specialize within their skill. For example the smithing skill will have forming, tempering and balancing techniques. A smith that focus on bettering herself in tempering will craft items that are far more durable than smiths without the tempering technique.There are currently 35 skills slated for development.Dynamic SpawningStatic spawning will be perma-killed in ToA. You will not see the same creatures spawning over and over again in a given location. Instead, creatures will spawn according to the local climate, their affinity to civilization and a host of other variables.The trees and plants of TerVarus can be harvested so this same dynamic behavior will extend to the flora as well.If that's not enough, our interactive GM team will be constantly dropping special spawn points throughout the world. These spawn points will have an incredible amount of flexibility in what they spawn, how long they spawn for and any special triggers the GM team might want to throw at you. A spawn point that generates an orc every 2 to 4 minutes for 24 hours? Childs play. A spawn point that will generate an encampment once the spawned orc count reaches 20? Easy. Placing that spawn point just outside your city walls? Now we're talking!We will have an ever-growing number of dungeon maps that the GM team will prepopulate with spawn points then place into the world. A GM placed dungeon will not be a permanent fixture of TerVarus and will collapse after a given time.Combat & DeathCombat in ToA will be non-consentual, meaning you will be able to attack anyone without them needing to be flagged for PvP.Use this freedom wisely as there will be no 'conning' system to determine combat prowess of others and if your character dies too many times its soul becomes too weak and the icy cold hand of perma-death will take him forever.Fortunately we will have unconsciousness that will serve as a buffer between life and death so actually killing someone will almost always be a deliberate act.Not convinced perma-death can work or is for you? Give it a chance.CraftingCrafting items will not use the tired old 'combine, click, created' method. Nearly every item will require a multi-step process, each of which may offer the crafter options to enhance the item based on the techniques he has learned.Since no one crafter will be able to master every technique in his crafting skill(s), crafting items of the highest caliber will require team work. Your character may be the best tempering smith in town but you'll need to work with another smith specialized in balancing and yet another specialized in forming to create that perfectly crafted sword.InnovationsEvery time your character uses a skill there is a chance she will receive an innovation. An innovation is the sudden discovery -- available to only your character -- of how to enhance a craftable item, how to create a new item altogether, or a new skill technique.Imagine your character being the only one in TerVarus that could craft a new style of armor or learned a new engineering technique that made all structures he builds 20% stronger?What you do with your newly-found secret will be up to you. You can keep it to yourself or share it with others. Be warned - sharing an innovation with even one person means you no longer have control over its propagation as they can share it with others.Innovations can also be shared involuntarily. A character with the right skills will be able to extract information from an unconscious target, including innovations.Want to learn more? Read this article that goes into more depth about our innovation system.MagicWish to delve into the arcane arts? Prepare yourself for a journey that will be as long and costly as it will be dangerous. You must craft your own spell book, come to learn arcane symbology, explore the world in search of rare components and dare to disturb powerful arcane creatures. That's just to get your first spell, which will be a weak version of what you can ehance it to.You'll be able to enhance various aspects of your spell, based on your preference. Would you rather cast your fireball further or have it do more damage, or both?Casting magic in ToA will not use 'mana'. Instead, it will use stamina, the same stat physical activities such as running and combat will use.Here is a more in-depth article covering the details of the arcane.SettlementsCreate your own settlement and control tax rates and where your citizens can build their own private homes or shops. Oversee the construction of settlement structures such as a treasury, town hall, walls and even keeps. Ensure your citizens are protected by hiring NPC guards and assign them to guard whatever areas you wish.Expand your settlement by conquering neighboring lands. If another settlement happens to be in your way, let loose the dogs of war!Here are a few articles where we explain how to create a settlement and what to do with one once you have it. Here's one describing settlement warfare.StructuresPlayers will be able to build structures ranging from a small wooden house to the largest of stone keeps. Building a structure is an involved process that will take significant resources and is sure to keep many talented craftsmen busy around the clock.Here is some further reading detailing how building a structure is done.
We need people to know about ToA. Lots of people. And we need your help.The game will launch with four starting cities and we're putting them up for grabs! You'll be entered to win just by signing up on the forums.Each city will be completely built, walls and all, and supplied with a decent cache of gold and guards already on watch. They will have roughly 40-50 private homes within that you will not own but will rule over (they will be owned by other players, probably through KickStarter pledges) along with a number of settlement specific buildings such as a town hall, a treasury and barracks that will be yours to do with what you want!We'll draw the winners at the end of our KickStarter campaign.In a guild? Tell them about us! Have some friends that might be interested in playing a MMO that's not a cookie-cutter of what's out there? Tell them too! Help us get the word out and maybe win yourself a city! A city!!
HealingIn a game with perma-death, a healer's role is going to be an incredibly important one. They will literally extend the lives of others. We recognize this importance and have gone the extra mile in its designs. Some of you will love it while some might not care for it. Regardless, you won't be able to finish this article and say healing will be a boring lifestyle.All good healers will know that damage comes in two forms; loss of hit points and critical wounds. Each must be dealt with separately using various skills and techniques. Before we get into those details, let's go over how a healer would know who is wounded.As many of you know, ToA will use a reticule system meaning your mouse movement is locked to the center of the screen. For example, if you move your mouse left, your character will turn left. To gauge a person's overall health, you will reticule over him in close proximity to him. The proximity will be influenced by your perception attribute, but even the most keen of eyes will not be able to detect a characters health at more than a few dozen meters. When close enough to see their health, you will see a small health bar representing their hit points along with an icon for each critical wound they may have. There will be no options to list all your friends health bars. Even if it was offered, it wouldn't do much good because A) someone can't be healed while in combat and B) the healer must be right next to the patient before attempting to heal them anyway.It's worth going over how one loses hit points and gains critical wounds. When you take damage via melee, missile and magic, it reduces your hit points. If your hit points are reduced to zero or less, you fall unconscious. If your hit points drop to a certain negative number that is determined by another attribute, fortitude, you die. Simple enough, right? You will receive a critical wound when an attack against you has been extraordinarily successful. Critical wounds are debilitating and will make your character a much easier target.The good news is hit points recover on their own given enough time. The bad news is a critical wound will only heal with the aid of a healer or until your character's next death.So how does a healer go about helping those in need?Let's first talk about helping someone to recover their hit points. When you reticule over someone and see they are low on hit points, you can hit a 'bandage' hotkey. Assuming you have the right supplies in your inventory and you nor your patient is in combat, the healing attempt will begin. The attempt only takes a few seconds but if the healer or patient moves or takes any damage the attempt will fail. Upon a successful skill check of your Field Dressing skill you will have helped to accelerate the rate at which the patient regains hit points. Notice he doesn't gain them back instantaneously.The other, more complex, side of healing is the critical wounds. This is what will separate the field medics from the doctors.Critical wounds are split into four types, each of which will have a skill and techniques the player can use to attempt to heal them. The wound types are: organ, flesh, bone, and infections. Some examples would be a ruptured kidney, gaping laceration, and a fractured skull. Infections cover all infections, poisons, and diseases.When you reticule over someone and see they have a critical wound icon, you would press the 'heal' hotkey. Your potential patient will be asked to confirm your attempted heal at which time he will lay down (becoming very susceptible to attack) for the duration of the healing attempt. Just like with bandaging, should the healer or patient take any damage or move, the attempt will automatically fail. Here's where it gets complex. Each critical wound will have its own set of steps that must be followed in order to begin healing of the wound. Each step might request certain items (scalpel, bandages, splints, salves, etc) or certain locations (an apothecary) but might also let you attempt the heal without them. Be careful though - attempting a heal without the right items or in less than ideal conditions will impact your chance of success and in severe cases could come with unseen ramifications (not using antiseptic on your patient was a good idea at the time...). Assuming you have successfully treated the critical wound, its severity will begin to diminish until it either completely heals or needs more medical attention.And there you have it, healing, ToA style!
InterrogationInterrogation is another feature of ToA that you don't see much of in other games, especially in MMOs. It opens a whole range of opportunities and adds an insane amount of dynamics to the game.In order to interrogate someone they will need to be unconscious. Yes, we know you can't really interrogate someone if they are knocked out. It's sort of implied that even though they are out of it they are coherent enough to possibly answer your questions.There will be a long list of information you can attempt to extract from your target ranging from their name to the secrets of their innovations! The difficulty of extracting information is based on the information you want. Pulling someone's name is relatively easy but you'll be in for a tough go if you try to get their innovation.Once you've got an unconscious target, you'll select from a list the information you want to attempt to get and select what technique of interrogation you'd like to use to get it. Will you use persuasion, intimidation, or trickery? Each technique has its own advantages and disadvantages and plays against different attributes of your target. For example attempting to trick a target that has a high intelligence probably won't net you anything. Assuming your attempt is successful, you'll get the information you're after.You can only ask for so much information before your target becomes immune to your efforts.Finally, interrogating someone will cause you to lose reputation with their settlement and if you're caught in the act you can be attacked and killed with no repercussion to your attacker's reputations. Our advice - choose your targets wisely.
Permission SystemThe concept of the permission system is really straight forward. On various objects you own such as your land, the items on your land (such as crops), your house, your treasury strongbox and even your body, you will be able to designate who can affect it in various ways that will allow them to avoid the usual consequences which is typically being flagged as a criminal.Each object will have its own unique list of permissions. For example, on your body, you can designate who can legally loot your corpse, steal from you, and/or attack you. Your house on the other hand would have permissions like who can build/repair it, who can be inside, who can open which door, who can move items within the house, and who can take items from the house.You will be able to set these permissions to an individual, to the citizens of a settlement, and/or even globally.You will be able to modify any of the permissions you've given.Hmmm, I thought it would take more to describe permissions but I think that sums it up. It just goes to show that the design is as simple and elegant as it is functional. The mark of a real sandbox feature!
Plagues & DiseasesFirst off, let me say that the introduction of diseases into TOA was an easy decision. As dynamic and organic as the systems of the game are, the inclusion of diseases felt like a natural thing. What I will touch upon in this article are a few of the effects of diseases upon not only the players, but upon the world of TerVarus.Most of the MMOs of today do not have diseases or plagues that directly impact players. The effects that could be considered a disease are often called dots, or damage over time spells. These effects seldom if ever have any conditions, variability or incubation periods of any significance. At worst, they temporarily deal damage or some other minor debilitating effect that comes with very short durations.While these types of diseases are a viable option when it comes to implementing a diseases and plagues system, they should, for the most part, be considered minor or weak diseases. Plagues, on the other hand, are virtually unknown in MMOs today. Something as serious as a full blown plague isn’t something the conventional MMO development teams are willing to subject their fans to, out of fear such negative effects within the game might cause players to become frustrated with the effects, and possibly unsubscribe.Let’s look closer at the reasons why diseases and plagues become another obstacle or objective to be overcome by the players.The BenefitsWhile it might seem a bit odd to try and see the benefits of diseases and plagues, but there are some. The most obvious benefit of the presence of disease are healers. Healers typically are treated as walking medics in MMOs as hit point regenerators, but they’re not usually thought of as disease curers because the diseases that exist in MMOs aren’t worth having spells to cure diseases.A Few ExamplesIn TOA, Hell Hounds aren’t going to be the flame-shrouded monsters of ash and fire you think of when you think Hell Hound. Hell Hounds are going to be disease and plague carriers, and what a better reason to have healers in TOA than if you’re unfortunate enough to survive a Hell Hound attack. The sources of diseases are many and wide ranging. Certain plants might spread disease, dead carcasses could, and there might even be area-affecting plagues where the contagion is airborne.The possibilities of diseases in TOA are great as are the myriad of effects each might have. Certain diseases might not be curable at first, and require an incubation period before they can be cured. A disease might have contagious effects that spread by touch, taste or proximity. A disease might go dormant in TOA for months or years of real time, and then suddenly re-emerge upon the unsuspecting masses. A disease might have subtle exposure triggers that you might not think could spread a disease. You might be required to have an innovation in order to cure a disease! Healers eventually might be able to cleanse an entire area of a plague. Some diseases might even cure themselves by having a fixed incubation period and then fizzling out by itself.It’s not just about the positives of removing diseases, either. Some diseases could be used strategically against enemies, forcing the defenders healers to focus entirely upon curing the diseases the enemy inflicts. Imagine the puzzles that healers will have to solve!Negatives into PositivesHow does one turn a negative like a disease or plague into a positive? Well, from the player’s perspective, it is to find cures for the diseases, if there is a cure to be found. For the staff of TOA, it’s our ability to create and run in-game events centered around the idea of a disease outbreak or plague event spreading across TerVarus. To my knowledge, no other MMO has ever attempted diseases and plagues on the scale we’re thinking, but we at Forged Chaos think it’s high time there be other threats to the characters in TerVarus more than just monsters and other players, and we’re confident that our players will be able to handle anything we try and throw at them.ConclusionRemember, diseases can and will come from a myriad of causes. Some will be minor irritating things that can be easily cured while others might be contagions that spread like wildfire throughout TerVarus unchecked (or at least until a healer innovates or discovers a cure for it!). This article merely inflicts a minor rash upon the unsuspecting character; the real danger has yet to be identified.