Game Systems

Game systems

38 entries.

  • Archery, crossbows and throwing

    Bows, crossbows and thrown weapons all fire real projectiles that fly through the world in height as well as distance — no ammunition to count, quivers to configure.

  • Armed guard

    Trained, equipped defenders who fight with real weapons and shields. They do not attack on sight; they defend themselves, each other and their post.

  • Character progression

    Characters are created without a class or magic school and develop through what they learn and practise, across long-form progression from level 1 to 100.

  • Colony swarm

    Weak alone, dangerous together. One distress squeal brings the rest of the colony.

  • Creature behaviour

    Creatures in EOSTRA behave like inhabitants rather than stationary XP containers — with territories, species-specific behaviour, and reactions to what they perceive.

  • Creature minds

    What a creature is shapes how it fights: its kind of mind, its training and its temperament.

  • Day and night

    EOSTRA has a shared day–night cycle. In the current design, a full in-game day lasts 48 real-world minutes.

  • Dodging projectiles

    Some creatures can sidestep a projectile — but only if they saw it released and have time to react.

  • Elemental interactions

    EOSTRA's magic schools change each other and the environment. Statuses like Wet alter how other elements behave, so the order and placement of spells matters.

  • Elite creatures

    Elite is a variant of an ordinary creature: tougher or more skilled in ways that fit what it is — never smarter or fearless.

  • Encounter memory

    Creatures learn a little within a fight: guards that keep blocking get flanked, and repeated knockbacks teach caution.

  • Examine

    Right-click Examine tells you about things in the world — and skills such as Hunting enrich what it can tell you.

  • Fear

    Fear in EOSTRA comes from what a creature perceives — a hit, a wound, an ally dying, being outnumbered — never from a level gap.

  • Groups and alarms

    Creatures in groups share what they notice — but only locally, through calls, sight and sound, never across a whole area.

  • Hazards and cover

    Creatures learn to avoid dangerous ground, step out of telegraphed attacks, and — if they think — use cover and avoid being surrounded.

  • Hostile melee

    Ordinary hostile fighters. They engage what they actually perceive, investigate the sounds of fighting, and fight with telegraphed attacks.

  • Hostile ranged

    Ranged attackers with real weapons: a visible draw, aimed shots that lead a moving target, and no shooting through allies or walls.

  • Inventory and bank

    A grid-based inventory, with a bank that uses the same grid system for depositing, withdrawing, searching and sorting.

  • Magic specialisation

    Any character can learn any school, but magical effectiveness is shared between them. Deep specialisation makes a character substantially more potent within a school.

  • Magical staves

    Magical staves carry their own powers — equipment powers, not learned spells. They come in common and legendary tiers, plus GALVYR.

  • Movement and dodging

    Move with WASD and aim with the mouse independently. Your facing is always your aim; moving backwards is a little slower. Space dodges.

  • Mythic interactions

    Mythic powers act on the same shared world, so they interact: water conducts, frost freezes currents, fire consumes cold, wind carries flame.

  • Mythic signs

    Visible Mythic events in the world are signs creatures can learn to read — or simply fear.

  • Mythics

    Mythics are EOSTRA's legendary elemental weapons — genuine weapons with powers that reshape the battlefield.

  • Opportunist

    Predators driven by confidence. They test a healthy target cautiously, dart in when they sense weakness, and press hard when the odds look good.

  • Pack hunter

    Pack animals that hunt as a coordinated group: one baits, others flank, and they lunge in turn.

  • Perception

    Creatures and NPCs act only on what they can see, hear or legitimately know — never on hidden information.

  • Physical combat

    Weapons, shields and armour in EOSTRA are purely physical: cut, pierce and blunt damage, real guarding, wounds, bleeding and armour stress — the same rules for players and creatures.

  • Prey

    Harmless creatures that never attack. Approached, they flee; attacked or badly startled, they panic — and the panic spreads through the flock.

  • Roost

    Creatures that sleep in roosts through ordinary footsteps — but wake to the noise of a fight, and harass without ever standing still.

  • Shell defender

    Passive creatures that ignore passers-by and only fight back when struck — behind a heavy shell that a big enough blow can flip.

  • Shops and vendors

    Where to buy and sell: a beginner outfitter on Tutorial Island and eight specialist trades in Highmere.

  • Skittish

    Creatures that never start a fight and flee from anything bigger — but turn and defend themselves when cornered, pursued or hit.

  • Targets and objectives

    How creatures choose whom to fight — from what they know — and what they are trying to achieve.

  • Territorial charger

    Creatures that defend their ground: a clear warning first, then a committed charge if the warning is ignored. They do not run from wounds.

  • Weather

    The Highmere Vale has a temperate maritime climate: clear, cloudy, rain, heavy rain, thunderstorms and fog, with wind from calm to gale.

  • Web ambusher

    Ambush predators that feel through their webs: a touched web reveals where something is — never who.

  • Witnesses

    Non-combatant NPCs notice violence, remember what they saw and pass it on — by word of mouth.

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Schools of magic