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.
Game Systems
38 entries.
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.
Trained, equipped defenders who fight with real weapons and shields. They do not attack on sight; they defend themselves, each other and their post.
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.
Weak alone, dangerous together. One distress squeal brings the rest of the colony.
Creatures in EOSTRA behave like inhabitants rather than stationary XP containers — with territories, species-specific behaviour, and reactions to what they perceive.
What a creature is shapes how it fights: its kind of mind, its training and its temperament.
EOSTRA has a shared day–night cycle. In the current design, a full in-game day lasts 48 real-world minutes.
Some creatures can sidestep a projectile — but only if they saw it released and have time to react.
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 is a variant of an ordinary creature: tougher or more skilled in ways that fit what it is — never smarter or fearless.
Creatures learn a little within a fight: guards that keep blocking get flanked, and repeated knockbacks teach caution.
Right-click Examine tells you about things in the world — and skills such as Hunting enrich what it can tell you.
Fear in EOSTRA comes from what a creature perceives — a hit, a wound, an ally dying, being outnumbered — never from a level gap.
Creatures in groups share what they notice — but only locally, through calls, sight and sound, never across a whole area.
Creatures learn to avoid dangerous ground, step out of telegraphed attacks, and — if they think — use cover and avoid being surrounded.
Ordinary hostile fighters. They engage what they actually perceive, investigate the sounds of fighting, and fight with telegraphed attacks.
Ranged attackers with real weapons: a visible draw, aimed shots that lead a moving target, and no shooting through allies or walls.
A grid-based inventory, with a bank that uses the same grid system for depositing, withdrawing, searching and sorting.
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 carry their own powers — equipment powers, not learned spells. They come in common and legendary tiers, plus GALVYR.
Move with WASD and aim with the mouse independently. Your facing is always your aim; moving backwards is a little slower. Space dodges.
Mythic powers act on the same shared world, so they interact: water conducts, frost freezes currents, fire consumes cold, wind carries flame.
Visible Mythic events in the world are signs creatures can learn to read — or simply fear.
Mythics are EOSTRA's legendary elemental weapons — genuine weapons with powers that reshape the battlefield.
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 animals that hunt as a coordinated group: one baits, others flank, and they lunge in turn.
Creatures and NPCs act only on what they can see, hear or legitimately know — never on hidden information.
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.
Harmless creatures that never attack. Approached, they flee; attacked or badly startled, they panic — and the panic spreads through the flock.
Creatures that sleep in roosts through ordinary footsteps — but wake to the noise of a fight, and harass without ever standing still.
Passive creatures that ignore passers-by and only fight back when struck — behind a heavy shell that a big enough blow can flip.
Where to buy and sell: a beginner outfitter on Tutorial Island and eight specialist trades in Highmere.
Creatures that never start a fight and flee from anything bigger — but turn and defend themselves when cornered, pursued or hit.
How creatures choose whom to fight — from what they know — and what they are trying to achieve.
Creatures that defend their ground: a clear warning first, then a committed charge if the warning is ignored. They do not run from wounds.
The Highmere Vale has a temperate maritime climate: clear, cloudy, rain, heavy rain, thunderstorms and fog, with wind from calm to gale.
Ambush predators that feel through their webs: a touched web reveals where something is — never who.
Non-combatant NPCs notice violence, remember what they saw and pass it on — by word of mouth.