Game Systems

Game systems

50 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.

  • Armoured scavenger

    A territorial shore scavenger that warns before it fights, turns its armour toward trouble, and drags its prey toward the water.

  • Castle garrison

    Disciplined, equipped soldiers who defend their castle: they hold its defence radius, fight with real arms and rally around their Captain.

  • Castle sieges

    Dormant castles can rise to activity. Players then besiege them — breaking the walls under arrow fire, cutting through the garrison and its Captain — for a shared payout.

  • 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.

  • Chat and social

    Local, party and whisper chat in the lower-left corner, plus a Social panel for your party, friends, ignore list and privacy.

  • Coil ambusher

    Lies hidden in a camouflaged coil and only wakes when provoked — stepped on, struck or crowded. It snares the provoker, gives a short chase, then recoils back into hiding.

  • 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 144 real-world minutes (2 hours 24 minutes).

  • Dodging projectiles

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

  • Dungeons

    Dungeons are private instances for your party, with checkpoints, regrouping after a wipe, boss encounters, spectating after death and a five-minute reconnect grace. The first, beneath the Flooded Ruins, is still sealed.

  • 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 gathering kit and Ore Sack. A bank using the same grid is planned — Highmere's bank is not open to customers yet.

  • Item rarity

    Each individual item can have one of six rarity tiers, from Common to Mythic. Rarity is separate from material and has no effect on stats.

  • Loot, rewards and mail

    Everyone who helps gets their own loot roll at solo odds. Rewards that don't fit in your bag are kept safe and delivered by mail, collected at the Highmere Post Office.

  • 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.

  • Non-combat skills

    Gathering and production skills share one level 1–100 curve, separate from your character level and magic schools. Mining is the first, and is in the current development build.

  • 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.

  • Parties

    Group up with up to six players. Parties are formed by invitation only, survive disconnects, and share a capped experience bonus.

  • 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.

  • Snares and grabs

    Some creatures can hold you in place. A snare or a grab restricts your movement — it never stuns you, and you can always break free.

  • 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.

  • World map

    Press M for a north-up map of the Highmere Region and the town, with your party on it. Landmark discovery is planned.

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Schools of magic