How the world answers

Four systems, and they all lean on the same idea: the world reacts to what players do to it, on a clock.

The conflict

  1. Kill 25 creatures in one region inside 10 minutes and a warden comes out to fight.
  2. Put down 3 of those wardens in one zone inside 30 minutes and a zone boss rises, stronger than any of them.
  3. Either boss leaves if it is left alone for 1 hour.
  4. Players start in the home city.
  5. On death, players respawn at the nearest cemetery in the zone they fell in.
  6. The better gear and the tougher bosses are in the dungeons.

Parties

  1. Up to 5 players.
  2. A party forms on its own as players come within 40 m of each other, unless a player turns the auto-invite down.
  3. Players drop out when they are out of reach of every other member.
  4. Nobody groups inside the city.
  5. Inside a dungeon the range rule is switched off entirely.

Dungeons

  1. Instanced, and generated the moment you enter.
  2. The player, or the party leader, can throw the layout away and roll another.
  3. They are the end game.
  4. Every dungeon opens on a foyer with nothing in it to fight.
  5. Die inside and you come back at that foyer, not at a cemetery.

PvP

  1. Can be switched on outside city limits, never inside them.
  2. Off until you turn it on, except on contested ground: walking onto the Bloodmarch flags you until you leave it.
  3. Parties form the same way they always do.
  4. When both players are flagged, their party holds together over 250 m rather than 40 m.
  5. Fighting other players is still to come. For now the flag only widens the party's range.

The wiki has the rest: every zone, class, item and creature, read from the game itself.