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
- Kill 25 creatures in one region inside 10 minutes and a warden comes out to fight.
- Put down 3 of those wardens in one zone inside 30 minutes and a zone boss rises, stronger than any of them.
- Either boss leaves if it is left alone for 1 hour.
- Players start in the home city.
- On death, players respawn at the nearest cemetery in the zone they fell in.
- The better gear and the tougher bosses are in the dungeons.
Parties
- Up to 5 players.
- A party forms on its own as players come within 40 m of each other, unless a player turns the auto-invite down.
- Players drop out when they are out of reach of every other member.
- Nobody groups inside the city.
- Inside a dungeon the range rule is switched off entirely.
Dungeons
- Instanced, and generated the moment you enter.
- The player, or the party leader, can throw the layout away and roll another.
- They are the end game.
- Every dungeon opens on a foyer with nothing in it to fight.
- Die inside and you come back at that foyer, not at a cemetery.
PvP
- Can be switched on outside city limits, never inside them.
- Off until you turn it on, except on contested ground: walking onto the Bloodmarch flags you until you leave it.
- Parties form the same way they always do.
- When both players are flagged, their party holds together over 250 m rather than 40 m.
- 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.