Fortaeverse has an extreme amount of races to choose from. All characters must be humanoid, so here is the list:
Control multiple parties mixed with many races and vocations. Each party can include up to 6 members, but they can "split off" at any time to form smaller parties of similar interests/actions. For example, you may want to leave your miner behind in a cave, and come back for him/her later after they do some work.
|There are hundreds of spells in Fortaeverse! Here is a link to their details: Spell List|
|Lifeforms can be affected by many positive and negative (even neutral) conditions. Here is a link to the condition types, and what the in-game icons represent (descriptions are still in-progress): Condition Types List|
|The resistance types in Fortaeverse are very granular, adding to the realism of forces/conditions. Here is a link to the resistance type hierarchy: Resistance Type List|
There are a vast number of items in Fortaeverse. In fact, there are over a million dynamically generated weapons, armor, potions, scrolls, powders, invokable items, food, drink, and more! Here is a small set of "normal" items:
Unmagical weapon details: Weapon List
Unmagical armor details: Armor List
Food and drink details: Food and Drink List
Real Time In-Game Springfield Pawn Shop Contents
You can now see what's in the actual Springfield Pawn Shop of the game server real-time! As players fight in the arena and sell, the shop contents will dynamically update on this page. Also, as players buy up items, they will instantly disappear from the page as well. The shop's contents are refreshed from time to time, so you may see something interesting pop up every once in a while.
Springfield Pawn Shop Contents
All lifeforms in Fortaeverse have various attributes that determine their strengths and weaknesses. Attributes have a "base" value and an "effective" value. Base is the value based on race and level without modifications. Effective is the value based on magical effects, items, conditions, environment, etc. Here is a list, along with a description of each:
Age: Unlike most RPGs, Age is one of the most important attributes in the Fortaeverse universe. All living beings eventually deteriorate and die from old age. Certain races live longer than others. Contrary to popular belief, there is no fountain of youth. One of the reasons Age is so important is because Time Dilation is a real effect in Fortaeverse. It allows players to greatly accelerate time for various actions at the cost of artificially aging at a rapid pace. The gods have allowed such a mechanic in the universe for 2 main reasons. 1) It provides more action and entertainment for them. 2) The greediness of lifeforms to throw away their lifeforce for quick results helps fuel other dimensions, like the Ethereal plane.
Physical Health: How much physical (body) damage a lifeform can take before dying. Often thought of as "hit points" in most games. This ranges from crushing/piercing/cutting damages, to acid/cold/fire, etc. Some lifeforms do not have physical health, like ghosts.
Mental Health: How much mental (brain/mind) damage a lifeform can take before falling into a coma. Typically targeted by Psionics and other mental magic. Some lifeforms do not have mental health, like plants.
Circulatory System Health: How much circulatory (bloodstream) system damage a lifeform can take before dying. Poisons often affect circulatory system health, as well as some magic. Some lifeforms do not have circulatory systems, such as skeletons.
Respiratory System Health: How much respiratory (breathing) system damage a lifeform can take before dying. Also, current RSH affects a lifeform's available stamina. If RSH is decreased, stamina is decreased at the same time. Airborne poisons, toxic clouds, acids, etc. often affect respiratory system health. Some lifeforms do not have respiratory systems, such as undead.
Nervous System Health: How much nervous (nerves) system damage a lifeform can take before becoming paralyzed. Electricity, systemic shock, and various spells often affect nervous system health. Some lifeforms do not have nervous systems, such as skeletons.
Stamina: How many actions/activities a lifeform may perform (energy) before falling unconscious and/or stopping. Current Respiratory System Health, and some magic, also affects stamina. Some lifeforms do not have stamina, such as golems.
Mana: How many actions/activities a lifeform may perform that are magical/mystical in nature. Magical spells require mana, as well as special abilities and vocational abilities like Healing Hands, Berserk, etc. Many lifeforms do not have abilities to use their mana based on their vocation, but it can be utilized in the future if special skills, items, etc., are obtained.
Strength: How much physical force a lifeform can exert. It doesn't necessarily mean muscle mass, although strength is affected by that. Strength affects the following:
Constitution: The physical/chemical makeup of a lifeform. Size does have an impact, but so does the composition of the mass (made of wood vs flesh for example). Constitution affects the following:
Vitality: The natural longevity of a lifeform, and how resistant it is to dying. Vitality affects the following:
Will: The willpower/effort of a lifeform. Will affects the following:
Endurance: How much energy/stamina a lifeform has and how many actions they may perform before becoming exhausted. Endurance affects the following:
Speed: How quickly a lifeform can move/transport its body to a different position in space. Speed affects the following:
Agility: How easily/quickly a lifeform can perform ballistic movements at a macro level. Agility affects the following:
Dexterity: How easily/quickly a lifeform can perform movements that require precision. Dexterity affects the following:
Initiative: How quickly a lifeform reacts and how quickly they initiate an action. This includes mental reaction as well as physical. Initiative affects the following:
Perception: How likely a lifeform can detect/perceive various situations, actions, objects, etc. Perception affects the following:
Confidence: How much morale a lifeform has, along with its belief in oneself to accomplish goals. Confidence affects the following:
Intelligence: How easy it is for a lifeform to learn new concepts and gain knowledge. Intelligence affects the following:
Wisdom: How likely a lifeform is to make a smart decision when presented with multiple options. Wisdom affects the following:
Creativity: How easily a lifeform can come up with ideas, invent, and outwit others. Creativity affects the following:
Logic: How easily a lifeform can solve problems and come to rational conclusions. Logic affects the following:
Charisma: How well liked a lifeform is when parlaying with others and in social situations. Charisma affects the following:
Empathy: The ability to understand and sense the intention of other lifeforms, as well as communicate in a meaningful way. Empathy affects the following:
Spirituality: What type of reputation the lifeform has with the gods (good or bad), and realms related to spirits. If spirituality reaches zero, the lifeform will become possessed by a destructive spirit (attacking your own party). Spirituality affects the following:
Divine Favor: Divine favor are special points that can be utilized in order to receive a blessing by the gods. The types of favors are determined by the strength of the user's Spirituality attribute, as well as other factors. They can almost be thought of as a "wish" spell. Divine favor points are typically obtained by performing selfless acts of courage and valor, or by doing actions that the gods approve of. Remember, not all gods are "good" in nature in Fortaeverse...
Some examples of blessings are as follows (not an exhaustive list):
Level: A lifeform's level affects almost everything in the game involving a calculation. For example, if you are a level 1 Warrior, and attack a level 2 Warrior, your chance to hit will be decreased (their dodge increased). If you are a level 1 Wizard casting a spell at a level 2 Wizard, the target will have an increased resistance to the spell. It's usually about 8% per calculation, but sometimes it may be double that (16% in the case of the attack example above, 8% for chance to source hit, 8% chance for target to dodge).
The reverse is also true. A level 1 Warrior attacking a level 0 Warrior will receive a bonus chance to hit. If there is no source vs target, and a lifeform is merely performing an action on themselves (or an object without a target), level isn't a factor.
Experience point requirements for the next level increase slightly as level increases (not exponential like most RPGs).
Size Factor: Every lifeform has a size factor. This is a decimal number that essentially describes their overall size, or volume of space. For a few examples, Humans are 1.0, Sprites 0.2, Dwarves 0.7, Dracons 1.1, Trolls 1.5, and Ogres 2.0.
Size factor mainly affects the following things: