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Design Proposals

Plans we publish before building, open for public comment and votes

These are the start of the conversation, not the actual plan.

Nothing here is decided and nothing here is scheduled. Look these over, vote on the parts you care about, and give us feedback. Other ideas are welcome too, including ones we did not think of. I wanted to push us out of our comfort zone a bit, so some of these are deliberately ambitious. Tell us where we went too far, and where we did not go far enough.

Each proposal is a full write-up of an idea we are considering: what exists today, what other games taught us, and what we could build. Every page has comment threads and vote arrows that need no account. The two school sections below follow the in-game skills window, ring for ring. A dashed tile has no page yet, and the arrows on it are a request: vote up the schools you want examined next.

22 of 37 skill schools examined · 19 system deep dives published · 1132 proposals in all · 82 built

Recently published

Resistances30 proposals · Aug 15 Skill Combos80 proposals · Aug 15 Housing & Lots31 proposals · Aug 15 Conversation & NPCs33 proposals · Aug 15 Party & grouping34 proposals · Aug 15

Adventuring schools 21 of 21 written

Combat 7 of 7

Blades

The core melee school for swords and daggers, one hand or two. The biggest school the series has measured, carrying a dead defense stat, a hit that never fires, and a counter armed by another tree. Thirty-four proposals: the promise kept, the guard opened, the forms revealed.

34 proposals · 2 built · August 14

Polearms

Spears and halberds, with reach the other melee schools lack. The dive finds an identity written in invisible ink: no polearm hit can be blocked by a shield, and nothing in the game says so. Thirty proposals: the doctrine printed, the kit completed, the brace, the barbed wound, and the phalanx.

30 proposals · 1 built · August 14

Bludgeon

Hammers, maces and clubs, the crowd-control melee school. The dive finds the most cast melee school on live running on untuned formulas: a dead masterwork stat, a one-character dispel typo, capstone riders at zero percent without specialization, and specials that cannot be parried or glanced, printed nowhere. Twenty-nine proposals: the debt paid.

29 proposals · 0 built · August 14

Ranged

Bows and crossbows: the second most specialized tree in the game, played on two buttons and one statless arrow. Thirty-five proposals: seven bugs fixed first, the kit deepened to the community's own wishlist, the fletcher's economy built at last, and the crossbow finally becomes a crossbow.

35 proposals · 1 built · August 14

Light Armor

Fighting in leather and cloth, where staying mobile replaces soaking hits. The dive finds the most worn, least committed school in the game: the passives out-invest the actives, the specialization converts worst of all twenty-one schools, and Escape has removed roots for years without saying so. Thirty proposals: a school worth wearing on purpose.

30 proposals · 1 built · August 14

Shield

Blocking, bashing, and holding ground for the whole party. The dive finds the least played school in the game running on math nobody was ever shown: a block cap that is really a floor, an anti-ranged innate that skips spells and monster archers, and an empty hand that out-blocks every shield item in the game. Thirty-three proposals: the formula published, the seven filed defects fixed, and the block that finally answers back.

33 proposals · 13 built · August 14

Heavy Armor

Fighting in plate and chain, the tank's school. The dive finds the school everyone wears and almost nobody plays: an aggro kit reaching 21 of 1,237 active players, a taunt outgrown by nine years of damage inflation, and armor that never mitigates magic. Thirty proposals: the ledger made honest, the taunt repaired, the wall given a will.

30 proposals · 1 built · August 14

Magic 9 of 9

Life

The healing school: touch, ray and burst heals, cleansing, resurrection, and the banishment the undead fear. Six of its nine spells restore hit points and differ only in dice, which is where the deep dive begins.

24 proposals · 0 built · July 27

Death

The school of the grave: drains that feed you what the target loses, corpse explosions, and the skeleton and lich summons. The dive found much of the missing school already in the game's files.

18 proposals · 0 built · July 27

Sun

Radiant light as a weapon: searing rays, solar flares, blinds and dazzles, and the phoenix at the top of the tree. The dive put live usage data beside every skill and found the school everyone borrows and nobody keeps.

28 proposals · 0 built · August 14

Moon

Night magic: vanishing, shadow form, moon beams and meteor showers, all keyed to the moon riding above the horizon. The dive found the school's signature gate displayed nowhere, misread as nighttime by half the community, and never consulted by its own damage spells.

23 proposals · 0 built · August 14

Earth

Stone and root: strength buffs, an earthquake, obsidian arrows and the earth elemental. Today it is three buffs on a melee bar, and the dive proposes giving stone a job of its own.

22 proposals · 0 built · July 27

Water

The cold school: ice arrows, fields and cones that slow, a healing rain, and two elementals. The dive found every slow in the game sharing one effect slot, and proposes chill that stacks into a governed freeze.

25 proposals · 0 built · August 14

Fire

Fireballs, immolation, rings of fire and a fire elemental, all feeding the burning damage over time that defines the school. The strongest elemental school in our own audit; the dive asks for depth, not more damage.

24 proposals · 0 built · July 27

Air

Shock and storm: lightning bolts, chain lightning, storms, and the only mobility line in magic. The dive found the stun school's whole control game running invisibly, and proposes charge you can see.

24 proposals · 0 built · August 14

Chaos

The wildcard school, opened up: a nuke that secretly rolls five outcomes and blanks one cast in ten, a mastery that gates half the kit, a spell that vaccinates its own victims. Forty proposals print the odds, bound the streaks, and refuse to make it reliable.

40 proposals · 0 built · August 14

Strategy 5 of 5

Tactics

The foundation nearly every build stands on: health, stances, parry, the off-hand line for dual wielders, and horsemanship. The dive proposes stances with fair printed tradeoffs, the school's first sword-form combos, reaction glyphs that answer a parry, and the Poise maneuver pool.

33 proposals · 1 built · August 14

Focus

The resource school and the game's only two hand verbs: the pool every caster spends, the mulligan, the hold, the caster's stance, and the summon support line. The dive proposes readable timers, a shaped mulligan, six revived dead skills, and Meditation.

28 proposals · 0 built · August 14

Taming

Tame the world's beasts and fight beside them. The August rebalance shipped the first half of July's deal, so the dive was rewritten against the new tamer: what shipped, what graduated, and what the handler still needs.

22 proposals · second edition · August 14

Subterfuge

Stealth, dirty fighting and the thief's trade: camouflage, sneak attacks, sap and poisons. The dive proposes lockpicking, pickpocketing with a fence, trapped chests and a stealth meter.

24 proposals · 0 built · August 13

Bard

The music school, rebuilt this August as the game's first pure support class: party songs and resist debuffs under a sixty-second no-damage covenant, and a town performer loop of watching, tips and Inspiration. The dive rules on the retired skills in public and deepens both halves.

27 proposals · 0 built · August 14

The Bard page covers the skill tree, both its combat songs and its town performance loop. Instruments, sheet music and the venues live on the Music & Sound page under Systems below.

Crafting schools 1 of 16 written

Gathering 0 of 5

Mining

Ore, coal and gems out of nodes across the world. Survey finds them, Swift Gathering works them faster, Meticulous Collection wins the extra pull.

Not yet written

Forestry

Timber from the world's trees, feeding every carpenter and fletcher in the economy. The standard gathering kit: survey, speed, and meticulous extra yields.

Not yet written

Field Dressing

Skinning and dressing what you hunt, in the field where it fell. Hides, meat and trophies, gathered faster and fuller as the skills rise.

Not yet written

Foraging

Cotton, reagents, mushrooms and every useful plant that grows wild. The quiet gathering school that feeds alchemy and tailoring both.

Not yet written

Fishing

The deepest gathering school: fresh, salt and fetid water each demand their own mastery, and lava fishing caps the tree. The fish rosters run to trophy sizes.

Not yet written

Refining 0 of 6

Agriculture

Planting, watering and harvesting crops on your own land, at batch scale once the skills grow. The school that turns a garden plot into a supply chain.

Not yet written

Smelting

Ore into ingots at the smelter. Batch, swift and efficient refining cut the time and the waste out of every bar.

Not yet written

Milling

Timber into boards and planks at the sawmill. The same batch, swift and efficient trio, applied to everything wooden.

Not yet written

Textiles

Cotton and wool into cloth and bolts at the loom. Feeds the tailor the way the smelter feeds the smith.

Not yet written

Tanning

Hides into leather at the tanning station. Batch, swift and efficient skills keep the hunter's take moving.

Not yet written

Butchery

Carcasses into meat, bone and sinew. The refining half of the hunt, done at the station rather than in the field.

Not yet written

Production 1 of 5

Blacksmithing

Weapons and metal armor at the forge, plus repair, salvage, and the masterwork proficiencies for blades, chain, plate and shields.

Not yet written

Carpentry

Bows, staves, polearms and furniture at the carpentry bench, with the masterwork lines for bludgeons, polearms and ranged weapons.

Not yet written

Tailoring

Cloth and leather armor at the loom and bench, with masterwork proficiencies for both, plus repair and salvage.

Not yet written

Cooking

Food and drink with real combat buffs, from campfire fare to feast tables. The smallest school on paper, one proficiency, with a deep recipe book behind it.

Not yet written

Alchemy

Potions, oils and enchanting reagents at the alchemy station, plus the proficiencies that gate the arcane half of the crafting bench. The dive proposes fourteen new consumables in full detail.

28 proposals · 0 built · July 26

Systems 19 written, 2 planned

Crafting and equipment

These cover the item and the bench. The schools behind them, Blacksmithing and Blades and the rest, are in the sections above, and the crafting page leaves per-school work to those dives.

Crafting

The station and recipe book every school shares: instant recipe matching, Craft Again and Make Max, batch queues, ingredient search, a shopping-list breakdown and bulk salvage.

22 proposals · 10 built · July 26

Weapons

The twenty-four craftable weapon archetypes measured against the genre. Real gem pools for bows and shields, honest damage numbers and a comparison tooltip that does the subtraction for you are built; bows and crossbows told apart, masterwork pool parity and the unique component tier are still open.

13 proposals · 4 built · July 26

Armor

The worn suit under-reports itself three ways: no set-bonus readout, an invisible broken-piece cliff, no per-piece breakdown. Seven proposals to make armor legible, then finish the matched-suit bonus.

7 proposals · 0 built · July 26

The Enhancement Chain

Masterwork, enchantment, the exceptional roll and the socket, audited as one system. The finding: maximum durability is the invisible enhancement budget, and a crafted one-hander can afford five failures in its whole life.

18 proposals · 0 built · July 26

Goods and wealth

Inventory

Sixteen improvements to bag management: attribute search, a column picker, quick deposit, junk marking and container color tags.

16 proposals · 2 built · July 26

Bank

The vault reviewed against six games: cross-town stack merging, deposits that top up existing piles, every arrival explained, a capacity meter and player-named tabs.

20 proposals · 0 built · August 8

Economy

Gold and Crowns read as one system: reason codes on every source and sink, a monthly economic report, buy orders, an official exchange, and a turnover fee that grows with the economy.

34 proposals · 0 built · August 6
Planned

Vendors & player shops

The selling half of the economy: player vendors, commissions, storefront search and the shopkeeping loop.

Not yet written

Home and holdings

Home Decorating

The housing tools caught up to the housing engine: placement denials that speak, an undo stack, multi-select, magnet snap, saved layouts and a decorator camera.

27 proposals · 8 built · July 27

Player-Owned Towns

The town game the deeds promised: a governor's console, a town directory, criers, signposts, banners, citizen titles, lot applications and market rows.

25 proposals · 5 built · August 4

Player Dungeons

Player-built dungeons made worth visiting: publish by beating your own build, entrance plaques with record times, a Delve Board, prize chests, traps and a live map.

25 proposals · 10 built · August 4

Housing & Lots

Lots, deeds, taxes, permissions and the ownership loop around the house itself: the tax clock moved into the game, a storefront for the new sales, and the Tenant role finally given a job.

31 proposals · 0 built · August 15

Company, conflict and renown

Guilds & Guild Wars

The half of guild life the 1997 charter never shipped: a guild vault, an activity log, a finder, alliances, negotiated war terms and each guild's own page on the web.

25 proposals · 9 built · August 4

PvP

Consent works; consequence does not. A kill feed, a permanent record with titles, scheduled events, capture battles, ransom stakes, rated duels, seasons and a bounty board.

27 proposals · 0 built · August 5

Achievements

The game has had a complete achievement pipeline since 2016 and never showed it. A journal, unlock banners, creature-family kill counters, party credit and a 115-achievement first catalog.

24 proposals · 12 built · August 5

Party & grouping

The dive finds a party system better built than anyone knew and invisible in play: a live party finder nothing points at, an unseen twenty meter XP gate, and parties that expire from the database in twenty minutes. Thirty-four proposals: the finder surfaced, fairness on a receipt, marks and pins and ready checks, and the party reborn as a named company with a charter and a banner.

34 proposals · 0 built · August 15

Combat and the deck

Resistances

Three resistance systems run the game's defense and none of them know each other exist: an attunement contest armor never touches, armor math magic never touches, and a hidden crowd-control ladder that grants total immunity after five hits and tells no one. The dive walks all three walls, from the mesmerize resistance almost nothing writes to the thirteen boss templates whose control immunity is authored into a stat no code reads, and measures them against thirty years of the genre. Thirty proposals: the whole ledger printed on the character sheet, a floaty for every resisted roll, immunity rings the attacker can see, and the full crowd-control governor specification five other pages are waiting on.

30 proposals · 0 built · August 15

Skill Combos

The game's most distinctive combat verb, played in secret: three ways to fuse glyphs, a combo list nothing points at, a finished first-combo tutorial that never fires, and six schools with no combo at all. Eighty proposals: the system taught in play and in the world, a combo journal with fanfare, names announced in the log, alternate pairings switched on, and a compendium of fifty-eight new combos, sixteen of them for Chaos.

80 proposals · 5 built · August 15

World and story

Planned

Quests & storyline

The journal, the compass and the main story flow, measured against the modern quest genre.

Not yet written

Conversation & NPCs

The last typed-keyword conversation system in a live MMO, examined end to end: a defect ledger from live telemetry, a forgiving parser, NPC schedules and memory, and six owner rulings.

33 proposals · August 15

Sound and performance

Music & Sound

The ABC music engine got its performer economy in August; this page is everything around it. A Songbook, a mute that works, bands, MIDI keyboards, an Orchestrion Box and combat music.

30 proposals · 6 built · August 12
Every proposal, newest first 41 pages