One seamless world. No safe ground. The endgame is total domination — by one player, or the nation that follows them.
A small PvE haven exists, with limited rewards. Beyond it stretches a vast PvP frontier where players raise their own cities, wage war over regions, and answer to no one. In the darkest reaches, death is forever — and the rewards match the risk.
Swing-contact melee and archery — directional, physical, deadly. Take an arrow to the face without a helmet and you are simply dead.
Offensive magic uses FPS-style projectiles you aim — no lock-on. Defensive magic and healing lean tab-target so support can keep pace.
Plant a seed and raise a player city. The Tree shields nearby buildings and cannot fall until an enemy places a bane. Cities feed the nation.
Regions support only so many troops. Siege camps and supply carts extend your reach; without them, invaders drown in debuffs. Zerging fails.
Mines and villages open to attack on a schedule the owning guild sets. Pick your hour to defend — or catch a rival off-guard in theirs.
A small region of extreme reward runs on perma-death. Fall there and your character is deleted; gear spills to the ground. Only bank items survive.
Holds the line. Heavy armor turns a fatal blow into a survivable one.
Ranged pressure. Aim is everything — every shot is physical and dodgeable.
Burst from range. Strong in high-magic regions, mute in the no-magic wastes.
Keeps the party standing. Tab-target wards mean you never stop reading the fight.
Progression is flat. A level 1 can fell a level 1,000 with a single well-placed strike. Skill is the only true stat.
Roll a character, join a guild, and build a nation. No one holds ground alone — the strongest alliances win the war.