Towns against the Wane
Towns live around fires lit from the First Flame, and beyond their light the Wane unmakes the land. Everyone passes through Aldhearth, the capital, for its Master Forge, Market Board, Vault and Guild Registry. Small towns have a Trade Post, a waystone and an inn: log out inside their walls and you come back rested.
A living wilderness
Creatures that feed, grow and change, goblin warbands, orcs, skeletons and dragons. Elites and bosses have powers of their own, packs call for help and flank you, and every fight leaves blood on the ground and on you.
No classes
Shape your character on a skill tree of nearly 300 nodes. Forge gear from wood to mythril and beyond, upgrade it up to +15, and give your weapon a right-click power: 7 moves, 6 elements and 4 tiers, reforged at the anvil.
Play together
Groups share experience, Homes and doors. Duel anyone with nothing lost, and join the arena from anywhere with Shift+K: everyone fights at level 50, so a level 1 can beat a level 150. Titles show their worth over your name, from Common to Legendary. Send letters with gold and gear. Open-world PvP is for the reborn, and your choice: anyone who murders a peaceful player is marked with a skull. Duels and the arena are for everyone.
Dungeons and rifts
Eight kinds of dungeon built fresh every time (towers, delves, winding caverns) with a dozen kinds of room, waves, keys, puzzles, secrets and bosses. Seven kinds of rift that take after the land they tear open in, and the Wane rift, where anything goes.
Events every day
A timetable for everyone: every hour a Wane Pit, a Beacon Run or Last Light on a floor of your own, and out in the land Greyfall, golden broods, warbands, and every evening Hold the Line and a waking dragon. Twice a week, the Pale Queen's raid. Kill streaks, event points and rewards.
An endless world to dig
Every block can be dug, and past the lava the Deep goes on, a million rows down: twenty bands of the Twenty, each a world with its own Grown and great one, then the seven bands of the Descent. Build straight into a lava lake, carry water and lava in a bucket, and keep your wood away from the lava. Nobody holds the open sky: dig down, set a Home Stone in the rock to make a Home of your own, keep its keep stocked, and wall it in Home brick, because deep down the Grown come for it, and once you are reborn, so may other reborns.
Machines of ember
Mine ember dust in the Deep and lay it as wire: warmth runs from levers, plates and clocks to lamps, chimes, rams, drop-floors, spouts, chutes and lifts. Build a door that opens to a lever, a furnace that feeds itself or a trial vault for visitors to crack. Wick the Tinker in Aldhearth teaches the first steps.
A living world to ride
Biomes with their own level bands and their own weather, from rain to sandstorms. Fish every land's water, cook what you catch, ride one of fourteen mounts, and chase a hundred achievements and their titles. Hunting grounds, waystones, pets from Common to Mythic and a Mu-style reborn at level 150 with sixty ranks to climb.