Fortaeverse

Fortaeverse is a complex quasi-MMORPG in the making (see About for what is meant by 'quasi').

For a complete list of video updates and progress on the game, you can visit the playlist: Fortaeverse Videos

Also, come join the conversation on the Fortaeverse Discord channel! Frequent updates are posted there. You can leave feedback, ask questions, etc. Fortaeverse Discord Channel

Races

Fortaeverse has an extreme amount of races to choose from. All characters must be humanoid, so here is the list:

Antman
Badgerling
Batkin
Beecan
Bugbear
Dracon
Dwarf
Elf
Foxling
Frogling
Gnoll
Gnome
Goblin
Gorrid
Halfling
Haltija
Hawkite
Human
Kapre
Kobold
Mantis
Minotaur
Mongooseian
Ogre
Oni
Orc
Pixie
Rattkin
Salamander
Scorp
Snakeman
Sprite
Tigra
Treant
Trunkie
Turtilian
Troll
Warg
Yaksha

Because there are numerous races and attributes, a table of all the values has been created: Races Attributes List
Vocations

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.

Alchemist
Apothecary
Arcanist
Aristocrat
Artificer
Assassin
Barbarian
Bard
Bounty Hunter
Craftsman
Diplomat
Druid
Enchanter
Engineer
Evoker
Geomancer
Inquisitor
Kineticist
Knight
Mercenary
Merchant
Miner
Monk
Myrmidon
Necromancer
Ninja
Paladin
Pirate
Priest
Psionic
Ranger
Rogue
Sage
Samurai
Scientist
Scout
Scribe
Shaman
Sorcerer
Swashbuckler
Thaumaturgist
Thief
Tinkerer
Treasure Hunter
Trickster
Valkyrie
Warlord
Warrior
Wizard

Spells
There are hundreds of spells in Fortaeverse! Here is a link to their details: Spell List
Condition Types
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
Resistance Types
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
Damage Types
Lifeforms can be damaged in many ways. Here is a link to the damage types, and what lifeform systems are affected by each: Damage Types List
Items
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
Attributes

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:
  • Minor impact on effective Physical Health.
  • Minor impact on chance to hit with most melee attacks and even some ranged attacks.
  • The smaller the lifeform (size factor), the more significant the effect Strength has on chance to hit with heavier weapons.
  • Bonus damage for most melee attacks and even some ranged attacks.
  • Amount of weight that can be carried (encumbrance).
  • Effective dodging with equipped armor.
  • Endurance loss while performing various activities based on weight of the related objects (swinging a halberd drains more stamina than swinging a short sword).
  • Duration/chance of the following conditions (if not permanent): decapitated, dismembered, comatose, unconscious, petrified, ethereal, transmuted, movement restrained, and body restrained.


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:
  • Major impact on effective Physical Health.
  • Impact on effective Circulatory System Health.
  • Impact on effective Respiratory System Health.
  • Minor impact on effective Stamina.
  • Chance to resist bleeding.
  • Regeneration/healing of Physical Health/Circulatory System Health/Nervous System Health/Respiratory System Health.
  • Duration/chance of the following conditions (if not permanent): decapitated, dismembered, dead, destroyed, injured, impaired upper limb, impaired lower limb, petrified, ethereal, transmuted.


Vitality: The natural longevity of a lifeform, and how resistant it is to dying. Vitality affects the following:
  • Major impact on effective Circulatory System Health.
  • Impact on effective Physical Health.
  • Impact on effective Nervous System Health.
  • Impact on effective Respiratory System Health.
  • Minor impact on effective Stamina.
  • Regeneration/healing of Physical Health/Circulatory System Health/Nervous System Health/Respiratory System Health/Mental Health/Stamina.
  • Duration/chance of the following conditions (if not permanent): paralyzed, asleep, irritated, weakened, clumsy, slowed, poisoned, nauseated, dizzy, drunk, intoxicated, diseased, infected, unconscious, comatose, decapitated, dismembered, dead, destroyed, injured, impaired upper limb, impaired lower limb, suffocating.


Will: The willpower/effort of a lifeform. Will affects the following:
  • Major impact on effective Mental Health.
  • Impact on effective Stamina.
  • Impact on effective Mana for Psionics and Shaman.
  • Impact on effective Nervous System Health.
  • Minor impact on effective Respiratory System Health.
  • Minor impact on effective Circulatory System Health.
  • Regeneration/healing of Mental Health.
  • Duration/chance of the following conditions (if not permanent): paralyzed, asleep, irritated, weakened, clumsy, slowed, afraid, discouraged, cowering, hypnotized, confused, confounded, stupid, influenced, affixed, distracted, charmed, anxious, silenced, insane, enraged, and uncontrollable dancing.


Endurance: How much energy/stamina a lifeform has and how many actions they may perform before becoming exhausted. Endurance affects the following:
  • Major impact on effective Stamina.
  • Major impact on effective Respiratory System Health.
  • Impact on effective Circulatory System Health.
  • Impact on effective Mana for Geomancer and Shaman.
  • Regeneration/healing of Circulatory System Health/Respiratory System Health/Stamina/Mana.
  • Duration/chance of the following conditions (if not permanent): poisoned, nauseated, dizzy, drunk, intoxicated, diseased, infected, suffocating.


Speed: How quickly a lifeform can move/transport its body to a different position in space. Speed affects the following:
  • Major impact on movement during combat.
  • Impact on initiative when attempting to flee.
  • Impact on number of attacks during combat.
  • Minor impact on effective dodging.
  • Minor impact on initiative when attacking in combat.
  • Minor impact on initiative when casting spells.


Agility: How easily/quickly a lifeform can perform ballistic movements at a macro level. Agility affects the following:
  • Major impact on number of attacks during combat.
  • Major impact on initiative when attacking in combat.
  • Impact on chance to hit with most melee attacks.
  • Impact on effective dodging.
  • Impact on initiative when attempting to flee.
  • Impact on initiative when cowering.
  • Minor impact on parrying and blocking.
  • Minor impact on initiative when attempting to flee.
  • Minor impact on chance to hit with ranged attacks.


Dexterity: How easily/quickly a lifeform can perform movements that require precision. Dexterity affects the following:
  • Major impact on chance to hit with ranged attacks.
  • Major impact on chance to hit with thrown bombs, potions, sticks, etc.
  • Impact on chance to hit with most melee attacks.
  • Impact on effective slicing attack.
  • Impact on number of attacks during combat.
  • Impact on initiative when attacking in combat.
  • Impact on effective musical instruments usage.
  • Impact on initiative when invoking items.
  • Minor impact on effective dodging.
  • Minor impact on effective vulnerability attacks.
  • Minor impact on initiative when cowering.
  • Minor impact on initiative when invoking items.
  • Minor impact on initiative when casting spells.


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:
  • Major impact on initiative when attacking in combat.
  • Major impact on initiative when attempting to flee.
  • Major impact on initiative when cowering.
  • Major impact on initiative when invoking items.
  • Major impact on initiative when casting spells.
  • Impact on number of attacks during combat.
  • Impact on initiative when using skills.
  • Impact on initiative when assaying hostilities.


Perception: How likely a lifeform can detect/perceive various situations, actions, objects, etc. Perception affects the following:
  • Major impact on detecting lifeforms, objects, etc. while adventuring. In addition to discovery chance, this also increases the radius of the search area.
  • Impact on effective Mana for Alchemists, Arcanists, and Kineticists.
  • Impact on chance of detecting a backstab attack during combat.
  • Impact on chance to hit with ranged attacks.
  • Minor impact on effective dodging.
  • Minor impact on parrying and blocking.
  • Minor impact on effective vulnerability attacks.
  • Minor impact on initiative when assaying hostilities.
  • Minor impact on chance to hit with most melee attacks.
  • Minor impact on chance to hit with spells.
  • Duration/chance of the following conditions (if not permanent): hallucinating, blindness, deaf.


Confidence: How much morale a lifeform has, along with its belief in oneself to accomplish goals. Confidence affects the following:
  • Major impact on effective Mental Health.
  • Major impact on chance to hit with most melee attacks.
  • Major impact on chance to hit with most ranged attacks.
  • Impact on chance to hit with spells.
  • Impact on going berserk.
  • Impact on likeability when parlaying.
  • Impact on effective Mana for Evokers and Sorcerers.
  • Minor impact on all skills. If below 50, can subtract from skills. If above 50, can add to skills.
  • Duration/chance of the following conditions (if not permanent): afraid, discouraged, cowering, movement restrained, and body restrained.


Intelligence: How easy it is for a lifeform to learn new concepts and gain knowledge. Intelligence affects the following:
  • Impact on effective Mana for Thaumaturgists, Wizards, Psionics, Alchemists, Sorcerers, Necromancers, Kineticists, Geomancers, Enchanters, Druids, and Arcanists.
  • Impact on effective Mental Health.
  • Impact on learning while being provided advice.
  • Impact on successfully using some skills.
  • Impact on initiative when using some skills.
  • Impact on likeability when parlaying with lifeforms of similar intelligence levels.
  • Impact on successfully invoking items.
  • Minor impact on lifeforms making smart choices during combat when controlled by the computer.
  • Minor impact on number of attacks during combat.
  • Minor impact on chance to hit with spells.
  • Regeneration/healing of Mana.
  • Duration/chance of the following conditions (if not permanent): hypnotized, confused, confounded, and stupid.


Wisdom: How likely a lifeform is to make a smart decision when presented with multiple options. Wisdom affects the following:
  • Major impact on lifeforms making smart choices during combat when controlled by the computer.
  • Impact on effective Mana for Priests, Thaumaturgists, Wizards, Shaman, Druids, and Arcanists.
  • Impact on the maximum decision time the party receives before each round in combat.
  • Impact on successfully using some skills.
  • Impact on initiative when using some skills.
  • Impact on successfully invoking magic wands.
  • Minor impact on number of attacks during combat.
  • Minor impact on initiative when casting spells.
  • Minor impact on chance to hit with spells.
  • Regeneration/healing of Mana.
  • Duration/chance of the following conditions (if not permanent): influenced, affixed, distracted, hallucinating, blindness, deaf, and uncontrollable dancing.


Creativity: How easily a lifeform can come up with ideas, invent, and outwit others. Creativity affects the following:
  • Impact on effective musical instruments usage.
  • Impact on effective Mana for Wizards, Psionics, Alchemists, Sorcerers, Necromancers, Enchanters, and Arcanists.
  • Impact on the maximum decision time the party receives before each round in combat.
  • Impact on successfully using some skills.
  • Impact on initiative when casting spells.
  • Minor impact on number of attacks during combat.
  • Duration/chance of the following conditions (if not permanent): movement restrained, and body restrained.


Logic: How easily a lifeform can solve problems and come to rational conclusions. Logic affects the following:
  • Impact on effective Mana for Thaumaturgist, Wizards, Psionics, Alchemists, Kineticists, and Geomancers.
  • Impact on successfully using some skills.
  • Impact on initiative when using some skills.
  • Impact on lifeforms making smart choices during combat when controlled by the computer.
  • Impact on learning while being provided advice.
  • Impact on successfully invoking magic scrolls.
  • Minor impact on initiative when casting spells.
  • Minor impact on number of attacks during combat.
  • Minor impact on chance to hit with spells.
  • Regeneration/healing of Mana.
  • Duration/chance of the following conditions (if not permanent): insane and enraged.


Charisma: How well liked a lifeform is when parlaying with others and in social situations. Charisma affects the following:
  • Major impact on likeability when parlaying.
  • Major impact on any social interaction.
  • Impact on chance of being targeted by hostile lifeforms in combat (uglier are more likely to be attacked).
  • Impact on reputation improvement.
  • Impact on effective Mana for Evokers and Necromancers.
  • Impact on prices for buying and selling items/services.
  • Impact on successfully using some skills.


Empathy: The ability to understand and sense the intention of other lifeforms, as well as communicate in a meaningful way. Empathy affects the following:
  • Big impact on reputation improvement.
  • Impact on any social interaction.
  • Impact on effective Mana for Priests, Psionics, Thaumaturgists, Evokers, and Druids.
  • Impact on successfully using some skills.
  • Impact on likeability when parlaying.
  • Impact on detecting lies and when lifeforms are concealing information.
  • Impact on providing advice.
  • Impact on chance to hit with mental spells where a lifeform is a target.
  • Impact on power with mental spells where a lifeform is a target.


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:
  • Impact on effective Mana for Priests, Thaumaturgists, Sorcerers, Shamans, Necromancers, Evokers, Enchanters, Druids, and Myrmidons.
  • Impact on praying.
  • Impact on successfully using some skills.
  • Impact on power with spiritual spells.
  • Impact on blessings/divine favor strength by the gods.
  • Impact on max divine favor of the gods.
  • Duration/chance of the following conditions (if not permanent): possessed, cursed, and hexed.


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):
  • Permanently raise an attribute
  • Permanently raise a skill
  • Increase movement speed for 1 day
  • Teleport to a known location
  • Teleport a party to specific coordinates
  • Slay an enemy outright
  • Reveal all locations within 10 miles
  • Provide food and drink for the party for 3 months
  • Swap item for another of similar value
  • Resurrect a dead party member
  • Provide 10,000 copper pieces for the party


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:
  • Chance to dodge (large is easier to hit, small is harder to hit)
  • Physical Health (large has more, small has less)
  • What can be equipped by a given lifeform. There can be a maximum of 0.5 size factor difference between the item, and the lifeform. For example, A Dwarf can equip a Long Sword designed for a Human (1.0), but not a Spiked Club designed for an Ogre (2.0). Larger size factor can actually wield smaller two-handed weapons in a single hand (Ogre can wield Human Flamberge one-handed). The opposite is true, where a Human could wield a single handed larger weapon with two hands. Armor, jewelry, etc. can either fit, or not, based on the 0.5 difference of size factor.