Tirvale
Overview
Welcome adventurer, to the ancient continent of Tirvale. This vast and dangerous expanse is the home of the Duine - whose various species have carved out empires from which they keep the wilderness at bay. Find your own place in this diverse ecosystem - explore, craft, hunt, fight, seek riches, and more! Each denizen of Tirvale fills a unique role.
Tirvale is a low-graphics, single-server, RPGMMO. Build a unique character by unlocking and leveling up three (3) combat skills and three (3) artisan skills. Further develop your distinct identity by gaining reputation with a limited number of organizations, unlocking recipes, discovering unique items and more! Various actions take real world time by requiring you to replenish fatigue by resting, travel across the world is long and difficult, and resources are dispersed far and wide to encourage trade and travel. Our crafting system has incredible depth - most things can be crafted out of any relevant material, inheriting the blend of properties used to make it. Few items will be truly identical! Lastly, combat is turn based and similar in flavor to D&D combat systems.
Gameplay
Tirvale is a single-world, multiplayer, D&D-like experience. Graphics are not our priority, and in fact I'd liken the game to a very graphically advanced and feature-rich MUD rather than a graphics-poor MMO. Our number one goal is to make each player feel like they have a unique presence in the world of Tirvale. Gameplay involves traveling the world, exploring, gathering, crafting, fighting, interacting with NPCs, questing, and building reputation with organizations.
The game fits into the "idle" class to some extent, as actions take real time. I would say it is close to a cross between Prosperous Universe, Stardew Valley, and Dungeons & Dragons. The reason for the real-time costs is two-fold: 1) to make sure that there is a more even playing field amongst all players, not just ones who can put in many hours a day, and 2) so that decisions you make have weight and consequences.
Core Systems
- Guilds - Your guild selection is the closest thing to a "class" in the game, with guilds aligning to certain play-styles and offering the most benefits to players looking to engage with the game that way.
- Skills - Build up a set of skills, the combination of which creates your unique character. You can only have 3 combat skills, 3 utility skills, and 2 bonus skills.
- Fatigue & Time Costs - Almost every action costs fatigue, and the only way to replenish it is to sleep. This ensures players who play regularly but not for hours each day can be comparable to those who play more.
- Travel & Survival - Traveling and exploring take real world time, cost fatigue, and also cost hunger and thirst. Each adventure requires preparation and intent.
- Combat - Turn-based combat on a square grid, similar to D&D. Can be found in dungeons, training halls, hunting, and travel encounters. Dueling, raiding, and other PVP competitions are planned.
- Crafting - Our crafting system has incredible depth. Most things can be crafted out of any relevant material, inheriting the blend of properties used to make it. Few items will be truly identical!
- Homesteads - Each player can claim one dynamic location found through exploration as their personal homestead. Build structures, farm, mine, and more.
- Gathering - Gather raw resources at dynamic locations that spawn and expire periodically. Features include groves of trees, fishing spots, berry bushes, and more.
- Quests - Embark on quests throughout the world to gain reputation, unlock skills, and discover unique items.
The World
The game is a fantasy world set in a vast continent of Tirvale. It is a medium-fantasy setting, where fantastical creatures are known to wander the wilds, but magic does not exist in any form known to the common folk. Any magic-like abilities that you may encounter would probably be more like Gandalf's magic from LOTR, rather than fireballs from D&D. The setting is roughly medieval in technology-level, with gunpowder being rare and mostly used for fireworks and cannons, but not hand-held weaponry.
Empires
The continent is divided into six (6) empires, with as much or more unclaimed wilderness between them. Five of these are predominantly home to a single species, whereas the Sibrah Confederacy is a true melting pot of species and cultures. Learn more about the empires of Tirvale.
Religions
There are various religions practiced throughout the continent, all of which have a unique view of the divine and its presence in the world. Religions are mostly connected to a specific species, but there are certainly converts that break this trend. Like guilds and nations, you can only belong to one religion at a time. Learn more about the religions of Tirvale.
Characters
There are five (5) species you can choose from as a new player. They are all said to descend from a single ancestor species, called the "Duine". As such, when said in proper form, each species includes "Duine" in its name. However, in common parlance, that is usually omitted.
Species
The five playable species are:
Each species has unique characteristics including temperature preferences, base stats, racial traits, and bonus skills. Most of your character's abilities will come from the skills they develop, but your species selection sets some base characteristics that generally can't be changed afterwards (other than by reincarnating).
Reincarnation
Characters can choose to reincarnate once they have at least one advanced level skill. Doing so basically starts you over at character creation, but you retain an XP bonus for the skills you developed with your original character. Learn more about reincarnation.
Screenshots