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Common Features

Related: FantasyWeb · FantasyWeb Research · FantasyWeb Features

Imported from local source file: research/common-features.md.

Created: 2026-06-03 Purpose: consolidate the feature/mechanics inventories from five prior game research files into one common superset for a new persistent online RPG / PBBG / MUD-inspired game. Source files read:

  • everquest-features.md
  • melvor-features.md
  • discworldmud-features.md
  • simplemmo-features.md
  • torn-features.md

This document combines and normalizes the major features from EverQuest, Melvor Idle, Discworld MUD, SimpleMMO, and Torn into a shared design vocabulary. It is not a one-to-one clone of any single game. It is a consolidated mechanics and player-action blueprint that encompasses the systems found across all five references.

Newgame is a persistent, text/action-first online RPG where players build a long-lived character through combat, skills, economy, social organizations, crime/legal risk, idle progression, quests, crafting, collections, and competitive systems.

The game should support several overlapping play styles:

  • Traditional RPG/MMO play: classes, roles, parties, raids, quests, loot, death recovery, factions, and long-term gear progression.
  • MUD-style text interaction: command verbs, room/location descriptions, conversations, emotes, guild/profession identity, player-run institutions, writing, councils, roleplay, and deep help systems.
  • Idle/skilling play: repeatable actions, offline progress, mastery, production chains, automation upgrades, and completionist goals.
  • Browser/PBBG play: timed resources, daily tasks, stepping/travel, PvP, markets, guild wars, leaderboards, premium currency, and session-friendly actions.
  • Crime/economy sandbox play: nerve-like crime actions, jail/hospital consequences, companies, factions, banking, stock/market systems, property, racing/casino side systems, and risk/reward timers.

The common fantasy is:

Create a persistent identity, choose how to spend limited resources and time, perform actions, gain skill/XP/items/money/status, join organizations, unlock deeper loops, compete or cooperate with other players, and accumulate long-term progression across many parallel systems.

{| class=“wikitable”

! Source game/file !! Major feature families contributed to Newgame
EverQuest
-
Melvor Idle
-
Discworld MUD
-
SimpleMMO
-
Torn
}

Choose identity options such as name, origin, race/species, background, class/profession, faction alignment, deity/belief, or starting stats.

Section titled “Choose identity options such as name, origin, race/species, background, class/profession, faction alignment, deity/belief, or starting stats.”

Complete tutorial/newbie tasks that teach:

Section titled “Complete tutorial/newbie tasks that teach:”

** looking/examining, ** travelling/stepping, ** fighting, ** resting/healing, ** inventory/equipment, ** quest dialogue, ** training skills, ** shops/banking, ** chat/help.

Perform early low-risk actions: fight weak enemies, step/explore, gather materials, commit beginner crimes, run errands, train at the gym, complete starter quests, or begin an idle skill.

Section titled “Perform early low-risk actions: fight weak enemies, step/explore, gather materials, commit beginner crimes, run errands, train at the gym, complete starter quests, or begin an idle skill.”

Earn starter XP, money, items, skill levels, achievements, faction changes, and unlocks.

Section titled “Earn starter XP, money, items, skill levels, achievements, faction changes, and unlocks.”

Buy food, tools, bags, weapons, armour, spells, supplies, or property/rent basics.

Section titled “Buy food, tools, bags, weapons, armour, spells, supplies, or property/rent basics.”

Join a group, guild, faction, company, club, or other social structure.

Section titled “Join a group, guild, faction, company, club, or other social structure.”

A normal session should support short or long play:

Check status: resources, cooldowns, mail, notifications, tasks, market sales, guild/faction events, and offline results.

Section titled “Check status: resources, cooldowns, mail, notifications, tasks, market sales, guild/faction events, and offline results.”

Choose an activity based on available resources:

Section titled “Choose an activity based on available resources:”

** fight, ** train, ** travel, ** gather, ** craft, ** quest, ** crime, ** market trade, ** socialize, ** manage property/company/guild, ** perform idle action, ** send agents/companions, ** join event/world boss/raid.

Set up the next timed/idle/offline action.

Section titled “Set up the next timed/idle/offline action.”

Evaluate target difficulty, rewards, faction/legal status, and risk.

Section titled “Evaluate target difficulty, rewards, faction/legal status, and risk.”

Engage solo, with companion, party, guild, raid, or mercenary.

Section titled “Engage solo, with companion, party, guild, raid, or mercenary.”

Use attacks, spells, abilities, pets, consumables, buffs, debuffs, tactics, crowd control, and defensive options.

Section titled “Use attacks, spells, abilities, pets, consumables, buffs, debuffs, tactics, crowd control, and defensive options.”

Manage HP/life, mana, endurance/energy, aggro, cooldowns, positioning/state, and consumables.

Section titled “Manage HP/life, mana, endurance/energy, aggro, cooldowns, positioning/state, and consumables.”

Win, flee, die, be hospitalized, be jailed, or retreat.

Section titled “Win, flee, die, be hospitalized, be jailed, or retreat.”

Loot rewards, split rewards, gain XP/skill/faction/crime progress, and trigger achievements.

Section titled “Loot rewards, split rewards, gain XP/skill/faction/crime progress, and trigger achievements.”

Recover, heal, rebuff, repair, or serve penalties.

Section titled “Recover, heal, rebuff, repair, or serve penalties.”

Pick a skill action: mine, fish, chop, craft, train, research, educate, worship, work, gather, or perform a profession.

Section titled “Pick a skill action: mine, fish, chop, craft, train, research, educate, worship, work, gather, or perform a profession.”

Pay input costs: time, cooldown, energy, tool durability, materials, money, attention, or risk.

Section titled “Pay input costs: time, cooldown, energy, tool durability, materials, money, attention, or risk.”

Convert outputs through production chains.

Section titled “Convert outputs through production chains.”

Unlock new actions, recipes, tools, modifiers, automation, and areas.

Section titled “Unlock new actions, recipes, tools, modifiers, automation, and areas.”

Acquire money, items, materials, currencies, or premium tokens through gameplay.

Section titled “Acquire money, items, materials, currencies, or premium tokens through gameplay.”

Store them in inventory, bags, bank, vault, property, guild storage, market listings, or collection logs.

Section titled “Store them in inventory, bags, bank, vault, property, guild storage, market listings, or collection logs.”

Use merchants, player markets, auctions, bazaars, barter/buy orders, direct trades, stock markets, museums, shops, dumping grounds, and premium stores.

Section titled “Use merchants, player markets, auctions, bazaars, barter/buy orders, direct trades, stock markets, museums, shops, dumping grounds, and premium stores.”

Convert resources into power, convenience, cosmetics, social standing, or speculation.

Section titled “Convert resources into power, convenience, cosmetics, social standing, or speculation.”

Track price history, taxes, listing fees, risk, market manipulation, and scarcity.

Section titled “Track price history, taxes, listing fees, risk, market manipulation, and scarcity.”

Reinvest profits into better gear, property, company/guild support, crafting mastery, education, or competitive play.

Section titled “Reinvest profits into better gear, property, company/guild support, crafting mastery, education, or competitive play.”

Meet players through chat, forums, groups, guilds, companies, factions, travel parties, raids, PvP, markets, help channels, or roleplay.

Section titled “Meet players through chat, forums, groups, guilds, companies, factions, travel parties, raids, PvP, markets, help channels, or roleplay.”

Contribute resources, XP, money, items, labour, writing, leadership, or combat power.

Section titled “Contribute resources, XP, money, items, labour, writing, leadership, or combat power.”

Earn ranks, permissions, perks, shared storage, social identity, and access to organization-only content.

Section titled “Earn ranks, permissions, perks, shared storage, social identity, and access to organization-only content.”

Participate in guild wars, faction chains, raids, councils, newspapers, community challenges, companies, or clubs.

Section titled “Participate in guild wars, faction chains, raids, councils, newspapers, community challenges, companies, or clubs.”

Build reputation and long-term relationships.

Section titled “Build reputation and long-term relationships.”

Raise levels, stats, skills, mastery, ranks, merits, AAs, achievements, and organization standing.

Section titled “Raise levels, stats, skills, mastery, ranks, merits, AAs, achievements, and organization standing.”

Unlock deeper content: harder enemies, professions, crimes, raids, dungeons, missions, companies, travel destinations, production chains, and events.

Section titled “Unlock deeper content: harder enemies, professions, crimes, raids, dungeons, missions, companies, travel destinations, production chains, and events.”

Optimize gear, pets, companions, property, titles, loadouts, buffs, passives, and automation.

Section titled “Optimize gear, pets, companions, property, titles, loadouts, buffs, passives, and automation.”

Complete collections, bestiaries, item logs, achievements, quests, medals, honors, and completion capes/titles.

Section titled “Complete collections, bestiaries, item logs, achievements, quests, medals, honors, and completion capes/titles.”

Build alternate characters/personas/classes/play styles.

Section titled “Build alternate characters/personas/classes/play styles.”

Continue through seasonal events, expansion-style updates, server rule variants, and community meta systems.

Section titled “Continue through seasonal events, expansion-style updates, server rule variants, and community meta systems.”

{| class=“wikitable”

! Area !! Consolidated features/components
Account/platform
-
Character identity
-
Stats/resources
-
Progression
-
Commands/actions
-
Combat
-
Magic/abilities
-
Skills
-
Idle/offline
-
Quests/tasks
-
Economy
-
Items/inventory
-
Crafting/production
-
Travel/world
-
Social
-
Organizations
-
PvP/conflict
-
Risk/recovery
-
Housing/property
-
Companions
-
Completion
-
Events/minigames
-
Monetization
-
Moderation/rules
-
Meta/community
}

Features:

  • Register/login.
  • Email/password or external auth.
  • Account security settings.
  • API keys for external tools.
  • Notification preferences.
  • Privacy preferences.
  • Session history and logs.
  • Mobile/browser/desktop compatibility.
  • Cloud save/account sync.
  • Account-wide unlocks.
  • Character slots.
  • Premium membership state.

Actions:

  • create account
  • login
  • configure security
  • generate api key
  • set notification preferences
  • claim account reward
  • create character
  • switch character

Features:

  • Public profile page.
  • Avatar/portrait.
  • Badges and honors.
  • Titles.
  • Rank.
  • Level.
  • Organization affiliations.
  • Showcase items/collections.
  • Personal biography/status.
  • Battle statistics and achievements.
  • Privacy toggles for sensitive information.

Actions:

  • view profile
  • edit biography
  • equip title
  • select honor
  • equip badge
  • showcase item
  • inspect player
  • send message

Newgame can merge the five sources by allowing characters to define themselves across several axes:

  • Race/species/origin: EverQuest-style race benefits/faction starts; MUD-style culture/background; cosmetic or mechanical traits.
  • Class: combat role and ability package.
  • Guild/profession: Discworld-style occupational identity and advancement costs.
  • Deity/belief/worship: faction, rituals, temporary boosts, quests, or roleplay.
  • Background: crime/economy/social starting modifier.
  • Stats: initial stat allocation.
  • Server/ruleset: standard/live, seasonal, progression, hardcore, ironman/solo, idle-focused, PvP, or economy-focused.

Core roles should cover:

  • Tank.
  • Healer.
  • Melee DPS.
  • Ranged DPS.
  • Caster DPS.
  • Crowd control.
  • Pet/summoner.
  • Support/buffer.
  • Debuffer/slower.
  • Puller/scout.
  • Rogue/thief/criminal.
  • Crafter/merchant.
  • Leader/commander.
  • Hybrid classes.

Class examples as archetypes:

  • Warrior / brawler / berserker.
  • Paladin / holy knight.
  • Shadow knight / dark knight.
  • Rogue / thief / assassin.
  • Monk / martial artist.
  • Ranger / hunter.
  • Bard / performer.
  • Wizard / mage.
  • Witch / ritualist.
  • Priest / cleric.
  • Shaman / alchemist.
  • Necromancer / death mage.
  • Enchanter / mind mage.
  • Merchant / trader.
  • Criminal / fixer.
  • Company executive / worker.

To encompass EverQuest personas and common PBBG alt/account concepts:

  • One character may unlock alternate personas: alternate class/profession builds with shared account/character identity.
  • Personas can have separate skills/spells/loadouts/bind points while sharing inventory, bank, achievements, and organization ties where appropriate.
  • Switching should be restricted by safety rules: out of combat, not jailed/hospitalized, not in a locked mission, not mid-trade.
  • Additional characters/alts may exist per account, subject to anti-abuse rules.

Merge of RPG/MUD/PBBG stat models:

  • Strength: melee damage, carrying, intimidation, mining/smithing.
  • Defence/Constitution/Stamina: HP, mitigation, survival.
  • Dexterity/Agility: accuracy, evasion, stealth, theft, quest success, crits.
  • Intelligence: magic, research, education, crime planning, skill learning.
  • Wisdom/Faith: rituals, healing, prayer, resistance, skill learning.
  • Charisma/People: trading prices, charm, leadership, negotiation, company/social systems.
  • Luck: drops, critical events, crime outcomes, gambling, rare encounters.
  • HP/life.
  • Mana.
  • Endurance.
  • Armour/defence/mitigation.
  • Accuracy.
  • Evasion.
  • Damage reduction.
  • Resistances.
  • Critical chance/damage.
  • Initiative/speed.
  • Threat/aggro generation.
  • Healing power.
  • Spell power.
  • Carry capacity.
  • Energy: combat, arena, training, sprinting, PvP.
  • Nerve: crimes and risky illegal actions.
  • Happy/morale: gym/training effectiveness, work, social actions.
  • Guild points / faith points / prayer points: profession or belief abilities.
  • Action points: idle/active actions.
  • Quest points: quest attempts or unlocks.
  • Profession stamina: long idle jobs.
  • Cooldowns: cooldown timers for crimes, drugs/boosters, travel, hospital, jail, missions, raids.

Resources regenerate through:

  • Real-time timers.
  • Ticks while online.
  • Offline simulation.
  • Food/drink.
  • Rest/sit/meditate.
  • Healing NPCs.
  • Hospital/medical systems.
  • Potions/drugs/boosters.
  • Housing/property/staff bonuses.
  • Guild/company/faction perks.
  • Premium upgrades or membership caps.

Even if presented in a browser UI, the common model should be reducible to verbs.

  • look
  • glance
  • inspect
  • target
  • consider
  • hail
  • say
  • move
  • step
  • travel
  • follow
  • attack
  • cast
  • use ability
  • loot
  • equip
  • unequip
  • buy
  • sell
  • trade
  • bank
  • craft
  • gather
  • train
  • work
  • study
  • crime
  • rest
  • heal
  • flee
  • join
  • invite
  • message
  • report

Borrowing from Discworld and MMO manuals:

  • In-game help search.
  • Command syntax pages.
  • Room/location help.
  • Item help.
  • Skill help.
  • Class/guild help.
  • Newbie channel.
  • Wiki links.
  • Tooltips/docs.
  • Spoiler-aware hints.
  • Tutorial tasks.

Actions:

  • help <topic>
  • syntax <command>
  • tutorial next
  • ask newbie channel
  • view guide

The combined world can support both MUD rooms and browser location hubs:

  • Named locations.
  • Travel routes.
  • Rooms/areas with exits.
  • Random step encounters.
  • Material nodes.
  • NPC services.
  • Markets/shops.
  • Faction territory.
  • Dungeons/instances.
  • Abroad/travel destinations.
  • Event locations.
  • Player/guild property.

Features:

  • Directional movement.
  • Step/travel button with cooldown.
  • Sprint/fast travel using energy.
  • Mounts.
  • Teleport/gate/origin/bind points.
  • Airstrip/abroad travel timers.
  • Carriages/ferries/routes.
  • Travel parties.
  • Campfires/fellowship travel.
  • Guild hall portals.
  • Housing anchors.
  • Pick/instance selection under crowding.
  • Exploration XP.
  • Location unlocks.
  • NPC discovery.
  • Shops/services unlocked.
  • Material nodes.
  • Random encounters.
  • Collectibles.
  • Achievements.
  • Faction discoveries.
  • Quest hooks.
  • Hidden commands/puzzles.
  • Solo PvE.
  • Group PvE.
  • Dungeon instances.
  • Raid encounters.
  • Battle arena tiers.
  • World bosses.
  • PvP attacks.
  • Duels.
  • Guild/faction wars.
  • Bounties.
  • Territory/chain fights.
  • Crime-related combat.
  • Event bosses.

Common steps:

Evaluate target through con/difficulty/rank/level/power.

Section titled “Evaluate target through con/difficulty/rank/level/power.”

Use abilities, spells, pets, items, and defensive moves.

Section titled “Use abilities, spells, pets, items, and defensive moves.”

Check flee/auto-flee/death/hospital/jail states.

Section titled “Check flee/auto-flee/death/hospital/jail states.”
  • Auto-attack.
  • Manual skills.
  • Special attacks.
  • Critical/special procs.
  • Weapon delay/speed.
  • Dual wield/two-hand/ranged styles.
  • Combat triangle or damage-type affinity.
  • Armour and resistances.
  • Accuracy/evasion.
  • Aggro/hate.
  • Taunt.
  • Pulling.
  • Crowd control.
  • Pets/summons/mercs.
  • Consumables.
  • Loadouts.
  • Stances/tactics.
  • Auto-eat/auto-flee.
  • Death/hospital/jail outcomes.
  • Tank holds aggro and survives.
  • Healer restores HP and cures.
  • DPS kills quickly.
  • Crowd controller manages adds.
  • Puller controls encounter pacing.
  • Support buffs/debuffs.
  • Pet class delegates tank/DPS to companion.
  • Criminal/rogue uses stealth/backstab/poison.
  • Bard/performer uses songs and temporary effects.

To encompass all five games, defeat can branch:

  • Death/corpse: corpse recovery, resurrection, XP loss, item risk.
  • Hospital: timed incapacitation, medical item use, attacks causing hospitalization.
  • Jail: failed crimes, busting, bailing, jail time, crime penalties.
  • No-health state: cannot perform some actions until healed.
  • Hardcore death: permanent or severe penalty mode.
  • Auto-flee/wimpy: automatic retreat at threshold.
  • Resurrection/healing: player, NPC, item, spell, mercenary, or hospital recovery.

11. Magic, abilities, and supernatural systems

Section titled “11. Magic, abilities, and supernatural systems”
  • Direct damage.
  • Damage over time.
  • Healing.
  • Buffs.
  • Debuffs.
  • Roots.
  • Snares.
  • Stuns.
  • Mezzes.
  • Charms.
  • Fear.
  • Summons.
  • Teleports.
  • Resurrection.
  • Invisibility/stealth.
  • Levitation/movement.
  • Rituals/prayers.
  • Songs.
  • Curses/auroras.
  • Disciplines.
  • AAs/merits/perks.
  • Mana.
  • Prayer/faith points.
  • Guild points.
  • Reagents/runes/components.
  • Cooldowns.
  • Spellbook/memorized slots.
  • Skill checks.
  • Fizzle/interrupt/channeling.
  • Alignment/deity/faction requirements.
  • Learn from trainer/guild.
  • Buy spells/books.
  • Research/craft spells.
  • Unlock via level/skill/mastery/AAs/merits.
  • Unlock through quests/achievements/faction.
  • Equip ability loadouts.
  • Upgrade ranks.

12. Skills, mastery, training, and education

Section titled “12. Skills, mastery, training, and education”

A combined skill tree should include:

  • Combat: attack, strength, defence, hitpoints, ranged, magic, prayer, slayer, weapon skills.
  • Gathering: woodcutting, fishing, mining, farming, harvesting, foraging, treasure hunting.
  • Crafting: cooking, firemaking, smithing, fletching, crafting, tailoring, pottery, brewing, baking, jewelcraft, tinkering, alchemy, poison, research.
  • Social/people: bargaining, teaching, leadership, persuasion, charm, company management.
  • Covert/crime: stealth, theft, burglary, hacking, lockpicking, assassination, smuggling.
  • Faith/magic: rituals, spells, divination, conjuration, evocation, alteration, abjuration.
  • Utility: swimming, tracking, sense heading, safe fall, cartography, archaeology, astrology, summoning.
  • Training/gym: strength, speed, dexterity, defence, battle stats.
  • Education: long-term courses that unlock passives, jobs, crimes, crafting, efficiency, or perks.

Support multiple improvement paths:

  • Use-based skill-ups.
  • XP purchase at guilds/trainers.
  • Player teaching.
  • Self-teaching.
  • Taskmaster random awards.
  • Idle/repeating actions.
  • Offline simulation.
  • Training/gym sessions.
  • Education courses.
  • AA/merit/perk purchases.
  • Mastery per action/recipe/item.

From Melvor and crafting systems:

  • Each repeated action can have mastery level.
  • Mastery improves efficiency, success chance, output, interval, cost, or bonuses.
  • Mastery pool/checkpoints can give global benefits.
  • Mastery tokens or special drops can accelerate mastery.
  • Completion goals require mastery across all actions.

12.4 Education and long-term passive training

Section titled “12.4 Education and long-term passive training”

From Torn:

  • Courses run over real time.
  • Courses unlock skills, passives, crimes, jobs, item effects, or crafting options.
  • Course trees/faculties create long-term planning.
  • Education can be accelerated by perks, property, company specials, or premium items.

Features:

  • Select action.
  • Display interval/time remaining.
  • Repeat until stopped, resource exhausted, death/risk state, bank full, or condition fails.
  • Accumulate XP/items/currency.
  • Track mastery.
  • Support action queue or limited automation where balanced.

Features:

  • Calculate progress while away.
  • Cap offline duration.
  • Show offline summary.
  • Respect resource requirements.
  • Prevent impossible/dead states.
  • Support safe offline actions and risky offline actions separately.

From SimpleMMO/Torn/Melvor:

  • Long work shifts.
  • EP/energy conversion.
  • Profession ranks.
  • Company jobs.
  • Passive wages.
  • Skill XP.
  • Locked actions while working.
  • Promotions and career pathways.
  • Collect agents/helpers.
  • Send them on timed missions.
  • Match traits/rarities to tasks.
  • Claim rewards after timer.
  • Use as catch-up or side progression.
  • Dialogue keyword quests.
  • Item hand-in quests.
  • Kill quests.
  • Collection quests.
  • Delivery jobs.
  • Puzzle quests.
  • Profession/guild quests.
  • Faction reputation quests.
  • Epic/long-chain quests.
  • Newbie/tutorial quests.
  • Repeatable tasks.
  • Time-limited event quests.
  • Daily tasks.
  • Weekly tasks.
  • Monthly tasks.
  • Streaks.
  • Completion chests.
  • Task rerolls.
  • Auto-perform for repetitive tasks.
  • Multiple-click actions for bulk execution.
  • Instanced/group missions.
  • Scalable heroic adventures.
  • Mission shops.
  • Lockouts.
  • Generated objective chains.
  • Rewards: XP, currency, loot, faction, flags, achievements.
  • Starter jobs.
  • Player-run companies.
  • Employee roles.
  • Director controls.
  • Work stats.
  • Company specials/perks.
  • Wages.
  • Promotions.
  • Company stock/inventory.
  • Company competition.

Crime system should include:

  • Nerve cost.
  • Crime skill.
  • Crime categories.
  • Success/failure outcomes.
  • Jail/hospital risk.
  • Evidence/logs.
  • Illegal item requirements.
  • Organized crime for groups/factions.
  • Unlocks by skill, education, faction, merit, item, or reputation.

Examples of crime verbs:

  • shoplift
  • pickpocket
  • burglary
  • scam
  • hack
  • smuggle
  • arson
  • assassinate
  • launder money

15. Economy, currencies, markets, and banking

Section titled “15. Economy, currencies, markets, and banking”

Support many currency types:

  • Basic money: coins/cash/gold/platinum.
  • Premium currency: diamonds/points/Daybreak-Cash-like store currency.
  • Tradeable membership token: Krono-like token.
  • Alternate currencies: slayer coins, museum tokens, mission currency, faction currency, loyalty currency, event currency, guild currency, company points.
  • Soft resources: energy, nerve, happy, mastery pool, prayer points.
  • Tokens: keys, chests, dumping tokens, achievement points.

Features:

  • Personal inventory.
  • Bags.
  • Bank.
  • Shared/account bank.
  • Vault.
  • Property storage.
  • Guild bank.
  • Company storage.
  • Tradeskill depot.
  • Collection storage.
  • Marketplace escrow.
  • Safe deposit boxes.
  • Item shops.
  • Location shops.
  • Food/healer shops.
  • Spell/ability trainers.
  • Crafting vendors.
  • Pawn/vendor sales.
  • Price modifiers from charisma/faction/perks.
  • Shop stock and restock timers.
  • Direct trade.
  • Player market/listings.
  • Auction house.
  • Bazaar.
  • Barter/buy orders.
  • Stock market.
  • Company market.
  • Property market.
  • Parcel/mail delivery.
  • Taxes and fees.
  • Price history.
  • Trade confirmations.
  • Anti-scam warnings.
  • Dumping grounds: discard items for tokens; search/dive for discarded items.
  • Museum: donate rare items/sets for points/status.
  • Orphanage/donations: community donation goals.
  • Vault puzzle: daily shared code/guess reward system.
  • Casino: gambling minigames.
  • Racing: vehicle market, upgrades, races, skill/leaderboards.
  • Weapons.
  • Armour.
  • Accessories.
  • Tools.
  • Food.
  • Potions/medical items/drugs/boosters.
  • Books/spell scrolls.
  • Crafting materials.
  • Quest items.
  • Keys.
  • Chests.
  • Pets/familiars/mounts.
  • Cosmetics.
  • Avatars/sprites/backgrounds/cards.
  • Collectibles.
  • Augments/enhancements.
  • Clickies/usable items.
  • Property items/furniture/trophies.
  • Event items.
  • Rarity.
  • Level requirement.
  • Class/race/profession restrictions.
  • Bound/no-trade/lore/unique.
  • Durability/charges.
  • Stats.
  • Damage/delay/speed.
  • Effects/procs.
  • Click effects.
  • Augment slots.
  • Set bonuses.
  • Marketability.
  • Collection eligibility.
  • Storage restrictions.
  • Corpse loot.
  • Auto-loot.
  • Advanced loot preferences.
  • Need/greed/pass.
  • Master looter.
  • Group splits.
  • Dungeon/raid chests.
  • World boss qualification rewards.
  • PvP theft/drop chance.
  • Crime rewards.
  • Chest/key opening.
  • Offline loot summary.

17. Crafting, gathering, and production chains

Section titled “17. Crafting, gathering, and production chains”
  • Woodcutting.
  • Mining.
  • Fishing.
  • Farming.
  • Harvesting.
  • Foraging.
  • Hunting.
  • Treasure hunting.
  • Archaeology/cartography.
  • Event gathering.
  • Cooking.
  • Brewing.
  • Baking.
  • Smithing/blacksmithing.
  • Fletching.
  • Tailoring.
  • Crafting/general artisan work.
  • Runecrafting/research.
  • Herblore/alchemy.
  • Poison making.
  • Jewelry making.
  • Pottery.
  • Tinkering.
  • Construction/housing items.

Examples:

  • Logs → planks/arrows/firemaking/crafting.
  • Ore → bars → weapons/armour/tools.
  • Fish/raw food → cooked food → combat survival.
  • Herbs/seeds → potions → combat/skilling boosts.
  • Runes/reagents → spells/magic combat.
  • Leather/cloth → armour/bags/cosmetics.
  • Archaeology finds → museum tokens/collections/gear.
  • Crime materials → illegal items → organized crime or market sales.
  • Recipes.
  • Ingredients.
  • Tools/stations.
  • Skill requirement.
  • Success/failure chance.
  • Failure material loss.
  • Skill-up chance.
  • Mastery/trophy evolution.
  • Quality tiers.
  • Random rare outputs.
  • Bulk crafting.
  • Offline crafting.
  • Market integration.
  • Character level.
  • Combat level.
  • Skill levels.
  • Profession ranks.
  • Crime skill/rank.
  • Company rank.
  • Guild/faction rank.
  • PvP rank.
  • Raid progression flags.
  • Honor/rank titles.
  • Legacy/prestige levels.

Combined long-term passives:

  • AA points.
  • Merits.
  • Skill points/stat points.
  • Perk trees.
  • Organization perks.
  • Company specials.
  • Education passives.
  • Property staff/passives.
  • Membership perks.
  • Achievement rewards.

From SimpleMMO/Melvor modes and MMO progression servers:

  • Legacy reset/prestige for permanent bonuses.
  • Hardcore mode.
  • Adventure/unlock-economy mode.
  • Ancient relic/dungeon-gated mode.
  • Ironman/self-found mode.
  • Seasonal league/server.
  • Progression server with expansion unlock schedule.
  • Random-loot or special-rules server.

19. Factions, reputation, law, and alignment

Section titled “19. Factions, reputation, law, and alignment”
  • NPC factions.
  • Player factions.
  • City/region standing.
  • Company reputation.
  • Criminal reputation.
  • Guild reputation.
  • Deity/belief standing.
  • Merchant pricing effects.
  • Quest eligibility.
  • Kill-on-sight hostility.
  • Crimes can trigger jail.
  • Attacks can trigger hospital or bounty.
  • Illegal goods may create risk.
  • Faction wars may alter safe zones.
  • PvP actions may create logs or revenge rights.
  • Reputation can open or close shops, jobs, companies, quests, and social options.
  • Place bounty.
  • Claim bounty.
  • Bounty board.
  • Bot/system bounties.
  • Faction/guild bounties.
  • Reward escrow.
  • Anti-abuse restrictions.
  • Invite/disband.
  • Roles: tank, healer, DPS, support, puller, crowd control, looter.
  • Shared XP and loot.
  • Travel party mechanics.
  • Group tasks/missions.
  • Mercenaries fill slots.
  • Create/join guild.
  • Ranks and permissions.
  • Guild chat.
  • Guild XP/GEXP.
  • Guild bank/storage.
  • Guild raids.
  • Guild wars.
  • Guild halls.
  • Guild perks.
  • Recruitment and applications.
  • Join faction.
  • Faction perks.
  • Armory/storage.
  • War/chain/territory systems.
  • Organized crime or organized conflict.
  • Shared missions and ranking.
  • Player-run business.
  • Employees/directors.
  • Job roles.
  • Company specials.
  • Production/profit.
  • Company rank and reputation.
  • Stock/market interactions where applicable.

20.5 Clubs, families, councils, governance

Section titled “20.5 Clubs, families, councils, governance”

From Discworld-style social depth:

  • Player clubs.
  • Families/marriage/relationships.
  • City-state citizenship.
  • Player councils.
  • Elected roles.
  • Laws/rules within player institutions.
  • Newspapers and public writing.
  • Player-run shops.
  • Newbie helper organizations.
  • Small friend groups.
  • Shared campfire/teleport point.
  • Catch-up/vitality mechanics.
  • Shared announcements/storage/perks.
  • Local say.
  • Tell/private message.
  • Group chat.
  • Guild chat.
  • Faction chat.
  • Company chat.
  • Trade/auction chat.
  • Newbie/help chat.
  • OOC/global chat.
  • Support chat.
  • Ads chat.
  • Custom channels.
  • Emotes/soul commands.
  • Discussion boards.
  • Forum categories.
  • Newspaper articles.
  • Player writing rewards.
  • Comments/replies.
  • Moderation/reporting.
  • Cooldowns or post limits.
  • Community guides and announcements.
  • Block/ignore.
  • Report.
  • Trade confirmation.
  • Anti-harassment rules.
  • Anti-abuse PvP/PvE rules.
  • API rate limits.
  • Account security alerts.
  • Direct player attacks.
  • Duels.
  • Battle arena ranking.
  • Safe mode.
  • Bounties.
  • Guild wars.
  • Faction wars.
  • Territory conflict.
  • PvP leagues.
  • Capture the Flag/arena events.
  • Racing competitions.
  • Casino leaderboards/tournaments.
  • Gold/cash steal chance.
  • XP/GEXP.
  • Rank.
  • Bounty rewards.
  • Hospital/jail outcomes.
  • War score.
  • Territory control.
  • Leaderboard placement.
  • Achievements/titles.
  • Revenge logs.
  • Level.
  • Wealth.
  • Combat power.
  • Skills.
  • Arena tier.
  • PvP wins.
  • Guild/faction rank.
  • Company rank.
  • Racing rank.
  • Casino stats.
  • Achievements.
  • Completion.
  • Seasonal event score.
  • Donation/community challenge contributions.
  • Rent/buy property.
  • Upgrade property.
  • Add storage/vault.
  • Add staff.
  • Improve happiness/training/education/work.
  • Add travel anchor/airstrip.
  • Decorate/showcase trophies.
  • Store items/materials.
  • Guild halls.
  • Company offices.
  • Player shops.
  • Shared amenities.
  • Travel services.
  • Training services.
  • Storage.
  • Social rooms.
  • Faction/guild territory.
  • Control bonuses.
  • War targets.
  • Resource generation.
  • City/council influence.
  • Combat pets.
  • Charmed enemies.
  • Familiars.
  • Cosmetic pets.
  • Pet equipment.
  • Pet commands.
  • Pet progression.
  • Hire tank/healer/DPS/support mercs.
  • Pay upkeep.
  • Set stance.
  • Suspend/resume.
  • Equip mercenary gear.
  • Use as solo support.
  • Overseer-like agents.
  • Company employees.
  • Property staff.
  • Guild NPCs.
  • Mission dispatch.
  • Traits/rarities/slots.

25. Achievements, collections, and completion

Section titled “25. Achievements, collections, and completion”
  • Combat achievements.
  • Skill achievements.
  • Quest achievements.
  • Crime achievements.
  • Travel/exploration achievements.
  • Collection achievements.
  • Social achievements.
  • PvP achievements.
  • Raid/dungeon achievements.
  • Event achievements.
  • Meta/completion achievements.
  • Items.
  • Avatars.
  • Sprites.
  • Backgrounds.
  • Cards.
  • NPC/bestiary entries.
  • Monsters.
  • Pets.
  • Mounts.
  • Books/newspaper issues.
  • Museum donations.
  • Event items.
  • Archaeology/cartography finds.
  • Max all skills.
  • Master every action.
  • Complete every quest/task set.
  • Collect every item/pet/card/avatar.
  • Defeat every monster/boss.
  • Unlock every title/honor.
  • Complete all education/course trees.
  • Reach faction/guild/company caps.
  • Earn completion capes/titles/badges.
  • Event locations.
  • Event materials.
  • Event shops.
  • Event bosses.
  • Event quests.
  • Event cards/collections.
  • Event leaderboards.
  • Limited cosmetics.
  • Community goals.
  • Casino/gambling.
  • Racing.
  • Vault puzzle/code guessing.
  • Orphanage/donations.
  • Dumping grounds.
  • Museum.
  • Worship/gods.
  • Community challenges.
  • Newspaper writing.
  • Player councils/elections.
  • Mapmaking/contribution.

Newgame can include monetization features while preserving gameplay integrity.

  • Diamonds/points/cash equivalent.
  • Cosmetic purchases.
  • Convenience upgrades.
  • Character slots.
  • Extra persona slots.
  • Bank/storage expansions.
  • Marketplace histories.
  • Purchase logs.
  • Membership state.
  • More character slots.
  • Higher resource caps.
  • More chat channels.
  • More market/broker access.
  • More mercenary/companion access.
  • More housing/guild hall features.
  • Progression/seasonal server access.
  • Monthly premium currency grant.
  • Marketplace discount.

Krono-like system:

  • Buy token with real money.
  • Trade token in-game.
  • Redeem token for membership time.
  • Let player economy price premium time.
  • Avoid direct pay-to-win wherever possible.
  • Clearly separate cosmetics/convenience from competitive power.
  • Log premium purchases.
  • Add confirmation for spending premium currency.
  • Prevent market abuse and real-money-trade exploits.

Actions that should ask for confirmation or be handled carefully:

  • Spend premium currency.
  • Attack player.
  • Commit crime.
  • Place/cancel bounty.
  • Join/leave/delete guild/company/faction.
  • Accept/confirm trade.
  • Sell/list high-value item.
  • Destroy/drop item.
  • Add item permanently to collection/museum.
  • Start long profession/education task.
  • Legacy/prestige reset.
  • Switch hardcore mode or irreversible game mode.
  • Toggle safe mode.
  • Consume rare key/chest/item.
  • Start raid/lockout mission.
  • Combat log.
  • Crime log.
  • Trade log.
  • Market history.
  • Bank history.
  • Mail/parcel history.
  • Guild/faction/company logs.
  • API access logs.
  • Notification feed.
  • Achievement/event feed.
  • Report player.
  • Block/ignore.
  • Ticket/petition.
  • Chat moderation.
  • Forum moderation.
  • Trade dispute evidence.
  • Anti-bot/anti-multibox/anti-abuse checks.
  • Rules pages and enforcement history.
  • Standard/live mode.
  • Hardcore/permadeath mode.
  • Adventure/unlock-economy mode.
  • Ironman/self-found mode.
  • Idle-first mode.
  • PvP mode.
  • Seasonal league.
  • Classic/progression mode.
  • Random-loot mode.
  • High-speed event mode.
  • Start with a limited feature set.
  • Unlock systems over time or by community vote.
  • Expansion-style content releases.
  • Level caps increase over time.
  • Race/class/profession unlock schedule.
  • Raid/dungeon lockouts.
  • Economy reset or seasonal reset.

If building Newgame, the consolidated modules can be grouped like this:

Account module: auth, profile, security, API, notifications.

Section titled “Account module: auth, profile, security, API, notifications.”

Character module: identity, stats, classes, personas, titles.

Section titled “Character module: identity, stats, classes, personas, titles.”

Resource module: HP/mana/energy/nerve/happy/timers/cooldowns.

Section titled “Resource module: HP/mana/energy/nerve/happy/timers/cooldowns.”

Action engine: command verbs, validation, costs, outcomes, logs.

Section titled “Action engine: command verbs, validation, costs, outcomes, logs.”

World/travel module: locations, rooms, stepping, travel timers, maps.

Section titled “World/travel module: locations, rooms, stepping, travel timers, maps.”

Combat module: PvE/PvP, abilities, status effects, rewards, death/hospital/jail.

Section titled “Combat module: PvE/PvP, abilities, status effects, rewards, death/hospital/jail.”

Skill module: skill XP, mastery, training, education, professions.

Section titled “Skill module: skill XP, mastery, training, education, professions.”

Quest/task module: quests, missions, jobs, crimes, dailies, events.

Section titled “Quest/task module: quests, missions, jobs, crimes, dailies, events.”

Inventory module: items, equipment, bags, bank, loot, collections.

Section titled “Inventory module: items, equipment, bags, bank, loot, collections.”

Economy module: currencies, shops, markets, auctions, stocks, trades.

Section titled “Economy module: currencies, shops, markets, auctions, stocks, trades.”

Crafting module: recipes, materials, tools, production, trophies.

Section titled “Crafting module: recipes, materials, tools, production, trophies.”

Organization module: guilds, factions, companies, councils, fellowships.

Section titled “Organization module: guilds, factions, companies, councils, fellowships.”

Social module: chat, forums, newspaper, friends, reporting.

Section titled “Social module: chat, forums, newspaper, friends, reporting.”

Property module: housing, guild halls, storage, staff, territory.

Section titled “Property module: housing, guild halls, storage, staff, territory.”

Companion module: pets, mercs, mounts, agents, employees.

Section titled “Companion module: pets, mercs, mounts, agents, employees.”

Achievement module: awards, completion, collections, leaderboards.

Section titled “Achievement module: awards, completion, collections, leaderboards.”

Event module: seasonal events, world bosses, community challenges, minigames.

Section titled “Event module: seasonal events, world bosses, community challenges, minigames.”

Monetization module: membership, premium currency, cosmetics, store logs.

Section titled “Monetization module: membership, premium currency, cosmetics, store logs.”

Moderation module: safety rules, logs, anti-abuse, support tickets.

Section titled “Moderation module: safety rules, logs, anti-abuse, support tickets.”

Admin/content tools: content authoring, balancing, item/quest editors, live ops.

Section titled “Admin/content tools: content authoring, balancing, item/quest editors, live ops.”

A consolidated action list:

  • create account
  • create character
  • choose class/profession
  • switch persona
  • edit profile
  • equip title/badge/avatar
  • configure settings
  • generate API key
  • look
  • examine
  • move direction
  • step
  • sprint
  • follow
  • track
  • enter/leave
  • travel abroad
  • teleport/gate/origin
  • bind
  • mount
  • join travel party
  • consider target
  • attack
  • assist
  • cast spell
  • use ability
  • sing song
  • activate discipline/AA/merit
  • taunt
  • backstab
  • kick/bash
  • fire ranged weapon
  • send pet
  • use consumable
  • flee/auto-flee
  • loot
  • sit
  • rest
  • meditate
  • eat/drink
  • heal
  • resurrect
  • use medical item
  • hospital recover
  • bust/bail from jail
  • retrieve corpse
  • gather
  • mine
  • fish
  • chop
  • farm
  • harvest
  • forage
  • craft
  • combine
  • cook
  • smith
  • brew
  • research
  • make poison
  • train
  • study
  • work profession
  • hail
  • say keyword
  • accept quest
  • turn in item
  • request mission
  • complete task
  • do job
  • commit crime
  • perform organized crime
  • claim reward
  • collect achievement
  • buy
  • sell
  • bank
  • withdraw
  • trade
  • list market item
  • bid/auction
  • place buy order
  • invest stock
  • open chest
  • use key
  • donate museum/orphanage
  • dump item
  • equip/unequip
  • augment item
  • chat
  • tell
  • emote
  • post forum
  • write newspaper
  • invite group
  • join guild/faction/company
  • set rank/permissions
  • declare war
  • place bounty
  • vote council
  • report/block

Resource choice is central. Every source game makes the player choose how to spend time, energy, money, nerve, mana, XP, or attention.

Section titled “Resource choice is central. Every source game makes the player choose how to spend time, energy, money, nerve, mana, XP, or attention.”

Parallel progression keeps the game alive. Combat levels, skills, mastery, education, crime skill, faction, guild/company ranks, achievements, collections, and wealth can progress independently.

Section titled “Parallel progression keeps the game alive. Combat levels, skills, mastery, education, crime skill, faction, guild/company ranks, achievements, collections, and wealth can progress independently.”

Social systems are content multipliers. Guilds, factions, companies, raids, councils, newspapers, forums, player shops, teaching, and markets turn players into content.

Section titled “Social systems are content multipliers. Guilds, factions, companies, raids, councils, newspapers, forums, player shops, teaching, and markets turn players into content.”

Risk states make actions meaningful. Death, corpses, hospital, jail, PvP loss, hardcore mode, market loss, and failed crafting/crimes create stakes.

Section titled “Risk states make actions meaningful. Death, corpses, hospital, jail, PvP loss, hardcore mode, market loss, and failed crafting/crimes create stakes.”

Idle and active loops should coexist. Active players need tactical combat, trading, chat, quests, and PvP; idle players need offline skilling, professions, education, agents, and long timers.

Section titled “Idle and active loops should coexist. Active players need tactical combat, trading, chat, quests, and PvP; idle players need offline skilling, professions, education, agents, and long timers.”

Economy should connect everything. Combat, crime, crafting, travel, property, shops, premiums, trading, stocks, and events all feed the same player economy.

Section titled “Economy should connect everything. Combat, crime, crafting, travel, property, shops, premiums, trading, stocks, and events all feed the same player economy.”

Text/action abstraction works across all five games. Even GUI-heavy systems reduce to verbs: attack, train, crime, travel, craft, buy, join, trade, heal, collect, claim.

Section titled “Text/action abstraction works across all five games. Even GUI-heavy systems reduce to verbs: attack, train, crime, travel, craft, buy, join, trade, heal, collect, claim.”

Completionism needs many axes. Mastery, collections, titles, pets, achievements, bestiaries, quest logs, events, raids, and caps all provide long-term goals.

Section titled “Completionism needs many axes. Mastery, collections, titles, pets, achievements, bestiaries, quest logs, events, raids, and caps all provide long-term goals.”

Organizations need permissions, logs, and conflict. Guilds/factions/companies are stronger when they have ranks, shared resources, wars, logs, perks, and identity.

Section titled “Organizations need permissions, logs, and conflict. Guilds/factions/companies are stronger when they have ranks, shared resources, wars, logs, perks, and identity.”

Safety and confirmations are required. The combined game includes many irreversible or resource-spending actions; risky actions need clear confirmation and logs.

Section titled “Safety and confirmations are required. The combined game includes many irreversible or resource-spending actions; risky actions need clear confirmation and logs.”

This consolidated document intentionally normalizes five different games into a superset. Before implementation, decide:

  • Is Newgame fantasy, modern crime, hybrid, or multiverse?
  • Are classes permanent, persona-based, or skill-only?
  • Is PvP opt-in, always-on, faction-based, or server-specific?
  • How much premium currency affects power versus convenience/cosmetics?
  • How punishing are death, jail, hospital, and hardcore modes?
  • Should the world be room-based, map-based, step-based, or all three?
  • How many currencies are necessary before the economy becomes confusing?
  • Should market trading be central or secondary?
  • Do organizations control territory and resources?
  • Are crimes a major pillar or an optional profession path?
  • Is offline progress capped like Melvor or mostly timer-based like Torn/SimpleMMO?
  • How much content is player-authored: newspapers, councils, maps, shops, guides, quests?

This file was derived from the five local source feature files listed at the top. It is a consolidation artifact, not fresh internet research. Its purpose is to provide a common system set that encompasses all five analyzed games.