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FantasyWeb Features

Related: FantasyWeb · FantasyWeb Research

Imported from local source file: fantasyweb-features.md.

FantasyWeb Solo-First Feature and Mechanics Design

Section titled “FantasyWeb Solo-First Feature and Mechanics Design”

Created: 2026-06-06
Purpose: Create a distinct fantasy browser RPG feature document derived from research/eqweb-features.md, while changing the terminology, nouns, verbs, role framing, and main progression loops enough to stand as a separate game design.
Primary source consulted: research/eqweb-features.md
Core requested change: make the present-tense game loop focus on solo play, long-term offline camp occupation, self-sufficiency, and avoiding mandatory grouping. Cooperative grouping and raid-style content are treated as future-phase expansion features, not launch pillars.

This is a product and mechanics design document, not an implementation plan. It avoids database schemas, exact formulas, route/API details, frontend architecture, monetization pricing, and code-level design.

FantasyWeb is a solo-first persistent fantasy browser RPG about becoming a self-reliant wanderer who survives, studies, hunts, crafts, bargains, and gradually masters dangerous wilderness camps over days or weeks of real time.

The game borrows the depth of old-school fantasy MMO systems — dangerous enemies, class identity, spell preparation, loot, factions, travel routes, crafting, death recovery, and long-term character growth — but reframes those systems around a player who can experience the whole core game without needing a party schedule.

The core fantasy is not:

  • “assemble a group every night,”
  • “wait for raid attendance,”
  • “play a healer or tank for other people,”
  • “rush to endgame lockouts.”

The core fantasy is:

Choose a hunting ground, establish a foothold, learn its patterns, survive its hazards, improve your kit, deepen your local reputation, and eventually turn a frightening wilderness camp into a mastered personal domain.

FantasyWeb should support:

  • short check-ins,
  • long offline encampments,
  • solo tactical encounters,
  • persistent camp mastery,
  • self-directed goals,
  • autonomous retainers/companions,
  • deep character specialisation,
  • player markets without mandatory social dependence,
  • optional social contact without group dependency.

research/eqweb-features.md uses EverQuest-like concepts such as class interdependence, grouping, raids, pulling, aggro, spellbooks, AAs, mercenaries, alternate personas, bazaar/barter, corpse recovery, and guild halls. FantasyWeb deliberately renames and reframes those into a distinct solo-centered language.

{| class=“wikitable”

! Source-style concept !! FantasyWeb replacement !! Design change
Group-first camp combat
-
Pulling enemies to camp
-
Aggro/threat
-
Raid lockouts
-
Guild dependency
-
Spellbook/spell gems
-
Alternate Advancement
-
Mercenaries
-
Overseer tasks
-
Bazaar/barter
-
Corpse recovery
-
Raid gear ladder
}

FantasyWeb is:

Browser-native. It uses dashboards, logs, timers, action panels, camp pages, inventories, journals, markets, notifications, and offline summaries.

Section titled “Browser-native. It uses dashboards, logs, timers, action panels, camp pages, inventories, journals, markets, notifications, and offline summaries.”

Solo-complete. The main story, levels, skill growth, crafting, elite enemies, camp mastery, economy participation, and long-term prestige can all be pursued alone.

Section titled “Solo-complete. The main story, levels, skill growth, crafting, elite enemies, camp mastery, economy participation, and long-term prestige can all be pursued alone.”

Camp-centered. Camps are not just spawn points. They are persistent hunting grounds that can be surveyed, occupied, fortified, exhausted, abandoned, mastered, or revisited.

Section titled “Camp-centered. Camps are not just spawn points. They are persistent hunting grounds that can be surveyed, occupied, fortified, exhausted, abandoned, mastered, or revisited.”

Tactical but asynchronous-friendly. Dangerous choices require active input; safe routines can continue offline.

Section titled “Tactical but asynchronous-friendly. Dangerous choices require active input; safe routines can continue offline.”

Self-sufficiency-oriented. Every archetype has some path to survival, recovery, travel, income, and progression.

Section titled “Self-sufficiency-oriented. Every archetype has some path to survival, recovery, travel, income, and progression.”

Market-connected but not market-dependent. Players can buy/sell, but self-found and solo routes remain viable.

Section titled “Market-connected but not market-dependent. Players can buy/sell, but self-found and solo routes remain viable.”

Friction-aware. Travel, rest, preparation, danger, and recovery are meaningful, but not designed to punish players who cannot schedule around others.

Section titled “Friction-aware. Travel, rest, preparation, danger, and recovery are meaningful, but not designed to punish players who cannot schedule around others.”

Expandable. Group expeditions, world bosses, conclaves, lodges, and public events can be added later without being required at launch.

Section titled “Expandable. Group expeditions, world bosses, conclaves, lodges, and public events can be added later without being required at launch.”

The primary game loop is claiming and mastering a camp.

Choose a wilderness, ruin, cave, road, shore, crypt, grove, mine, tower, or borderland.

Section titled “Choose a wilderness, ruin, cave, road, shore, crypt, grove, mine, tower, or borderland.”

** enemy families, ** terrain difficulty, ** weather, ** local faction, ** forage quality, ** escape routes, ** supply burden, ** rare foe chance, ** camp safety grade.

** hidden, ** fortified, ** mobile, ** ritual-focused, ** harvesting-focused, ** hunting-focused.

Prepare consumables, spells/rites, tools, traps, companion stance, and escape plan.

Section titled “Prepare consumables, spells/rites, tools, traps, companion stance, and escape plan.”

Perform first safe draws against nearby enemies.

Section titled “Perform first safe draws against nearby enemies.”

Judge danger using threat color, lore notes, injuries, weather, and local knowledge.

Section titled “Judge danger using threat color, lore notes, injuries, weather, and local knowledge.”

Use class actions, companion commands, rites, consumables, terrain, traps, and retreat options.

Section titled “Use class actions, companion commands, rites, consumables, terrain, traps, and retreat options.”

Loot, skin, gather, bind trophies, or recover supplies.

Section titled “Loot, skin, gather, bind trophies, or recover supplies.”

Rest, mend gear, replenish wards, and decide whether to continue.

Section titled “Rest, mend gear, replenish wards, and decide whether to continue.”

The central long-term loop:

Choose a camp that has been personally discovered.

Section titled “Choose a camp that has been personally discovered.”

** watch quietly, ** forage, ** fish, ** harvest reagents, ** hunt only trivial foes, ** train a weapon form, ** study a rite, ** repair gear, ** craft supplies, ** map the area, ** build barricades, ** send a companion scout, ** fulfill a local faction errand.

** stop when injured, ** stop when supplies low, ** stop after rare sighting, ** retreat if menace rises, ** avoid elite foes, ** preserve expensive reagents, ** return if pack weight full.

Review gains, losses, discoveries, warnings, and interruptions.

Section titled “Review gains, losses, discoveries, warnings, and interruptions.”

A camp evolves with repeated solo attention:

Discover hidden caches, side paths, dens, shrines, or named foes.

Section titled “Discover hidden caches, side paths, dens, shrines, or named foes.”

Improve camp safety with knowledge, traps, wards, or cleared hazards.

Section titled “Improve camp safety with knowledge, traps, wards, or cleared hazards.”

Trigger rare encounters or camp-specific quests.

Section titled “Trigger rare encounters or camp-specific quests.”

Earn local titles, trophies, recipes, and faction changes.

Section titled “Earn local titles, trophies, recipes, and faction changes.”

** farm the camp, ** push to a harder subcamp, ** abandon it, ** convert it to a supply post, ** complete its final trial.

Establish a camp appropriate to current power.

Section titled “Establish a camp appropriate to current power.”

Hunt, gather, craft, study, and complete local tasks.

Section titled “Hunt, gather, craft, study, and complete local tasks.”

Earn XP, coin, materials, reputation, lore, talents, and equipment.

Section titled “Earn XP, coin, materials, reputation, lore, talents, and equipment.”

Improve gear, skills, rites, companions, and travel reach.

Section titled “Improve gear, skills, rites, companions, and travel reach.”

Repeat until the character becomes a known wanderer, master hunter, scholar, trader, mystic, or relic seeker.

Section titled “Repeat until the character becomes a known wanderer, master hunter, scholar, trader, mystic, or relic seeker.”

List gathered materials on the market or stash them.

Section titled “List gathered materials on the market or stash them.”

Use consumables, rites, traps, or companion commands.

Section titled “Use consumables, rites, traps, or companion commands.”

Push for a rare enemy, chest, shrine, or resource node.

Section titled “Push for a rare enemy, chest, shrine, or resource node.”

Spend multiple real days cycling between active hunts and offline watches.

Section titled “Spend multiple real days cycling between active hunts and offline watches.”

Build familiarity, unlock camp modifiers, discover named threats, and gather rare materials.

Section titled “Build familiarity, unlock camp modifiers, discover named threats, and gather rare materials.”

Solve camp-specific lore or faction hooks.

Section titled “Solve camp-specific lore or faction hooks.”

Decide whether the camp becomes a personal resource base, a completed achievement, or a stepping stone to a harder frontier.

Section titled “Decide whether the camp becomes a personal resource base, a completed achievement, or a stepping stone to a harder frontier.”

6. Pathways for avoiding grouping entirely

Section titled “6. Pathways for avoiding grouping entirely”

FantasyWeb must let a player avoid grouping without feeling like they are using a second-class mode.

A player can:

  • gather their own materials,
  • craft functional gear,
  • learn rites through exploration,
  • rely on camp rewards,
  • upgrade storage gradually,
  • complete solo trials,
  • avoid the player market,
  • earn self-found titles.

A player can avoid social coordination but still use the economy:

  • sell gathered materials,
  • buy missing components,
  • place standing offers,
  • flip regional goods,
  • fund equipment upgrades,
  • never join a party or lodge.

A player can invest in non-player helpers:

  • a warding familiar,
  • a pack beast,
  • a hired scout,
  • a shrine acolyte,
  • a field medic,
  • a crafting apprentice,
  • a relic hound,
  • an oath-bound retainer.

These helpers fill quality-of-life and survivability gaps, but they should not create mandatory micro-management.

Some players should progress by avoiding fights:

  • sneak past patrols,
  • map regions,
  • disarm traps,
  • pick locks,
  • steal documents,
  • gather rare herbs,
  • sell intelligence,
  • complete courier routes,
  • build faction through non-combat service.

A player can focus on knowledge:

  • study ruins,
  • decode tablets,
  • research rites,
  • catalogue monsters,
  • collect lore fragments,
  • discover camp secrets,
  • sell maps or copied formulae,
  • unlock talents through study rather than kills alone.

A player can become economically strong through production:

  • gather components offline,
  • refine materials,
  • craft food, potions, weapons, armor, charms, traps, tools, scrolls, and camp supplies,
  • fulfill town contracts,
  • maintain market listings,
  • specialize in recipe mastery,
  • avoid combat except for component hunting.

A player can build around one or more bonded allies:

  • tame or bind a companion,
  • train companion roles,
  • send scouts on short errands,
  • use companion senses while camping,
  • protect the companion from injury,
  • unlock companion-specific camp actions.

A player can progress through devotion and travel:

  • visit shrines,
  • perform rites,
  • complete vows,
  • cleanse corrupted camps,
  • build reputation with temples or spirits,
  • gain protective blessings,
  • avoid direct grind by pursuing pilgrimage chains.

Launch should focus on:

  • solo character creation,
  • personal camp loops,
  • offline camp tenure,
  • solo tactical combat,
  • crafting and gathering,
  • travel and route mastery,
  • faction reputation,
  • market participation,
  • personal companions/retainers,
  • quest and rumor journals,
  • death/recovery,
  • long-term talents,
  • achievements and camp completion.

The following are intentionally not core launch loops:

  • live group dungeon crawling,
  • formal party finder,
  • large guild progression,
  • raid bosses,
  • raid calendars,
  • raid loot councils,
  • mandatory class interdependence,
  • world boss contribution races,
  • territory wars,
  • large-scale PvP.

Optional small-group expeditions can later add:

  • two-to-four-player temporary ventures,
  • shared camp hazards,
  • expedition contracts,
  • role-agnostic cooperation,
  • scaled rewards,
  • no required progression gates.

Raid-like features can later become “conclaves”:

  • scheduled public rituals,
  • large boss-like calamities,
  • server-wide objectives,
  • shared discoveries,
  • contribution rewards,
  • prestige cosmetics,
  • no mandatory main progression requirement.

Guild-like systems can later become “lodges”:

  • social halls,
  • shared crafting commissions,
  • optional camp notice boards,
  • mentor systems,
  • collective achievements,
  • trade cooperatives.

Instead of direct race replicas, FantasyWeb uses lineages with cultural and survival implications:

  • Ashborn: resilient survivors of volcanic frontiers; strong with heat, metal, and endurance.
  • Mirefolk: marsh-adapted wanderers; skilled in poison resistance, fishing, and hidden paths.
  • Highvale: hill and keep dwellers; practical traders, oath-keepers, and shield users.
  • Gloamkin: twilight scouts; strong at stealth, night travel, and shadow wards.
  • Thornblood: forest-touched hunters; strong at tracking, foraging, and beast bonds.
  • Stonehewn: mountain crafters; strong at mining, armor, and camp fortification.
  • Brightcourt: charismatic city-born negotiators; strong with merchants, patrons, and faction repair.
  • Frostmere: northern survivalists; strong against cold, fatigue, and long watches.

Lineage affects:

  • starting region,
  • reputation biases,
  • stat leanings,
  • innate survival actions,
  • crafting affinities,
  • travel risks,
  • early camp choices.

A calling is the character’s main solo action kit. It is not designed around group role dependency.

Launch callings:

Sunshield — oathbound protector with healing vows.

Section titled “Sunshield — oathbound protector with healing vows.”

Gravebrand — dark survivor using drains, dread, and bone servants.

Section titled “Gravebrand — dark survivor using drains, dread, and bone servants.”

Veilknife — stealth, locks, poisons, and high-value target strikes.

Section titled “Veilknife — stealth, locks, poisons, and high-value target strikes.”

Stonefist — disciplined unarmed wanderer with recovery and evasion.

Section titled “Stonefist — disciplined unarmed wanderer with recovery and evasion.”

Wildstrider — tracker, archer, forager, and camp scout.

Section titled “Wildstrider — tracker, archer, forager, and camp scout.”

Songwarden — rhythm magic, morale, charm, and travel songs.

Section titled “Songwarden — rhythm magic, morale, charm, and travel songs.”

Mindweaver — sleep, confusion, compulsion, and mental wards.

Section titled “Mindweaver — sleep, confusion, compulsion, and mental wards.”

Ashbinder — curses, lingering harm, familiar support, and self-sustain.

Section titled “Ashbinder — curses, lingering harm, familiar support, and self-sustain.”

Runecaller — conjured servants, wards, and crafted magical tools.

Section titled “Runecaller — conjured servants, wards, and crafted magical tools.”

Starseer — burst magic, portals, and risky high-reward rites.

Section titled “Starseer — burst magic, portals, and risky high-reward rites.”

Dawnmender — healing, cleansing, protection, and spiritual recovery.

Section titled “Dawnmender — healing, cleansing, protection, and spiritual recovery.”

Wildsage — nature rites, roots, weather sense, and medicinal craft.

Section titled “Wildsage — nature rites, roots, weather sense, and medicinal craft.”

Hexwarden — weakening magic, restorative brews, and spirit bargains.

Section titled “Hexwarden — weakening magic, restorative brews, and spirit bargains.”

Beastkin — bonded beast, primal strikes, and trailcraft.

Section titled “Beastkin — bonded beast, primal strikes, and trailcraft.”

Ironreaver — aggressive weapon specialist with rage economy.

Section titled “Ironreaver — aggressive weapon specialist with rage economy.”

Instead of a direct deity system, the player chooses a patron vow or remains unbound.

Examples:

  • Vow of Dawn — healing, mercy, undead cleansing.
  • Vow of Cinder — destruction, forging, risk.
  • Vow of Thorn — wilderness, beasts, hidden paths.
  • Vow of Veil — stealth, secrecy, forbidden knowledge.
  • Vow of Stone — protection, craft, endurance.
  • Vow of Tide — travel, luck, trade, recovery.
  • Vow of Silence — solo prestige, fewer social hooks, stronger self-reliance titles.

Vows affect:

  • reputation,
  • shrine tasks,
  • item restrictions or bonuses,
  • camp events,
  • pilgrimage chains,
  • certain rites.

Core verbs:

  • brace,
  • cleave,
  • guard stance,
  • counterstrike,
  • shield break,
  • endure,
  • mark foe,
  • hold ground.

Solo loop:

  • choose a camp with manageable melee foes,
  • draw one target,
  • absorb pressure,
  • win through durability,
  • use camp fortification to reduce offline risk.

Core verbs:

  • vow heal,
  • smite unclean,
  • radiant stun,
  • sanctify camp,
  • ward self,
  • mend wounds,
  • last oath.

Solo loop:

  • survive dangerous camps through recovery,
  • cleanse cursed sites,
  • build local trust,
  • recover better from death/injury.

Core verbs:

  • siphon life,
  • bind bone-servant,
  • cloak in dread,
  • drain vigor,
  • feign ruin,
  • curse wound,
  • command shade.

Solo loop:

  • take on camps others avoid,
  • recover through enemy life force,
  • use servants to scout and absorb risk,
  • master night or crypt locations.

Core verbs:

  • vanish,
  • backstrike,
  • poison blade,
  • pick lock,
  • disarm snare,
  • pilfer clue,
  • shadowstep.

Solo loop:

  • avoid fair fights,
  • extract value from locked caches,
  • progress through stealth contracts,
  • sell rare intelligence and contraband.

Core verbs:

  • flowing strike,
  • mend breath,
  • fall still,
  • split patrol,
  • vault away,
  • pressure point,
  • body discipline.

Solo loop:

  • use discipline to control camp danger,
  • split patrols safely,
  • recover without heavy supplies,
  • excel in long remote camp tenure.

Core verbs:

  • track trail,
  • loose arrow,
  • set snare,
  • forage,
  • read weather,
  • mark den,
  • guide beast.

Solo loop:

  • discover camps earlier,
  • avoid poor targets,
  • harvest wilderness resources,
  • maintain long camp occupations cheaply.

Core verbs:

  • chant ward,
  • quicken step,
  • lull patrol,
  • charm beast,
  • raise morale,
  • silence fear,
  • weave refrain.

Solo loop:

  • rotate songs to stabilize risky encounters,
  • pacify or charm threats,
  • travel efficiently,
  • improve offline camp safety through melodies.

Core verbs:

  • sleep mind,
  • cloud thought,
  • bind will,
  • sharpen focus,
  • mirror fear,
  • hush alarm,
  • fracture intent.

Solo loop:

  • control multiple enemies through mental influence,
  • take high-risk camps with careful timing,
  • convert enemy strength into temporary advantage.

Core verbs:

  • lay curse,
  • feed ember,
  • command familiar,
  • wither blood,
  • borrow breath,
  • walk unseen by dead,
  • burn slowly.

Solo loop:

  • win through attrition,
  • manage long-duration harms,
  • use familiar scouting,
  • sustain in hostile camps.

Core verbs:

  • summon guardian,
  • etch ward,
  • conjure tool,
  • hurl rune,
  • bind shield,
  • fashion focus,
  • dismiss servant.

Solo loop:

  • prepare magical tools before travel,
  • adapt servant choice to camp,
  • gather rare rune components,
  • profit from crafted arcane supplies.

Core verbs:

  • starfire,
  • blink route,
  • open waygate,
  • freeze breath,
  • overload sigil,
  • chart omen,
  • vanish in light.

Solo loop:

  • burst down selected targets,
  • avoid prolonged fights,
  • use portals for travel economy,
  • accept high supply/recovery planning.

Core verbs:

  • heal wound,
  • cleanse venom,
  • raise spirit,
  • bless camp,
  • seal harm,
  • banish restless,
  • renew supplies.

Solo loop:

  • outlast danger,
  • handle disease/curse-heavy camps,
  • recover from setbacks,
  • sell healing services optionally without needing groups.

Core verbs:

  • root foe,
  • call rain,
  • brew salve,
  • bind thorn,
  • soothe animal,
  • grow provision,
  • read grove.

Solo loop:

  • control terrain,
  • gather medicinal resources,
  • live off the land,
  • turn remote camps into sustainable havens.

Core verbs:

  • weaken foe,
  • brew draught,
  • bargain spirit,
  • mend slowly,
  • call omen,
  • rot armor,
  • strengthen body.

Solo loop:

  • make hard enemies manageable,
  • craft support brews,
  • turn faction/spirit bargains into camp advantages.

Core verbs:

  • bond beast,
  • command pounce,
  • share vigor,
  • scent trail,
  • howl warning,
  • mend companion,
  • primal surge.

Solo loop:

  • rely on a permanent companion,
  • split duties between player and beast,
  • unlock beast-specific camp discoveries.

Core verbs:

  • rage cut,
  • shatter guard,
  • blood surge,
  • reckless draw,
  • execute,
  • roar challenge,
  • recover fury.

Solo loop:

  • fast active hunts,
  • high-risk/high-reward combat,
  • less efficient offline safety unless camp is mastered.
  • Health: life and injury state.
  • Focus: used for rites, concentration, precision, study, and mental control.
  • Vigor: physical stamina for combat actions, travel, tools, and survival.
  • Resolve: panic resistance, solo morale, fear control, and death recovery quality.
  • Burden: carried weight and supply strain.
  • Provisions: food, drink, firewood, bandages, camp fuel, and common supplies.
  • Coin: standard economy currency.
  • Renown: personal prestige from camps, deeds, trials, and discoveries.
  • Legacy: long-term talent currency after major milestones.

A camp tracks:

  • safety,
  • concealment,
  • supplies,
  • menace,
  • familiarity,
  • exhaustion,
  • rare-sighting chance,
  • local favor,
  • weather exposure,
  • retreat route quality,
  • rest quality,
  • offline action reliability.
  • bandages,
  • salves,
  • food,
  • spirit candles,
  • repair kits,
  • antidotes,
  • focus crystals,
  • travel charms,
  • sanctuary tokens,
  • companion rations.

11. Dashboard and web information architecture

Section titled “11. Dashboard and web information architecture”

The dashboard should show:

  • current camp or town,
  • current activity,
  • health/focus/vigor/resolve,
  • provisions and burden,
  • injuries and conditions,
  • camp safety/menace,
  • offline report alerts,
  • market sales,
  • active rumors,
  • companion status,
  • travel route,
  • next recommended solo actions.

Wanderer: character, calling, lineage, vow, stats, talents.

Section titled “Wanderer: character, calling, lineage, vow, stats, talents.”

Camp: current camp, posture, safety, offline orders, discoveries.

Section titled “Camp: current camp, posture, safety, offline orders, discoveries.”

Hunt: scouting, drawing foes, tactical encounters, combat log.

Section titled “Hunt: scouting, drawing foes, tactical encounters, combat log.”

Grimoire: prepared rites, chants, forms, stances, and field abilities.

Section titled “Grimoire: prepared rites, chants, forms, stances, and field abilities.”

Pack: inventory, gear sets, supplies, burden, trophies, storage.

Section titled “Pack: inventory, gear sets, supplies, burden, trophies, storage.”

Journal: rumors, quests, camp notes, discoveries, factions, achievements.

Section titled “Journal: rumors, quests, camp notes, discoveries, factions, achievements.”

Craft: recipes, tools, refining, crafting orders, camp supplies.

Section titled “Craft: recipes, tools, refining, crafting orders, camp supplies.”

Routes: travel, maps, waystones, route risk, discovered shortcuts.

Section titled “Routes: travel, maps, waystones, route risk, discovered shortcuts.”

Exchange: markets, standing offers, auctions, contracts, price memory.

Section titled “Exchange: markets, standing offers, auctions, contracts, price memory.”

Companions: beasts, familiars, retainers, apprentices, errands.

Section titled “Companions: beasts, familiars, retainers, apprentices, errands.”

Sanctum: housing-like personal base, stash, trophies, workshops.

Section titled “Sanctum: housing-like personal base, stash, trophies, workshops.”

Factions: local favor, enemies, oaths, patron vows, repair paths.

Section titled “Factions: local favor, enemies, oaths, patron vows, repair paths.”

Future: lodges, expeditions, conclaves, seasonal public features.

Section titled “Future: lodges, expeditions, conclaves, seasonal public features.”

A solo encounter should show:

  • foe identity and family,
  • danger reading,
  • menace pressure,
  • player health/focus/vigor/resolve,
  • companion state,
  • active conditions,
  • terrain hazard,
  • escape options,
  • chosen stance,
  • available verbs,
  • round/tick log,
  • likely spoils,
  • fallen-pack risk.
  • Swift skirmish: low-risk enemies resolved quickly with optional manual input.
  • Tactical duel: meaningful enemies require round choices.
  • Hazard encounter: terrain, weather, traps, or patrol pressure matters.
  • Elite trial: named solo foes with phases, preparation, and recovery stakes.
  • Offline patrol: only for trivial or mastered camp enemies under strict safety rules.

The player does not “pull mobs”; they draw threats from the camp perimeter.

Draw choices:

  • call out openly,
  • set bait,
  • shoot from cover,
  • send companion,
  • lay snare,
  • chant lullaby,
  • provoke champion,
  • wait for patrol,
  • stalk lone target,
  • trigger ward.

Outcomes:

  • one foe drawn,
  • multiple foes drawn,
  • no response,
  • rare foe sighted,
  • alarm raised,
  • camp menace increases,
  • faction reaction changes,
  • retreat route compromised.

Menace replaces direct aggro language. It tracks how dangerous and alert the camp is toward the player.

Menace can rise from:

  • noisy combat,
  • failed stealth,
  • repeated hunting,
  • killing faction-linked enemies,
  • carrying trophies openly,
  • weather exposure,
  • camp exhaustion,
  • enemy alarm calls.

Menace can fall through:

  • hiding,
  • moving camp,
  • waiting,
  • disguises,
  • rituals,
  • clearing alarm bearers,
  • local faction work,
  • abandoning camp for a time.

FantasyWeb keeps deep control gameplay but uses new labels:

  • Drowsed: asleep or pacified.
  • Rootbound: unable to advance.
  • Hobbled: slowed and weakened.
  • Bewildered: target choices disrupted.
  • Bound: temporarily compelled or charmed.
  • Routed: fleeing unpredictably.
  • Silenced: unable to cast or call.
  • Staggered: short interruption window.

Solo play requires strong retreat systems:

  • flee immediately,
  • withdraw carefully,
  • vanish,
  • feign collapse,
  • sacrifice supplies,
  • send companion distraction,
  • trigger smoke charm,
  • use waystone recall,
  • hide in camp,
  • abandon camp.

Retreat can cost provisions, gear durability, camp safety, local reputation, or lost loot.

13. Death, injury, and fallen pack recovery

Section titled “13. Death, injury, and fallen pack recovery”

Defeat should hurt but not destroy the solo loop:

  • wounded retreat,
  • unconscious recovery,
  • fallen pack left behind,
  • camp abandoned,
  • spirit walk,
  • sanctuary rescue,
  • hardcore finality only on special rulesets.

Instead of copying corpse mechanics directly, defeat can create a fallen pack:

  • some supplies and carried loot are left at the defeat location,
  • essential equipped gear is usually retained unless special rules apply,
  • the pack has a recovery window,
  • recovery can be attempted manually,
  • a retainer can attempt recovery,
  • a sanctuary can ransom or retrieve part of it,
  • risk depends on camp menace and location.

Injuries can include:

  • bleeding,
  • fever,
  • cracked armor,
  • shaken resolve,
  • spell fatigue,
  • companion wounds,
  • poison,
  • curse,
  • frostbite,
  • exhaustion.

Injuries create recovery loops:

  • rest at camp,
  • return to town,
  • use salves,
  • seek shrine aid,
  • craft remedies,
  • hire a field healer,
  • accept temporary penalties.

Quests begin as rumors:

  • tavern whispers,
  • road signs,
  • trader warnings,
  • faction requests,
  • camp discoveries,
  • strange tracks,
  • old tablets,
  • market demand,
  • shrine dreams,
  • companion alerts.
  • camp-clearing tasks,
  • rare foe hunts,
  • delivery routes,
  • cursed object cleansing,
  • lost pack recoveries,
  • relic recovery,
  • faction errands,
  • shrine vows,
  • crafting commissions,
  • cartography goals,
  • beast calming,
  • stealth infiltrations,
  • scholar investigations.

The journal tracks:

  • active rumors,
  • camp notes,
  • discovered enemy families,
  • local faction effects,
  • incomplete clues,
  • required items,
  • safe hints,
  • completed deeds,
  • personal theories,
  • camp mastery progress.

Reputation is local and practical:

  • town favor,
  • shrine favor,
  • outlaw suspicion,
  • beast-spirit trust,
  • merchant trust,
  • noble notice,
  • border guard caution,
  • monster-family hatred.

Reputation affects:

  • prices,
  • available errands,
  • safe lodging,
  • sanctuary rescue cost,
  • route access,
  • camp warnings,
  • patron vows.

The game can use levels, but milestones matter more:

  • first camp established,
  • first camp mastered,
  • first elite solo trial,
  • first rare craft,
  • first regional route opened,
  • first faction honored,
  • first fallen pack recovered,
  • first long watch completed,
  • first sanctuary established.

Legacy talents replace direct AA-style terminology.

Talent families:

  • survival,
  • weapon mastery,
  • rite mastery,
  • companion bond,
  • stealth and avoidance,
  • crafting efficiency,
  • campcraft,
  • travel and routes,
  • reputation,
  • recovery,
  • market craft,
  • elite hunting.

Each camp has familiarity ranks:

Familiarity unlocks:

  • better danger reads,
  • safer offline orders,
  • hidden nodes,
  • rare foe clues,
  • local crafting recipes,
  • travel shortcuts,
  • camp titles,
  • unique trophies.

Skill families:

  • blades,
  • hafted weapons,
  • bows,
  • unarmed forms,
  • shields,
  • stealth,
  • trailcraft,
  • warding,
  • rites,
  • healing,
  • charms,
  • curses,
  • beasts,
  • crafting,
  • gathering,
  • tradecraft,
  • languages/lore.

Skills improve through use, study, trainers, journals, rare manuals, and camp-specific practice.

16. Crafting, gathering, and supply chains

Section titled “16. Crafting, gathering, and supply chains”
  • cooking,
  • brewing,
  • smithing,
  • leatherwork,
  • weaving,
  • bowyery,
  • jewelwork,
  • rune-scribing,
  • alchemy,
  • poisoncraft,
  • tinkering,
  • trapmaking,
  • cartography,
  • medicine,
  • campcraft.

Camp play requires supplies:

  • bedrolls,
  • fire kits,
  • trail rations,
  • ward stakes,
  • snares,
  • oil lamps,
  • smoke bundles,
  • repair kits,
  • beast feed,
  • field altars,
  • rain catchers,
  • map pins.

Appropriate offline gathering:

  • fish a stream,
  • check snares,
  • gather herbs,
  • cut firewood,
  • mine loose ore,
  • harvest mushrooms,
  • collect bones,
  • copy inscriptions,
  • dry meat,
  • brew simple draughts,
  • map paths.

Recipe mastery can improve:

  • material efficiency,
  • failure chance,
  • quality band,
  • batch size,
  • discovery chance,
  • market reputation,
  • self-found achievement.

The pack includes:

  • carried gear,
  • supplies,
  • trophies,
  • quest objects,
  • materials,
  • tools,
  • fragile items,
  • companion gear.

Pack rules:

  • burden affects travel and retreat,
  • supplies affect offline duration,
  • fragile loot may be lost on defeat,
  • item locking prevents accidental sale,
  • camp stash can hold limited items,
  • town vault provides safer storage.

Players can maintain sets for:

  • active hunt,
  • stealth,
  • travel,
  • crafting,
  • weather,
  • undead/cursed camps,
  • beast-heavy camps,
  • market/town charisma,
  • self-found challenge.

After a hunt, a player can:

  • keep,
  • equip,
  • break down,
  • sell,
  • stash,
  • bind trophy,
  • research,
  • turn in,
  • list on exchange,
  • feed companion,
  • mark as camp relic.

Currencies/value stores:

  • coin,
  • trade writs,
  • shrine marks,
  • camp tokens,
  • relic dust,
  • renown,
  • premium account currency if monetized,
  • tradable membership token if desired later.

The web market includes:

  • item listings,
  • standing buy offers,
  • regional price memory,
  • contracts,
  • crafting orders,
  • auction lots,
  • delivery fees,
  • listing taxes,
  • market watchlist,
  • safe trade confirmations.
  • camp harvest → sell materials → buy supplies.
  • rare trophy → list auction → fund gear.
  • craft supplies → sell to other solo campers.
  • map dangerous camp → sell route notes.
  • faction favor → access vendor → acquire unique goods.
  • self-found excess → trade only after challenge complete.
  • beast companion,
  • familiar,
  • pack animal,
  • scout,
  • field medic,
  • crafting apprentice,
  • shrine attendant,
  • relic hound,
  • camp guard.
  • scout nearby trail,
  • watch camp,
  • carry supplies,
  • distract foe,
  • fetch minor materials,
  • guard fallen pack,
  • assist crafting,
  • warn of weather,
  • deliver market parcel,
  • recover low-risk cache.

Patron errands are timed background actions:

  • gather rumors,
  • copy maps,
  • sell goods,
  • acquire reagents,
  • repair equipment,
  • negotiate faction apology,
  • search for missing pack,
  • prepare shrine offering,
  • scout a future camp.

Errands support solo players by reducing tedious town chores, not by replacing adventure.

The sanctum is a personal base, not a guild hall.

Features:

  • storage,
  • trophies,
  • crafting stations,
  • companion quarters,
  • map wall,
  • shrine corner,
  • market desk,
  • recovery bed,
  • route anchors,
  • display cases,
  • camp planning table.

Sanctum upgrades support:

  • longer offline caps,
  • better crafting,
  • cheaper recovery,
  • improved retainers,
  • cosmetic identity,
  • route memory,
  • self-found proof displays.

21. Social systems without grouping dependency

Section titled “21. Social systems without grouping dependency”
  • help channel,
  • market channel,
  • lore board,
  • camp report board,
  • class/calling boards,
  • trade offers,
  • friend messages,
  • mail.

Players can help without grouping:

  • sell supplies,
  • post camp warnings,
  • trade maps,
  • fulfill crafting orders,
  • rescue fallen packs for a fee,
  • sponsor bounties,
  • share route notes,
  • vote on town projects.

Achievements should celebrate avoiding grouping:

  • self-found camp master,
  • no-market regional clear,
  • one-wanderer elite trial,
  • long watch survivor,
  • fallen pack recovered alone,
  • vow of silence milestones,
  • solo cartographer,
  • hermit crafter.
  • Read-only: inspect map, read rumor, view market.
  • Minor: change camp posture, sort pack, set notes.
  • Resource-spending: buy, craft, travel, use supplies, start long watch.
  • Danger commitment: draw elite foe, enter cursed camp, change escape plan.
  • Irreversible: destroy relic, bind trophy, abandon fallen pack, break vow.
  • Social-impact: market contract, public board post, rescue offer, future lodge actions.

Confirm before:

  • abandoning camp,
  • deleting/destroying item,
  • selling rare trophy,
  • changing vow,
  • entering hardcore trial,
  • starting dangerous offline hunt,
  • sending retainer into high-risk recovery,
  • consuming rare reagent,
  • binding an item permanently,
  • leaving self-found mode.

Every offline camp plan should include:

  • maximum duration,
  • stop-on-injury threshold,
  • stop-on-menace threshold,
  • stop-on-pack-full,
  • avoid rare enemies or alert on sighting,
  • use consumables yes/no,
  • risk supplies yes/no,
  • retreat route,
  • companion protection priority.

{| class=“wikitable”

! Area !! FantasyWeb launch feature set
Account/platform
-
Dashboard
-
Character creation
-
Callings
-
Resources
-
Camp loop
-
Offline play
-
Combat
-
Recovery
-
Progression
-
Rites/abilities
-
Quests
-
Reputation
-
Crafting
-
Gathering
-
Inventory
-
Economy
-
Companions
-
Sanctum
-
Social optional
-
Future phase
-
Safety/logs
}
  • scout camp,
  • establish foothold,
  • set posture,
  • watch quietly,
  • draw foe,
  • raise ward,
  • lay snare,
  • forage,
  • map path,
  • fortify camp,
  • abandon camp,
  • master camp.
  • strike,
  • brace,
  • evade,
  • cast rite,
  • chant,
  • command companion,
  • bind foe,
  • hobble,
  • drowse,
  • rout,
  • vanish,
  • retreat,
  • recover pack,
  • harvest spoils.
  • train skill,
  • study manual,
  • learn rite,
  • unlock legacy talent,
  • claim title,
  • record discovery,
  • fulfill vow,
  • improve familiarity,
  • complete trial.
  • buy,
  • sell,
  • list,
  • place standing offer,
  • accept contract,
  • fulfill crafting order,
  • send parcel,
  • stash,
  • appraise,
  • watch price.
  • sneak,
  • disguise,
  • misdirect,
  • bypass,
  • pick lock,
  • disarm,
  • scout route,
  • calm beast,
  • negotiate,
  • study clue,
  • flee.

Default solo-first mode with full market and optional social tools.

  • no player market purchases,
  • limited trade,
  • special titles,
  • all core progression solo-complete,
  • stronger proof-of-accomplishment logs.
  • no grouping,
  • no lodge benefits,
  • restricted direct trade,
  • special camp mastery titles,
  • optional board reading allowed.

Hardcore-inspired mode:

  • harsher injuries,
  • stronger fallen-pack risk,
  • prestige titles,
  • separate leaderboards.
  • temporary region focus,
  • accelerated camp discovery,
  • seasonal titles,
  • special camp modifiers,
  • optional reset rewards.

FantasyWeb should let players avoid grouping, but not feel empty. Solve with:

  • rich camp logs,
  • market life,
  • rumor boards,
  • asynchronous rescue offers,
  • NPC patrons,
  • companions,
  • public camp reports,
  • optional channels.

Offline camp tenure is central, but dangerous progress should reward active play.

Good offline:

  • familiarity,
  • resources,
  • safe hunts,
  • repairs,
  • study,
  • travel,
  • scouting.

Active-only or mostly active:

  • elite trials,
  • rare foe decisions,
  • fallen pack recovery,
  • vow decisions,
  • high-risk stealth,
  • major quest turns,
  • new camp establishment.

Every calling needs a solo path, but the market should still be valuable. Use:

  • craftable baseline gear,
  • rare market upgrades,
  • self-found achievements,
  • regional scarcity,
  • contracts,
  • vanity trophies,
  • consumable demand.

The source document gives useful web MMO structure, but FantasyWeb should not inherit direct naming or mandatory group assumptions. Distinction comes from:

  • solo-first camp tenure,
  • fallen pack recovery,
  • lineages/callings/vows,
  • menace pressure,
  • long-watch offline planning,
  • self-found and vow-of-silence modes,
  • future-phase cooperative content.

Avoid these until the feature direction is accepted:

  • exact combat formulas,
  • drop tables,
  • database schema,
  • API routes,
  • UI component library,
  • frontend/backend framework choice,
  • infrastructure plan,
  • monetization pricing,
  • exact world map,
  • full monster catalog,
  • full recipe list,
  • large-scale group/raid mechanics,
  • PvP territory systems.

First-week solo journey: tutorial through first mastered camp.

Section titled “First-week solo journey: tutorial through first mastered camp.”

Camp lifecycle spec: unknown → scouted → settled → mastered.

Section titled “Camp lifecycle spec: unknown → scouted → settled → mastered.”

Calling matrix: each calling’s solo combat, offline, crafting, travel, stealth, and recovery strengths.

Section titled “Calling matrix: each calling’s solo combat, offline, crafting, travel, stealth, and recovery strengths.”

Offline safety matrix: actions, thresholds, risks, rewards.

Section titled “Offline safety matrix: actions, thresholds, risks, rewards.”

Fallen pack recovery flow: defeat, choices, costs, companions, sanctuary.

Section titled “Fallen pack recovery flow: defeat, choices, costs, companions, sanctuary.”

Camp encounter model: common foe, patrol, rare foe, elite trial, hazard.

Section titled “Camp encounter model: common foe, patrol, rare foe, elite trial, hazard.”

Economy map: sources/sinks for coin, supplies, materials, relics, and renown.

Section titled “Economy map: sources/sinks for coin, supplies, materials, relics, and renown.”

MVP feature cut: smallest version that proves solo camp tenure is fun.

Section titled “MVP feature cut: smallest version that proves solo camp tenure is fun.”
  • This document is a derivative synthesis from research/eqweb-features.md, not fresh internet research.
  • The present-tense design intentionally removes mandatory grouping and raiding from the core loop.
  • Cooperative expeditions, lodges, and conclave-scale encounters are explicitly future-phase features.
  • Terminology was changed to differentiate the design from the source fantasy MMO vocabulary.
  • The focus is product/game-loop design, not technical implementation.