The Avatar System is the layer that controls who a player actually pilots in the world. Every active character in a pre-alpha test is an Avatar of one of two kinds: an Auxiliary spawned freshly from a Town Center, or a Named Avatar recruited and developed by a player over the course of a war. Named Avatars hold persistent inventory, accumulate veterancy, and can be deployed to the frontline via Caravan; Auxiliaries are the workhorse default for everyday play. Avatars were redesigned across pre-alpha builds and the most recent observed state was set in early 2026; expect further iteration before launch.
Auxiliary Avatars
An Auxiliary is the basic character pulled when a player spawns at a Town Center or homestead bed. Auxiliaries appear with default visuals, low-effectiveness armour, and no carried inventory beyond what the spawn point provides. They have no veterancy and no attribute progression; they are intended for the everyday cycle of dying, respawning, and continuing the war effort. Most combat, logistics, and crafting work in any given test runs through Auxiliary characters.
Auxiliary appearance is procedurally generated across skin tone, hair, facial hair, and gender presentation, with randomization respecting player preference settings so the demographic mix of any given town reads as varied.
Named Avatars
A Named Avatar is recruited from the Avatar Recruitment table inside a Town Keep. Recruitment costs Silver and reserves an avatar slot for the recruiting player. Named Avatars are the persistent identity for committed players: they retain inventory between sessions, gain attribute progression with use, and can be customized in appearance.
The most recent development update grouped recruitable avatars into three tiers at the Recruitment Table: Apprentice, Journeyman, and Master. Higher tiers offer avatars with stronger starting attributes, so a recruiter can pay more Silver for a candidate that begins closer to combat or trade readiness instead of levelling one from scratch.

Attributes
Named Avatars develop six gameplay attributes, each scored from one to ten:
Attribute | Improved By | Effect at Higher Ranks |
|---|---|---|
Fitness | Sprinting and sustained movement | Longer sprint, higher survival chance under burst damage |
Melee Combat | Engaging in melee | Increased melee weapon damage; unlocks superior melee weapons |
Ranged Combat | Using bows, crossbows, javelins | Increased ranged weapon damage; unlocks superior bows |
Blacksmithing | Working at an Anvil | Fewer strikes needed to forge each item |
Logging and Mining | Harvesting wood and ore | Reduced stamina cost per swing on resource nodes |
Hunting | Killing wild animals | Easier stealth around hostile fauna; unlocks superior bow access |
Total combat attributes (Melee plus Ranged plus Fitness) determine the visible rank shown to other players. Superior weapons in the Weapons article have explicit attribute prerequisites; for example, the Superior Short Sword requires Melee Combat at rank eight.
Deployment via Caravan
Named Avatars do not respawn freely at any Town Center. They must be transported to the desired frontline location aboard a Caravan, which is a player-driven vehicle in the logistics chain. Spawning onto a Caravan that is holding a Named Avatar produces the Avatar with only fifty percent of its maximum health, which is a deliberate cost for skipping the long overland travel.
Incapacitated State
Named avatars no longer die outright from a single combat encounter. Instead a downed named avatar becomes incapacitated: the avatar remains in the world as a carriable body that another player can pick up and transport to a friendly storage. Once placed in a stored-avatar slot the body recovers health over time and rejoins the recruitment pool. The incapacitated state preserves veterancy and inventory across a normally fatal fight, which makes named avatars more durable in practice than the auxiliary spawn loop they replace.
Stored avatars now display extra status information on the storage UI, including current wound severity, starvation timers, and projected health recovery, and they automatically draw food from any accessible storage rather than starving silently. A power-level indicator next to the avatar's name summarises combined combat attributes so a recruiter can read the slot at a glance.
Equipment Slots
Avatars carry equipment in dedicated slots. The recent pre-alpha builds expanded the slot list:

Helmet slot for the head piece; see Armours.
Chest Armour slot for the body piece.
Leg Armour slot for the legs; introduced as a separate piece in the most recent build.
Clothing body slot for an underlayer or civilian garment; provides minor protection and warmth.
Clothing leg slot for the matching leg underlayer.
Shield slot for shields, including the faction-specific superior shields.
Primary weapon slot, armed with R.
Secondary weapon slot, armed with F.
Ammunition slot for arrows and similar consumables.
Faction-specific clothing provides warmth during the winter and snow conditions on Calligo, which makes the clothing layer a practical climate buffer rather than a cosmetic option.
Switching Between Avatars
Players are not locked into a single Named Avatar. A player can hold several recruited Avatars across different homesteads and switch to whichever fits the current task, leaving the rest in their homes between sessions. Auxiliaries remain available as the default when a player wants to throw a fresh body at the front without spending a Named Avatar slot.
Related Pages
Combat
Weapons
Armours
Logistics and Supply Lines