Loading...
Avatar System - Version 9 vs Version 10
Jul 22, 2026, 04:58 AM
Recorded MS 67 avatar changes: 1000-slot named storage, silver-recruited auxiliaries, Auxiliary Rations, and the Fitness rework
Aug 16, 2026, 04:29 PM
Updated recruitment costs, added the wounded stage, Station and Control options, and the progression retune
11The 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.2233Auxiliary Avatars4455An 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.6677Auxiliary 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.889-The MS 67 build moved auxiliaries onto an explicit economy. They are recruited at the Avatar Recruitment Table using Public Silver at a rate of one silver for five auxiliaries, and recruits are stationed at the local keep. Stored auxiliaries can now starve, so they have to be fed with Auxiliary Rations. Ration supplies are produced at the Town Workshop and unpack at any keep or camp into a thousand rations, held in a dedicated slot in the public inventory. Their equipment comes from player-crafted kits rather than appearing automatically. Recruitment tables show up to eight candidates at a time, and combat-focused avatars now turn up more often in that pool.9+The MS 67 build moved auxiliaries onto an explicit economy. They are recruited at the Avatar Recruitment Table using Public Silver at a rate of ten Silver for five auxiliaries under the tenfold currency inflation that arrived with MS 68, and recruits are stationed at the local keep. Their attributes are capped, which limits them to light armour and bronze weapons. Stored auxiliaries can now starve, so they have to be fed with Auxiliary Rations. Ration supplies are produced at the Town Workshop and unpack at any keep or camp into a thousand rations, held in a dedicated slot in the public inventory. Since MS 68, Homesteads, Towns, Fortresses, and Camps carry dedicated feeding slots for avatars and animals, stored avatars only consume food from their designated slots, and only Lords and Thanes can withdraw Auxiliary Rations from public storage. Their equipment comes from player-crafted kits rather than appearing automatically. Recruitment tables show up to eight candidates at a time, and combat-focused avatars now turn up more often in that pool.10101111Named Avatars12121313A 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.141415-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.15+Recruitment rolls at the table are priced at 1, 40, 90, or 140 Silver in the current build, with more expensive rolls granting a named avatar with more starting levels; the candidate’s icon shows its highest attribute. A recruiter can pay more Silver for a candidate that begins closer to combat or trade readiness instead of levelling one from scratch. Since MS 68, recruiting offers two options: Station, which parks the new avatar at the Town Keep for later use, and Control, which swaps the player into the recruit immediately, stationing their current avatar, or, if they were controlling an Auxiliary, disbanding it and transferring its items to the new recruit.161617171818Attributes19192020Named Avatars develop six gameplay attributes, each scored from one to ten:21212222AttributeImproved ByEffect at Higher RanksFitnessSprinting and sustained movementLonger sprint, higher survival chance under burst damageMelee CombatEngaging in meleeGates which melee weapons can be equipped and raises melee damage against animals and AI; combat attributes no longer increase damage dealt to other playersRanged CombatUsing bows, crossbows, javelinsGates which bows and ranged weapons can be equipped and raises ranged damage against animals and AI; no longer increases damage dealt to other playersBlacksmithingWorking at an AnvilFewer strikes needed to forge each itemLogging and MiningHarvesting wood and oreReduced stamina cost per swing on resource nodesHuntingKilling wild animalsEasier stealth around hostile fauna; unlocks superior bow access2323Total combat attributes (Melee plus Ranged plus Fitness) determine the visible power rank shown to other players. As of the most recent build, combat attributes no longer increase the damage an avatar deals to other players in PvP: instead they set which tier of weapon the avatar is allowed to equip, while still scaling damage against animals and AI. Superior weapons in the Weapons article have explicit attribute prerequisites; for example, the Superior Short Sword requires Melee Combat rank six and the Masterwork Short Sword requires rank seven.242425-The Fitness attribute was reworked in MS 67. It no longer reduces stamina consumption while sprinting; instead it slows the rate at which maximum stamina drains, by up to seventy-five percent. The base drain rate rose by twenty-five percent in the same build, so Fitness now reads as endurance across a long session rather than as a sprint discount.25+The Fitness attribute was reworked in MS 67. It no longer reduces stamina consumption while sprinting; instead it slows the rate at which maximum stamina drains, by up to seventy-five percent. The base drain rate rose by twenty-five percent in the same build, so Fitness now reads as endurance across a long session rather than as a sprint discount. MS 68 retuned attribute progression to accelerate at lower levels and slow at higher levels, granted triple progression toward the relevant attributes for attacking players, and reduced the base rate at which maximum stamina depletes by a further twenty percent.26262727Deployment via Caravan28282929Named 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.30303131Incapacitated State323233+The MS 68 build adds a wounded stage before incapacitation. When health reaches zero the avatar first enters a wounded state: it can crawl to a safer position and be treated with Bandages by a friendly player, and only after being wounded three times does it become incapacitated. Auxiliary avatars are exempt from the wounded state, and players no longer drop their inventory when wounded.34+3335Named 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.34363537Stored 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.36383739Named avatar storage at a Town Keep grew from three hundred to a thousand in the MS 67 build. Structures that accept avatars now only list the ones the player is allowed to use, meaning their own and their house's, which makes a busy keep far easier to read. Stationed avatars display a stamina bar scaled to their current maximum stamina.38403941Equipment Slots40424143Avatars carry equipment in dedicated slots. The recent pre-alpha builds expanded the slot list:424443454446Helmet 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; shields no longer require Fitness attribute levels to be equipped.Primary weapon slot, armed with R.Secondary weapon slot, armed with F.Ammunition slot for arrows and similar consumables.45474648Faction-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.47494850Switching Between Avatars49515052Players 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.51535254Related Pages53555456SettlementsCombatWeaponsArmoursLogistics and Supply Lines