Skill Based Class System
Define new classes and you can even set some classes special for the race like Orcs could never be good Archers or Rouges. The player can have multiple skills combat and non-combat as well for gathering resources and craft items. Skills can be leveled and based on the level you can increase damage taken by abilities, or you can allow to craft or gather more powerful items and resources. Also, they can depend on each other, for example, to learn Meteor Shower your player would have to Improve his pyromancy skill to level 5 for example.
Similarly to Skills, you can define talent points, reset them using define an item, assign abilities and effects for make them active or passive. You can also assign bonuses for them, and define requirements like Talent 3 can require Talent 1 on level 5, and Talent 2 on level 3, etc. It’s a very configurable and powerful system.
Define PvP arenas, One vs One or Group vs Group, assign players to the queue and join their path of blood and combat. Define victory conditions (number of kills), time limit, time frame and required player levels to enter the battlefield.
You can spawn/respawn where your closest bind point Dark Tavern and have to run back to your body to get some of your loot.
Create and setup new instances in your game which can be anything from Dungeons you want players to explore or even a different world in one MMO. You can also define a private player instance, so it would be accessible only for the owner with the same rule applies for guilds to fight for the glory of the guild.
Allows you post items for sale (for in game currency or real money) and to find items by using search, filter by grade, class, race, and level, to finally purchase it from the auction.
Allows you to mint items above uncommon for sale for real money and sell them in the marketplace.
Built-in backpack system with character inventory system: weapons (main hand, off hand, two hands, armors (gloves, boots, helmet, chest, pants, shoulders) jewelry (necklace, earrings, rings) and ammunition for bows or pistols. You can stack items, define the amount of bags, their slots, and more.
You can have weapons, armors, consumables, bags, items can have requirements like player level or stat, a two-handed sword can require some value of strength, or powerful bow higher dexterity etc…
Item, Weapon, and Armor Sets
Sets of the items define the set and its bonuses, and when you will equip them, bonuses will be added to your character.
Each item can have sockets associated with them for additional effects from socketable materials.
Loot items are attached to mobs. Quest items won’t be dropped for the player which doesn’t have the quest for them. There are two loot systems (traditional with loot distribution within the group, and personal for every player)
Chat with Channels
Dedicated chat with Global, Combat, Events, Guild and Group channels but not only limited to that, but you can also speak instance wide, or worldwide and you can send whispers, group and guild invitations and much more.
Customize and adjust Quests to your needs, you can set requirements like player level or another quest as a prerequired, you can set multiple guaranteed rewards like items, currency, experience, but you can also set optional reward where a player will be able to pick one of the rewards. As quest objectives you can set killing mobs, mob group, getting an item or task where for example a player would have to scout some area or areas on your map.
Create different dialogues for your NPC’s. You can also use this system to allow multiple outcomes in the storyline depending on what a player chooses while speaking to an NPC or even allow access to certain quests only if a player asks an NPC certain questions. You can assign various actions like Bank, Quest, Merchant, Repair, Use Ability (to buff or do something on the player), Guild Warehouse, Guild Merchant, Auction House, or Mail. Any of these actions can have requirements, cost (currency or item) and can have voice over assigned.
Design Your crafting recipes up to 16 ingredients. You can also setup crafting skill required for the specific recipe along with the crafting table. There is also an option to define different chance for a different result like 100% chances for a common sword, 50% chances for a magic sword, 5% chances for a rare sword, and 0,1% chances for a legendary sword. Improved Crafting System, where we implemented leveling crafting skill using experience, but also we implemented crafting book, so you are able to permanently learn recipes.
Enchanting System to let you level up your players items by defining profiles and levels of enchanting.
Resourcing and Gathering System
Gather resources, play animations and sound, set chance for drops and when you exhausted them they will be removed by the server. You can require pickaxe or hatched in your players hands to gather or cut the tree, or particular skill level like woodcutting skill 100 to cut bigger tree.
Trade with other players, you can exchange items and currencies, but you can also use the trade system with NPC where you can purchase defined by game designer items.
You can send mails with items and currencies to other players, but also you can receive administrator mails with for example purchased items from the store.
You can set the number of group members, you can invite, promote and kick. Also, some instances can be set as a group dungeon to allow only groups to enter, also an experience which you are getting for defeating mobs in the group is higher, but divided by group members.
Allows you to create a guild, invite guild members, promote, demote them, set permissions, and use guild chat as well as new guild private instance where guild members can enter their own “world” and do some special guild quests or build their housing. You can also level your guild to get access to the guild quests, increase guild warehouse storage, or purchase better items from a guild merchant.
Day, Night, and Weather
Thanks to our partner Hendrik Haupt (author of Enviro Sky & Weather), Atavism has dedicated out of the box Enviro for Atavism Limited Edition (includes all Enviro features except Volumetric clouds and Volumetric lights). This system uses Adams Goodrich free WAPI integration, so you can use CTS or any terrain shader, or even Global Snow from Kronnect to cover your terrain and objects with snow, start falling snow from the sky and all synchronized between clients. You can define weather profiles and set a month for which the server applies them. You can define the priority for each, so snow can be preferred 10 times more than the sunny profile. You can set how fast the server time will move, and much more.
Rankings system allows you to present top players within certain groups like most killers, crafters, harvesters, and more.
Friendslist and blacklist functionality to have a healthy community in your game.
Achievements and Titles
Achievements system allows you to define various conditions like kill mobs, gear score, craft items, get experience, harvest, use abilities to get specific achievement and bonuses assigned for it. You can also show off your Achievement Title that you were able to complete it.