What is Otherworld?
Otherworld takes place in the distant past, where bedsprings and spinning wheels are considered high tech. Everyone makes their own iron and steel, producing items such as tools, boats, and horse carts. No one has ever heard of such modern inventions as firearms, plastic, flying machines, or electricity. It's mostly a peaceful world – even though you might get mauled by a bear if you're unlucky. Otherworld contains some supernatural elements, such as wandering lost souls, and a mysterious creature called the wraith.
What is a unit?
A unit is a flexible measurement of mass. It generally means the smallest meaningful amount of a resource that you can use. Splitting it into smaller parts would not serve a meaning anymore. For example, a unit of water is comparable to a small cup. The size of a unit can vary greatly between different resources. For salt, it's as small as 0.05, which corresponds to about a teaspoon, while for wood, it's 0.4, and for most hand tools, 2 units of wood is what is needed to make a handle. For berries, it's a handful. The largest amount of resources needed for an individual project is 10000 units. For resources other than stone or wood, it's generally not required to gather several thousand units, because in most cases, the amounts needed for a project never have more than two digits.
Character names and descriptions
Characters can have a first name and last name, or just one name. It should not be a screenname. When creating a new character, you can generate a random name or come up with your own. If you play a child character, then your parent generally comes up with your name and you can change it as you mature.
When creating a new character (excluding guest accounts), you have access to a random description generator. Feel free to write your own description from scratch, or modify a random description. The developer prefers all characters to be human, but in practice this isn't being enforced, so there have been other species occasionally. You won't be punished for having an unrealistic description, but your description may be edited or blanked out without a prior warning if it breaks the immersion.
Experience points (XP) and level
You gain XP for any action that uses AP or timers, and also for resolving random encounters and defeating people in combat,
(as long as they weren't already Defeated). Once you gain enough XP, you level up and unlock new craftable items (up to level 17).
Towards the end, the XP needed to level up grows exponentially, so it gets gradually harder to gain levels. Once you reach level 17,
you will have unlocked all the content in the game. Any levels gained after that are purely cosmetic and do not grant extra benefits.
Below is a representation of how much XP is needed to reach each level.
| Level | XP |
|---|
| 0 | 0 |
| 1 | 120 |
| 2 | 320 |
| 3 | 600 |
| 4 | 960 |
| 5 | 1400 |
| 6 | 2138 |
| 7 | 3100 |
| 8 | 4495 |
| 9 | 6517 |
| 10 | 9450 |
| 11 | 13702 |
| 12 | 19868 |
| 13 | 28808 |
| 14 | 41772 |
| 15 | 60569 |
| 16 | 87825 |
| 17 | 127346 |
| 18 | 184652 |
| 19 | 267745 |
| 20 | 388229 |
| 21 | 562932 |
| 22 | 816252 |
Action points (AP)
AP stands for action points. You can roughly assume that 5 AP corresponds to 1 minute of game time. When you do things that cost AP, in most cases, the results appear immediately. (Demolishing is an exception, as it requires both a timer and an initial setup cost.)
You recover 300 AP every hour as long as you have less than 300. Also once a day, you can collect 1000 bonus AP from the Messages page, as long as you have been playing for at least one day and did not just come out of vacation mode on the same day. You can also rest to gain AP as long as you're not starving or wounded.
Tutorial area
The tutorial area is a secluded environment, where you can learn about the basics of gameplay. The starter area can be accessed through selecting tutorial during character generation. It's recommended for all first-time players.
The following text contains spoilers:
The tutorial area consists of 3 regular locations and one inaccessible, special location, called the Dark Ominous Forest, where the ground is lined with moss and bones. If you find yourself there, make your way to the exit as fast as possible, lest you become one with the earth.
The first location, Vestibule Plains, teaches you about scouting and how to make a wicker basket. The second location, Mezzanine Delta, has an oven and a beets deposit, enabling you to learn how to bake. There is also a barrel, which can be used as a mixing vessel.
The third location, Vomitorium Jungle Clearing, is home to Lavender, the trader. Lavender can help you if you get stuck. You can sell certain things to her, such as wood. The Jungle Clearing has a connection to the main world. Currently, it's possible to travel on to the main area even without crafting a primitive weapon, but it's still strongly recommended.
Vacation mode
Vacation mode means effectively removing your character from the flow of the game. You can enter vacation mode from your Profile page. While a character is in vacation mode, they do not generate bonus AP, they cannot see anything, cannot be played and are invisible to others. Characters maintain their inventory while in vacation mode. You can choose to return at any time. Inactive characters will automatically enter vacation mode if the player hasn't checked them in 8 days.
Resting
Resting is a way to recover health and AP. Resting generates hunger. If your hunger is maxed out, you can no longer rest because your stomach is rumbling too bad. If you are wounded, resting is used to heal. If your health is maxed out, you start gaining AP as long as your AP is less than 300. The resting button appears in the side panel when your AP or health is low. There is a cooldown (currently 5 minutes).
Hunger
Character and animals gain hunger once a day. Additionally, characters gain hunger when they work on projects and while traveling. You can see your hunger status in the side panel (the stomach icon). If your hunger goes to 0, you start losing health.
If an animal's hunger meter goes to 0, it can be taken into custody by an animal welfare agent, but this doesn't happen immediately, so you might still be able to rescue it by feeding it.
See also: Health, Thirst, What to eat
Thirst
Characters and animals gain thirst when they travel. Water is used as 'fuel' for traveling. It's still possible to travel even if you have no water, but if your thirst meter reaches 0, you start losing health. If you have a waterskin, water inside will be consumed automatically when you travel. Nowadays, you will also drink out of cups or even directly out of your inventory. Domesticated animals use a travel bowl in a similar manner.
If you are traveling in a horsecart or a boat and there is a barrel on board, all characters inside will automatically consume water from the barrel (provided that there's any left). Also if you arrive in a town that has a barrel and you are thirsty, you will automatically drink from the barrel.
Health
The maximum HP for player characters depends on their level. Child characters have slightly less health than adults. The blood drop indicator in the side panel shows how much health you have left. It's also possible to see a separate health bar when resting to regain health, or while in combat. You lose health if you are hit by people or animals, or if you are starving or fully thirsty. Animals can have varying amounts of max HP. If your health goes below the weakness limit (50 HP), you get Defeated, which means that for 20 minutes, anybody can steal items from your inventory. Previously, characters couldn't die at all, but now a player can optionally let their character die if the character is gravely injured.
Carrying capacity
The starting capacity is 40, which is very low. You can use containers to increase your capacity up to 300. The weight of a container counts towards your inventory limit, so while it's possible to lift for example a large barrel while having increased capacity from other containers, in reality, you're better off using a backpack because it has a higher capacity to weight ratio.
Gathering resources
You can harvest resources on the Gather page.
In the beginning of the game, all outdoors locations have resource deposits. Resource deposits are depletable, so once characters gather enough, the deposit is depleted and disappears from sight. Characters with a high enough level can look for lost resource deposits at the bottom of the page. If the key resource deposits are depleted in your area and you are still below level 4, you should use communal resources from the ground or trade with other characters until you level enough to search for lost deposits.
Mine tunnels can be used to introduce new resource deposits.
Harvestable icons
The harvestable icons can be found on the Gather page while outdoors. They are location- and character-specific and they are regenerated 6 times a day (but not at even intervals, so there can be longer stretches of time during which they are not renewed). The variety of resources depends on the location type. You can find wood, berries, mushrooms, seeds, bird eggs, water, or rotting material. It's also possible to draw a blank if you're unlucky. If you travel to a different location, new icons will be generated.
What to eat
The following types of resources are edible while raw: vegetables, berries, eggs, milk, fruit (such as apples and grapes), lard, sausages, nuts. The following are only edible if cooked: meat, fish, poultry, beef, pork, grains. Seeds are only edible by animals. You can cook or bake many types of resources to improve their nutritional value.
See also: Cooking, mixing, and baking; Hunger
Leading
Leading can be used to take characters and animals to other locations, including buildings. Currently leading doesn't require the person's consent, so there's no way to stop it from happening. (It's completely based on an honor system.) However, if a character doesn't have drinking water, they will refuse to follow.
When traveling in groups, leading can be used as a means to conserve AP because only the leader spends AP, while the person being lead travels free (they do gain hunger and thirst). The person lead must fill the travel requirements of the target location. When you attempt to initiate travel, if you have any followers who are refusing to follow due to lack of water or who do not fill the requirements, you are prompted whether to leave them behind or cancel traveling.
The Main World
The main world consists of regions 2-13. Additional areas may be added periodically. The borders of the regions can be seen on the visual map on the travel page.
Region 2 has a mild climate. It's possible to survive without clothes, although it does get cold during winter. There is a source of copper ore, coal, salt, clay, and some wood. You will have to travel around to gain access to different resources. The early goals include making a fired clay pot, learning to produce copper, and potentially other things such as leather and cloth.
Also read: Scouting, exploring, traveling
Scouting, exploring, traveling
You can scout for locations that are close to your current location, or more distant locations that have a connection to your current location.
Scouting reveals the travel requirements for a particular location. Once you have filled the travel requirements, you can travel to that location. The first time you travel to a location, exploration AP is added to the cost. After that, you can travel to it at any time as long as you continue to have the required equipment.
If you are for example at a swamp and someone steals your wading boots, you can still travel away from there even without filling the requirements because it only checks the requirements for moving to a location, not moving away from it, but you can't go back unless you acquire new equipment. The exception is islands, which now require a boat or a raft to leave. This was changed to make it impossible to accidentally walk away from an island and leave your boat behind. If you are marooned on an island, you can always get wood through the random finds icons and eventually construct a raft, which is cheaper than a boat.
Lakes, seas, and rivers
Traveling on lakes, seas, and rivers requires a boat or a raft. You cannot sail a boat on land. Different locations border different bodies of water. You can travel between locations if they share a body of water between them. Rivers can also be followed on foot, but it costs more AP.
If you build a barrel on a boat, every character on the boat, including your own, will consume water from the barrel as you travel, regardless of who clicked the button. This can be useful for traveling in groups without followers becoming super thirsty.
Some locations count as islands, that can only be reached by boat or raft.
Weather and seasons
All areas of Otherworld have four seasons (for the time being), but how much they vary depends on which region you're at. The northern regions are mild in temperature. While it might snow during winter, it never gets particularly cold.
As you travel south, temperatures get more extreme, particularly at mountains. You might get sunburned or suffer from hypothermia. Wearing warm clothes protects you from the cold, although in high temperature environments, being overdressed can result in heat stroke.
If you are suffering from hypothermia or heat stroke, you may lose health while traveling and when the weather tick runs. Penalties to crafting may also be in effect.
Weather, such as raining, fog, sunny, can have various effects. Rain causes rainwater to collect in open containers. A container is considered open if it doesn't have a lock and is not one of the types that can have a lock installed. This also involves campfires and such. Thus water must be dumped before a fire can be ignited. Rain also helps certain resource deposits generate and the chance of finding mushrooms from harvestable icons is increased. Unfinished farming projects get free AP applied but will not finish without a player putting in the missing small amount of AP.
Sunny days also cause certain resource deposits to regenerate and characters gain 400 AP an hour instead of the usual 300. The cap is temporarily raised by 100.
Fog increases chances of going unnoticed when entering buildings while in hiding mode.
Cloudy is considered the default weather, during which no benefits nor penalties are applied.
Snowing only occurs if the temperature in centigrade is 0 or less and it would have otherwise rained. Snow appears on the ground and can be used to craft snowballs and other snow items. Snow melts when temperature goes above 0. However, currently snow held in the inventory does not deteriorate for now.
The chance of rain depends on location type and temperature. If it's not raining, the humidity can range from crisp to muggy. This has no practical effect but can give a hint on how your characters are feeling.
The visual map
You can find the visual map at the bottom of the Travel page. The index numbers on the map correspond to the circled numbers in the travel section. Use the pan and zoom buttons to change your view. Exploring different parts of the map does not affect the position of your character.
Cooking, mixing, and baking
Cooked foods are more efficient at satisfying hunger than raw foods. When you view the contents of a pot or an oven, it includes a collapsible list of cookable or bakable items. Most vegetables and meat can be cooked as is, but more complicated recipes require Mixing.
Mixing is done in a pot or a mixing bowl. You need a minimum of 3 units of valid resources. In the past, the cooking recipes used to be a secret, but nowadays, you can view the mixing cookbook when viewing the contents of any mixing container. Additionally, if you defeat a Crazy Cook in combat, he will drop a page from a cookbook that describes a mixing recipe.
Mixing resources are divided into categories, such as vegetables, flour, etc. All resources within a category are interchangable and count towards the same quota. The result depends on the ratio between different categories. Common ratios are for example 1:1:1, 9:5:1, 8:1, 6:3:3. If a recipe is not recognized, it makes slop, which can be cooked to increase its nutritional value.
From the game's point of view, cooking and baking are two separate things, so you cannot for example make soup in an oven, or bread in a pot. Cooking uses wood from the ground, but currently baking in an oven requires putting the firewood inside the oven. If you fail to do so, the game will tell you what to do. All cooking and baking projects require 40 units of wood, regardless of how many things you are cooking.
Herbs
Herbs can be used in the mixing process to add flavor to a recipe.
The optimal amount of herbs is 1 unit to every 3-6 units of other ingredients. If you exceed 1:3, the recipe will taste bad if mixed, but you can still save it by removing the excess herbs before clicking the mix button.
Different regions have a different selection of herbs. Herbs can be found by clicking the foraging icons on the Gather page.
Work, projects, jobs, craft menu
You can access the craft menu through the Work page. On this page, you can also see all the uncompleted projects for that location. You can work on other people's projects. If the project has coins attached to it, you will be paid automatically upon completion. The results will go in the starter's inventory, provided that there's enough room.
Jobs can be offered by anyone level 14 or higher, who has enough what it takes to pay. Jobs have presets with their set wages. Most jobs pay with coins but there are a couple of exceptions that pay with food.
If there are jobs available, anyone can work on them and get paid for finishing them. They are primarily geared towards low level characters as a means of earning pocket money.
Refining metals
Currently, there are three types of metals: Copper, iron, and steel.
Copper is the softest. It's made of copper ore and coal, found in northern areas, starting from region 2. You need a smelter to make any type of metal.
Iron is made of iron ore and coal. Iron does not occur in nature in the north, but it's possible to occasionally get some from a market stall.
Steel is made of iron and coal. It is the strongest metal in the game. Steel is needed for the most advanced items.
There are smelters in the central towns, and it's possible to build a new one with no tools if you stumble upon a location that doesn't have one yet.
Currently, smelting is done through the craft menu, but there are plans to change it into a process similar to brewing.
Fermenting
Fermenting is done in a barrel, and it is used to produce resources such as beer, wine, sour cream, and garum (fish sauce). Beer is made of wort, which is made of barley, water, and hops. (There are also variants using a bit of rye or wheat for flavor.) Wine is made of crushed grapes. Sour cream is made of milk. Garum is made of raw fish mush. All of these can be produced in a barrel. Fermenting is one of the longest timers in the game. Currently, it takes 20 hours to finish.
Trading
There are a couple of official trader characters, which have brown labels on the Interact page. Regular characters can gain Trader status by crafting and equipping a Trader badge (unlocks at level 16). Traders can be automatically traded with through the People page. Items have hardcoded prices. Traders apply a markup to their prices. Traders cannot refuse to buy or sell any items to anybody as long as they have a set price. The only exception is that you cannot buy items that are currently equipped by the trader.
Trader storage: Traders can set a storage, which can be any building (but preferably one with a lock that they have a key to). If the storage doesn't have a lock, anyone can just walk in and take things without paying. Any item sold will go in the set storage instead of the trader's inventory. If an official trader doesn't have a set storage and their inventory is full, they still accept to buy items but the item will be deleted, so be cautious when selling items that you intend to buy back later. Official traders can generate coins from thin air, whereas Player Traders have to acquire coins through other means (such as selling items, completing jobs or leading lost souls).
How to get coins
Method 1: Sell things to traders or NPC buyers. NPC buyers are generated once a day and they are attracted to active locations. There are multiple types and each type has 3-4 resource or item types that they are looking to buy.
Method 2: Work on odd jobs. Jobs can be started by any character above level 14 who has the means to pay for labor. If you are above level 14 and have more coins than you know what to do with, consider starting jobs for low level characters.
Method 3: Lead lost souls to their destination. When you come upon one, read their profile to find out where they long to be and lead them to the destination. Upon getting there, they give you coins and a random reward.
Livestock Merchant and domesticated animals
Currently there is just one livestock merchant. They sell domesticated animals, such as cows, chickens, and sheep. The animals are generated at the moment of buying and they have random names. You can rename them after buying.
After a recent change, the ownership of animals is now hardcoded. As an owner, you can assign others as caretakers or heirs, enabling them to harvest animal resources. Only the owner can lead the animal, unless the owner is defeated or absent.
Domesticated animals can be harvested for resources, such as milk, eggs, wool, and lard (pigs). Harvesting pigs for lard doesn't kill the animal (it is implied that you are making use of piglets and keeping the sow alive for breeding).
Domesticated animals have different food preferences depending on type. The easiest way to feed them is to put the food in the trough and click Feed on the Animals page. If you don't have a trough, you can just put food in the individual animal's inventory, but this requires a lot of micromanagement, especially with chickens, so a trough is recommended for anyone who keeps livestock longterm.
Horses and carts
Horses can be purchased from the Livestock Merchant. Horses can pull a horse cart (unlocks at level 12). If the cart is too full of people or items, one horse can't get the job done and you have to hitch multiple horses or unload some of the weight. The percentage of capacity filled can be seen while inside the cart. Horses cannot be technically ridden, but feel free to RP doing so. When traveling with a horse, simply start leading it and it will follow you everywhere. You can also steer a horse cart from the inside.
Horses can carry a lot of stuff on their backs, so you can use a horse to carry stuff even if you don't have a horse cart. The downside is you can't lock a horse, so anyone can steal the items (or the horse itself).
Tags (Scarred, Defeated, Evil, Alert, Distracted)
Tags are visible in characters' profiles and also during combat. Currently, the possible tags are: Scarred, Defeated, Evil, and Alert. There used to be a Surrendered tag but it got turned off, because everyone deserves a chance to fight back.
You gain Scarred status if your HP goes below 50. It has a very long duration, so you can consider it practically permanent.
You gain Defeated status if your HP goes below 50 while in combat or due to being attacked by an animal. Defeated status lasts 20 minutes. During that time, anyone can steal items from your inventory.
Characters gain Evil status if they attack someone who is already Defeated, because there's no point in beating someone who is already down. Evil status is effectively permanent.
Characters gain Alert status if they are attacked by another person. While a character is Alert, they are 10% more likely to dodge or parry any subsequent attacks on them until the effect wears out. Alert doesn't protect you if you're the aggressor, only if you're the defender.
Characters become Distracted if the player hasn't logged in in 5 days and the character is not in vacation mode. When distracted, others can see the contents of your inventory.
Animal encounters can have the tag Resolved. It either means the animal got killed or ran away (it doesn't differentiate between them).
Animal encounters
Wild animals can be encountered at random, found through searching or lured with bait. Every time you load one of the main pages, there's a chance of encountering an animal if you are outdoors, you do not have an unresolved encounter already and cooldown isn't active after a previous encounter.
Encounters are always tied to the character who triggered it, but anyone in the location can attack an animal, even if it's tied to someone else's character.
Unresolved encounters will attempt to follow the character who triggered when they leave the location, including entering buildings, as long as the animal is not ensnared. The animal gets an attack of opportunity.
On the Animals page, you can view an individual encounter. The possible actions are: Attack, Flee, Intimidate, and Ensnare (only visible if you have at least one snare or a lasso). When you attack, the animal will attempt to retaliate if it's not stunned or defeated. Either side may miss. Intimidate may cause the animal to flee or retaliate. It cannot flee if it's ensnared. Ensnaring causes the snare to be consumed. As the animal struggles, the snare deteriorates. When it reaches 0 health, the animal breaks free and may run away or keep fighting.
Fleeing is replaced by walk away if the animal is harmless or seriously injured. Fleeing or walking away will result in the encounter being resolved and no one can access it after that. Only killing the animal will result in loot. Successful actions will be rewarded with XP.
See also: Traps
Traps
Traps count as containers and are used to lure animals. You can store anything inside - but you're best off storing things that animals eat, such as meat. Different types of animals eat different things. Once a day, the game checks if there's bait and checks if an animal is successfully lured. The animal will start as ensnared, but the trap does not deteriorate even if the animal breaks the snare. Due to technical reasons, even trapped animals will be tied to a triggering character. The triggering character is selected at random and may be someone who has never interacted with the trap. If there are no people in the location, no animal will be trapped. People in vacation mode do not count as present.
Combat
Currently, all fights are 1-on-1. You can initiate combat through the People page. When you first click on it, you see which weapon you and the opponent are using and current HP for both. Characters automatically use the best weapon in their inventory, regardless of what is equipped. This is because defenders can disarm the attacker if the attacker rolls a fumble, and use the weapon against them in future rounds of combat.
There's a cooldown of 60 minutes, during which you cannot attack the same target (but others can still attack them).
Characters that are hiding cannot participate in combat.
The defender will automatically attempt to flee in the beginning of combat if the attacker has a higher intimidation than them, and at the end of the round if the defender has less HP left than the attacker. So the best strategy for keeping a defender from running is to let them believe they are winning - which can be hard as either party can potentially miss, so the tables can turn quickly.
If you manage to defeat your opponent, you can confiscate items from their inventory.
See also: Protecting
Protecting
Characters can protect other characters and domesticated animals. If a domesticated animal is protected by a character who is present and not distracted, no one can butcher it. Defeating the protector in combat makes them unable to protect until they recover, so you can butcher the animal in the meanwhile.
Note that currently, protecting an animal will not prevent others from leading it into a building or a different location. If the animal is taken away from the location of the protector, the protector will not be able to protect it anymore.
For characters, if a protector is present, someone else attacking the defended character will result in the protector being summoned and they will be targeted instead. They will automatically retaliate, as if they had been the original target. The attacker may attack the original target after exchanging blows with the protector if the protector did not defeat them in combat. After the attack cooldown has finished, the protector can be summoned again.
See also: Combat
Confiscating items
When a character gets Defeated in combat, their inventory becomes exposed for 15 minutes afterwards. During this time, anyone can attempt to confiscate items. If they are Intimidated by someone, the intimidating character can also confiscate items. Every time you confiscate an item, the target character has a 10% chance of running and hiding. The option will appear in the Interact menu and in the character profile if the conditions are met. In the past, it was possible to confiscate items from Distracted characters, but now you can only view what they are carrying, while removing items is unavailable.
Locks
Buildings, carts, boats and certain containers can have locks. Locks come with an associated key, that can be copied if desired. When a lock is locked, the building cannot be entered or exited (excluding the keyholder) and containers cannot be looted or looked inside.
Building locks cannot be broken from the outside, so currently the only way to gain access to inside is to either be locked up by the keyholder or defeating the keyholder in combat and taking the key.
Nowadays, if you have a key to a building, you can walk through the lock, even if it's locked. (It is assumed that you unlock it just long enough to pass through.) You can also lead others through a locked door, and leave them locked inside if you want.
If you are locked inside a building, cart, or boat, you can attack ("bash") the lock. This will cause you some damage from recoil but eventually, the lock will pop open and you walk free. The lock can be repaired to restore it's lockability, but if it's not repaired within a reasonable time, it will be purged from the game.
Building ownership, heirs, and guests
When a person builds a sublocation (house, horse cart, boat, raft...), they automatically become the owner of it. If the project starter and the person who finishes the project are two different people, the project starter will become the owner if present. If not, the person who finishes the project will become the owner.
The owner can appoint a heir and one or more guests. The heir and guests can enter and exit the sublocation even when it's locked, as long as the owner is in possession of the key.
The owner can revoke or alter heir or guest status at any point.
If the owner enters vacation mode (or dies) without having a heir, the property will effectively enter vacation mode and become inaccessible. If there is at least one heir, who is not in vacation mode or dead, they will inherit ownership. If the previous owner is holding a key to the sublocation, it will be passed to the first eligible heir. If there are multiple copies of the key, they will be handed out to heirs one at a time as long as supplies last.
If the old owner returns from vacation mode, the sublocation will be restored to its original location.
The owner can give anyone in town any status, including owner and no access. While multiple people can have owner status at the same time, nothing stops one of them from booting the others.
Upgradable dwellings
Upgradable dwellings start as a lean-to. There are 10 levels, all the way up to a castle. Each level costs a different set of resources. The dwelling is visible on the Ground items page and resources can be attached to it similar to storing in a container. The view attached resources page shows what is needed for the next upgrade and what has been applied. Once you meet all the requirements, you can click a button to upgrade to the next level. This causes the resources to get consumed. If there are excess resources, the unnecessary resources will remain attached and can be used towards a future upgrade or removed.
Child characters
In the new system, a player who would like to play a child places a request. There is a link in the hub, only visible to players with a confirmed email address.
Existing characters can go to the adoption page through a button in their profile (located above the go on vacation button). You must be level 11 or higher to become a parent but even lower level characters can see how many requests are pending. Anyone regardless of gender can become a parent, as long as their level is high enough. Select a pending request, give the child a name and a baby will be generated. The baby will go in your inventory if there is enough room. Otherwise, they land on the ground.
The baby loses health when you travel, gather resources or craft while carrying them. Their object name will reflect their health level. There is a care button that when clicked, restores the baby's health to 100% at no cost. You can also place the baby on the ground or inside a container, but it may be kidnapped or harmed by bad people, so the safest option is to keep them in your inventory.
The child's player is sent an email informing them that the child has been born. The player has up to 7 days to claim the character. On the 6th day, they are sent a reminder if still unclaimed. On the 7th day, the baby dies. The player still has to dismiss the expired request before they can try again.
Taking apart items
Demolishing ground items unlocks at level 10 and demolishing sublocations at level 16. You get back 80% of resources that were used to manufacture the item. If the item is not in the craft menu, it currently cannot be demolished. (This might change later.) Also, stackable resources and components are immune to demolishing. Demolishing takes both AP and time. If the item costs 600 or more AP to demolish, it costs 40 seconds per AP to demolish. If it costs more than 200 AP, it costs 10 seconds per AP, if more than 100 AP, it costs 5 seconds per AP. Anything less costs 2.5 seconds per AP. It gets rounded upwards to the nearest 10 seconds.
If a building is unlocked when you begin demolishing, but locked when you finish, the demolition will fail. To save yourself from disappointments, it's recommended that you bash the lock before attempting to demolish a building, even if it's unlocked. And while it's possible to pause demolishing, you can't leave the location or the progress is lost.
Bridges
Bridges can only be built in predefined locations. The spots are visible on the travel page. They are bound to a connection crossing a river. If there is no bridge, the connection cannot be taken without a boat. Bridges deteriorate over time and require materials to repair. If a bridge reaches 0 health, it collapses and the connection reverts to impassable.
Duckboards
Duckboards are special constructs that can be built at a swamp, unlocking access to all, even people who do not have wading boots. As the duckboards deteriorate, travel for people without wading boots costs more AP. Once the health of the duckboards reaches 50%, people without wading boots can no longer travel to the swamp. Duckboards cost wood to repair. Currently, while they can be built in non-swamp locations, it has no practical effect outside of swamps. People with wading boots can travel to a swamp any time regardless of if there are any duckboards or what their condition is.
Intimidation and the wraith
The intimidation system has gone through many rewrites over the course of the game. In the original form, anyone could attempt to intimidate anybody and if successful, access their inventory and command them to gather resources. This was removed very early on. Characters can still see their intimidation score in their profile, and they can still attempt to intimidate animals. Things like masks and weapons increase your intimidation score.
There is a special character called the wraith that can automatically teleport to the location of a recently created character and intimidate another character in the same location who has been inactive the longest. The system is still experimental, so itis not enabled all the time.
In the new child character system, parents start off with dominance over the child character, allowing them to access the child's inventory, dress them up and have them gather resources. The child can attempt to claim independence. Once successful, the parent cannot restablish dominance. The parent can choose to break dominance early if they consider the child independent enough not to require management.