Trials of Ascension: Exile is a “Host Your Own” multi-player fantasy sandbox game currently in development for the PC. The player can either set up and connect to their own personal server, join another player’s server, or play on the Forged Chaos hosted servers. These “official” islands will use the rulesets that most closely follow our previous design, such as permadeath, full loot, and open PvP.
After you connect to a server, you play as you would in any other sand box game; explore, build, battle, and progress your character.
We have not determined a final price point for Exile. However we do plan to offer pre-launch discounts for early supporters who would like to participate in alpha and beta versions of the product.
We will be offering digital downloads through our website and through Steam.
No, there will be no subscription fees. ToA: Exile will be a one-time purchase.
We have not yet determined the minimum system requirements for ToA: Exile. As soon as we have, we will let everyone know.
Though early testing versions will be incredibly sparse of features, we’ll be introducing as many of the previous design’s features through iterations that we can fit into the scale of the project. The goal is to include as many of the 2013-’14 ToA designs and features into exile that we can.
That being said, there are a few features that may not make it into ToA: Exile, but will definitely be in the MMO: innovations, new races beyond the three we have already, magic, dungeons, human subterfuge skills, settlement/hive NPCs, pets, farming, contracts, privately “owned” property, diseases, and a large variety of biomes and resources.
Yes! ToA: Exile is the first step for the team in developing the MMO version of the game. With ToA: Exile, we’ll be able to observe various mechanics in play, collect data, and earn capital to aid in the future development of the MMO.
Yes. All the mechanic changes we have adopted for ToA: Exile will be used in the MMO, as well as racial abilities. This includes the addition of the Balance mechanic to combat, the change to evolution for Raknar, and the removal of the hard cap for human skills. We may also adjust other designs based on the information we collect from ToA: Exile.
We have also reconsidered the pricing structure of the MMO and will be changing to a Buy-to-Play approach without a monthly subscription along with a non-pay-to-win cosmetic cash shop with a pretty big twist that we will detail at a later date.
We’re exploring the possibility of allowing players to determine the size of their hosted islands based on the power of their servers. At minimum, the islands will be slightly larger than the island in the technical demo which was 1.51km x 1.45km (2.19 km^2).
We’re tentatively aiming for 64 simultaneous connections as a baseline, but the exact number of allowed connections on each server will be determined by the server host.
We’ll be employing procedural generation to create each of the hosted islands, so that each island can be its own experience. Hosts will be able to choose from a variety of different customization and rule set options, such as biome, resource scarcity, day/night cycles, character slots per account, allowed races, and death penalties.
No, the characters for each server are stored with that server and cannot be transferred to another one.
Plans at this time is to start with a single server with default settings. Afterwards we will look into additional islands to test other settings, or if demand necessitates additional servers. Furthermore, the official servers will occasionally change rule sets for testing purposes.
No, ToA: Exile requires an active internet connection to authenticate accounts and to connect to remote servers. We will also be tracking metrics for analysis during testing phases. We are recording this data so that we can better determine and satisfy the needs of our player base for the development of the MMO version. We’re exploring an “opt-out” option for the metrics for after launch.
Yes, players can set up local and/or password protected servers to play by themselves if they wish.
Invisible spawning nodes for resources will be randomly distributed across the islands based on the procedural generation of the land mass. They will be pre-set based on option settings determined by the owner at island creation.
Flora and mineral nodes will repopulate their designated areas in a random pattern, provided that there are no structures blocking the spawning.
Fauna nodes will migrate across the map based on terrain while regenerating numbers to those set at creation.
Server hosts will not have direct control over the dynamic spawning systems. Instead they will be able to adjust sliders to determine resource scarcity, recovery, and expansion for flora, fauna, and minerals.
ToA: Exile occurs at the very end of the Age of Shadows. The raknar are still ravaging the mainland and some of the humans of TerVarus take to the sea to avoid certain death.
To host your own island, you must first have a registered copy of ToA: Exile. You can then download the server executable and set up your own island! If you are uncertain how to proceed with set up, we will be releasing step-by-step instructions in the future.
There are a plethora of settings that an island host can tweak and adjust: biome; island size; resource scarcity/regeneration/spread for flora, fauna, minerals; population limit; death mechanics; allowed races; white/black listing; day/night settings; and so forth.
By default, all islands are open to the public. If you want to prevent unfamiliar players from joining your island, you can either use a white list or password protect your server.
Yes. You will be able to moderate your server as you see fit, including kicking, banning, and muting.
Humans will have access to the full combat experience, gathering resources, crafting items, structure construction, and the new Skill Challenges advancement system.
Skill Challenges replace the old XP based advancement for humans. Using a skill unlocks that skill’s Challenge. Each Challenge consists of one or more criteria that the player must finish to complete it. Upon completion the player is presented with three or more related perks to choose from as their reward. Most Challenges are repeatable and grow more difficult with each repetition.
We would like to have everything needed for settlements in place prior to launch, but it is more likely that they will appear in one of the post launch iterations. There are several supporting mechanics required, including territory claiming, permissions, reputations, war and peace declarations, and NPCs. For now, humans will be able to build their houses close together and surround the area with protective palisades.
Like settlements, magic is another feature that we would like to include in ToA: Exile, but we aren’t certain at this time if there will be enough resources to dedicate to ensure that it is included. If we do manage to work it in, it will likely be limited to a handful of spells, with the big guns saved for the MMO.
Raknar will be able to participate in all aspects of combat, climb over all types of terrain with their Wall Climbing ability, transform their appearance and enhance their attributes using their Evolution advancement system.
Raknar come equipped with full mastery of all their abilities, so to become a bigger, badder bug, raknar must evolve by eating spiderlings. Once an hour a raknar can lay an egg in a fresh corpse and then cannibalize the spiderling that hatches out, temporarily gaining stacks of Evolution based on the color of the spiderling. If the raknar dies, these Evolutions are consumed and converted to smaller, permanent buffs to the raknar. There will be visual changes to the raknar to reflect their Evolutions.
There are six colors of spiderlings: red, orange, yellow, brown, green, and black. Red spiderlings improve the raknar’s basic attacks when consumed. Green spiderlings improve the toxicity of the raknar’s venomous bite. Orange increases the silk production and effectiveness, while brown improves the thickness and strength of the raknar’s chitin. The yellow spiderling increases the raknar’s overall movement abilities.
Consuming black spiderlings mimics the effects of two other random spiderlings, providing double the evolution power than their brightly colored brethren.
Dragons present their own unique set of challenges for the development and because of that, their features may turn out to be more limited than the other races at launch. We tentatively plan to have only the Fire variety to start, and for them to be able to fight for their own survival, build a hoard, experience the Tainted Meat mechanic, and use their Growth/Molting advancement system to reach Juvenile stage. This is subject to change as development progresses. If there is time and resources, we will add in additional growth stages, flight, breath weapons, jewel traps, and even the Frost variety.
Dragon advancement is broken down into two mechanics: Growth and Molting. Dragons grow only when their food bar is kept 100% full by consuming fresh, untainted meat. The longer the food bar is full, the more the dragon grows until it achieves the maximum growth for its age. The dragon must then build a hoard made of valuable metals before using the hoard to Molt to the next age, like a caterpillar in a cocoon.
Sometimes a dragon has to choose between eating tainted meat or starving to death. When a dragon consumes tainted meat, it pollutes the section of the food bar that it fills. As long as the taint remains, the dragon cannot grow even if their food bar is completely full. As the dragon’s food bar drains away with time, so too will the tainted section. In addition to tainting the food bar, eating tainted meat also weakens the dragon, lowering their maximum stamina by the percentage of taint in their food bar.
The meat from sentient beings and animals that live in close proximity to them is automatically tainted. Meat from the kills of other creatures is also tainted. For a dragon to obtain untainted meat, they must hunt and kill their own (non-sentient) prey.
We fully intend to allow adolescent and older dragons to fly on the islands, as well as have adults and ancients utilize their breath weapons. However, we aren’t sure if we’ll be able to introduce these features before launch or if they will have to wait for a post-launch iteration.
You will be able to choose from Humans, Raknar, and Dragons at launch.
We’re limiting race choice to three for ToA: Exile. New races will be introduced after we launch the MMO.
Players will be able to choose the gender of their character (if applicable) and assign a base number of points to six attributes. Visual customization options are still to be determined.
There are 6 attributes for characters:
Strength - The physical strength of a character. This influences maximum HP, encumbrance limits, and affects attack damage.
Fortitude - The general health of a character. This influences maximum Stamina.
Vitality - The natural regenerative abilities of a character. This influences HP and Stamina recovery.
Agility - The natural dexterity and reflexes of a character. This influences balance recovery and some aspects of combat.
Intelligence - The mental strength of a character. This influences various features based on race.
Perception - The sensory awareness of a character. This influences the character’s ability to detect subtle actions and movement.
There will be several different systems that influence combat in ToA: Exile. Combat will be real time, real space without auto-targeting. Instead of relying on abilities with cool-downs, players will be able to control precisely when they attack, block, and dodge. In addition to basic resources available to all races (Stamina, HP, and Balance), some races may have additional resources to engage in combat, such as raknar silk, and dragons’ breath attacks.
Each race will have a basic set of attacks that are controlled by their mouse clicks. For humans that is their left and right hands, for raknar it is their strikers, and for dragons it is their claws. Each race also possesses several unique abilities, such as a dragon’s wing buffet and the raknar’s venomous bite. These abilities will be tied to re-mappable hot keys.
Hit Points represent the lifeblood of the character. Receiving damage from combat or the environment around the character will subtract HP from the character. If the character reaches 0 hit points, they fall unconscious. A character will slowly regenerate HP over time. Resting and full thirst and food bars will provide a small boost to it. Humans are able to use their First Aid skill to recover HP while out of combat.
Stamina represents a character’s overall endurance for physical tasks. Sprinting, flying, jumping, combat, and swimming slowly drain away stamina. Humans also may drain their stamina by performing physical skills such as mining, logging, or blacksmithing. Stamina regenerates on its own based on the character’s vitality, but like with HP, it is improved with rest, food, and drink.
Balance is a new feature we’ve introduced to provide greater strategy to combat. It is a quickly spent and recovered resource that takes into consideration the conditions of the environment. Each attack a player makes or receives either increases their balance or lowers it. The lower a character’s balance drops, the more likely they are to be knocked back or knocked down by an attack and the weaker their own attacks become against their opponent. Combat on slippery, loose, or sticky ground directly impacts the character’s maximum balance, making combat on such surfaces risky at best.
Unconsciousness is a stage between life and death in ToA: Exile. When a character reaches 0 HP, they fall unconscious and the player loses control. Each additional attack against the unconscious character will do triple damage. Once the character’s HP is equal to the negative value of their Fortitude, they die. As long as the character is still alive, they will slowly regenerate HP based on their Vitality until it is greater than 0. At that point, the character regains consciousness and the player gets back control of their character.
When a character is unconscious they can be looted in the same manner as if they were dead.
Wounds are acquired when damage is dealt to a character, either by opponents or by the environment. In combat, critical hits guarantee wound infliction while regular attacks carry a small chance for them. Wounds carry with them a range of debuffs depending on the type of wound and it’s location to the body. For example, a Broken Bone wound to the leg would result in slower movement speed, while the same wound to an arm would slow attack speed instead.
Unlike HP, Wounds do not heal on their own. Additional Wound application to a limb stacks with any preexisting wounds and worsens the condition.
There are currently three types of combat wounds and one environmental wound planned for ToA: Exile launch; Slash, Crush, Puncture, and Fall. Slash wounds are caused by swinging bladed weapons, crush wounds are caused by swinging blunt weapons, and puncture wounds are caused by thrusting pointy weapons. Fall wounds are injuries that are received for falling from high places.
There are only two ways to rid a character of a wound: death or treatment. Each race has their own means to recover from wounds and all methods carry a resource cost. Humans have multiple skills at their disposal which require bandages, splints, and sewing kits. Raknar can wrap their wounds with their own silk and dragons will be able to lick their wounds after chewing nuggets to seal the injury and promote recovery.
Wound treatment carries a risk of failure, and all failure carries a risk of worsening the wound. This risk can sometimes be overcome through skill, evolution, or a higher quality of resources, though the worst of wounds will always have a small amount of risk. It is best to treat even the smallest wounds immediately.
After a character has been knocked unconscious and taken enough additional damage to reach the negative of their fortitude, the character loses a Life Counter and dies. Upon death, the graphics around the character blackout and show a timer counting down. While they are dead, nothing shows on the screen, and the character cannot speak or move.
Once this rez timer reaches zero, the player will get a window prompting them to respawn. Clicking the respawn button will rematerialize the character within 500ft of their corpse, facing the direction to their corpse. The location chosen is randomly determined based on the environment; characters will not respawn inside of solid objects or highly dangerous areas.
Various death mechanics will be available to customize for ToA: Exile. Island hosts will be able to choose how many Life Counters a player gets, whether or not there is a death penalty, the severity of the penalty, and the duration of the rez timer.
By default, no. When you die, your corpse remains with all the loot that was on it. You will have to return to your corpse and recover your equipment. While you are dead other players can loot the inventory off your corpse as well.
Server hosts can change this setting when they create an island if they wish.
There will be a distinct lack of magical healing in ToA: Exile. When a character takes damage, they lose Hit Points. When a character reaches 0 HP they will fall unconscious and further damage will result in their death.
All races recover HP slowly over time, with their vitality, thirst, and hunger all influencing this rate. Humans are able to use the First Aid skill to further increase this regeneration. Bestial races must rely solely on natural healing.
Healing skills and abilities will come into play in the treatment of all manner of Wounds. Though they won’t likely make it in before release, we have plans to also include diseases, treatable poisons, and similar maladies as well as healing based counters.
Humans are the only playable race that can craft at this time. To craft, players must use skills to harvest resources from their environment, refine them into useable materials, then craft them into items to equip, consume, or create other items.
Every item in the game will be craft-able by the players themselves. This includes, tools, weapons, armor, clothing, equipment, and consumables.
To harvest materials, players right-click the object they wish to harvest from, and select “Harvest” from the radial menu. If they have the appropriate tool in hand, they will then begin harvesting. Their success chance and the quantity they gather is determined by their skill.
Players will be able to harvest wood, various plant parts, stone, ore, fish, and skins, meat and other bits from animals.
There will be at least one basic house design with a number of modules, and a palisade to place for protection for ToA: Exile launch. Additional structures will be introduced in post-launch iterations. Structures are a human-only feature.
To build a structure, you must first have the blueprints for it. By right-clicking the blueprints, you can choose between the various modules for that structure, then snap them together like building blocks to create whatever layout you desire.
Players will be able to use various types of wood, stone, and metal to build modular structures based on their own designs.
You can build structures together and surround them with palisades, but actual settlement mechanics won’t be available at launch for ToA: Exile.
If you backed for a physical item or poster you should have already received it, so please let us know asap if you have not! But if instead you went for a digital item, you will have to wait until the launch of the MMO to claim your items as they will not be made available for ToA: Exile. If that’s too long of a wait, you will be able to exchange digital codes for Forged Chaos Credits.
When we decided that a subscription approach to the MMO just wasn’t going to work, we realized we would have to do something for the players who donated for Lifetime Subscriptions and Writs of Time. So we are going to have a special section of our future store with items that can only be purchased with Forged Chaos Credits. These Credits can only be obtained in exchange for submitting a digital code, and are given in a 1:$1 ratio.
Any digital code can be exchanged, not just Lifetime Subscriptions and Writs of Time.
We do not have a hard list of what will be available, but backers can expect a variety of items similar in nature to the virtual goods that were available during the fundraising campaigns. These items will be offered up for purchase exclusively with Forged Chaos Credits, meaning new fans won’t be able to purchase them. Backers will also be able to purchase additional copies of ToA: Exile in exchange for Forged Chaos Credits.
With the exceptions of the Lifetime Subscription and the Writs of Time, all current codes that were awarded for donations will be honored in time. You, as a backer, can choose if you would rather wait for the items for those codes to become available in the future MMO or trade them in for something else.
Everyone who donated funds to Forged Chaos through our online Store prior to May 1st, 2015 will be given the opportunity to be a pre-alpha tester and help determine the development of ToA: Exile.
Since we have decided to move away from a subscription pay model, Lifetime Subscriptions and Writs of Time are now obsolete. Backers who donated for these items will be awarded the cash value equivalent in Forged Chaos Credits so they may choose new rewards for their donations.
You will still be able to participate in the alpha and/or beta testing stages of the Trials of Ascension MMO. Until then you are welcome to help us test and improve ToA: Exile.