Hier zijn wat
Screens
En hieronder nog enkele FAQ's
What are skills?
In Mourning there are no classes. Instead, Mourning brings you a unique version of the skill system where the usual grind of "leveling" has been done away with and greater character customization is allowed. MMORPG's often place great emphasis on mastering skills, but not so in Mourning. Mournings skills are not the "end all be all" of your character.
Your skills will allow you to effectively participate in combat but it will be your characters abilities that prove whether your character lives or dies. Mourning will provide a rich set of skills for players to choose from. All characters start out with the same basic abilities. A player selects a skill(s), starting off at the most common level of ability for that skill(s). Out in the world, the player will fight monsters/NPC's or other players to gain experience -- up until the point the player can no longer receive experience. It is then time to learn a new skill ability.
It is also notable in regards to leveling that there are plans to have getting a skill to 50 (in order to be viable in PvP) only take 10% of a characters lifespan (which would be 50 hours).
The Skill Pool: In the interest of doing away with treadmills the old skill degradation system was booted in favor of the skill pool. The skill pool is a character advancement system where you earn points you can put into certain skills. These are limited and you can only focus them into certain areas to have an effective character.
Active Skills: These are skills that can be raised by using them. This would include one handed sword, crossbow, etc.
Passive Skills: These are skills that cannot be raised by using them, to do so one must transfer skill points from active skills of the same school.
Quests
Lead designer explains: There will be NPC's in the world (quest masters) who you can go to and place up a quest. There will be "predefined" quests (meaning you can choose a type of quest from a list of quest types), i.e., you're a smith and you're in need of some ore for your business. You can go to a Quest Master and put up a quest message like this: "Money for Ore" (2000 gold for 1000 iron ore). There will be freestyle quests as well, in which only your imagination is the limit. So, when you put up the quest at the Quest Master, you'll have to place the reward for it also.
Players can come to this Quest Master and see what quests are available and try to accomplish them. The first one which comes with the 1000 iron ore can get the reward and fulfill the quest. He will give the Quest Master the ore and will take the money. There will be all sorts of predefined quest types. For example: bring item, kill NPC/PC, find NPC/PC etc. For quest rewards: give item, social positions, fame, and so on. There are the freestyle quests also, in which you can make any type of quests you can think of. Of course the server can track if these types of quests are completed, but the fame will come in to make sure everything will go as planned.
XIV. Politics
What type of political groups will there be in Mourning?
There will be several forms of political groups; the following is a list with their definitions:
An Order: A player made guild that is not limited to territory. Alliance between two or more player guilds (orders) can occur. Further, an order can control a collection of villages, cities or realms under the rule of a body.
An Alliance: Alliance between two or more player guilds (orders). Not limited to territory. This can be international. A collection of villages, cities or realms under the rule of a body.
Guild: A guild of players belonging to one profession. Examples: Blacksmith guild, mage guild, tailor guild, etc.
Clan: A clan consists of those born in the same village. Clans follow the rules of their home territory (a village-city, or realm if their village-city is aligned with one).
Territory: Geographical area inhabited or owned by a community.
What type of territories can be controlled?
Players and player organizations can control co-exist under the rule of another player group, be independent or rule a territory. The following is a list of manifestations and their definitions that the above can take in the world of Krel:
Villages: A small community, generally of the same race, living in a small established area. These can be "free" having no alliance to a city, realm or empire. Limited to small areas. Villages follow the rules of the realm they belong to (if they belong to one).
Cities: Larger then a Village. These can be "free" having no alliance to a realm or empire. Limited to one area. Cities follow the rules of the realm they belong to (if they belong to one).
Realms: A collection of villages and cities under the rule of a realm. These can be "free" having no alliance to an empire. Limited to local territory. Realms are ruled by a monarchy or a council. If a player proves worthy enough, they can take over the position of realm ruler. Realms can ally in order to battle invading forces. a.k.a. a kingdom.
Empires: Empires are formed for the one goal of expanding territory. They are larger than a realm. No territorial limit. Empires can consist of villages, cities and realms. Usual government is autocratic.
Allegiance: You can change allegiance of any sort at any time as long as the clan, village, city, realm, or empire that you belong to is not at war with your new choice. There are no bonuses to character stats by choosing or not choosing who to align with.
Will orders be able to use insignias?
Yes, player orders will be allowed to put insignias on shields, cloaks and other items. The details of how this will work (whether the images are going to be uploaded or created in game) is yet to be announced