Caravan System & Rogue Vocations! November Devlog
Another month, another devlog! This month we’ll be giving a sneak peek into our Caravan System and just how that’s going to function, and then we’ll also go through our T2 Rogue Vocations.
Local Economies
In Ethyrial, all economies are localized. What this means is that your bank in City 1 is not synced up and shared across your banks in other cities. Furthermore, each town within Ethyrial has its own internal economy which affects the pricing of goods, stock, and general availability of items. This is done purposefully to create a player economy where supply and demand across various zones actually matter. Pairing this together with the fact that there is no way to transfer materials through fast travel (teleport-based fast travel only lets you bring equipped gear), you suddenly have a world economy where the actual transfer of goods has a value in and of itself.
Barring the obvious that you could lumber your way across the continent with your packs full of however many goods your carrying capacity will allow you to, there is a much more practical approach to transferring goods between towns (and other players) within the game. This is where the caravan system comes into play!
Caravan System
Caravans within Ethyrial constantly fill its roads with valuable goods from both NPCs and players alike. These caravans spawn from various trading posts across the continent, and each of them has an end destination and checkpoints they stop by before getting to said destination. By approaching one of these trading posts, players can request to have goods loaded onto a caravan and sent to another tradepost either for themselves to pick up, or to be picked up by another player:

Outside of manual travel by players, this is the only way to transfer goods between towns, and there are various types of caravans that exist within the world. Some caravans might only hold minor goods from NPCs and some players, whereas other caravans might be royal caravans that hold items of the nobility being transferred. Now some of you might be wondering if caravans are completely safe, and the answer to that question is: Depends.
Royal caravans with valuable goods are protected by high-level elite guards which will prove a difficult challenge to even the most infamous of criminals. And when it comes to player caravans, well, those might be protected by either the players themselves or a retinue of guards hired to protect the caravan until it reaches its destination. However, all caravans are protected by the law. The raiding of any caravan is seen as an act of transgression towards the kingdom and will grant you infamy, regardless of the type of caravan you raid. Should you happen to achieve the mischievous task of clearing a caravan of its guards, the pack animals will scatter and the loot will be left for you to pillage!
Vocations
In our last vocations post, we took a look at the Druid, Priest, and Enchanter. This time, we will look at the Rogue ascensions, and then for our next Devlog, we will cover all the ascensions of the Arcanist vocation.
Shadowblade
“Infusing the powers of shadow with our martial talents make us unpredictable… And deadly..”
-Zenia Theraz, Master Shadowblade

Shadowblades infuse shadow magic within their martial fighting style in which they dual-wield weapons. Shadowblades are adept at weakening and confusing several foes at once while picking out a singular target that they wish to take out.
Shadowblades take on an aggressive damage role in a fight and seek to singularly eliminate opponents while confusing and weakening other nearby enemies. Their rotation revolves around building up stacks of infused shadow which eventually unleashes into a powerful shadowform that augments all of their abilities.
Assassin
“Nothing solves a conflict better than some nicely prepared poison, or a sharp dagger to the heart.”
- Relanyr Waren, Royal Assassin.
Assassins rely on their martial skill and the use of poisons to take out their enemies. They specialize in one-on-one combat and carry a handful of utility within their kit to keep them out of sticky situations. When the time is right, assassins can strike at their enemy to bring them down efficiently.
That’s all we have for this devlog, everyone! Another fun thing to share before signing off is that founder pack sales will be made available very soon.
Peace!
Amar Duranovic
Game Director
Local Economies
In Ethyrial, all economies are localized. What this means is that your bank in City 1 is not synced up and shared across your banks in other cities. Furthermore, each town within Ethyrial has its own internal economy which affects the pricing of goods, stock, and general availability of items. This is done purposefully to create a player economy where supply and demand across various zones actually matter. Pairing this together with the fact that there is no way to transfer materials through fast travel (teleport-based fast travel only lets you bring equipped gear), you suddenly have a world economy where the actual transfer of goods has a value in and of itself.
Barring the obvious that you could lumber your way across the continent with your packs full of however many goods your carrying capacity will allow you to, there is a much more practical approach to transferring goods between towns (and other players) within the game. This is where the caravan system comes into play!
Caravan System

Caravans within Ethyrial constantly fill its roads with valuable goods from both NPCs and players alike. These caravans spawn from various trading posts across the continent, and each of them has an end destination and checkpoints they stop by before getting to said destination. By approaching one of these trading posts, players can request to have goods loaded onto a caravan and sent to another tradepost either for themselves to pick up, or to be picked up by another player:

Outside of manual travel by players, this is the only way to transfer goods between towns, and there are various types of caravans that exist within the world. Some caravans might only hold minor goods from NPCs and some players, whereas other caravans might be royal caravans that hold items of the nobility being transferred. Now some of you might be wondering if caravans are completely safe, and the answer to that question is: Depends.
Royal caravans with valuable goods are protected by high-level elite guards which will prove a difficult challenge to even the most infamous of criminals. And when it comes to player caravans, well, those might be protected by either the players themselves or a retinue of guards hired to protect the caravan until it reaches its destination. However, all caravans are protected by the law. The raiding of any caravan is seen as an act of transgression towards the kingdom and will grant you infamy, regardless of the type of caravan you raid. Should you happen to achieve the mischievous task of clearing a caravan of its guards, the pack animals will scatter and the loot will be left for you to pillage!
Vocations
In our last vocations post, we took a look at the Druid, Priest, and Enchanter. This time, we will look at the Rogue ascensions, and then for our next Devlog, we will cover all the ascensions of the Arcanist vocation.
Shadowblade
“Infusing the powers of shadow with our martial talents make us unpredictable… And deadly..”
-Zenia Theraz, Master Shadowblade

Shadowblades infuse shadow magic within their martial fighting style in which they dual-wield weapons. Shadowblades are adept at weakening and confusing several foes at once while picking out a singular target that they wish to take out.
Shadowblades take on an aggressive damage role in a fight and seek to singularly eliminate opponents while confusing and weakening other nearby enemies. Their rotation revolves around building up stacks of infused shadow which eventually unleashes into a powerful shadowform that augments all of their abilities.
Assassin
“Nothing solves a conflict better than some nicely prepared poison, or a sharp dagger to the heart.”
- Relanyr Waren, Royal Assassin.
Assassins rely on their martial skill and the use of poisons to take out their enemies. They specialize in one-on-one combat and carry a handful of utility within their kit to keep them out of sticky situations. When the time is right, assassins can strike at their enemy to bring them down efficiently.
That’s all we have for this devlog, everyone! Another fun thing to share before signing off is that founder pack sales will be made available very soon.
Peace!
Amar Duranovic
Game Director