Welcome to Medievalkor
Progress through gear, crafting, missions, and dungeons. This page is your living guide to every system.
Quick Start (6 Steps)
- Create your character.
- Open the World Map to explore. Move with arrow keys / WASD, the D-pad buttons, or drag your token one tile at a time.
- On special tiles, use available services (e.g., Market, Crafting, Sage).
- Run Missions for starter gold & XP and item drops.
- Check Inventory, equip upgrades, and sell excess at the Market.
- Form parties and tackle Dungeons for rare loot.
World Map & Movement
- How to move: Use Arrow keys / WASD, click the on-screen D-pad, or drag your token one tile onto an adjacent tile.
- Viewport: The 11×11 window centers on you. The map repaints after every move—no page refresh needed.
- Boundaries: True out-of-bounds tiles are shown as Void (black) and are not walkable. Missing tiles inside bounds render as Ground.
- Tile types: Ground, Road, Town, Forest, Mountain, Water, Wall, Dungeon, Forge, Market, and special tiles (e.g., Sage).
- Walkability: Walls and Void are blocked. Everything else is walkable unless a tile is explicitly marked otherwise.
- Rate limit: Very rapid movement is throttled for fairness.
Services appear contextually: when you step on a tile with features (Market, Crafting, Dungeon, Sage), buttons show on the map to enter those pages immediately.
Locations & Services
- Market: Sell items for gold. Appears on tiles with
marketin features or a market region. - Crafting (Forge): Combine drops into gear and mats. Appears on
crafting/forgetiles. - Dungeon: Entry from tiles with
dungeon_enter. - Sage: Consult the Wise Sage (OpenWebUI bot) from tiles with
sage(or temple). The chat shows only the last two replies for clarity.
Admins can mark services via the locations table (features JSON & radius) or directly via map_tiles.region. The map merges both dynamically.
Tile Colors (Legend)
- Ground: General travel tile (neutral)
- Road: Travel route (visual)
- Town / Sage: Settlements & special advisors
- Forest / Mountain / Water: Themed regions; may imply routes or obstacles
- Dungeon: Entry points
- Forge / Market: Service hubs
- Wall: Not walkable
- Void: True out-of-bounds (black), not walkable
Tip: If a tile looks wrong, it may be missing in the database. In-bounds gaps render as ground by design.
Progression Path
- Levels: Earn XP from missions and dungeons. Each level increases max health; milestone levels unlock better gear tiers.
- Gear: All combat stats come from equipped items. Rarity boosts base stats and drop likelihood.
- Properties: Buy properties for hourly gold (idle income). Scales with property tier.
- Guilds: Team bonuses, shared goals, and access to guild-only contracts.
Stats & Scaling
- Health: Base increases with level; equipment can add flat or % bonuses.
- Damage: Derived from weapon power + modifiers from accessories/sets.
- Defense: Reduces incoming damage; shields and armor stack multiplicatively where noted.
- Speed: Affects turn order in dungeons (when implemented) and mission time reductions.
Builds are item-driven: swapping one piece can flip your role from bruiser to evasion tank.
Gear & Rarity
- Slots: Head, Chest, Legs, Weapon, Off-hand, 2x Accessories.
- Rarities: Common → Rare → Epic → Legendary (rarer = higher stats & unique effects).
- Set Bonuses: Some sets grant extra stats at 2/4 pieces.
- Upgrades: Use crafted mats to enhance gear (success chance varies by tier).
Crafting Flow
- Earn drops from missions/dungeons.
- Open Crafting and select a recipe; missing ingredients are listed.
- Crafted items can be equipped, sold, or used to upgrade gear.
Save rare mission drops for high-tier recipes—selling early can slow long-term power spikes.
Missions
- Short, asynchronous tasks that return XP, gold, and ingredients.
- Each mission shows time, rewards, and possible drops.
- Great for steady income while planning dungeon runs.
Dungeons & Parties
- Rooms: Combat or event rooms with unique rewards. Boss rooms pay out big.
- Party System: Ready-check ensures everyone progresses together.
- Rewards: Per-room XP + boss bonus; rare drops scale with dungeon tier.
Bring consumables and coordinate roles—gear defines your job!
Combat Overview
- Enemy profiles list HP and damage ranges; some have special attacks.
- Damage = weapon power × modifiers − enemy defense (min 1).
- Healing and shields apply before raw damage (unless an effect says otherwise).
Economy & Market
- Sell loot at the Market; server tracks quantity bought to tune supply.
- Some craftables are more profitable than raw drops—check prices first.
- Gold sinks: upgrades, property purchases, and guild dues.
Properties (Idle Income)
- Each property pays hourly; higher tiers pay more.
- Income auto-collects—UI shows last collect timestamp.
- Great baseline gold to fund dungeon gear.
Guilds
- Create or join a guild for passive bonuses and group objectives.
- Guild contracts unlock once member thresholds are met.
- Shared storage and raid planning coming in future updates.
Social & Chat
- Use World Chat to trade, recruit, and coordinate.
- Whispers and party chat planned—watch the Updates panel.
FAQ & Tips
- Can I respec? Your build is gear-based. Swap items to change roles.
- What if my inventory is full? Sell to the Market or craft components to free space.
- Best way to get gold? Mix missions for consistency with dungeon boss runs for spikes.
- What should I craft first? A consistent weapon upgrade usually outperforms early armor.
Version 0.3 Notes
- Refined dark theme with glassy surfaces, improved contrast, and reduced glare.
- Softer shadows, larger radii, and consistent spacing for a calmer, modern feel.
- Accessibility pass: clearer focus outlines and improved link/button states.
- World Map overhaul: drag-to-move, keyboard controls, D-pad, colored regions, and live service links.