Chapter 2.4 Types of Claims - Land, Vehicle, Wildlife Self

Types of Claim
Players can make four types of claims, but only one claim at a time. A claim spell casted on either of these options claims you as the main owner. Each claim unlocks skills and constructions specific to that system. An active claim's fire is blue, unlike other regular fire sources.

  • Land Claim

    • Players utilize owned land to construct protected buildings and other structures

    • Players start with the skills to create small camp/survival constructions at first, based on their first discovered resources

      • As players progress, they can optionally build larger constructions and architecture like bridges

    • Players unlock land culture skills and controls, based on their choices of item hoards, construction, NPC hired or linked to, and solo or community actions, and services (if stores or other services are created)

  • Vehicle Claim

    • Players utilize a protected owned wagon, ship, or airship, as home, for storage, or both, trading stability for mobility

    • After creating a camp, players will unlock the skill to create a small cart, and progress to small fast vehicles

      • As players progress, they can optionally build larger, slower, constructions, or continue small speedy builds

    • Players unlock vehicle culture skills and controls, based on their choices of item hoards, construction and utilities, NPC hired or linked to, and solo or community actions, and services (if stores or other services are created)

  • Wildlife Claim

    • Players utilize wild creatures that gives them access to influence wildlife and resources, to alter ecosystems

    • After creating a camp, players start with the ability to craft a themed ecological shrine to send prayers and offerings

      • Players progress to unlock means to interact with wildlife, affecting their reactivity

      • After successfully bonding with a normal creature they can start utilizing their ecological spells and unlock nature based skills

        • Players can use creatures to pull carts or can optionally progress their creature to evolve larger but slower, that can build and put constructions upon them

    • Players unlock nature culture skills and controls, based on their choice of creature bond, construction and utilities, and solo or community actions, and nature interactions

  • Self Claim

    • A self reliant method to stay alive, facing challenges through exploration on foot or mount

    • Players unlock skills that increases buffs based on their choice of community/group support/visits or self reliability for lone wolf mechanics, and faith based mechanic interactions

    • These players progress to being able to set more resurrection points with larger resurrection radiuses as they visit new locations and set them

      • They can also resurrect at more types of constructed utilities (spawners, searchlights, churches, and more)

    • Immune to being over encumbered to balance having no protected land or vehicle claims

  • No Claim

    • No claim players will not attract monsters or world event to them as they progress

      • However, larger buildings and vehicles will still separately attract monsters, as they would in every other instance, but warding charms can be used to keep them away

Player Recommendations and Considerations

  • Land Claim

    • Good for players who

      • Want to establish a solo-home base or community with a classic feel

      • Want to provide services like inns, crafting, stores, cooking, ranching, farming, and more

    • All non-land Claim players can still construct and progress their building construction skills, but won't unlock culture skills

  • Vehicle Claim

    • Good for players who

      • Want to establish a mobile solo-home base or community with a feeling towards challenging convention, or experience a unique system, while still holding on to some familiarity

      • Want to provide mobile services like stores, resurrection points, transport

    • All non-vehicle claim players can still construct and progress their vehicle construction skills, but won't unlock culture skills

  • Wildlife Claim

    • Good for players who want to feel more integrated with nature, or experience a unique system in uncharted design territory

    • All non-wildlife claim players can still tame, capture, mount, and ranch creatures, and cultivate and support resources like plants and ore material, but without nature culture skills, and with no ability to magically affect the wildlife stats, growth, and recovery

  • Self Claim

    • Good for players who seek classic untethered adventuring, exploring, or want to be foot merchants due to no encumbering mechanics

  • No Claim

    • Good for players who want to fly under the radar of monsters and don't want to participate in world events

Each Claim Attracts Challenges
Monsters are attracted to spirit. Every item and construction is an accumulation of time and resources. Time is the value of the spirit, and resources determine the type. As players build upon their claims, monsters will encounter players based on what attracted them. Players will also encounter monsters in the wild. Some from appeased monsters, or monsters that were not fully defeated, or fled from mobile claims, as well as monsters that were attracted to nature overgrowth areas. More about this in the Monster Mechanics Chapter.

Starting a Claim - Basic Overview

  • Land Claim

    • All players can construct buildings and other assets, as well as place campfires or other grounded lights depending on traits, skills, and available resources

      • However, using your claim spell on an unclaimed campfire or other grounded fire source creates the basis for your land claim

    • The claim spell radiates outwards from the campfire, marking your owned property and allowing you to set limits on who can edit your constructions and place items, and enter enclosed areas (friends, guilds, and specific players)

    • Players can still enter publicly accessible spaces, as enclosed areas that are not locked

  • Vehicle Claim

    • All players can construct a wagon, sea or air ship, or other vehicle depending on traits, skills, and available resources.

      • However, using your claim spell on an unclaimed vehicle with a mobile fire source (lantern, torch, etc.) creates the basis for your vehicle claim

    • The claim spell radiates outwards from the mobile fire source, marking your owned vehicle, and allowing you to set limits on who can drive, and edit your constructions and place items, and enter enclosed areas

    • Players can still enter publicly accessible spaces

  • Wildlife Claim

    • All players can tame and mount creatures depending on traits, skills, and context

      • However, using your claim spell on an unclaimed wild creature, that accepted gifted fire source (lantern, torch, etc.) creates the basis for your wildlife claim

    • The claim spell radiates outwards from the fire mobile source, marking your owned creature, and allowing you to set limits on who can ride, and edit your constructions and place items, and enter enclosed areas

    • Players can still enter publicly accessible spaces

  • Self

    • All players can create and set 3 resurrection points, this allows them to revive from a normal radius if the resurrection point is active

    • All Players can also carry protective and resurrection charms to modify normal resurrection values, and increase this limit

      • However, using your claim spell on your core, which is a shard (hidden in your chest) containing fire, creates the basis for your self claim.

    • The claim spell allows you to

      • Increase the resurrection radius over time, and allow you to resurrect at any active fire source you have encountered and set

      • Never be encumbered by weight or equipment loads (dexterity is determined purely by traits and active skills)

    • All players have a core inventory, and can further can equip any size of inventories, but self claim players can equip large inventories systems without being over encumbered

Growing Your Claim
You can complete claim tasks from your claimed fire source, your player core menu, workstations, or explore and perform actions with no direction. Each method will use the same triggers for the same skill slot and skill unlocks. A self claimed player will be able to access their claim tasks from specific player and NPC created constructions, as well as their typical core menu. The player's core menu is an orange core in each player, and opening this menu is shown in game through player animation of their chest glowing. Leaving the menu open will remain the glow, but players can toggle this off. (Player cores are utilized again in chapter 12.)

Lessen Your Claim
Each type of claim that has growth progressions, allows options to stop growing or shrink the claim size. This mainly applies to property sizes, building and vehicle construction, and wildlife related claims.

Spawning Other Players to Your Claim
Every claim allows spawn points for other players, as long as they have the right construct and resources for it. You can set this as a password, friends only, by specific invite, or public. Spawning will not work if the spawning location is not safe. Both players will be notified of this to fix it. Each spawning point has cooldowns per construction. Players who have control over a claim can also toggle these on and off.