Valthyra

The game server is not open yet. You can reserve your account and your character name now. “The world now” shows the world of the closed tests.

Updates

What changed in the world and in the game, newest first.

On the server

Every NPC speaks Polish

Every NPC in the world now talks in English or Polish, depending on the player's language. Polish keywords work next to the English ones.

  • NPCs
  • Language

Until now only our own characters spoke Polish. Now the whole world does: greetings, farewells, trade, the bank, travel, spell teaching and full quest dialogues. That is 999 NPCs and over 13 thousand lines.

How it works in the game

  • You pick the language once, in the client. An NPC answers in your language while the player next to you reads English at the same moment.
  • Polish players can type keywords in Polish. The English ones keep working for everybody.
  • Nothing changes for players who use English: they see the original lines.

What stays in English

  • NPC shouts in the street, because the engine sends them to everyone at once as one text.
  • The “Bought” and “Sold” messages in the server channel.
  • Item names in the trade window.
  • Riddle answers and passwords that an NPC checks but does not hint at.

In testing

Fame, learning factions, the Courier, echoes and caravans

Five systems at once: NPCs recognise the deserving, factions grow resistant to your element, the world gets a newspaper, the fallen leave echoes, and caravans take the road.

  • World
  • Factions
  • Courier

The world remembers you

Titles give fame. The more you have, the differently NPCs greet you and the better the prices merchants offer. The bard Tamsin in the temple makes a ballad out of your deeds and names the heroes of the week.

Factions learn

When players hit a faction mostly with one element, the faction grows resistant to it for eight hours. Changing the party and the way you fight pays off.

The Thais Courier

The world's newspaper. Every issue has a headline, sections, a hero of the issue and obituaries, and it is built from what really happened since the previous one.

Echoes of the fallen

Where a player dies, an echo stays. Three echoes close together make a haunted place where a wraith appears.

Caravans

Caravans travel the road and can be escorted. Ambushes wait along the way. When a caravan reaches Thais, the merchants in the city lower their prices.

In testing

Expeditions to new lands, campaigns and Legends

The world grows beyond Thais: about twenty lands are opened by the players themselves. Plus contract campaigns, curiosities, the rebuilding of regions and seven Legends.

  • Expeditions
  • Legends
  • World

Expeditions

About twenty lands wait beyond Thais. None opens by itself: players bring deliveries to the Quartermaster in the Thais temple, complete expedition contracts and finally break through in a fifteen-minute breach.

  • A vote of the players decides which land comes next.
  • A freshly opened land gives half as much experience and loot again for an hour.
  • Those who took part receive the title of Explorer.

Campaigns and reputation

A campaign is three contracts in a row, drawn from the current state of the region. Its result stays in the world for six hours. Every faction remembers how much you hurt it, and named hunters roam the land.

Curiosities

A wandering merchant, a falling star, treasure maps, the oddity of the day, the night and golden monsters. Things you stumble upon and talk about afterwards.

Rebuilding and titles

A liberated region does not return to normal at once: it goes through a rebuild. Titles give no advantage in a fight, and a ranking closes every week.

Legends

Seven items, one of each in the whole world. A Legend is taken by whoever defeats its holder, and a character can hold one at most.

World sleep

The world's clocks run only while somebody plays. When the server is empty, regions do not fall in your absence.