Wiki
How Aldermere works, written from the playtest build. Numbers come from the game's own code and may change between playtests.
- Aldermere World
The land around Highmarch as it stands in the playtest build, its roads, and the day and night clock.
- Creatures of Aldermere Creatures
Every creature in the build at a glance, and a short note on how deer and wolves live together.
- Crossing over Getting started
Make an account, create a character in one of five slots, and choose your three starting skills.
- How gathering works Crafting and gathering
The rules all four gathering skills share, from reach and swing time to yield, tool wear and regrowth.
- Magic and reagents Magic Planned
Spellbooks, spells and the reagents every spell burns.
- Materials Items
Every raw material in the build, its tier, weight and selling price.
- Skills overview Skills
There are no classes or levels. Skills rise by use, up to 100 each and 700 in total.
- The last lit shard Lore
One world was split into many shards. All of them have gone dark except Aldermere.
- Controls Getting started
Default keys and mouse actions, and how to rebind them.
- Deer Creatures
The great hart and the hind, the grazers of the east and south woods.
- Highmarch World
The walled river town where new souls arrive, with its gates, streets, market square and landmarks.
- Lumberjacking Crafting and gathering
Chopping trees for logs, from common pine to rare emberwood.
- Swordsmanship Skills
The skill for swords and axes, and the short sword's three abilities.
- Tetherstones Lore
The standing stones that hold the souls who crossed over, and where they wake after death.
- Weapons Items
How weapons work, how fast they swing, how hits and damage are worked out, and how weapons wear.
- Armour Items
The five armour sets, where blows land, how much armour absorbs, and what it costs you in stamina.
- Grey wolf Creatures
Pack hunters of the deep woods. They hunt deer, defend each other, and watch the roads when starving.
- Mace Fighting Skills
The skill for maces, clubs, hammers, war axes and staves, which wear armour down faster.
- Mining Crafting and gathering
Mining rocks for five tiers of ore and three kinds of stone.
- The dead shards Lore
Pieces of fallen worlds wash up in Aldermere. Every dungeon is one of them.
- Traders and trainers World
Who sells what in Highmarch, what they pay for your goods, and who can train your skills.
- Your first hour Getting started
A suggested route for a new character, from the east gate to your first sale.
- Containers and weight Items
Your backpack, bags and pouches, stacking, and how much you can carry before you slow down.
- Death and your corpse Getting started
What you lose when you die, where you come back, and how long your corpse waits for you.
- Fencing Skills
The skill for daggers and spears, including the dagger every new character carries.
- Goblin Creatures
Small, quick monsters that camp in groups and defend each other.
- Skinning Crafting and gathering
Skinning deer and wolf corpses for hides and pelts, and the chance of a prime hide.
- The farmland World
The fields around Highmarch's walls, with three farmsteads, a mill and crops to forage.
- Archery Skills
Bows and crossbows, arrows, shooting on the move, and the short bow's three abilities.
- Bandit Creatures
Human outlaws, some with bows, who drop everything they wear. Not placed in the world yet.
- Foraging Crafting and gathering
Picking berries, apples, crops and rare herbs. No tool needed.
- The bank Items
Your bank box in Highmarch keeps gold and items safe from death, logout and restarts.
- The woods World
The east and south woods, their trees, their herds and wolves, the woodcutters' camp and the hunting lodge.
- Blacksmithing Crafting and gathering Planned
Smelting ore and forging tools, weapons and armour at the forge.
- Player vendors Items Planned
Hire a vendor to sell your goods while you're away.
- The northern hills World
The high ground north of Highmarch, with the mine, the lookout and a cave, and the best ore in the region.
- Troll Creatures
A slow, tough loner with a heavy club. Not placed in the world yet.
- Wrestling Skills
Fighting with your fists, and your defence when you hold no weapon.
- Parrying Skills
Blocking blows and arrows with a shield.
- Taming Creatures Planned
Winning over wild animals as pets and mounts.
- The graveyard World
The burial ground outside Highmarch's west gate, with its own chapel and a crypt.
- Ships and the sea World Planned
Boats, fishing at sea, sea monsters and sunken treasure.
- Tactics Skills
Tactics raises or lowers the damage of every blow you land.
- Anatomy Skills
Knowing where to strike and how to bind a wound. Anatomy adds to your damage and your bandages.
- Housing World Planned
Player houses in the open world, and towns that grow up around them.
- Healing Skills
Bandaging your own wounds, how long it takes, and how much it heals.
- Reputation and virtue World Planned
How the way you behave changes how the world treats you, from honest names to murderers in red.
Getting started
Your account, the controls, your first hour and what happens when you die.
World
Aldermere, the town of Highmarch, its traders and the land outside the walls.
Skills
How skills rise by use, and what each combat and healing skill does.
Crafting and gathering
Lumberjacking, mining, skinning, foraging, and the crafts to come.
Magic
Spellbooks and reagents. Not in the build yet.
- Magic and reagentsPlanned
Creatures
The animals and monsters of Aldermere, with their stats and habits.
Items
Materials, weapons, armour, containers, weight and the bank.
Lore
The last lit shard, the tetherstones and the worlds that went dark.