YVALDIS
III · Gameplay

Professions, shops and housing

Document 09 · 4 min read

Professions

Each character has two main professions and can learn all the secondary ones, as in WoW, but the product enters the player economy (see 08). Owner's decision: in the game anything goes, so the list is broad and the order of introduction is at the end of the document.

Type Professions Produces
Gathering Mining, woodcutting, herbalism, hunting and skinning, fishing, beekeeping Raw materials
Farming and husbandry Farmer, animal breeder (cattle, sheep, chickens, horses), winemaker Food, wool, leather, mounts, wine
Crafting Blacksmith, armorer, tailor, leatherworker, jeweler, alchemist, lanternsmith, carpenter, mason, cook, brewer Equipment, consumables, furniture, building material, drinks
Services Merchant, hauler (caravans), innkeeper and tavern keeper, tamer, guide, escort guard, architect, builder, healer, musician and bard Service paid for by other players

Farming

  • Land plots on farms around the villages (rented or bought) and gardens on house plots.
  • Real cycle: plow, sow, water, fertilize, harvest, with growth time tied to the server clock and the seasons (04): each crop has its right season, and winter changes what is planted.
  • Weather and night matter: rain waters; drought and frost spoil; pests and creatures attack crops at night (a reason for fences, scarecrows, hired guards and farm defense events).
  • Production chains: wheat → mill → flour → baker; grape → wine; barley → beer at the tavern; flax → cloth → tailor; pasture → cattle → leather and meat.
  • Animals need food and shelter; breeding generates bloodlines (the same mechanic as mounts, see 10). Without care, the animal and the crop pause ("pasture mode": growth paused), instead of dying: absence is not punished (see 20 §2).
  • Private plots are immune to environmental damage caused by players (fire, ritual weather, see 18); only NPC events (pests, night attacks) affect farms and shops.

Other activities of life in the world

  • Tavern and inn run by players (menu, rooms, live music).
  • Construction of buildings by contract (the builder raises another player's house).
  • Fishing in rivers and lakes, with species by time of day and season.
  • Music in the squares (bards playing instruments in first person; in VR, with their hands).
  • Bounty hunting (wanted targets that show up at night) and cartography (selling maps of new areas).

Order of introduction

  1. Proof of concept: one garden, one gathering profession, cook and one shop (tests the plant → cook → sell cycle).
  2. Alpha: gathering, crafting, farming and husbandry in full; shops; housing.
  3. Later: player tavern, construction by contract, music, cartography, winemaking.
  • Quality depends on the player: a short first-person minigame (forging to a rhythm, mixing in the right proportion) and the chosen materials define quality, so that crafting is not just pressing a button. Varied inputs (anti-macro): the rhythm and proportion change each time.
  • Crafted items are among the best in the game in several categories, and not just boss loot, to give real value to those who craft.
  • Regional specialization: each region has its own materials (the wood of the colossal trees only exists in Bosque Alto (Tall Woods)), which creates trade and caravan routes between regions.

Alchemy, cooking and sorcery follow the free combination system of 22.

Shops

  • NPC shops sell the basics (food, repairs, simple tools) at a fixed price.
  • Player shops: a village building rented or bought, with a first-person storefront (the customer walks in and sees the items on the shelves), an NPC vendor hired to serve when the owner is away, and prices set by the owner.
  • Central market (auction) per region, with a fee per sale. Everything in gold; token only on the cosmetic NFT and deed market (see 08). Raw materials bought from NPCs are bound to the account.
  • Cheap fair stalls at the morning market, for those just starting out.

Housing

  • Houses in existing villages (bought or rented) and plots in expansion areas where the player builds.
  • Modular construction: walls, roofs and rooms from a kit in the style of the art direction (half-timbered, stone, wood from the trees), so everything matches the world.
  • Furniture crafted by carpenters, boss trophies, stable for mounts, own workshop with a crafting bonus.
  • Deeds to houses and land can become NFTs (layer 2), with a maintenance tax as a sink; land never grants combat power.
  • Clan neighborhoods and, later, entire villages run by clans.

Jobs

  • Commission board in each village: players and NPCs post requests (deliver 50 planks, escort a caravan, craft an armor), with payment held until delivery.
  • Transport contracts: carrying cargo between regions carries risk (attack on the road at night) and pays for it.
  • NPC jobs for those just starting out (carrying, harvesting, standing guard) pay little gold, but teach the world.