Game World
Last updated
Last updated
The world is divided into distinct regions, each serving as a hub-world where players navigate between various location nodes. These regions are designed to captivate players through immersive visual storytelling, seamlessly linking the overworld visuals to the locations they can visit.
Initially, the lands are shrouded in a fog of war, adding an element of mystery. As players explore different nodes within a region, they permanently reveal parts of the map, enhancing the sense of wonder and discovery.
The world is divided into diverse regions and continents, offering expansive areas for players to explore. Each region has a network of routes players can navigate, providing a rich tapestry of environments and experiences.
While traveling along these paths, players will encounter Board Space Nodes, which transition the gameplay scene and alter the experience. Routes can feature special modifiers that affect all encounters found along the way, providing unique challenges and opportunities for players.
There are five types of Board Space Nodes, each offering unique functionality.
City
A location where players can immerse themselves in a city environment, interact with buildings, engage with NPCs, and embark on quests.
Point Of Interest
A location where players can explore parts of the world beyond the safety of cities. Here, they may encounter NPCs, foes, and artifacts, engaging in dialogue or combat.
Dungeon
A location where players can delve into dungeons, facing challenging foes, traps, puzzles, secrets, and formidable bosses.
Exploration
An instanced encounter characterized by randomness, yet guided by the player's desires.
Crossroad
A connection point between routes, serving solely to facilitate navigation of the overworld.
Locations are point-and-click interactive game scenes. Each type of location features its own unique set of interactable elements.
An Interactable is a type of game object in a scene that the player can click on to engage with its functionality. Some Interactables, like doors, will transition the player to different rooms. Others, such as NPC Interactables, will transition the player to dialogue, instancing both the player and the NPC into a cinematic view for the conversation.
Item Stash
Crafting Station
Containers
NPC
Door
Object of Interest
Enemy*
Puzzle
Traps*
Skill Check Event
Enemies only become interactable when the player enters a room undetected, allowing for engagement. This grants the player a tactical advantage, causing the enemies to suffer a penalty that increases the likelihood of them rolling poorly in initiative rolls.
Traps only become interactable when the player successfully scouts a room before entering. Otherwise, the leading character of the party must perform a saving throw to avoid the trap's effects. Traps can also be dismantled for resources.
World time affects multiple game systems in Tales of Aesor. A game day passes every 6 hours.
Every 6 hours
Dungeons are randomized, and cleared dungeons are reset.
Point of Interest combat encounters are reset and randomized.
Party rest cooldown is reset.
Every 168 hours
Non-Dialogue Perception and Skill Checks are reset.
The Rest system allows the player's party to recuperate and restore Action Power Points used in combat. Action Power Points regulate the number of times actions can be used between rests. Additionally, resting fully restores the party's hit points. Rest can be undertaken in City Locations and Point of Interest Locations through camping.
Camping allows the player's party to perform a Rest at Points of Interest locations. However, when camping, players can be ambushed. This can potentially cause the rest to fail. The party must fend off the attackers, after which the rest can be completed with guaranteed success. The ambush chance varies depending on the route the player is camping on.