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Copyright 2013 by Richard & Jim Entertainment. All rights reserved.

The use of this software product is subject to the terms of the enclosed End User License Agreement.
You must accept the End User License Agreement before you can use the product. Use of Wild, is subject
to your acceptance of the Wild
Terms of Use Agreement.
Wild and Richard & Jim Entertainment are trademarks or registered trademarks
of Richard & Jim Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks
or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium
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Quadrata is a trademark of The International Typeface Corporation which may be registered
in certain jurisdictions. All other trademarks are the property of their respective owners.
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This software is based in part on the work of the Independent JPEG Group.
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Wild requires access to the Internet and acceptance of the Wild
Terms of Use Agreement. Requires subscription to play. Internet connection required.
Additional Online fees may apply, and player is responsible for all applicable internet fees.
WARNING - SEIZURES
A small percentage of people may experience a seizure or blackout triggered by light patterns,
ashing lights, or other images that appear in computer games. If you have an epileptic condition,
consult your physician before installing or playing this game. Even people who have no history
of epilepsy may experience a seizure while viewing a computer game.
A seizure can be accompanied by any of the following symptoms: altered vision, convulsions,
disorientation, eye or muscle twitching, involuntary movements, or loss of movement.
If you experience any of these symptoms, immediately stop playing and consult a doctor.
Parents or guardians of children playing this game should monitor their children closely. If your
child suffers any of these symptoms, stop playing the game immediately and consult a doctor.

Richard & Jim Entertainment


P.O. Box 12345, Richardson, TX 75080
Website: www.Jimchard.com
Customer Support: www.noreply.com

Table of Contents
Chapter 1 Installation

Chapter 5 Installation

Troubleshooting
Technical Support Contacts

Attributes
Experience
Rest State

Chapter 2 Account Setup and Billing

What it Means to Level


Equipment

Chapter 3 Getting Started

Soulbound Equipment

Creating Your Character


Understanding Your Interface
Moving in the World
Your First Battle
The Experience Bar
Looting Your Kill
Equipping Your Character
Leveling Up
Adjusting Your Action Bar
Dying & Corpse Retrieval

Inventory
Chapter 6 Factions

Zelossean
Nutare
Irruskar
Sularian
Auruunalans
Chapter 7 Progression Web

Chapter 4 User Interface Menus

Chat Log
Macros
Help Request
Main Menu
Interacting With the World

Overview
The Pillar of Zelos
The Golden Bell of Sular
The Beast of irrusk
The Tree of the Nutare
The Peaks of the Spine
Weaponry

Table of Contents
Chapter 8 Trade Skills

Chapter 11 Adventuring

Gathering
Crafting
Earth Numina Users
Human Numina Users
Racial Bonuses

Quests

Chapter 9 The World

Intercity Travel
Cross-Continental Travel
Quick Travel
Mounts
Chapter 10 Economy

Banks
Merchants
Exchange Rates
Regional Price Variance
Price Gouging

Completing a Quest
Events
Border Conflicts
Dungeons
Dungeon Examples
Chapter 12 PVP

Factions
Border Conflicts
PVP Zones
Conquering Territory
Conscription
Signing Up as a Mercenary
Honor Points
Historical Battlegrounds
Duels
Arena

Trade Channel

Chapter 13 Community

Auction Houses

Chatting

Placing a Bid

Channels

Auctioning an Item

Looking For Players

Table of Contents
Ignoring Players
Grouping
Trading
Friends
Guilds
Postal Service
Chapter 14 Language
Language Variance Across the World
Regional Dialects
Starting Language(s) by Race
Not Speaking the Language
Learning a New Language
Credits and Sources

Chapter 1

Installation
PC System Requirements
OS: Minimum: Windows Vista / Windows 7 / Windows 8
(Latest Service Packs)
Recommended: 64-bit Windows 8
Processor: Minimum: Intel Pentium 4 2.4 GHz or AMD Athlon XP 2500+
Recommended: Intel Core i7 quad core processor
Memory: Minimum: 4 GB RAM
Recommended: 16 GB RAM
Video: Minimum: 256 MB NVIDIA GeForce 8600 or ATI
Radeon HD 2600 or better
Recommended: NVIDIA GeForce GTX 760

Installation Instructions
Place the Wild DVD into your DVD-ROM drive. If your computer has autoplay enabled, an installation window will automatically pop up on your Windows desktop. Simply click the
Install Wild button and follow the onscreen instructions. If
autoplay has been disabled, youre on your own.

Installing DirectX

You will need to install DirectX 10 in order to properly run


Wild. If you are running Windows Vista or better, you already
have DirectX 10. If you are running Windows XP, then during
installation you need to follow these instructions. First, drive to
your local computer store. Purchase a copy of Windows Vista,
Windows 7, or Windows 8. Return home. Insert the new
Windows DVD into your DVD-ROM drive and follow the onscreen installation instructions. This will remove Windows XP
from your PC. Feel free to destroy your Windows XP DVD at
this time. You shant need it any longer. Welcome to the future, circa 8 years ago.

Mac System Requirements


Installation Instructions
Place the Wild DVD into your DVD-ROM drive. Double-click
the Wild DVD icon. An error message will pop up. Remove
the Wild DVD from your DVD-ROM drive. Instead, place it in
the nearest PC DVD-ROM drive and follow the instructions in
the section above. If you do not own a PC, sell your Mac and
then buy one. With the leftover money, make a dent in your
massive student loan debt.
All Platforms
Controls: A keyboard and mouse are required. Gamepads,
touch input, tablets, the Oculus Rift, the Nintendo Power Pad,
and Mr. T scratch n sniff stickers are not supported at this time.
Connectivity: You must connect to the Internet to play this
game. Surprising, isnt it?
Mouse: Multi-button mouse with scroll wheel is strongly recommended. Sorry Mac users!
DVD: 4X DVD-ROM drive
HD Space: 30,000,000 bytes free hard drive space
Video: For a complete list of supported 3D cards, please visit:
http://www.en.wikipedia.org/wiki/[NameofGame]
Note: Due to potential game changes that accompany expansions, the Minimum System Requirements may change over
time. Try to keep up.

Troubleshooting
Before consulting technical support, please read the most recent
patch notes. We may already be aware of your problem, and
list possible solutions. Often, game errors can be attributed to a
lack of updated drivers. Please ensure your drivers for all your
hardware are up to date before contacting customer support.
General Lockups/Video Problems
If your computer hard locks without an error message, reboots
during game play, will not start, or displays distorted graphics
of any sort, ensure that you have the latest video card drivers
installed for your video card. Contact your hardware manufacture to find the latest drivers available.
Sound Issues
If you are experiencing loud belches, hisses, pops, or other gaseous expulsions, consider improving your diet.
General Troubleshooting [Mac]
Having trouble getting Wild to run on your Mac? Just buy a
new one! This message paid for by the fine folks at your local
Apple Store.
Technical Support Contacts
Web Support
The Wild Technical Support website has solutions to the most
common game questions and problems. Our Technical Support
website is located at http://www.Wild.com/support

Email Support
You can email the Technical Support department at any
time at techsupport@us.numina.net. Under normal circumstances, you will receive an automated reply within 15 minutes,
providing several solutions that have no hope of fixing your
problem. A second email containing a more detailed solution
to your particular problem will be sent to you eventually, if
youre lucky.
Live Phone Support
We offer live phone support seven days a week from 7 AM to 8
PM, Central Standard Time (except on U.S. holidays).
Contact our Technical Support staff by calling us at (866) 8675309. While we pay our customer support team to address
your problems, but we cant pay them enough to care. Expect
the first few technicians to instruct you to turn your PC off
and then back on, as if this will ever fix the problem. It wont.
Theyre just bored and trying to screw with you.
Game Hints
If you are in need of a game tip, hint, or any additional game information for Wild, please visit: http://www.Wild.net/
Game Performance
If you encounter slow or choppy game play, first ensure that you
have cancelled any torrents you may have active, then check the
options accessible via the Video Options menu and reduce the
settings to Low.

Chapter 2
Account Setup
and Billing
Before you Begin Playing Wild
Wild is a completely integrated online experience that allows you
to earn achievements and stay connected with friends through
Wilds online services. Prior to beginning Wild, you must create
a free Wild.net account.
If you already have a Wild.net account, you must associate your
Wild.net account with your copy of Wild at us.wild.net/login in
order to begin playing.
You will be prompted to create or update your Wild.net account
after installing Wild, but you can also do so at any time by following the steps listed below under Creating and Managing Your
Wild.net Account.
Note: If you purchased World of Warcraft through the Blizzard
website, your game key is already associated with the Battle.net
account used to purchase the game.

What is a Wild.net Account?


Your Battle.net account is a system that allows you to manage all
of your Blizzard games under a single login, download any titles
you own, and take advantage of advanced social options.
In World of Warcraft, your Battle.net account is used to help you
connect with friends also playing the game, track your
achievements, maintain a public profile, join up with other players for competitive play, and much more.

Creating and Managing your


Wild.net Account
To create a Battle.net account, you will need an active Internet
connection and a valid email address. For more information
about Battle.net accounts, please visit us.battle.net/faq.
To create or manage your Battle.net account, you must choose
the option Manage Account from World of Warcrafts start-up
screen, or, using your Web browser, navigate to Battle.nets Account Login page, located at us.battle.net/login

Once you have completed these steps, you will be able


to play Wild wherever you are. You will also be able to
download the Wild client by returning to the Account Home
page and choosing Download Game Clients from the Manage
Games menu. You are now ready to play and take advantage of all
of the features Wild.net has to offer!

Starting The Game

To create your account, click Create an Account on the Account Login page. Youll be asked to input a valid email address,
account details, and contact information
Check your email account in order to confirm your registration.
You should receive an email from noreply@wild.net that will enable you to complete the creation of your Wild.net account.
To manage your account, input the email address and password
of your current Wild.net account, and click Log In.
From the Wild.net Account Home page, you can associate your
copy of Wild with your Wild.net account by choosing the option
Add or Upgrade a Game under the header Manage Games
Next locate your Wild game key inside the retail box you purchased. Input the 26-digit game key and click the Activate
Game button.

After you have successfully installed Wild, start a game by doubleclicking the Wild icon on your desktop. You can also start a game
from the Start menu (PC). Once you start the game, you are taken
to the Account Name field screen. After agreeing to the Terms of
Use (see below), you will see a blank Wild.net Account Name field
and a blank Password field in the middle of the screen. Enter your
account name and password in the appropriate fields, and select
the Login button. You are now ready to play World of Warcraft.
Note: Employees of JIM & RICHARD ENTERTAINMENT will never
ask for your password.

Internet Connection
You must have an active Internet connection to play this game.
Blizzard is not responsible for any fees you may incur from your
Internet service provider that are in addition to your monthly
World of Warcraft subscription fee.

Terms of Use Agreement

Account and Billing Issues

The first time you load Wild, a Terms of Use Agreement will appear
on your screen before you can progress to the Account Name field
screen. To play the game, you must read the agreement in its entirety and click the Accept button. The Accept button is grayed
out initially but becomes enabled when you scroll to the end of the
agreement. After agreeing to the Terms of Use, you are allowed to
play the game. If you refuse the Terms of Use, you cannot play the
game. Any time the Terms of Use Agreement is updated, it will reappear when you next start the game. You must read it again and
click the Accept button to progress to the Login screen.

If you have any questions or issues dealing with billing


or your Wild account, please contact Billing and Account Services.
Our representatives can help you with many issues,
including:

Payment Methods
During account creation, you must specify your method of payment. You can pay your monthly fees by credit card, with prepaid
time cards sold by Jim & Richard Entertainment online and in local game stores, or by other methods depending on your location.
More information can be found at http://www.Wild.net

Questions regarding billing


Registering or setting up an account
Recovering your account or password
Canceling your account
Reactivating a canceled account
Or any other Account or Billing issues

We offer live phone support 7 days a week, from7am to8pm Pacific Standard Time (adjusted hours for U.S. holidays may apply).
Contact our Billing and Account Services staff by calling us tollfree
at 1-800-59-BLIZZARD (1-800-592-5499) or visit http://www.blizzard.com/support/webform.xml
NOGAMEPLAY HINTS WILL BE GIVEN THROUGH THIS
NUMBER.

Chapter 3
Getting Started
If this is your first time playing a massively multiplayer online
role-playing game, then you may find this chapter helpful. It will
walk you through creting a character and playing through your
first level in the game.
Many of the game concepts introduced in this tutorial are explained in greater detail in later chapters of the manual. If you are
unclear about game terms, be sure to read the glossary of terms
and acronyms at the end of the manual.

Creating Your Character


Before you begin adventuring in the world of Wild, youll be
prompted to either choose a previously created character on your
account, or begin the process of making a new one. That all begins
at the character creation screen.

Note:

Wild, like many massively-multiplayer online role-playing games,


is constantly evolving. In an effort to keep the game challenging and balanced, Richard & Jim will occasionally implement
changes to the game through patches. In some cases, new content
and game systems will also be added. In other cases, well just add
things we find to be hilarious and/or broken. At the time of the
printing of this manual, the information contained herein was accurate and relevant. However, as the designers do adjust the game
from time to time to give you the best gaming experience possible,
some information in this manual might no longer be current.
To see last-minute amendments to the game, read the readme.txt
file on the CD. This file recordd all changes made to Wild just prior to release that were too late to include in the manual.
Also be sure to check out the latest patch notes and updated information on the Wild strategy page at http://www.wild.com. The
website is continuously updated to reflect the most current version
of the game and includes more detailed information on the topics
covered in this manual.

In Wild, the character creation process is detailed process involving choosing from gender, nationality, and physical appearance.
Players will also name their character before entering the game
world for the first time.

Choose Your Faction


The first and most important decision you will make
in the creation of your character is your faction. There
are five playable factions in the world of Wild, each an inhabitant
of a major city.
The factions of the world are described in further detail in Chapter
6, and they are: the Nutare, Zelosians, Irruskar, Sularians, and the
Spinefolk. Each is tied to their own abilities and specializations,
and determine the paths of progression you can take your character down.

Choose your Gender


You can be a man or a woman in Wild, and they are both equal in
every fashion, mechanically. The only difference in gender is cosmetic.

Choose your Appearance


When making a character, you can customize his appearance by
utilizing a series of detailed slider bars. The options range from all
of the major areas of the face and body, and allow for thousands
of potential permutations of character appearances. Additionally,
your character will change cosmetically while playing the game
through systems that will be detailed later.

Name your Character


Now, name your character by typing his name in the field at the
bottom of the screen. Your name is limited to 2 to 15 characters in
length, and they must be all letters and a maimum of one hyphen.

If you decide that you would rather leave the choices up to chance,
there is a Randomize button located at the bottom of the adjustment menu. Simply hit this button as many times as you would
like to randomly determine every cosmetic factor. Choose your
names wisely as accounts with bad names will be forcibly changed
or terminated.

Understanding Your Interface


Wild employs a typical suite of hotkeys and player
abilities that allows the user to interact with the game world. Familiarize yourself with the elements of the user interface so you
are prepared for adventuring in WIld.

Enter the World


After creating your character, click the Create button, and if your
name is not already taken, your character is ready. The next time
you enter the character screen, your character will be waiting for
you. Click on it now, and press the Enter the Wild button.
After watching a movie and being introduced to your racial heritage, you will be ready to play.

Player HUD - The top-left of the user interface will display the
bars related to Health, Numina, Stamina, and Unity
Hotbar - Hosts the collection of abilities players have at their disposal
Minimap - Displays the local section of the world map in easily
accessible format
Chat Window - Displays the various chat channels and private
messages sent to and by the player
Menus - Opens character, items, customization, progression, and
settings windows

Moving In the World


Wild employs a WASD movement system by default, though
you have the ability to re-bind directional movement to whichever
keys you choose.
W - Forward
A - Turn Left

Your First Battle


Battle in the Wild is a dynamic and involved process,
unlike any other. Beyond the mechanics of abilities and combat,
Wild employs a revamped magic power mechanic, a battle level
combat style, and a stamina bar that functions as character threshold.

S - Backwards
D - Turn Right
Q - Strafe Left
E - Strafe Right
Space - Jump

Numina in Battle
As a rework of the old fashioned mana pool system, Wild implements a Numina Capacity system. Just as in the world of Numen
people have different amounts of Numina they can hold and utilize at any one time, so is the case in Wild. Based on their choice
of progression, faction, and playstyle players have increasinly large
capacities or Numina.
When using Numina (the cost for abilities as well as passive effects), the Capacity bar increases. It steadily decreases over time or
with certain combinations of usage. If it ever reaches the capacity,
the player loses Stamina.

Stamina

Players move dynamically through the space, reacting to obstacles


and sporting a full animation suite for terrain-based variance.
Players will utilize mouns and inter-continental travel, which will
be detailed later in the manual.

Stamina is a system of exhaustion, representing how hard the


player has exerted themselves. Stamina naturally decreases as the
player uses certain abilities or takes certain actions. Additionally, hitting the capacity for Numina causes a flood of exhaustion,
temporarily shrinking the Stamina bar. If the bar reaches zero, the
player will collapse and be unable to battle on or use any abilities
until it reaches maximum again.

Unity Bar
The Unity Bar is a unique system of combat leveling. The longer
the player successfully maintains a tempo of abilities and control
of combat, the higher their Unity level climbs. It is based heavily
on the rewards of the progression web and character races, and
grants bonuses to attack power, speed, and more.

The Experience Bar


The player progresses in the game through the experience bar,
which is filled by defeating enemies, completing quests, and competing in events.

Looting Your Kill


When an enemy is defeated, there is a random chance that they
will drop loot and items for you to claim as your own. Simply
right-click on the downed enemy to bring up its loot window.

Equipping Your Character

Equipment in Wild is as simple as an aesthetic choice. There is no


direct loot sysem for equipment.

Leveling Up

Leveling up in Wild is a streamlined process, allowing the player


to advance their progression web forward.

Adjusting Your Action Bar

Thanks to the action bars being populated and driven by player


level and progresion, the player can simply choose between styles
of pre-mde hotbar arrangements, or just create their own.

Dying & Corpse Retrieval

Upon dying, players will be able to respawn at a gravesite


nearest to the location of their death. This will leave the player
with a harsh stamina and numina capacity exhaustion pendalty for
an hour. However, The player will not incur such a penalty if they go
to retrieve their body, re-inserting their spirit into their corpse.

Chapter 4
User Interface Menus
Chat Log

The Chat Log is your key method of communication while playing Wild. It contains all of the things said around you, whispered
to you, and even system messages telling you experience youve
gained, money youve looted, and more. These are all highly customizable, and were included the ability with which to separate
your log into numerous windows each which receive differing
messages and prompts, or your convenience.

Macros

Macros are an advanced concept but ones that are incredibly useful. With macros you can create a new ability slot item to place in
your hotbar, but all it does is execute scripting commands. Anything that you could type into the chat box as a console command
such as /Attack or /Target Ancient Aberration can be executed
in a Macro. However, the beauty of macros is that they arent limited to a single line. In a macro you can have up to 500 characters,
and we encourage you to experiment with this to see all of the possibilities. As an example...
Say you wanted to have your Shield Block ability on your attacking
hotkey setup so that you could rapidly switch over. Well with macros, you can have all in one button:
/Equip Irruskar Bearded Axe
/Equip Battered Targis Shield
/UseAbility Shield Block
Voila! You have now equipped two weapons and used your shield
block ability with a single button press!

Help Request

The Help Request button is a key thing to keep in mind


for technical issues! This nifty feature serves as an in-game
wiki managed and maintained by Wild staff as well as you players!
Now you have all of the assistance you could ever need right in the
game client! Additionally, if you need more serious help or if the wiki
does not contain the answer to your technical issue, the Request GM
button is contained within. This will put you in queue to speak with
a Game Master, an employee of Wild whose job it is to help you with
whatever you might need.

Main Menu

The Main Menu is what holds the primary configuration settings for
the game, including Audio, Graphics, and more. Additionally, the
menu serves as an alternate route to reach your keybindings, as well
as the ingame interfaces for your character screen, inventory, progression web, etc.

Interacting with the World


Your right mouse button is your friend.
No really though, pretty much right click on anything interactible
and youll be fine.

Chapter 5
Your Character
Attributes

The parameters of your character are based primarily off of your


core attributes, of which there are four:
Strength - The Strength attribute at its core is what deter-

mines your strength of arm, your physical power, and so on. It is


also a statistic used in the derivation of other statistics

Agility - The Agility attribute is what determines the charac-

ters dexterity, and their ranged attack power. It is also a critical


statistic used in the derivation of other statistic such as evasion,
accuracy, and so on.

Intelligence - The Intelligence attribute determines the

potency of certain Numinous abilities, as well as being a critical


statistic used in the derivation of other statistics such as Numina
Capacity, Complexity, etc

Willpower - The Willpower attribute represents your char-

acters ability to impart their will onto numinous powers, determining the effectiveness of various acts. It is a key derivation stat
for Concentration, Complexity, and so on.

Constitution - Constitution is the stat that derives and

modified your health. The higher your health, the higher your
survivability.

Secondary attributes

Secondary attributes are unique or derived stats that


apply to unique sections of a character. Namely:
Health - Your Health pool determines your ability to sustain

injury before passing out and/or dying. This value is raised by


Constitution as well as various other player abilities and progression webs

Numina Capacity - Numina Capacity determines the

amount of Earth and/or Human Numina. This comes into play


in battle, since higher Numina Capacity determines how many
abilities you can use in succession before reaching your personal
cap.

Stamina - Stamina is your endurance and ability to keep go-

ing. If your Stamina bar ever reaches 0, you can no longer hold
Numina - you have to wait for your Stamina gauge to refill fully,
and you lose all Unity Levels, which will be explained later.

Accuracy- The Willpower attribute represents your char-

acters ability to impart their will onto numinous powers, determining the effectiveness of various acts. It is a key derivation stat
for Concentration, Complexity, and so on.

Physical Damage - This stat represents the base amount

of damage dealt by physical attacks, whether in melee or ranged


combat. This number is then multiplied and used by the various
abilities you execute.

Evasion - The Evasion stat determines your ability to dodge.

Everybody can perform dodge rolls and the like, but Evasion
increases the effectiveness and roll distance, as well as recovery
time

Toughness - Constitution is the stat that derives and modi-

fied your health. The higher your health, the higher your survivability.

Unity Level
As you battle in the world of Wild, you will heavily utilize Numina, the spirit of humanity and the Earth. As you do so, you will
be presented with the challenge of taming and controlling its wild
power. The more successful you are, the higher your Unity with
the power becomes, and the more benefits the power grants you.
These bonuses and effects are different for Human Numina users
and Earthen Numina uses, and are further affected by the Progression Web for your faction.

Examples of Unity Level effect on player:


Human Numina (Tank Specialization) - Options to increase
durability

Human Numina (Melee Fighter) - Attack speed, strength,


cooldown reduction

Human Numina (Rogue Archetype) - Movement speed,


crowd-control reduction, etc.

Earthen Numina (Evocateur) - Heightened damage, extra

Finisher move, higher Numina Capacity


Earthen Numina (Willshaper) - Heightened Willpower, Faster
cast speed, Higher Stamina
Earthen Numina (Numinary) - Buff/Heal Potency, New passive buff-granting abilities

Experience
Experience is the metric for which player leveling progress
is measured. As your character level increases, the amount
of experience required to reach the next level also increases.

Rest State
In the Wild, we employ a system of Rested Experience, which
is when you gain a temporary boost to experience gain based on
how long you were logged out of the game. However, this reward
is only granted if you logged out in a safe place like a City or a Tavern.

What it Means to Level


When you level up, several things happen. Firstly, you get a boost
to all of your stats, increasing all relevant values for health, accuracy, and so on. Secondly, you gain a point to spent advancing your
Progression Web. The Web is a system for customizing and bettering your characters play style, which will be detailed later.

Equipment
Available to you in the game are various types of equipment,
from weapons to armors, trinkets and medallions, etc. Associated with many of these items are boosts to statistics, which increase the power of your character as long as the equipment is
worn.

Zelos
Soulbound Equipment
Some equipment will bind to your character, so that you can no
longer trade it or sell it on the in-game auction house. These items
are called Soulbound items, and they either bind to you when you
first pick them up, or they bind to you when you put them on.

Inventory

Your inventory is where you hold all of your possessions, from


crafting goods to extra armor, to quest items and potions, and so
on. You have a set inventory size of 64 spaces, but can increase this
size by purchasing larger backpacks.

Chapter 6
Character Factions
In Wild, there are five major factions that you can choose to play
as. These five factions are spread across the world and have a long,
deep history. Here in the manual we will introduce them to you in
brief summary.

The Zelos, or Zelosseans, are the most advanced culture in known


civilization. Adopting an aesthetic for carved stone and marble,
the Zelos hav a refined culture based around the force of Numen,
the great sentience that grants Numina to those who strive for education and betterment.
The Zelos have adopted an identity as an empire, conquering the
neighboing lands to bring them under Zelossean philosophy.
They have brought much of the southwest into the fold, and have
used their considerable influence in the past hundred years to
found not only The Vault, a massive mountin library. This library
hosts all of the learning and education of the collective world, and
is a source of both great power and great risk,
Additionally, and most importantly, Zelos has founded the Synod,
a global council comprised of the leaders of every great nation
who wished to join.

The Nutare

The Nutare are the descendents of the first civilization to take


shape on the planet. Thousands of years ago, long before the Sundering, the Nutare thrived in a serene landscape they called simply
The Vale. As its first and most perfect children, the Earth gave
unto them the power of Numina -- the ability to access the deep
reservoir of Earthen power. They used it well, shaping wondrous,
sprawling cities, architecture no human hand could create. They
advanced far beyond their evolutionary schedule. Which is why
things went so wrong. The Nutare were not ready for such a power, and soon civil war and ambition tore them apart. Their misuse
of Numina lead to the Sundering of the planet, which has now
doomed their race and all of their ancestors to live in a broken,
perverted form of their homeland. Thousands of years later it is
now known as The Veil. Storms rage around the island, preventing any of them escaping into the new world outside against the
will of Nature. It has become a place of nightmares.

Irrusk

The Irruskar; a brutal horde of warriors who live life


for the thrill and glory of battle. Their savage host is lead by
whoever last won their freequent large, bloody melees.
They are a hard people - they feel no pity, no remorse, and the
fight is in their bones.
Because of this, their civilization is the only one on the global stage
to still be denied Earthen Numina by nature. They believe they
have been forsaken by the
gods, and will prove their
might and worthiness by
conquering as many territories as they can.
Due to their lack of Numina, they reach out to other
civilizations, taking in their
scions when they would
be thrown aside like trash.
The Irrusk care not for the
stigma on Human Numina
- they simply want the finest warriors. With their ferocious horde at the ready,
the Irruskar have claimed
much of the northeastern
territories.

AuruuNala
(The Spine)
Auruunala is the vast
mountain range that divides the northern continent of Ixia into its Western and Eastern halves.
Known commonly as The
Spine, the mountains
stretch up to the northern,
frozen wastes, and down
to the balmy southern
coast.
The Spine controls trade
with an iron fist. The only
passage is through the
middle, where the ancient
remnants of the Sundering have left a large gap
between the halves of the
mountain range.
The Spine has only one
law, and that is profit. The governing body, known as The Nine,
have achieved their standing through trade, bribery, and cunning.
That is how life in the Spine functions. The higher up towards the
top of the mountains a residence is, the more valuable it is - and
the more influence it gives you. The process of moving up these
ranks is known as The Climb, and the pinnacle of this feat is ending up among the ranks of The Nine.
This process can only be accomplished by outbidding others, running people out of business, or slightly more nefarious deeds.
The Spine has had violent relations with the Irruskar for many
years, but their mountain home has proven far too defensible. Not
that that would deter the warrior horde. They have now joined
the global council with Zelos, the Synod, and help to pro-

Sular
Sular was once
a barren desert
land, its people
huddled along
the southern river
that forms the
border with Djed.
The Sulari lived
in simple homes
made from baked
sand. The Sulari
were embroiled
in constant conflict with the Djed
over the rights to
the land on either
side of the river,
which for a time
limited the development of both cultures. Over time, though, the
Sulari developed their abilities with numina. This changed everything. At first, the Sulari used the desert sands to form sand structures, and even formed glass. However, it was not long before the
Sulari learned that the desert they had once cursed was instead
their savior. With claim over a desert rich in gold deposits, the Sulari found they had a nearly inexhaustible supply of the valuable
metal. The leader of the Sulari, the Shah, organized his people to
construct the intricate, and ostentatious, golden city of Behzahab
in the desert. Most Sulari live in the massive city of Behzahab.
Because of the abundance of gold, the Shah could afford to share
it with the Sulari people. The Shah became loved, and his family
from then onward was venerated by the Sulari. Each successive
Shah has carried on this tradition of caring for his people.
In recent times, Sular has joined the Council of Synod.

Chapter 7
Overview

The Pillar of Zellos

The Progression Web is a concept that has never been done


in a MMORPG before, and it will grant you large amounts
o customization and freedom in how you choose to play.
With every level you gain, you receive one point that you
can utilize on the grid. Similar to a Talent Tree system, you
will progress through increasing tiers of effectiveness and
specialization, but with the grid effect, you can essentially
branch off at any point into any area of the branch you wish.
You can take any route to get to certain areas, instead of just
a linear path. This route should offer large amounts of freedom and create interesting characters that are not confined
to class roles.

The Zelossean Progression Web follows in the shape of their


recognizable architecture, and offers paths for player specialization focusing largely around the usage of Earthen Numina. The Zelosseans are the most advanced Numenaries
and Evocateurs of Earthen Numina in the world, boasting
education and training institutions to rival that of even The
Vault.
Sample specialization paths include:
A focus on large impulse movements and concussive force
A mastery of healing and enhancement Numina
The creation of masterpiece golems fueled by Numina
artifice

The Golden Bell of Sular


The Sulari have a penchant distrust for foreigners and have
trained their Numina users in the aspect of large debilitating conditions such as sandstorms and earthquakes. Instead
of focusing on pure offense or defense, they adopt the qualities of their desert homeland, wearing invaders down with
overwhelming conditions.
Sample specialization paths include:
A focus on large area of effect abilities
A special knack for sturdiness and defenses
The mastery of debilitating natural effects such as sand
and quakes

The Beast of Irrusk

The Peaks of the Spine

The Irrusk are a unique faction due to the fact that they cannot utilize Earthen Numina. They do, however, have scion
warriors that have unparalelled mastery of Human Numina.
At least, that is the only plausible reason that an Irruskar
warrior can charge across a battlefield faster than a galloping horse.
Sample specialization paths include:
A focus on muscle and power enhancement, becoming
truly terrifying in a battle of strength
A master of mobility, able to dash short bursts so quickly
that they seem to simply teleport
A brutal sort of inner energy - those who have survived
its effect describe it as being struck by an invisible blow
before the physical one landed

The Auruunalans are masters of deep Earth stone and ore,


and have adopted such a specialization into defenses against
Irrusk raids. They embody the nature of their environment powerful, indominable, and harsh.

The Tree of the Nutare


The Nutare are so well-versed with the usage of Numina
that it comes as easily as breathing to them. Each of their
warriors posseses an immense Human Numina capacity,
and their wild nature lends chaotic power to their feats of
Earthen Numina.
Sample specialization paths include:
A master of agility and speed - so fast that they hardly
seem corporeal until their spears have penetrated
An evocateur of chaotic force - difficult to control yet
more potent than any other
A combination of Earthen and Human Numina, creating
strange and fantastical, yet debilitating attacks from nature itself

Sample specialization paths include:


A focus defenses, adopting Earthen plating at will to absorb blows
Self transmogrification, readily adapting their bodies with
Human and Earthen influences at will
Stout Willpower masters, able to bolster and improve demeanor, attributes, and much more.

Chapter 8
Trade Skills

Gathering

Crafting

In Wild, there is no limit to the amount of gathering skills you


can possess. Each race and every style of Progression Web has the
ability to gather any of the resources across the world.

Crafting in Wild is a unique experience that deviates from the


tired old system of gather ingredients, hit create button. Instead,
the process is a dynamic and challenging system.

Where the difference really comes in is efficiency. Instead of limiting the amount of resources available to certain types of players,
Wild simply allows you to choose a specialization. If your specialization lies in Gold, then you could potentially have an ability that
senses gold deposits in the ground for miles around you, trivializing the process of finding veins.

Crafting requires you to be constantly watching your creation in


the process. As you manage the ebb and flow of Numina during
your hammering and mixing, youll be expected to utilize a set of
special crafting skills to get the final product you want.
At various stages during the crafting process, problems will appear that you have to respond to by using skills at the appropriate
times. Additionally, youll need to add and remove resources and
alter your process throughout the crafting cycle in order to influence your final product.
This aims to make crafting a challenging process that, while anybody can attempt, will earn masters of real recognition and renown.

Chapter 9
The World
Enotis

Suhdjerar and Surrounding Islands

The world of Wild is split between four regions: Enotis, Suhdjerar,


Ixia, and the Veil. Travel within these regions can be accomplished
on foot, on horseback, by caravan, by ferry, by swimming, or even
with quick travel! But travel between these regions can only be accomplished by ship.

Comprising the bulk of the Empire of Zelos along with the independent kingdoms of Hrussa, Praska, and [name here], Enotis is
a mostly peaceful region under the guiding hand of Zelos. Civil
unrest on the island of Bolg, and raids of Jardin by the territorial
riders of the Hrussa, are the only blemishes on the otherwise stable
Empire of Zelos. However, isolationist Praskans and the unexplored region of Grisand would pose a challenge to even the experienced adventurer.

To the west of Enotis lies the continent of Suhdjerar, home to the


Sular. This volatile regions remains in a constant state of flux, as
borders shift as often as grains of sand blowing in the wind. The
Empire of Zelos has gained a foothold in the region by claiming
the nation-state of Djed to the south of Sular. The people of Zaxn
lie further west, but are not content to hold only the remainder
of territory on the continent. The warring island states of Brecht
keep their conflicts penned off the shores of the mainland, but the
islands themselves remain in turmoil. And to the north, the Irrusk
are engaged in constant struggle to capture more of Sular territory
and to expand their hold on the northern island of Thressh. Pockets of stability exist in Sular, Djed, and Zaxn, but the inexperienced
adventure is encouraged to not stray far from the relative safety of
these regions.

Ixia and The Vault

The northernmost continent of Ixia has been influenced by the


people of the Spine for centuries due to their stranglehold on trade
in the region. As a result, nations of Ixia tend to be on friendly
terms with the Spine, or at least maintain neutrality. The major exception to this is the nation of Irrusk, from whence the warlike Irruskar hail. Having already conquered a large section of territory
on the eastern side of the mainland, the Irrusk continue to attempt
expansion throughout Ixia. Because of their influence, the eastern
portion of the continent is engaged in constant struggle to repel the
Irrusk. By contrast, the western portion of the continent remains
untouched and peaceful. Lying to the southwest of Ixia, directly
north of Zelos, is the island of the Library, welcoming adventurers
by ferry.

The Veil

Located in the middle of the world, and surrounded by a constantly raging storm system known as the Ring of Storms, lies
the Veil. Home to the Nutare, nearly the entirety of the Veil has
been overrun by the hulking aberrations of once human or animal numina users. Only the hardiest of adventurers would dare
to venture deep into the wilderness, away from the protective
influence of the Nutare settlements.

Zones

Intercity Travel

Each continental region is divided into smaller subsections called


zones. Zones are typically organized along the borders of each
nation-state, although larger nation-states may be divided into
several zones. Settlements are considered, for all intents and purposes, as separate zones. As you enter a zone, or a settlement, its
name will briefly appear at the top of your screen. Each zone has
its own quests and challenges, roughly grouped together in similar
difficultly. Be warned: while the largest cities tend to be safe zones,
smaller settlements are subject to raids, either by people or aberrations, so do not let your guard down!
Moving between zones is seamless, with no loading time. The exceptions to this rule are for crossing the boundaries of each continental region, as well as instanced dungeons and instanced battlegrounds.

Within each major city, adventurers will find caravans willing


to offer protection and carriages for the long journey from this
city to the nextfor a price. Caravan routes do not stray from the
roads, and avoid dangerous regions if possible. For inexperienced
adventurers, caravans offer the safest means of travel between major cities.
Ferries provide travel between islands that share the same continent. Similar to caravans, for a fee, adventurers may hitch a ride to
an island otherwise only accessible by swimming.
Certain islands, like the Library, are only accessible by ferry due to
the strong currents that surround them.

Beginner Zones
When a player creates a new character, that character begins the
game in a low-level zone designed for beginners. Monsters in this
zone are easy to defeat, quests can be completely rapidly, and character progression is swift. As you grow, quests will gradually lead
you to surrounding zones with increased difficulty that matches
your progression. And eventually, you will be encouraged to travel
to a new region. For some races, in particular the Nutare, transition to a new continent comes sooner than others.

Cross Continental
Travel
To travel between continents, players must board ships. Unlike
ferries, travel by ship is provided free of charge to any adventurer
willing to brave the journey. Ships travel from one port to another,
and can even be used to travel to a different port on the same continent. Due to the clockwise rotation of the Ring of Storms that
surrounds the Veil, ships must follow the flow of these currents
where applicable. So, for example, a ship could sail directly from
Irrusk to Sular, but a ship sailing from Zelos would need to sail to
the northeast, then sail south, and finally to the west, circumventing the Veil, in order to reach Praska.
Sailing also comes with its own hazards, however. Irrusk pirates
and Sular corsairs sail the seas in search of plunder, and will attack
ships in transit. The Irrusk pirates work independently from the
Irrusk government, but are not actively dissuaded either. These pirates will attack ships that raise any banner that is not Irrusk, and
attack in a wild rage all those onboard. Sular corsairs will only target ships that are not affiliated with the Council of Synod, and can
be dissuaded by bribe, but pose an even bigger threat than the Irrusk pirates. Adventurers that feel prepared to travel to a new continent should be wary of these threats, and prepare accordingly.

Restrictions

While caravans and ferries operate as a business, ships are provided by the rulers of each nation-state, and therefore are subject to
certain restrictions. Irrusk are not welcome on many non-Irrusk
vessels, and Irrusk do not welcome foreigners. However, there are
always alternative ports available to transport a player of any race
to the same region, although not always the same location. A nonIrrusk that wishes to travel to the Irrusk homeland, for example,
will find that the closest a ship will sail is the northeastern most
point of Nellaus. From there, you would need to travel by
foot, swim, or by ferry to reach the Irrusk capital.

Quick Travel
For the impatient adventurer, traveling to another settlement is
as easy as the click of a mouse. By opening up the map window,
players may choose to travel instantly to any location marked on
the map that they have previously visited, provided that location is
within the same region.

Vahana
Guardian Familiar
Once you progress far enough on the progression web, you will gain
the ability to choose a guardian animal, or vahana, to aid in your
adventurers as well as to provide a mode of transportation within a
region that is much faster than travel on foot. Each race has their
own vahana to choose from, each with different attributes. Vahana
are classed into three categories: animal, wyrd, and construct.
Animals are the natural beasts of the world, pure and untouched by
human hands. Often fearful of humans, they will only form a bond
with the purest of souls. Animals specialize in running speed and
support abilities.
Wyrds were at one time natural animals, but have gained a slight
affinity for manipulating earthen numina over time. Fiercely independent and highly intelligent, it is said that a wyrd chooses its own
companion. Wyrds range from the absurd to the frightening, and
may not be welcome in all settlements. Wyrds specialize in earthen
numina.
Constructs can be created by reshaping the numina of naturally
forming parts of the earth into the shapes of living creatures, and
then imparting a part of your own numina into them, essentially
giving them life. Constructs can reshape themselves to match a
given situation. Because the creation of a construct requires ma-

nipulation of human numina, choosing a construct as your vahana


should is a dangerous choice. Constructs specialize in defensive
abilities and physical attacks.

Irrusk

Zelos

Bear (animal)

Horse (animal)

Spither (wyrd) giant spider with the head of a lion and sharp-

Special Ability: Charge

Gallequus
(wyrd) size of

ened blades for legs

Bone Golem (construct)

a horse, body of
a rooster, head of
a horse

Nutare

Stone Golem
(construct)

Coatl (wyrd) plumed serpent

Spine
Yak (animal)
Qilin (wyrd) chimeric creature with the head of a lizard, body
and hooves of an ox, tail and mane of a horse, horns of an elk, and
with scales covering the body
Brass Golem (construct)

Sular
Peacock (animal)
Shadhavar (wyrd) similar to a big, furry gazelle with a single horn on its head

Sand Golem (construct)


Special Ability: Shroud

Jaguar (animal)

Wilderness Golem (construct)

Settlements
From majestic, sprawling capitals to tiny hamlets, the settlements
of Wild provide safety from the dangers of the wilderness and act
as hubs for shopping, trade, and congregating with other players.

Growth & Collapse


Although the Council of Synod helps bring stability to the
world, minor conflicts between nations is often still unavoidable.
Through Border Conflict events, detailed in [name of section], territorial borders shift over time, leading to settlements that shift
faction, crop up in a new location, or even collapse entirely. Settlements are classified in one of four stages, and you can develop a
settlement from one stage to the next by completing quests. Likewise, settlements that are attacked can lose progress and drop a
development stage. The four stages of settlement development are:
hamlet, village, city, and capital. Note that not all settlements are
subject to such changes. Some cannot ever shift up or down a development stage, and capitals specifically cannot be invaded, nor
can a city ever advance to a capital.

Capitals

Each of the major, independent nations has one capital city within
their territory. This capital is the largest city and seat of government of the region, and has every amenity an adventurer could desire. Capitals are surrounded by walls and fiercely defended from
breach by monster or unallied humans. Most races are hesitant to
allow an outsider entrance into their city. There are five capitals in
Wild, one for each race. All newly created characters begin near
the capital city of their race.

Nova Zelos: Capital of the Empire of Zelos


Aureleska: Capital of Auruunala
Behzehab: Capital of Sular
Smaragd: Capital of Irrusk
Nokalwa: Capital of Nutare

Cities
Smaller than capitals, cities still provide the similar protection as
capitals, such as walls and guards, but are not closed off to foreigners. Although defended, cities are not impervious to invasion.
Cities share many, but not all, of the same amenities as capitals.

Villages
Without walls to protect them, the only defense of a village is a
contingent of guards. Villages can be found in even the more dangerous parts of the world, and offer goods for trade, but an adventurer should remain vigilant.

Hamlets
Comprised of only a few buildings clumped together, hamlets provide little more than a general store for you to stock up on supplies before heading off once more. Hamlets spring up along the
borders of contested zones, and may be destroyed in border conflicts, or developed into villages with time and resource donations
through quests.

Chapter 10 Economy

Banks

Price Gouging

Banks are available across the world of Wild in every capi-

Price gouging is highly encouraged in Wild, as the

tal city, as well as some remote banks in the smaller regions

world simulates real world economy as accurately as an

of the world. They can store an unlimited amount of money,

MMO can. The local merchants of an area will gouge prices

and offer varying exchange rates based on location and cur-

if they are running low on a certain amount of item, or if

rent state of global economy.

many of your fellow adventurers have recently raided the

Merchants

countryside going on a shopping spree. Or killing spree - if

Merchants across the world buy and sell in their local curren-

that resource would be affected.

cy, and sell the local goods of the world. Many of them offer

Trade Channel

services such as equipment repair.

Each city maintains its own trade channel in your chat box,

Exchange Rates

but you must be in your city to utilize it. However, if you

Wild has a unique system of economy in which each distinct


region of the world maintains its own currency and exchange
rates. Details on the current rates can be found at any bank
and at the global exchange center on the isle of The Vault.

Regional Price Variance


Merchants in various regions of the world can and will sell
and buy good at varying prices based on the supply and demand of the area. This supply and demand is most certainly
variable and dynamic, so take care when potentially flooding
your own market!

are currently at a trading post, bank, or other information


source, you can join trade channels from other cities from
other continents entirely. If you become a member of the
traders guild, you can additionally pay a premium to join
exclusive trading circles.

Auction Houses
Auction houses across the world only sell to the cities in
which they are located. No buying from the Zelossean auction house while youre stranded in the Veil.

Chapter 11 Adventuring
While there may be lots to see and do within the cities of Wild, the
job of a true adventurer is to venture forth into the wild unknown,
seeking danger, finding treasure, and completing epic quests
throughout the journey.

Quests

A quest is any task assigned by a non-player character that you can


accomplish in exchange for experience and a reward.

Starting a Quest

You can start a quest in several different ways. The most common
method is by talking directly to an NPC. These NPCs, also known
as quest givers, have a thought bubble over their heads to indicate that they are in trouble and require the assistance of a brave
adventure. Events are a special type of quest that players automatically begin when they enter the boundaries of that event. Events
are described in a later section.

Betraying a Quest Giver

Sometimes, you will have the opportunity to complete a quest by


performing the opposite of the task assigned by the quest giver.
Betraying a quest will result in lost faction, but will gain significant
favor with the faction opposing the one of the initial quest giver.
A common example of betraying a quest comes from missive (letter) delivery in border towns. Oftentimes, scouts will assign you
the task of delivering their report on the opposing factions military prowess or fortifications to the commander of a nearby settlement. Accepting the quest, but then delivering the missive to the
opposing faction, would constitute quest betrayal.

Completing a Quest

After accomplishing each objective for a quest, the quest will be


highlighted in the quest log. To complete the quest and accept
your reward, simply double-click on the completed quest to open
it and click on the Accept button. Some quests provide you with
more than one possible reward. Choose your reward wisely before
clicking to Accept.

Events
As you explore the world of [name of world], you will encounter
events that provide further opportunity for advancement. Like
quests, events are tasks that, once completed, reward you with experience and equipment. But unlike quests, events occur within
a defined zone, outlined on your map and displayed in the game
view with a translucent gold line. All players within this event
zone work towards completion of the event, although not necessarily towards the same goals. Events do not need to be accepted.
As long as you remain within the event zone, you are automatically
taking part in that event. Once the event's objective is completed,
you will receive a reward proportional to your contribution to the
event.

Abandoning Quests

Border Conflicts

Quests can be abandoned by simply deleting it from your quest


log. Once a quest has been abandoned, it can be obtained again by
seeking out the initial quest giver.

A border conflict is a type of event in which players can affect the


borders of a nation-state. Some of these conflicts begin at random
when an invading force sacks a settlement. Sacking is the term
used for attacking a settlement with intent to either destroy it or
to claim it as your own. Border conflicts can also be triggered by
players who complete certain quests.

Guardians & Raiders

Player Versus Player Combat

There are two sides to each border conflict: raider and guardian.
Raiders are the attacking force from a hostile nation-state that
hopes to expand its borders through sacking a settlement or destroying a rival fortification. Raiders are the aggressors.
Guardians are the defensive force from the attacked nation-state
that hopes to maintain its borders through guarding a settlement
from invasion, or preventing destruction of a fortification. Guardians are the defenders.

Although there are several NPCs involved in border conflicts, the


addition of players that can fight for either side means that, inevitably, players will be at odds with one another. Players within the
event zone of the border conflict will be flagged for PVP and can
be attacked by any player that fights for the opposing nation-state.
If you do not wish to engage in PVP combat, simply leave the confines of the event zone. See the PVP section for more information
on this aspect of the game.

Picking a Side

Wilderness

If one of the forces in a border conflict hails from your home nation, then you are considered a conscript and must fight for their
side in the conflict. However, if neither force represents your
home, then you may pick a side and fight as either a mercenary or
a volunteer.

The vast regions between settlements are known as the wilderness.


In the wilderness, all manner of hazards await to challenge the
hardy adventurer. Players wishing to avoid dangerous encounters
should stick to the roads.

As a mercenary, you fight for money. If your side prevails in the


border conflict, then your pockets are lined with gold. Even if
your side fails, you still earn a small bit of money as compensation
for your service.
As a volunteer, you fight for glory. If your side prevails in the border conflict, then your faction with that nation-state increases.
However, if your side should fail, then you earn very little faction.
As a conscript, you fight for duty, and you earn both money and
faction if your side prevails.
In addition to the above, every player that succeeds in a border
conflict earns experience and a reward.

Enemies
Hostile NPCs, knows as enemies or mobs, come in several varieties.Human enemies come in all shapes and sizes, although do not
stray far from their nation of origin. Some humans are little more
than mindless barbarians and assassins, attacking on sight with all
manner of weaponry. But others are skilled numina users, armed
instead with many of the same abilities that you employ.
Fauna constitutes any animal, or animal-like, creature in Wild that
occurs naturally within the environment. Fauna can be hostile or
neutral, aggressive or easily frightened. Some are dangerous, others little more than a nuisance. It is said that some fauna within
Wild can use numina to some extent.
Flora refers to plants and trees that have been imbued with a mind
of their own. Snaking vines that bind an adventurer, or massive
trees that lay low anyone that dares to cross their path are just a
few examples of the dangers of overlooking the vegetation of Wild.

Constructs have been created out of the earth by powerful numinaries. Constructs come in many forms, always reflecting the
earthen properties of their environments. Many constructs, abandoned by their creators, aimlessly roam the wilderness.
Aberrations may bear passing resemblance to humans, fauna, flora, and/or constructs, but are rarer and more dangerous than each.
Created by the forbidden mixture of human and earthen numina,
aberrations were once natural humans or animals that have been
grotesquely altered into mere shades of their former selves. Aberrations cannot be reasoned with, and have no trace of compassion
remaining. If you see an aberration on your journey, be prepared
to fight...or RUN!

Places of Interest

Within the wilderness, you may find interesting locations that can
be explored, such as caves, abandoned buildings, and ruins of lost
civilizations. Within these places, you may find treasure, enemies,
quest objectives, or even all of the above. Because escape from
the interiors of these places is less direct than out in the open, you
would be wise to avoid them unless in a group.

Dungeons
Similar to places of interest, but much more vast, dungeons are
distinct zones all to themselves that players can explore. Dungeons act similarly to events: Upon entering a dungeon, players
automatically receive quests to complete certain objectives. Each
dungeon occupies its own instanced zone, and each instance can
only have a predetermined number of players within it at any one
time. All players within an instanced zone work together to complete the dungeon quests. As an instance zone fills, another instance zone is created for the new players. Any players within a
group are automatically placed into the same instanced zone
of that dungeon, even if it means creating a new instanced
zone
just for that group.

Chapter 12 PVP

Factions

Signing Up as a Mercenary

Due to the cultural diversity of the civilizations across the world,


the PvP system utilizes this heavily. In open-world, battleground,
and instanced PvP, the results of the battles will have effects on the
persistent game world.

Mercenaries work similarly to conscripts, except the option is only


available to players who are not members of either warring faction.
When mercenaries join a border conflict, instead of being awarded
with just experience and honor points, they also get money!

Border Conflicts

Honor Points

The various nations of the world all have their own borders, and
conflicts for territories and spaces are common. Constantly occurring all across the game world are small border conflicts and
incursions. Players may join in battle with large forces of NPCs to
attempt to take territory for the winning side.

Honor Points are a system of currency that are utilized in PvP. You
can use them to purchase exclusive items, equipment, and much
more.

Historical Battlegrounds

The majority of the world is not open PvP enabled for players to
constantly kill one another, but anywhere near enemy borders for
your chosen faction, people will be able to fight.

If players desire, they can participate in instanced battlegrounds


where sides re-enact famous and important battles throughout
history. Your own faction bears no effect on these battles -- your
faction is randomly determined upon entering -- and these battleground do not affect the outside world.

Conquering Territory

Duels

PvP Zones

Through the ongoing struggles in Border Conflicts and PvP


Zones, territories will swap control between different civilizations.
For example, if Zelos were to win several border conflicts to the
West, they could potentially take over several Sular quest hubs and
small towns, replacing all of the NPCs and changing the areas currency, quests, etc.

Conscription

When joining Border Conflicts, you can be conscripted to the side


of your factions war effort. When you do so, you will be rewarded
with experience, and Honor Points which will be explained later.

Players may challenge one another to one on one duels. There are
no rewards or penalties for winning and losing, though a players
duel statistics are tracked for each of their character. Stats such as
wins vs. losses, wins vs. certain classes, etc.

Arena

The pinnacle of PvP, the Arena is where teams of players can join
together and fight against other pre-made teams to climb the ranks
of the arena ladder. Brackets are organized into 2v2, 3v3, and 5v5.

Chapter 13
Community
Chatting

Chatting is the primary method of communication in Wild.


Whether talking to anybody in the local area, to a party, or to a
raid, you can communicate to multiple people by default in the
chat window.

Channels

Channels are specific methods of chatting that talk to everybody


in the specific channel. There are established public channels such
as Trade, Looking for Group, and more. However you can also set
up private channels with your own names that friends can join.

Looking for Players

Looking for Players is a default channel that you join any time you
walk into a zone. Every zone has its own Looking for Players channel that allows you to quickly find groups with which to do the local dungeons and/or group quests.

Ignoring Players

Eventually the time will come when you meet somebody that just
rubs you the wrong way. We include a very simple ignore feature
to prevent the frustration from that person. They will be unable to
message you, mail you, invite you, etc.

Grouping

Groups are critical to success in MMORPGs, and as such Wild has


a very flexible grouping system. If youre wishing to join a dungeon or get more people for a quest, simply open the Group Finder
and join the queue, and Wild will automatically match you with
a individuals or pre-existing groups that are looking for the same
thing.

Trading

Trading is a very simple process that can either be done


in person or through the mail. Either right click and open
trade in person, or send a trade request mail.

Friends

Youre going to need friends to be successful in Wild. To add a


friend, simply type /friend [Player Name] and youre good to go!
Open the social panel to see your list of friends, and configure if
youd like to be notified when they sign on or off.

Guilds

Guilds can be formed by visiting any city and acquiring a charter.


Once ten players have signed your guilds charter, you will be recognized by the Synod as an official entity under whatever name
you so choose. You may invite players to your guild at will, create and apply ranks, and more. As a special bonus, guilds that are
very well known and successful will receive nice discounts at various establishments around the world, and will occasionally receive
generous donations from the royalty of cities.

Postal Service

Postal service is a very simple procedure. Simply visit any mailbox, located on most streets in every city around the world. From
there, youll be able to address a mail to a player, use it to talk, send
items, send money, or request trades. Voila!

Chapter 14
Language
Language Variance Across the World

Each civilization has it own language associated with it, and in order to speak with NPCs and accept quests, youll have to know it!

Regional Dialects

Many nations and regions can have unique dialects and languages
all their own. For the most part however, large portions of a country will share languages.

Starting Languages

Players begin the game with the language of their people and usually a language of a local neighbor. For example, the Zelosseans
would speak their own language, and most likely that of Sular.

Not Speaking the Language

If you dont speak the language, you can still interact with an NPC,
but that would be rather pointless, wouldnt it?

Learning a New Language

To learn new languages, you have to travel to The Vault, north of


Zelos. There are the education center, you can undergo side quests
and special mini games that result in you learning a new language.
Thats not tedious and annoying at all!

Credits and
Sources
Front Cover - Forgotten City - http://www.freebestwallpapers.info/
bulkupload//20082010//Games/Fantasy-Forgotten-city.jpg
Front Cover - ESRB Teen Logo - http://www.online-games-your-way.
com/images/esrb-teen-logo-300.jpg
WildWood Font - http://www.dafont.com/wild-wood.
font?text=WILD&psize=l
Master Page Backgrounds http://www.designfreebies.org/wp-content/
uploads/2011/09/free-psd-templates-wallpapers-backgrounds-5.jpg
Business Logo Ampersand - http://designyoutrust.com/wp-content/uploads7/8_09.jpg
Business Logo Totally not stolen from Blizzard
Pg. 4 - Divx Logo - http://latestversionplugin.com/wp-content/up
loads/2013/03/Divx.png
Pg 7 Natures Claim - http://media.wizards.com/images/magic/daily/
td/td143_claim.jpg
Pg 8 Golem - http://fc09.deviantart.net/fs71/f/2012/053/c/5/rock_
golem_by_gerezon-d4qlxli.jpg
Pg11 Golem http://sfw.so/uploads/posts/2011-04/1303760690_x-14.jpg
Pg. 14 Bottom Border http://fc07.deviantart.net/fs71/f/2011/156/4/4/
fantasy_landscape_by_maks_23-d3i3ygz.jpg
Pg.17 Tree http://api.ning.com/files/jWYaHsNAPc-dYMnGb9-my48Um
TxWCJlW3q*epLzukrvmtuPhRczhTUlgDVlPMWS0qG7hkTcyZdgh2Jv
ulELJgC*F4RfayDJW/treestower.jpg

Pg.18 Senators
http://images1.wikia.nocookie.net/__cb20100506192252/finalfantasy/
images/6/6f/FFXII-ArchadesSenators.jpg
Pg.19 http://media.wizards.com/images/magic/daily/sf/sf211_x8ikwxg71p.jpg
Pg 20 http://savvygoldtrader.com/wp-content/uploads/2010/06/scrapgold.jpg
Pg 23 https://lh6.googleusercontent.com/-WQnO_ZvEW_8/UWuxSLNOwfI/AAAAAAAAAsU/9RmtJyObqHA/s2000/130401.jpg
Pg 27 http://www.gamesetwatch.com/hinterface1.jpg
Pg 29 http://digital-art-gallery.com/oid/51/1383x1600_9812_Scout_2d_
fantasy_concept_art_elf_archer_picture_image_digital_art.jpg
Pg 31 http://coolvibe.com/wp-content/uploads/2013/01/Fantasy-ArtAleksi-Briclot-Vrazska-The-Eye-of-Death.jpg
Pg 34 http://mydeepmeditation.com/wp-content/uploads/2010/09/
Chakra-balancing-meditation_1.jpg
Pg. 38 http://30plusgamer.com/wp-content/uploads/2013/05/fantasybattle-254601.jpg
Pg. 39 http://upload.wikimedia.org/wikipedia/en/1/15/Drawing_of_ancient_Pergamon.jpg
Pg 41 http://3.bp.blogspot.com/-GGV2CEvwBh4/UMdRvXBUetI/
AAAAAAAAAAA/Otry23pHgZM/s320/GuildSymbol_Rakdos_Black.
png
http://favim.com/orig/201104/06/Favim.com-14143.jpg

Pg 42. http://1.bp.blogspot.com/_IrX2dnfvNL4/SrPWz6csTlI/
AAAAAAAAALc/zihm8CFob2c/s400/123766Mountain1__01_
rev1a+copy.jpg
Pg. 44 http://images2.wikia.nocookie.net/__cb20100227155641/finalfantasy/images/9/94/Final_Fantasy_10_Sphere_Grid.svg
Pg. 47 http://coolvibe.com/wp-content/uploads/2012/10/Fantasy-ArtJessada-Sutthi-Necromancer.jpg

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