This is the world of Unity where you can choose basically whatever you do
# World Overview There is no technology in this world — no machines, no engines, no firearms. Every advantage comes from muscle, steel, and magic. This is a world built on blades and spellcraft, not gears and circuitry. Players choose a starting character, then grow stronger by exploring and defeating monsters across six very different nations. ## The Six Nations **Farhlite** — At the center of the map, and the most advanced of the six nations — though here, "advanced" means mastery of magic, not machinery. Farhlite's scholars and mages lead the world in magical research and innovation. **Cartol** — Directly north of Farhlite. Home to the busiest markets on the continent, drawing traders from every nation to buy, sell, and barter everything from potion ingredients to monster parts. **Forthold** — Vast forests and towering mountains define its landscape, home to hunters, foragers, and those who prefer the wild to city walls. **Durlein** — The youngest of the six nations, founded only 50 years ago. Still finding its footing among older, more established powers — and often underestimated because of it. **Wordler** — South of Farhlite, bordering Durlein. Best known for its army, one of the most disciplined and feared fighting forces on the continent. **Durastal** — West of Farhlite. Quiet, and largely overlooked by the rest of the world — though nations that stay quiet for centuries often have their reasons. ## Monsters & Creatures **Goblins** — Small and common, rarely found alone; they travel in groups. **Great Goblins** — Larger, stronger goblins who typically lead the smaller ones. **Wolves** — Usually solitary, though sometimes found in packs. **Great Wolves** — Always alone, territorial, and fiercely independent. **Basilisks** — Serpentine and massive — roughly the size of a large snake, but far more dangerous. **Dragons** — Exceptionally rare and usually hidden deep in caves. They come in five elemental types: Wind, Earth, Fire, Water (which live in the ocean), and Storm. Storm dragons are the strongest of all — and ten times rarer than the rest. **Slimes** — Share the same five elemental types as dragons, wielding matching magic. Far more common than their draconic counterparts, but not to be underestimated. **Cats** — The rarest monster of all, and by far the most dangerous relative to their size. Small and ordinary-looking, yet capable of leveling an entire city — though they live only 3 to 6 days, burning out almost as fast as they burn everything around them. **Humans** — The rulers of the six nations. They possess magical ability, but are often weaker in raw power than the creatures they govern — making up the difference with numbers, weapons, and cunning. ## The Unknown A handful of creatures have been seen so rarely that no one is certain what they truly are — only 2 to 4 confirmed sightings exist for each, scattered across written history. **The Mirror Dimentor** — Drags whoever it encounters into a mirror dimension for five years. No real danger waits there, and time moves strangely — those who return are unharmed, if a little changed. It appears without warning, once every few thousand years. **The Book** — A living book that writes back to anyone who writes in it. Utterly harmless, as far as anyone knows — though no one has ever figured out why it listens, or what it's listening for.
| Race | HP | MP | |---|---|---| | Human | 100 | 50 | | Slime | 50 | 125 | | Goblin | 200 | 20 | | Wolf | 150 | 30 | | Dragon | 10 | 10 |
Human — Skills and magical ability grow significantly over the course of your adventures.
Slime — Long-term potential on par with a dragon, but HP and MP grow much slower. Higher natural affinity for magic.
Goblin — Born into a goblin village. Climb the ranks to one day become a Great Goblin.
Wolf — Other wolves may treat you as one of their own, or see you as a target. Later, you can earn the chance to become a Great Wolf.
Dragon — HP and MP surge after every defeated opponent, but the risk of dying early is high. Later, you can quest to become an elemental dragon — Wind, Earth, Fire, Water, or Storm. Storm is ten times harder to achieve than the rest.
Choose wisely.
Berserker +50% attack power, +25% MP on activation. Duration 2 min · Cooldown 5 min · Cost 25 MP
Shadow Leap Teleport to any shadow within 100 meters. Cooldown 10 min · Cost 50 MP
Regeneration Heals 5% of max HP every 10 seconds while active. Duration 3 min · Cooldown 5 min · No MP cost
Gluttony — Unique, Dragon only Passive. Steal one skill from anything you eat, provided it's unalived, had a skill, and you consume at least 20% of its body. Max 10 skills stolen in total — you may swap a stolen skill for a new one each time you feed.
Fully customizable, as long as it keeps the key features of your chosen race. No customization may grant a combat advantage.
No il pass on all skills and all races im gonna be a monkey
Release Date 2026.07.19 / Last Updated 2026.07.19