01
Territory & PvP
The world is a single seamless map, roughly 250 km × 250 km, dynamically split and load-balanced across many physical servers — all running server-authoritative physics at 60 Hz.
A small PvE-only haven exists for players learning the ropes; its rewards are limited by design. Nearly all of the frontier beyond it is open PvP, with light penalties for ordinary death. In one small region the rewards are extreme — and so is the cost: it runs on perma-death.
02
City Building & the Tree of Life
Player cities are founded by planting a Tree of Life from a seed. A city gathers resources from its region, raises AI armies, gives citizens a bind and spawn point, and grants regeneration bonuses across the wider region.
Around the Tree you raise real structures — walls and gatehouses, towers, a keep, training and crafting halls, and mines that draw wealth from the land. Any player may attack a city at any time, but the Tree of Life is invulnerable until an enemy plants a bane beside it. While the Tree stands it shields nearby buildings, making them very hard to destroy. Fell the Tree, and the whole city lies open.
Ownership
Guilds & nations
Cities belong to guilds. Guilds band into nations that hold whole swaths of the map.
Windows
Vulnerability
Mines and villages open to attack on a schedule the owner sets — and take extra damage while open.
Logistics
Supply lines
Regions cap troop counts. Siege camps and carts extend reach; without them, debuffs punish invaders.
03
Combat
Melee and archery are directional and physical — swing-contact combat where the blow lands where you aim it. Offensive magic uses FPS-style projectiles with no lock-on. Defensive magic and healing lean tab-target so support can keep pace with the chaos.
Gear matters enormously — an arrow to an unhelmeted head is simply fatal. All physics is server-authoritative at 60 Hz, so what you see is what the world enforces.
04
Magic in the World
The world is divided into high-magic, low-magic, and no-magic regions. Where you fight changes what you can do — a Mage devastating in a high-magic land falls silent in the no-magic wastes. Read the ground before you commit a party to it.
05
Leveling & Skills
QFT has levels, but progression is deliberately flat — a level 1 can fell a level 1,000 with a well-placed strike. Skill decides fights, not a number.
Skills, spells and stats are not tied to level. Retrain and reassign them at city trainers; the highest arts can only be trained at player cities — and are lost on death unless you respawn somewhere that can restore them.
06
Death Penalty
Where you die determines what it costs you.
PvE haven
No penalty
Immediate respawn at your bind spot. Nothing lost — the training ground.
PvP frontier
Gear damage
Gear degrades but never permanently breaks; repair it in a city. Inventory is lootable for a short window.
The Deep
Perma-death
Your character is deleted. All gear and inventory drop to the ground. Only account-wide bank items survive.
07
Farming, Radar & the Globe
Roaming bandit armies and dungeons dot the world; clear their camps for resources. There are no crafting skills — items are farmed or bought from NPC merchants.
Because radar is trivial to hack client-side, the game ships an official minimap that shows every player and NPC as a dot — so no one gains an unfair edge.
The world favors low ping, and melee especially rewards pings under 100 ms. Regions are hosted across America, Europe, and Asia; an in-world map mode shows where each region lives, so guilds can build where their ping wins.
Ready to hold ground?
Register a character, pick your calling, and find a guild to raise a city with.