Systems / Field guide 02

The working
parts.

Keyfall is designed as a connected progression loop. Each system should make the next decision more interesting, not simply add another menu to open.

Explore

Find routes through the outer realms, locate resources, and bring back something the city cannot produce for itself.

Improve

Turn raw materials into better gear, then decide how much risk you are willing to accept for another tier.

Contribute

Trade what your party finds, build a reputation, and make the network feel different because you were in it.
Index

Three connected systems

01
Collect / Socket / Build

Mob cards

Every hostile and passive mob can leave behind a card unique to its species. Collect duplicates, unlock sockets, and turn your encounters into long-term build decisions.

  • 78 cards across weapon, defense, utility, legendary, and boss categories
  • Socket cards into equipment to change how your build behaves
  • Cards create reasons to revisit familiar mobs and dungeons
02
Risk / Craft / +20

Refinement and ascension

Refine weapons, armor, tools, bows, and shields beyond vanilla limits. The safest path is never the fastest, and the strongest item is not always the most valuable one.

  • Refine equipment from +1 through +20
  • Ascension milestones create permanent safety floors
  • Failure can downgrade or shatter an item instead of quietly doing nothing
03
Trade / Scarcity / Rubies

Player economy

Players build shops, set prices, and decide what the market cares about. Rubies are not just a number in a menu; they are physical pieces of the network economy.

  • No admin shop dictating a universal price
  • Player-owned stalls in the Midgarde shopping district
  • Materials from dungeons feed the wider marketplace
Field note
The best build is the one that gives you a reason to keep going.