Atlas de TraversFollow the scarf
Wiki Kalcair

The kingdom’s
notebook.

The first pages to understand Kalcair. Search for an entry or explore a category.

12 entries

The world

The Kingdom of Sleeping Giants

The setting of Kalcair.

Kalcair takes place in the past of the Atlas de Travers universe, in the Kingdom of Sleeping Giants. Exploration, encounters and group expeditions are at the heart of the project.

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The world

Changing biomes

A landscape that evolves as you explore.

The world is designed around biome areas that can change when no players are present. Encounters depend in part on distance from the village. Spawn rules and balancing remain in development.

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Classes

Warrior

A starting path focused on close combat.

The Warrior is one of the planned starting classes, specialising in close combat. Detailed abilities and their values will be documented alongside future game versions.

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Classes

Sorcerer

Magic as a first language.

The Sorcerer is one of the planned starting classes. Its identity centres on magical attacks. Detailed descriptions will be updated as development progresses.

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Classes

Ranger

An adventurous path associated with bows and mobility.

The Ranger is one of the planned starting classes and offers a ranged approach to combat. Available weapons and abilities will be documented as development progresses.

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Systems

The five attributes

Strength, Wisdom, Luck, Vitality and Agility.

Strength supports melee combat. Wisdom affects magic. Luck influences loot and avoidance. Vitality affects health and some negative effects. Agility contributes to attack rate and movement. Exact values remain subject to balancing.

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The village

The bank

Prepare for your next adventure.

The bank is designed to store eligible items at account level. Character-bound items are subject to restrictions. It helps prepare for future expeditions.

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Systems

Diamantine

Currency earned on your adventures.

Diamantine is collected automatically by the character. In the current design it cannot be traded between players or deposited in the bank.

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Collections

Companions

Small friends who travel with you.

Companions are account-wide cosmetic pets. They follow the character without providing extra stats. The village garden is intended for browsing the collection and choosing an active companion.

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Collections

Hats and auras

Give your character a visual signature.

Hats and auras are cosmetic customisation options. They do not provide combat stats. The costume shop is intended for previewing and selecting an appearance.

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Systems

Equipment and appearance

Two different ways to customise a character.

Weapons and equipment affect character attributes. Hats, companions and auras customise appearance. A two-handed weapon limits what can be equipped in the other hand.

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Systems

Friends and parties

Set out together.

The project includes plans for a friends list and parties to organise shared adventures. Multiplayer features are still in development.

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