Meditations are the classes of our units. They set the base stats, stat level progression, nutrition value of eaten resources, and sources of class experience.
Meditations are supposed to be broad strokes of a given “lifestyle” the meditation that drives your behavior. A rabbit and a deer could both share a class as prey. They both are skittish, rely on speed for survival, are docile in nature but can attack when backed into a corner. In this way, we can craft talents/attributes that give effects and benefits to those aspects of their survival.
The talents for each class are of 3 types:
A class can get possibly 10 or 15 levels (benefits of either depicted in the notes above). As a classes levels increase, so too does their pool of talents to use. Each level unlocking one of the talents available to the class.
Equipping Talents and Leveling
Each talent type would be equipped at the same time, however, only one at any time. This way, one can affect and bolster aspects of their abilities at any time, but only get access to powerful ones later in the class progression.
From the Prey example above, a prey may start with a “Dash” burst of speed buff at level one. This would improve it’s movement speed and contribute to the base mentality of the class: “Speed allows you to escape because you don’t want to fight”. The dash is a mobility talent and thus takes up that equip to make “Dash” always available as a castable spell (L1).
Further into the levels at level 4, a defensive ability is learned. It makes it so your knockbacks are heavier, contributing to longer stuns. Stunning an enemy gives you opportunity to get out, and works well as an ability for a higher level Elk.
At the beginning the player starts only with the Guardian Meditation, this would have a balanced set of talents throughout the progression, covering combat, navigation, survivability, and carry capacity.
Throughout the world, as a major step, the Guardian is able to learn meditations that other NPC’s in the game abide by. Prey is an equippable class, exactly as the guardian class is equippable to others. Once attained, the Guardian is able to select the newly granted meditation in the meditation menu where you also select talents. This is accessed from the bonfire.
All new classes start at level 1 and must be leveled by playing in the game world.
Conditional Progression – POSSIBLY
We would like to make it that each class has conditions for earning experience. While “Meditation of the Wolf” may get experience from hunting kills and eating rare meat, “Meditation of the Deer” may get experience from successfully fleeing from a combat engagement, and distance traveled.
Lastly, classes have different values gained from nutrition. A prey meditation would only benefit from HRB essence consumed. ANI, BILE, and ERTH would be negative, and Exotic and spirit would be neutral.