Tales of Rhayne

Game Concept

Tales of Rhayne is a Multiplayer Action RPG made in Unity3D. It is placed in the fantasy world of Rhayne with the iconic fantasy creatures such as orcs, dwarfs, elfs & etc. You can play singleplayer, cooperative 2-16 players, or PvP with up to 64 players. Right now there are two factions; Order and Chaos. Cooperative modes are available for both factions. Co-op mode is similar to Baldur's Gate and Pillars of Eternity, but unique in it's own way. We want it feel like a traditional RPG adventure and are experimenting with different gamemodes. Players fight, kill, loot, and quest their way through different areas like open fields and caves. In PvP right now we have Arena, Siege and Capture the Flag gamemodes, and plan to add even more.

When you start ToR you only have access to a handful of races and classes. While you progress in your adventures, you will unlock new races and additional classes. Some will be very hard to unlock, some will be easy, and some will be only be attainable by the best players in the world. Each race can have a huge impact on your strength and abilities. For example, a Troll could kill 5 gnomes quite easy.

Unlike other RPG's where all characters have to be exactly even (which is not very realistic), not all classes or races are created equally. The more powerful a character is, the more gold it will cost to create. Our unique permanent injuries system will leave you wanting several characters on your account. Be prepared to roll new characters on occasion.

As you progress and unlock achievements it will allow you to unlock more powerful characters and collect even more gold.


We have played many different RPG's since the early 90's. With videogames, tabletop games, and pen and paper, there were many choices. Every RPG on the PC is based on the generic fighting system from Dungeon and Dragons, which we think we can improve on.

Dungeons and dragons

Example: A level 10 warrior has 100hp and a level 1 warrior has 10hp. So the level 1 warrior can hit the level 10 warrior about ten times before he dies with his sword. We do not think this is a very realistic model. We want the level 10 warrior to dodge and parry around 9 attacks, and then fail to dodge/parry the next attack. That last attack lands a good hit and kills him. Hitpoints represent the characters ability to take hits with dodging, blocking, etc: and we want to show this in-game instead.

We want a low level character be able to kill a high level character with one hit if he manages to land the blow. The best way for a low level character to kill a high level swordsman is to shoot them with ranged weapons since he will not stand a chance in a close range swordfight against him. The best counter to projectiles are big shields that block the actual path of the projectile, even if its on the players back. Often 1 hit doesnt kill you but it will damage you, ex a hit in the leg makes you move slower.

We hate when you manage sneak up behind your enemy and hit him with a big fireball that looks like it can kill a whole town, and then nothing happens. One guy jumps up, makes a 360 in the air while crouching, and kills you in a second. We don't want that to be happening here.

The angle you attack from is also very important. You cannot dodge or parry attacks from behind, so always protect your back. As an attacker you will receive an accuracy bonus when attacking someone from the side or behind. This makes combat between multiple people very interesting with different positioning and flanking. The heavier your character is with armour and size, the slower he will turn and move. With light armour and high agility you can expect to turn and move quickly.

Projectiles like arrows, bolts, throwing weapons and fireballs are affected by gravity. So they will arc towards the ground depending on your ranged accuracy, unless they are using homing magic. Friendly fire is always on too, so be careful not to hit your teamates while shooting arrows or swinging your sword around. You could permanently injure them if you are unlucky.

Multiple forms of feedback during combat is very important. If you get hit, you may stumble back and have your attacks cancelled depending on how hard you are struck. If you are struck hard enough, you could even get stunned momentarily.
Attack power is calculated like this for attackers:
[(Strength + Size + Weapon Size * 3 ) * Weapon Type]. Sword: x0.0, Axe: x0.0, Hammer: x3.0, Knife: x0.3, Spear: x0.0, Staff: x0.0


Everytime you take damage, there is a small chance you may receive a permanent injury. Injuries vary from things like broken leg that makes you move slower permanently, to things like a broken collarbone that slightly reduces your strength. This makes it so that after a while you may want to retire your character and have him enter the Hall of Fame.

After playing for a while and going to start a new character, you will have probably unlocked new and more powerful races or characters to start with. For example: when you start the game you may only choose the human farmer, but later on you can choose a dwarf warrior and so on. When you die there is also a small change of permadeath, in which you would lose the character and all his items. The chance for perma injury/death is affected by the damage and special abilities. You can example create a character that inflicts alot of perma injuries.

This system was inspired by BloodBowl, Necromunda and Mordheim from GamesWorkshop.

Blood bowl

Unique Leveling

All characters start at level 1 and can level up. Unlike traditional RPG's, you are unable to see what level another character is. Instead you will have to determine how powerful they are by thier looks and gear. When you level up you get to choose from two random general abilities, one ability granted to you by your god, and a handful of other options that are generated randomly. The better your relation to your god, the more powerful abilities you may receive from him/her. At level 1 you probably get none or maybe one. But as your faith increases, you will be offered more choices. You can read more about the abilities here.

When leveling up you will also receive skill points to allocate on your current skills and/or unlock new skills and spells. You can read more about the skills here.

This unique leveling system makes every character you create truly unique and interesting. You will hope to get an ideal combination of abilities, but every once in a while you may have to pick something you wouldn't normally have chosen. In addition to that, some abilities are more powerful than others. At some point during your characters life you may decide you want to change the direction of your character. And while this might not always be possible, you can always create another character.