I haven't decided yet on some of the mechanics. For example, I'm not sure if I want to use aim-based targeting and physics, or a more simple tab-targeting system. A mix of the two might work, for example you could target a player for spells, or cast straight ahead and see who it hits if there is no target specified. This would make it interesting because you might hit friendlies, or you might cast at the enemy forces' general direction and hit someone at random.
Players will be able to own pets, and may even have a mule and wagon to haul their loot and supplies. These will be destroyable when you are in PVP mode, which can be toggled on and off in towns and villages. I prefer to have PVP mode optional because some people really love games like Mortal Online, but hate the PVP part. If you venture into an enemy's territory your PVP flag will automatically be set to ON so beware.
For players who have pets, there will be a "Make Camp" option to safely log out and have your pets log off with you. If you forget to make camp and simply log off, your pet may or may not be there when you return. This applies to wagons and small boats as well, but large boats/ships will always remain in the world, but should be safe from other players if at port.
I am working on a multi-faceted magic and skill system. It will be similar to having different "classes" or magic schools. For example, you may learn the arcane magic of wizards, casting fireballs, levitating, and even becoming invisible. Or, you may seek the path of the shaman, communing with spirits to grant you protection or to hurt your enemies. An elementalist would command the elements, of course, invoking golems and elemental avatars to fight for them.
What makes it more diverse than games such as WoW or Everquest is the fact that each type of magic is a skill, so you can become adept at several schools and be a fearsome spell-slinger.
The way you will be limited in combat is that you will have a set of spell hotbars, weapon hotbars, and others, so you might only be able to slot 6 spells at a time, and replacing one with a different spell will take several seconds, not useful in the midst of combat, but doable in between fights.
Keep in mind everything is subject to change, but this is my concept at this point.
