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Zgłoś problem z tłumaczeniem
1. Soul skills. Soul skill points are unlocked by leveling up any skill tree. Say every 5 points in any tree earns you a new Soul point. So if you spend 25 out of 25 in the Squire tree you get five Soul points. Now if you create a Soul Facet (an alternate character on the same soul, same world) and you gain some levels and spend 10 points in the Squire tree, you don't get any Soul Points, you've already earned to first five on that Soul. BUT, if you spend those 10 points in the Apprentice tree, you'll get 2 more points because that's the first time you've made it that far on that tree on this soul.
In the Soul skill tree then there are lots of utilitarian passives like temperature tolerance, extended diet, minor resistances, runspeed, time allowed underwater, etc.
2. I am envisioning two special equipment slots specifically for temperature control, underwear tops and bottoms. These don't provide armor, maybe some specific enchants are allowed. They -do not- just make you hotter or colder. They increase the max or min or both tolerable temperatures. I think this in one way to bring more attention to the Tailor profession.
3. Craftable potions, runes, or some sort of temporary buff that can be made for excursions into harsh areas.
I really hate having to carry around a hat just to be in the desert or whatever. Ya ok platemail is probably hot, but we're not trying to make a real world simulator. Mechanics like temperature are just supposed to give reason to leveling and crafting to let you travel easily where maybe you couldn't have five levels ago, you know?
Regarding the temperature and evil encounters section, you seem to have stopped typing mid sentence :D
Trello card setup looking good as well :)
Soul points are not yet in-game correct.