Design Manifesto

Survival

 * Healing is slower and food can't be spammed for continuous healing.
 * Temperature in the desert is lethal, making it a high-risk area to explore. This encourages players to traverse the mushroom caverns instead of sprinting across open ground during the day.
 * Items that aren't equipped drop on death, along with a variable amount of XP and Gold. XP can be retained with an XP tome, while Gold can be banked.

Progression

 * Freeform leveling system. Spend XP/Gold on any skill, with discounts for specializing.
 * Player Titles based on the ratio of different skills possessed.
 * Multiple routes to power. Secret races, trainers, and items added regularly.

Economy

 * NPC shops with high base prices, to encourage player trade while also preventing gouging.
 * Players can trade in person or use player-owned slab shops, which need to be restocked directly by players.
 * Extreme variance of items, ensuring that "thrift shops" can thrive.

Combat

 * Focus on mobility and intelligent use of terrain. Races, Skills, Spells, and Items can grant mobility options. Jump higher or farther, safely swim in lava, ignore fall damage, blink around, etc.
 * Ranged spells, archery, and thrown items.
 * Hundreds of new items.