Editor reference
The launch build ships world, region, zone, POI, NPC, creature, item, equipment and faction tooling. Quest, event, pet, dungeon, boss, mount, class and spell editors appear in the 2027 updates.
Nine authoring tools ship with the Early Access build, plus the prefab and world-creation systems that tie them together. Eight more are scheduled across 2027. This table is the map of the whole toolset, with what each one writes and where you find it afterwards.
Launch editors
| Editor | Produces | Saved in | Used for |
|---|---|---|---|
| World editor | Terrain and object placement across layers | The world map | Coastlines, forests, roads, settlements |
| Region editor | Named containers drawn with a brush | Region inventory | Grouping zones by area |
| Zone editor | Ownership, atmosphere, weather, fog, spawn rules | Zone inventory | Borders, danger, local mood |
| POI template editor | A landmark with a visual and a minimap icon | World folder, per-type templates | Reusable landmarks |
| NPC editor | NPC templates with race and visual | NPC library | Townsfolk, workers, guards |
| Monster editor | Monster templates with tier, theme and base stats | Monster library | Wildlife and threats |
| Race editor | Race templates with attribute modifiers | Race library | Species identity and balance |
| Item editor | Items with identity, inventory block and recipes | Item library | Materials, food, trade goods |
| Equipment editor | Gear with bonuses, derived preview and recipe | Equipment library | Weapons, armour, loot |
Systems that are not editors
Two authoring systems do not look like editors but behave like them:
| System | What it does | Where it lives |
|---|---|---|
| World creation | Sets map size, imports the default prefab, creates the world folder | Before the first tile |
| Prefab system | Exports and imports chunks of editor content | World folders and Workshop |
Scheduled editors
| Editor | Phase | ETA | What it will unlock |
|---|---|---|---|
| Quest editor | Major Update 1 | Q1 2027 | Hand-authored quest chains |
| Event editor | Major Update 1 | Q1 2027 | Scripted world events |
| Pet editor | Major Update 1 | Q1 2027 | Companion creatures |
| Dungeon editor | Major Update 2 | Q2 2027 | Interior spaces |
| Boss editor | Major Update 2 | Q2 2027 | Named encounters |
| Mount editor | Major Update 2 | Q2 2027 | Rideable creatures |
| Class editor | Major Update 3 | Q3 2027 | Authored classes |
| Spell editor | Major Update 3 | Q3 2027 | Authored abilities |
Each phase is described as a three-month sprint and includes four new classes, new editor assets, simulation improvements and community requests on top of the headline features.
What each editor needs before it works
The dependency chain matters more than the feature list. An editor with nothing to reference produces content that never appears in play.
| Editor | Needs first | Otherwise |
|---|---|---|
| NPC editor | A race | Templates with no attribute shape |
| Monster editor | A zone that spawns it | A monster that never appears |
| Item editor | A material family | Recipes with no inputs |
| Equipment editor | An item recipe chain | Gear nobody can craft |
| Zone editor | A region and two factions | Ownership with nothing to own it |
| POI editor | Nothing | Works standalone |
| Region editor | Terrain | Empty containers |
That table is the practical order of work for a new world: terrain, region, zones, factions, races, NPCs, monsters, materials, items, equipment.
Reading a panel you have never opened
All the template editors follow the same shape: a library on one side, a data block on the other, with an identity section at the bottom or top of the block. Once you have used one, the others are familiar - the differences are the extra blocks (a monster's tier and base stats, an equipment piece's derived preview, an item's inventory values).
The attribute reference covers the stat model those blocks share, and the early access state page covers what is still missing.
