Build who you are
There are no classes. Stats say who you are, and skills say what you can do. Nobody can learn everything, so what you leave out matters as much as what you take.
Nine stats
You earn points as you level, and spending them is permanent. Raising a stat gets more expensive in steps, so spreading out is cheap and going all in costs more.
- First 15 increases 1 point each
- Next 20 increases 2 points each
- Every increase after 3 points each
Cost counts how many times you've raised that stat, not its value. If your race starts high in a stat, the same points take it higher.
- Strength
- Force and load: melee damage, carrying and guard breaks.
- Agility
- Body speed: movement, climbing and light weapons.
- Constitution
- Toughness: how much punishment you can take.
- Endurance
- Staying power: how long you can keep going.
- Intellect
- Magic and learning: spell slots and high recipes.
- Willpower
- Composure: holding a spell through a hit.
- Perception
- Reading the world: spotting what's hidden.
- Cunning
- Subtlety: locks, traps, stealth and theft.
- Luck
- Fortune: better finds and crafting quality. It never touches PvP.
60 skills
You train skills with credits. You start with enough for two skills and earn more as you level, up to a hard limit. A focused character at the top can fill out a whole trade, but never everything, and spent credits stay spent.
- Weapons
- Swords, Axes, Maces, Spears, Staves, Daggers, Bows, Unarmed
- Defence
- Guardcraft, Evasion
- Magic
- Fire, Frost, Storm, Life, Enchantment, Rift, Concentration, Mana Efficiency
- Support
- Bardsong, Campcraft, Field Medicine
- Subtlety
- Stealth, Climbing, Lockpicking, Trapcraft, Snooping, Stealing, Tracking, Disguise
- Crafting
- Weaponsmithing, Armorsmithing, Bowcraft, Tailoring, Leatherworking, Jewelcrafting, Alchemy, Scribing, Carpentry, Masonry, Shipbuilding, Salvage, Cooking
- Gathering
- Mining, Logging, Herbalism, Foraging, Farming, Skinning, Fishing
- Knowledge
- Appraisal, Assess, Bartering, Lore, Cartography
- Travel
- Swimming, Riding, Taming, Sailing
- Allegiance
- Loyalty, Leadership
Riding, Taming, Sailing and Shipbuilding are big systems, planned for after launch.
Never swing a sword
A character who never fights is a complete way to play. Gear wears out and breaks, so crafters and gatherers stay in demand.
Patrons and vassals
Experienced players take on newcomers, teach them and earn from their rise. When a vassal catches up, the bond stays and both earn a title.