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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.

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.