STR Strength
How hard you hit and how much you carry.
- Weapon damage, scaled by the weapon
- Accuracy and critical damage
- Carry weight
- Bleed and physical conditions hit harder
- Heavy armour and bow draw requirements
Professions, not classes
We value traditional classes. We also want every player to find their own approach to how they fight. So you do not pick a class from a list: you learn professions, and can mix them. Four systems combine into what makes you unique in the world.
1 · Attributes
Set when you create your character. Every one starts at 10 and you place 20 more as you like. You can lower one to 6 to fund another, and there is no ceiling. Skill boxes raise them further as you progress. Attributes give you a starting tilt and decide which gear you can use well. They do not decide your build on their own.
How hard you hit and how much you carry.
How fast you act and how well you avoid.
How much punishment you take, and for how long.
Offensive magic.
How fast and how often your magic lands.
Your standing against magic and your reach over others.
Working in the alpha today Designed, coming in a later build
2 · Stats
Every stat comes from an attribute, from gear, or from both. Physical and magical offence mirror each other exactly: Strength and Intellect decide how hard you land, Dexterity and Wisdom decide how fast and how often.
| Pool | From | Regeneration | From |
|---|---|---|---|
| Health | CON + gear | Health regen | CON + gear |
| Mana | INT + gear | Mana regen | PRE + gear |
| Stamina | CON + gear | Stamina regen | CON + gear |
Every regeneration drops to 30% while you are in combat.
| Physical | From | Magical | From |
|---|---|---|---|
| Damage | weapon + STR | Damage | weapon + INT |
| Accuracy | STR | Spell accuracy | INT |
| Attack speed | DEX | Cast speed | WIS |
| Critical chance | DEX | Spell critical chance | WIS |
| Critical damage | STR | Spell critical damage | INT |
| Condition rate | DEX | Condition rate | WIS |
| Condition strength | STR | Condition strength | INT |
| Penetration | gear | Penetration | gear |
| Against physical | From | Against magic | From |
|---|---|---|---|
| Armour | gear | Magical armour | gear, mostly jewellery |
| Evasion | DEX + gear | No magical evasion | — |
| Block chance | shield | Spell block | unique items only |
| Parry chance | weapon | Magic resistance | PRE + gear |
| Bleed, sunder and stun resist | CON + gear | Fire, frost, lightning, poison, disease and arcane resist | gear + PRE |
| Damage reflected on block | gear + skills | Thorns | gear + skills |
| Stat | From | Stat | From |
|---|---|---|---|
| Carry weight | STR | Movement speed | DEX, slowed by load |
| Buff duration and reach | PRE | Cooldown reduction | gear, buffs, skills |
| Stamina and mana cost | gear | Buff slots | 10 open, up to 20 |
Nine resistances, each capped at 75%. Nothing raises them all at once, so you choose which to push. Gear and skills can lift a cap, and value above the cap protects you when someone strips your resistance.
There is no flat spell power or attack power on your character. Your damage comes from your weapon and your attribute, so a better weapon matters. Cooldown reduction never comes from attributes.
3 · Skills
Combat professions are trees of skill boxes, and you spend one shared pool of 125 skill points across whichever professions you choose.
The Defender holds the line with a shield wall, taunts, a war banner that drags enemies onto you, and a stand that breaks stuns. Every later profession is built to its template.
Build a Defender4 · Gear
Vendors sell starter equipment. Everything better is made by a player, from materials another player gathered.
Gear asks for attributes. Bows need Strength to draw, daggers reward Dexterity, and caster gear asks for Intellect and Wisdom. A character with all their points in one attribute can't use most of the gear in the world.
A weapon carries weapon damage or spell power, not both. A weapon with both is rare: a crafter has to add the second, or it drops from a monster.
Nothing is refused for being heavy. A light load costs you nothing. Past that you slow gradually, and a full load stops you.
Durability drops with each death. A smith can repair it, for a price, until one day it breaks for good.
Eighteen trade skills feed the economy. Master a couple and trade for the rest.