Professions, not classes

No two survivors fight alike

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

Six 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.

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

DEX Dexterity

How fast you act and how well you avoid.

  • Attack speed
  • Critical chance
  • Evasion
  • Movement speed
  • Physical conditions tick faster

CON Constitution

How much punishment you take, and for how long.

  • Health and health regeneration
  • Physical damage reduction
  • Stamina pool
  • Breaking free of stuns, checked every second

INT Intellect

Offensive magic.

  • Mana pool
  • Magical damage from abilities
  • Spell critical damage
  • Spell accuracy
  • Magical conditions hit harder
  • Caster gear requirements

WIS Wisdom

How fast and how often your magic lands.

  • Cast speed
  • Spell critical chance
  • Magical conditions tick faster
  • Caster gear requirements

PRE Presence

Your standing against magic and your reach over others.

  • Magic resistance
  • Buff duration
  • Mana regeneration
  • Healing and support strength
  • Shaking off fear, checked every second

Working in the alpha today Designed, coming in a later build

2 · Stats

What your attributes and gear add up to

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.

Vitals

PoolFromRegenerationFrom
HealthCON + gearHealth regenCON + gear
ManaINT + gearMana regenPRE + gear
StaminaCON + gearStamina regenCON + gear

Every regeneration drops to 30% while you are in combat.

Offence

PhysicalFromMagicalFrom
Damageweapon + STRDamageweapon + INT
AccuracySTRSpell accuracyINT
Attack speedDEXCast speedWIS
Critical chanceDEXSpell critical chanceWIS
Critical damageSTRSpell critical damageINT
Condition rateDEXCondition rateWIS
Condition strengthSTRCondition strengthINT
PenetrationgearPenetrationgear

Defence

Against physicalFromAgainst magicFrom
ArmourgearMagical armourgear, mostly jewellery
EvasionDEX + gearNo magical evasion—
Block chanceshieldSpell blockunique items only
Parry chanceweaponMagic resistancePRE + gear
Bleed, sunder and stun resistCON + gearFire, frost, lightning, poison, disease and arcane resistgear + PRE
Damage reflected on blockgear + skillsThornsgear + skills

Utility

StatFromStatFrom
Carry weightSTRMovement speedDEX, slowed by load
Buff duration and reachPRECooldown reductiongear, buffs, skills
Stamina and mana costgearBuff slots10 open, up to 20

How a hit resolves

  1. EvadeA dodge avoids it entirely. Physical only.
  2. Block or parryA parry stops it. A shield block takes off the shield's block value.
  3. ArmourReduces what gets through.
  4. CriticalA critical multiplies what is left.
  5. ResistYour resistance minus their penetration.
  6. ConditionsBleeds, stuns and the rest roll last.

Resistances are a choice

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.

Things that are not here

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

Where most of your build lives

Combat professions are trees of skill boxes, and you spend one shared pool of 125 skill points across whichever professions you choose.

Novice · 8
The entry box: the profession's first abilities and its basic rules.
Branches · 4–7
Four branches of four boxes, costing 4, 5, 6 and 7 points. All of them are optional, so two Defenders rarely look alike. Many boxes offer a choice between two versions of an ability.
Master · 4
One capstone, taken after all four branches.
The pool · 125
Mastering a profession costs 100, which leaves 25 points to take into another.

Tank

Defender
Playable in alpha

Magical damage

Wizard
In design

Physical damage

To be revealed
Planned

Support

To be revealed
Planned

Healer

To be revealed
Planned

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 Defender

4 · Gear

Made by players, worn until it breaks

Vendors sell starter equipment. Everything better is made by a player, from materials another player gathered.

Requirements, not ceilings

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.

One damage number

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.

Weight

Nothing is refused for being heavy. A light load costs you nothing. Past that you slow gradually, and a full load stops you.

It wears out

Durability drops with each death. A smith can repair it, for a price, until one day it breaks for good.

The trades

Eighteen trade skills feed the economy. Master a couple and trade for the rest.

  • GatherMining, Woodcutting, Skinning, Butchering, Harvesting, Fishing
  • RefineSmelting, Milling, Tanning, Spinning, Preparing, Distilling
  • CraftSmithing, Fletching, Leatherworking, Tailoring, Cooking, Alchemy