Finite skills · Race bonuses open · Classes are item kits

Chapter 02

Choose an identity.
Earn a profession.

Each mobile device would support one character and one inventory wallet. That character has 100 skill points total across combat, gathering, production, magic, and utility—forcing every build to choose what it will master.

One character per device100 total skill pointsMastery requires trade-offs

Two separate creation choices

Race establishes identity. Class supplies starting items.

Neither choice replaces the earned 100-point specialization that follows.

Six race directions

Browse character races

Human, Automaton, Atlantean, Felinor, Barbearian, and Otterfolk have dedicated design pages. Their gameplay bonuses remain unapproved.

Five starting item bundles

Compare starting classes

Archer, Wizard, Fighter, Builder, and Harvester only determine profession-themed starting items. They grant no skills or bonuses.

One earned profession

Build within 100 points

Valid actions train their correlating skills. The resulting allocation—not race or starting class—creates the character's actual profession.

One finite character build

Every skill point is an opportunity cost.

100 is the maximum sum across the entire skill roster—not the maximum granted separately to every skill.

Example buildWoodcuttingCookingOther skillsTotalResult
Two-skill hybrid50500100Valid · cap reached
Master woodcutter10000100Valid · full mastery
Broad specialist403030100Valid · cap reached
Double master1001000200Impossible
Use-based growth

Actions train correlating skills

Valid woodcutting raises Woodcutting; valid cooking raises Cooking. The authoritative server awards progress and enforces the shared total.

Device identity

One character, one wallet

The character's inventory carries currency, NFT equipment, sealed bases, and ordinary items as one device-associated wallet experience.

Finite allocation

Specialization has economic value

Every point committed to one discipline is unavailable to the others, so no character can supply every product or service alone.

Three character builds demonstrate that Woodcutting 50 plus Cooking 50 reaches the shared 100-point limit while two skills at 100 is impossible
The shared 100-point skill budgetConfirmed rule · valid and impossible builds

Identity is a beginning

A class is nothing more than a profession-themed starting item bundle.

Archer, Wizard, Fighter, Builder, and Harvester tell the game which current starter items to place in the opening inventory. They do not grant skills, experience, statistics, bonuses, affinities, abilities, or locks.

  • The Archer direction currently starts with a Bow and Quiver.
  • The Wizard direction currently starts with a Staff and Ritual focus.
  • The Fighter direction currently starts with a Sword and Helmet.
  • The Builder direction currently starts with a Builder's hammer.
  • The Harvester direction currently starts with a Hoe and Seed pouch.
  • Every valid action would train its correlating skill inside the same 100-point total.

The starting item is immediate. The profession is earned.

A Builder receives a construction-themed tool but no Construction skill. A Fighter receives combat equipment but no Attack or Defence progress. Either character can change direction by using other equipment and training other skills.

Open the complete starting-class catalogue
Combat

Survive and control

Candidate disciplines include attack, defence, agility, ranged combat, magic, health, and later weapon specializations.

Gathering

Read the terrain

Gathering, farming, mining, foraging, and other location-sensitive skills could supply the production economy.

Production

Create useful value

Blacksmithing, crafting, cooking, enchanting, construction, and related disciplines could support players, organizations, and settlements.

Utility

Open new methods

Leadership, exploration, summoning, necromancy, engineering, and other utility systems remain candidates for later design.

The proposed progression shape

Identity feeds choices. Repeated choices spend the budget.

The diagram is explanatory concept art. The 100-point shared cap is confirmed; the exact skill roster and gain curve are still being designed.

A radial dark fantasy diagram connecting character identity, starter equipment, independent skills, specializations, and player service stations
Character progression system mapIllustrative · open full-size image for detail
  1. 01 · IdentityRace, appearance, and lore establish a profile; race bonuses remain unapproved.
  2. 02 · LoadoutClass selects profession-themed starting items and grants no skills or bonuses.
  3. 03 · PracticeValid actions train their correlating skills while the server enforces the 100-point total.
  4. 04 · SpecializeConcentrated points could unlock techniques, item families, probabilities, and responsibilities.
  5. 05 · ServeReputation and escrowed work would turn mastery into an economic profession.
Current race catalogue · Gameplay bonuses not approved

Six race directions now have dedicated design pages.

Their names and legacy themes are documented as world-building direction. Statistics, skill modifiers, perks, resistances, and other gameplay bonuses remain open until separately approved.

Human

Adaptable survivors and organizers associated with broad development and group strength.

Automaton

A towering copper mining construct whose industrial tools were repurposed for survival and war.

Atlantean

An aquatic exile dependent on prototype life-support armour and drawn toward forbidden knowledge.

Felinor

A feline occult lineage associated with stealth, fear, and dangerous dark-magic traditions.

Barbearian

A massive self-aware bear warrior culture built around endurance, force, and survival.

Otterfolk

An agile, observant scavenger tradition associated with negotiation and opportunistic play.

Compare all race directions and approval questions

Skills create interdependence

A powerful character must still need other players.

The 100-point total makes universal mastery mathematically impossible on one device-bound character. Economic power comes from networks of specialists.

Specialist work

Minting and item care

Blacksmiths, enchanters, engineers, and other producers could perform escrowed work for owners.

Resource chains

Gatherers supply creators

Biome-linked wood, stone, metal, plants, and rare catalysts could move through multiple professions before use.

Territory roles

Mastery unlocks settlement work

Leadership, combat, construction, and totem disciplines could gate conquest, building, upkeep, and service capacity.

Reputation

History becomes proof

Completed jobs, outcomes, disputes, specialties, and reliability could help players choose service providers.

Secondary service

A specialist can help change direction

As one supporting service mechanic, high-level mages could free, assign, or reroll existing allocations and charge any price another player agrees to pay.

Boundaries

Progress is not a market item

Currency, equipment, inputs, and enhancers may be purchased. Completed skill levels and progressed characters may not.

Still to be decided.

  • Final race roster, lore, visual silhouettes, and customization
  • Whether races receive bonuses and, if approved, their exact trade-offs
  • Attributes versus skills and their interaction
  • Exact item versions, quantities, quality, and trade rules for each starting class
  • Final skill list, experience curve, point precision, and per-action gains
  • Mage qualification, restructuring prerequisites, risk, cooldown, and disputes
  • Perks chosen independently of race and class, if retained
  • Summoning and necromancy scope
  • Wallet recovery and device migration without duplicating the character

Next chapter

A profession matters when its decisions can create something no one else has.

See how sealed item bases, specialist skill, committed materials, catastrophic risk, and auditable randomness would produce unique NFT relics.