Five starting kits · One freely trained character

Opening loadout

Choose how you begin.
Earn who you become.

Step into the world as an Archer, Wizard, Fighter, Builder, or Harvester, each carrying a profession-themed opening loadout. The kit gives you a direction on day one; your actions and finite skill choices shape everything after.

Five opening loadoutsSkills grow through actionNo permanent class lock

Five starting bundles

A useful first tool—not a permanent build.

The item names below are the current starting-kit direction. Exact item versions, quantities, binding, quality, and trade rules remain open.

A grounded adult Archer carrying a plain wooden bow and quiver at the rain-dark edge of a fortified settlement.
Ranged combat and fieldcraft

Archer

A starting item bundle for players who want to begin with practical ranged-combat equipment.

Opening items · Bow + Quiver

Inspect the Archer kit
A grounded adult Wizard carrying a plain staff and modest ritual focus in a rain-dark stone courtyard.
Magic and occult utility

Wizard

A starting item bundle for players who want to begin with equipment associated with magical practice.

Opening items · Staff + Ritual focus

Inspect the Wizard kit
A grounded adult Fighter carrying a basic sword and wearing a practical iron helmet in a rain-soaked guard yard.
Close combat and defence

Fighter

A starting item bundle for players who want to begin with straightforward close-combat equipment.

Opening items · Sword + Helmet

Inspect the Fighter kit
A grounded adult Builder carrying a practical hammer among rain-soaked timber framing and stone foundations.
Construction and production

Builder

A starting item bundle for players who want to begin with equipment associated with construction work.

Opening items · Builder's hammer

Inspect the Builder kit
A grounded adult Harvester carrying a farming hoe and seed pouch among rain-dark settlement growing plots.
Gathering and farming

Harvester

A starting item bundle for players who want to begin with practical gathering and farming equipment.

Opening items · Hoe + Seed pouch

Inspect the Harvester kit

What class changes

Only the opening inventory.

  • The profession-themed tools or equipment placed in the starting inventory
  • The immediately available actions supported by those ordinary items
  • The practical first direction suggested by the loadout

What class never changes

No free progression.

  • No starting skill levels or experience
  • No statistics, perks, affinities, or passive bonuses
  • No extra points beyond the shared 100-point total
  • No permanent profession, equipment, or training lock
  • No interaction bonus with a selected race

Character identity

Race and class remain separate choices.

A race defines a developing identity and lore direction. A class supplies starting items. The character's actual profession emerges only from earned skill allocation.