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Your Character

Your character belongs to a particular world. Its builder decides which character-creation choices and game systems that world uses, while combat-oriented worlds can use the standard classes and progression described below.

Open a world from Worlds, then create a character from its lobby. Depending on the world, creation may ask you to choose some or all of the following:

  • Name: How your character appears to other players and in the story.
  • Gender: A selectable option in some worlds and a builder-selected default in others.
  • Core faction: Your character’s principal allegiance. A world may let you choose, assign a default, or use no core factions.
  • Class: Warrior, mage, cleric, or assassin in worlds that use standard combat classes.

The introductory tutorial creates a warrior for you. When creating a character from a world’s lobby, the choices shown there are the choices that world supports.

The four standard classes have different strengths, equipment options, and combat rhythms.

Class Style Primary attribute Useful orientation
Warrior Durable physical combatant Strength The most approachable first class. Warriors can wear heavy armor and work well with either a two-handed weapon or a weapon and shield.
Mage Burst damage and control Intelligence Uses mana for elemental attacks and control effects. Mages are powerful but less durable and typically use a two-handed weapon.
Cleric Healing, protection, and survival Intelligence The only standard class that can heal other characters. Clerics use mana and are resilient in groups, but early solo progress can be slower.
Assassin Stealth, rapid attacks, and combinations Dexterity Natively dual-wields. Assassin skills move through stances, so ability order matters more than it does for the other classes. High-level feats can expand equipment permissions beyond these defaults.

See Classes, Skills, and Feats for the detailed standard-class reference.

Your current vitals appear in the game interface. The stats command provides a more detailed summary of your character.

Vital What it means
Health How much damage you can survive. You are defeated when it reaches 0.
Stamina Used for movement and some abilities. You cannot move when it reaches 0.
Mana Used by mages and clerics for magical abilities. Classless worlds may also use it.

Resting restores vitals faster than standing, but prevents you from moving or fighting until you stand again.

Four base attributes feed into the combat statistics shown by stats:

Attribute Main effects in the standard rules
Constitution (CON) Increases health and resilience.
Strength (STR) Increases attack power and health; it also benefits warrior critical chance.
Dexterity (DEX) Increases dodge and physical critical chance; it also provides attack power to assassins.
Intelligence (INT) Increases spell power and mana; physical classes receive no standard benefit from it.

Equipment, levels, and feats then modify derived statistics such as attack power, spell power, armor, resilience, critical chance, and dodge. See Formulas and Attributes for the exact default calculations and Items and Equipment for equipping and upgrading gear.

The skill panel organizes abilities by how your character acquires them.

Type How it works
Core skill Part of your standard class kit. It becomes available automatically when you reach its required level.
Flex skill An ability chosen from a larger pool. You can have one active flex skill at level 6, two at level 10, and three at level 14. Individual skills may require a higher level.
Feat One choice from each tier unlocked at levels 4, 8, 12, 16, and 20. A feat may be a passive bonus or may grant an active ability.
Companion skill A situational ability made available by another active effect. It is not learned or assigned permanently and disappears when its required effect ends. For example, Warp is available while Sanctuary is active.

Classless worlds use builder-authored custom skills instead. Those skills may have their own teachers, requirements, costs, and hotkey assignments.

In a world that uses standard classes, enter learn with no argument to see the flex skills and feats currently available to you. Selected entries are marked in the result.

learn

To select a flex skill, use its command code:

learn <skill>

Without a slot number, the new skill enters your first flex slot and your previous selections shift into later unlocked slots. To replace a particular unlocked slot directly, include its number:

learn <skill> <slot>

For example:

learn cleave 2

Learning a feat selects it for that feat’s tier, replacing the previous choice in that tier:

learn <feat>

You cannot change flex skills or feats while in combat. The feats command shows detailed information about the feat choices available at your current level. Newly unlocked slots may begin with a default selection, which you can replace with learn outside combat.

Some worlds may grant a subclass through their story or other builder-defined conditions. A subclass broadens your choices; it does not give you a complete second class.

A subclass lets you choose:

  • Flex skills belonging to that subclass.
  • Feats from that subclass that are explicitly marked subclassable.

It does not grant the subclass’s core skills, additional flex slots, or additional feat choices. A subclass flex skill uses one of the same three slots, and a subclass feat uses the same choice for its level tier. In the class reference, subclassable feats are shown in gold and marked with an asterisk (*).

Experience comes primarily from defeating mobs and completing quests. When your total crosses a level threshold, your level increases automatically and your standard attributes are recalculated.

A level can also bring one or more of the following:

  • A new core skill.
  • Another active flex-skill slot at levels 6, 10, and 14.
  • A new feat tier at levels 4, 8, 12, 16, and 20.
  • Access to higher-level flex skills and equipment.

The game notifies you when a new skill, slot, or feat tier becomes available. Consult learn, the skill panel, and the class reference after leveling so that a new choice does not go unnoticed.

Continue with Combat and Survival to put those vitals and abilities into practice. See Experience and Levels for the default thresholds. Equipment can normally be worn up to three levels above your character level; see Items and Equipment for details.