Your character is whatever schools you buy. The level cap is simply the number of school levels that exist: 1,200 today.
How schools work
Levels are the ticket. Gold is the price.
- Combat experience raises your combat level automatically. Levels are never lost. IN GAME
- Each unused level is a ticket; gold buys a school level with it. Gold, not level, is the bottleneck. That is on purpose. IN GAME
- Ten levels per school, the same template in every tier (built for tier I so far): a stat point at levels 5 and 8, abilities at 3, 6 and 10, masteries at 9 and 10. DECIDED
- Requirements form a graph: “this school at level N”, “any one of these”, “N from a category”. IN GAME
- Level Down: once a day you may free your highest bought level. No refund; refused if another school depends on it. IN GAME
- Max a school to 10 for mastery, or stop at 5 and broaden. The choice is stat-neutral by design. IN GAME
- Nothing is locked forever; time is the lock. A veteran can eventually attend every school. DECIDED
- Universities change rules rather than add numbers, for example “parries can counterattack”. DECIDED
IN GAME 120 schools exist in the game data. Fourteen stand on a square in Mudbury: thirteen base schools and the School of Fire. The rest are shown greyed: visible, not reachable.
The fourteen masters in Mudbury
Level tables
Three schools, level by level
Might, Endurance and Fire, as the game data has them. All three stand in Mudbury, and so do the two schools Fire requires. Every number is a placeholder.
School of Might
| 1 | +1 minimum and maximum damage |
| 2 | +1 maximum damage |
| 3 | Power strike: charges the next strike |
| 4 | +1 maximum damage |
| 5 | STR +1 |
| 6 | Crushing blow: a chance to ignore damage absorption |
| 7 | +1 minimum and maximum damage |
| 8 | STR +1 |
| 9 | +5 % damage |
| 10 | +10 % damage, and Titan’s grip: a lower Strength requirement for two-handers |
School of Endurance
| 1 | +8 max HP |
| 2 | +8 max HP |
| 3 | Second wind: HP regeneration in battle for a few rounds |
| 4 | +8 max HP |
| 5 | CON +1 |
| 6 | +1 damage absorption |
| 7 | +10 max HP |
| 8 | CON +1 |
| 9 | +5 % max HP |
| 10 | +10 % HP regeneration and +1 damage absorption |
School of Fire
| 1 | Fire bolt: the basic spell, can autocast |
| 2 | +5 max MP, and Flame focus: a self-buff |
| 3 | Meteor: hits all enemies, high mana cost, cooldown |
| 4 | Ember: fire spells leave a burn (coming) |
| 5 | INT +1 |
| 6 | Firestorm: Meteor hits more targets (coming) |
| 7 | Hot hand: fire spells cost less mana |
| 8 | WIS +1 |
| 9 | Fire soul: +5 % fire damage |
| 10 | Master of flames: Fire bolt crits more often |
Magic
Four elements that fuse
Built in the engine, and the schools that lead to it now stand in the city: Arcane Theory, Restoration, and the two the School of Fire requires. Nobody has yet walked the whole way to a fire spell as a normal player.
- Basic spells autocast, one at a time. Extra spells are cast by hand: buffs, heals, curses. Special spells cost much mana and carry a cooldown. IN GAME
- Casting is one roll. Mana is spent on the attempt, whatever the outcome. IN GAME
- Resistance comes flat (affects the hit) and in percent (scales damage, can turn into weakness). IN GAME
- Magic without element exists too: Arcane, Spiritualism, Restoration, Mysticism. Magic arrow is the beginner’s spell. IN GAME
| Fusion | Para-element |
|---|---|
| Water + Air | Ice |
| Earth + Fire | Magma |
| Fire + Air | Smoke |
| Water + Earth | Ooze |
| Air + Channeling (placeholder) | Lightning DRAFT |
Tier I · 25 base schools
The foundation
All 25 have their levels written; some are still grey, eight of them in School of Leadership. Thirteen stand in Mudbury. The most basic base schools stand in every city, while some exist only in certain cities. That is a reason to choose another starting city.
Physical
| School of Might | Strength, weapon damage | IN GAME |
| School of Endurance | HP, toughness, resistance | IN GAME |
| School of Agility | Speed, evasion, movement | IN GAME |
| School of Precision | Accuracy; the home of crits | IN GAME |
| School of Defense | Damage reduction, blocking | IN GAME |
| School of Awareness | Discovery, alertness | not placed |
| School of Discipline | Mental resistance, resource control | not placed |
| School of Tactics | Positioning, battle overview | not placed |
Weapons & armour
| Blade Training | Sword and dagger | IN GAME |
| Heavy Arms Training | Axe, club, hammer | not placed |
| Polearm Training | Spear, halberd, staff | not placed |
| Marksmanship | Bow and crossbow | IN GAME |
| Throwing | Thrown weapons (no thrown items yet) | not placed |
| Unarmed Combat | Fists and kicks | not placed |
| Shield Training | Shield use | IN GAME |
| Armor Training | Wearing armour | IN GAME |
Magic
| School of Arcane Theory | Beginner’s magic, non-elemental spell | IN GAME |
| School of Channeling | Mana and throughput | IN GAME |
| School of Elemental Theory | The ground for every element school | IN GAME |
| School of Mysticism | Curses, manipulation, enchantment | not placed |
| School of Spiritualism | Spirits, soul, death | not placed |
| School of Restoration | Healing and cleansing | IN GAME |
Other
| School of Shadowcraft | Stealth, deception, corruption | not placed |
| School of Wilderness | Nature, tracking, beasts | not placed |
| School of Leadership | Root of the Charisma branch | not placed |
Tier II · disciplines
There is no single correct sword tree
A sword user chooses between swordsmanship, fencing, dual wielding, shield combat, heavy or light armour and battlefield tactics. Only School of Fire has its levels filled; the rest show grey.
Martial disciplines
| School | Requires | |
|---|---|---|
| School of Swordsmanship | Blade Training 5 + Might 3 | not placed |
| School of Fencing | Blade Training 5 + Agility 5 | not placed |
| School of the Dagger | Blade Training 5 + Precision 5 | not placed |
| School of the Axe | Heavy Arms 5 + Might 5 | not placed |
| School of the Hammer | Heavy Arms 5 + Might 5 | not placed |
| School of Great Weapons | Heavy Arms 5 + Endurance 3 | not placed |
| School of the Spear | Polearm 5 + Precision 3 | not placed |
| School of the Staff | Polearm 5 + Unarmed 3 | not placed |
| School of Archery | Marksmanship 5 + Precision 5 | not placed |
| School of the Crossbow | Marksmanship 5 + Might 3 | not placed |
| School of Thrown Weapons | Throwing 5 + Precision 3 | not placed |
| School of Dual Wielding | Blade Training 3 + Agility 5 | not placed |
| School of Shield Combat | Shield Training 5 + Defense 5 | not placed |
| School of Heavy Armor | Armor Training 5 + Endurance 5 | not placed |
| School of Light Armor | Armor Training 3 + Agility 5 | not placed |
| School of Martial Arts | Unarmed 5 + Agility 3 | not placed |
| School of Berserking | Might 5 + Endurance 5 | not placed |
| School of Battlefield Tactics | Tactics 5 + Awareness 3 | not placed |
Magical disciplines
| School | Requires | |
|---|---|---|
| School of Fire | Elemental Theory 5 + Channeling 3 | IN GAME |
| School of Water | Elemental Theory 5 + Channeling 3 | not placed |
| School of Air | Elemental Theory 5 + Channeling 3 | not placed |
| School of Earth | Elemental Theory 5 + Channeling 3 | not placed |
| School of Sorcery | Arcane Theory 5 + Channeling 5 | not placed |
| School of Enchantment | Mysticism 5 + Arcane Theory 3 | not placed |
| School of Illusion | Mysticism 5 + Shadowcraft 3 | not placed |
| School of Hexcraft | Mysticism 5 + Shadowcraft 5 | not placed |
| School of Necromancy | Spiritualism 5 + Shadowcraft 5 | not placed |
| School of Summoning | Arcane Theory 5 + Spiritualism 3 | not placed |
| School of Divination | Arcane Theory 5 + Awareness 5 | not placed |
| School of Spirit Magic | Spiritualism 5 + Mysticism 3 | not placed |
| School of Warding | Arcane Theory 5 + Defense 3 | not placed |
| School of Life Magic | Restoration 5 + Spiritualism 3 | not placed |
Wilderness disciplines
| School | Requires | |
|---|---|---|
| School of Hunting | Wilderness 5 + Marksmanship 3 | not placed |
| School of Beast Bonding | Wilderness 5 + Spiritualism 3 | not placed |
| School of Scouting | Wilderness 5 + Awareness 5 | not placed |
Tier III · academies
Where paths combine
Two schools combine into one academy: blood magic is necromancy with life magic, death magic is necromancy with spirit magic. All academies are greyed data, none placed.
| Academy | Requires |
|---|---|
| Academy of Blade Mastery | Swordsmanship 8 + Battlefield Tactics 5 |
| Academy of Dueling | Fencing 8 + Light Armor 5 |
| Academy of Assassination | Dagger 8 + Illusion 5 |
| Academy of Execution | Great Weapons 8 + Berserking 5 |
| Academy of Fortress Combat | Shield Combat 8 + Heavy Armor 8 |
| Academy of War Mastery | Battlefield Tactics 8 + any weapon discipline 8 |
| Academy of the Ravager | Axe or Hammer 8 + Berserking 8 |
| Academy of Grand Marksmanship | Archery or Crossbow 8 + Divination 5 |
| Academy of the Ranger | Hunting 8 + Scouting 5 + any weapon discipline 5 |
| Academy of Beast Mastery | Beast Bonding 8 + Hunting 5 |
| Academy of Ki | Martial Arts 8 + Spirit Magic 5 |
| Academy of Weapon Mastery | Three weapon disciplines 7 + Battlefield Tactics 5 |
| Academy of Ice | Water 8 + Air 8 |
| Academy of Magma | Earth 8 + Fire 8 |
| Academy of Smoke | Fire 8 + Air 8 |
| Academy of Ooze | Water 8 + Earth 8 |
| Academy of Lightning | Air 8 + Channeling 8 (placeholder) |
| Academy of High Sorcery | Sorcery 10 + Divination 5 |
| Academy of Blood Magic | Necromancy 6 + Life Magic 6 |
| Academy of Death Magic | Necromancy 8 + Spirit Magic 6 |
| Academy of Demonology | Summoning 8 + Hexcraft 6 |
| Academy of Celestial Magic | Life Magic 8 + Spirit Magic 8 |
| Academy of Battle Magic | Sorcery 6 + Battlefield Tactics 6 |
| Academy of the Spellblade | Swordsmanship or Fencing 6 + Enchantment 8 |
| Academy of Arcane Marksmanship | Archery or Crossbow 6 + Enchantment 8 |
| Academy of Shadow Magic | Illusion 8 + Hexcraft 8 |
| Academy of Runecraft | Enchantment 6 + Warding 8 |
| Academy of Fateweaving | Divination 8 + Illusion 5 |
| Academy of Primal Magic | Beast Bonding 6 + any element 6 + Spirit Magic 5 |
Tier IV · universities
Where rules change
Universities are meant to change how things work, not just add numbers. Greyed data, none placed.
| University | Requires |
|---|---|
| University of Blades | Blade Mastery 10 + Dueling 8 |
| University of War | War Mastery 10 + Weapon Mastery 8 |
| University of Guardians | Fortress Combat 10 + Runecraft 6 |
| University of Fury | Ravager 10 + Execution 8 |
| University of the Hunt | Ranger 10 + Grand Marksmanship 8 |
| University of Beasts | Beast Mastery 10 + Primal Magic 6 |
| University of Shadows | Shadow Magic 10 + Assassination 8 |
| University of High Sorcery | High Sorcery 10 + another magic specialist 8 |
| University of the Elements | A fused element 10 + three element schools 8 |
| University of Death | Death Magic 10 + Blood Magic or Demonology 8 |
| University of Conjuration | Demonology 10 + Summoning 10 + Runecraft 5 |
| University of Divinity | Celestial Magic 10 + Runecraft 6 |
| University of Spellwarfare | Battle Magic 8 + Spellblade or Arcane Marksmanship 10 |
| University of Mysteries | Fateweaving 10 + Shadow Magic or Runecraft 8 |
| University of Ascendance | Ki 10 + Celestial or Primal Magic 8 |
The Charisma branch
A stat for leaders
A whole branch for those who lead: auras that lift the party or weaken the enemy. Charisma also raises the chance to tame a monster. Outside the schools, it already decides which dialogue choices you are offered. DECIDED Names below are working names. DRAFT
| School | Requires |
|---|---|
| School of Leadership | Tier I root |
| School of Command | Leadership 5 + Tactics 3 |
| School of Inspiration | Leadership 5 + Discipline 3 |
| School of Influence | Leadership 5 + Shadowcraft 3 |
| Academy of the Commander | Command 8 + Inspiration 5 |
| Academy of Dread | Influence 8 + Command 5 |
| University of Leaders | Commander 10 + Dread 8 |
Race chains
Each kindred has its own school
Open to its own people directly; other kindreds reach it through a harder condition. DECIDED The form of that condition, tier and content are open. IDEA
| Kindred | School (working name) | Focus |
|---|---|---|
| Elf | Path of Moonlight | Finesse combat |
| Dwarf | School of the Mountain Guard | Shield and tank |
| Orc | School of Blood | Two-handed violence |
| Goblinkin | School of the Trapmaker | Cunning and ambush |
| Human | School of the Wanderer | All-round |
| Beastfolk | School of Instinct | Unarmed, natural combat |
| Reptilian | School of Scale Armour | Toughness |
| Halfling | School of the Hearth | Cunning and evasion |
| Gnome | Gnomish School of Illusion | Bewildering magic |
| Fae | School of Glamour | Charm magic |
Abilities & spells
Built abilities
Abilities come with school levels: on demand, charging the next strike, or passive. One manual action per second; potions run in parallel. Those in the fourteen schools that stand in Mudbury can be bought today; the rest wait for their schools to get a square.
| Ability | School | Kind |
|---|---|---|
| Power strike | Might | Charges the next strike |
| Crushing blow | Might | Chance to ignore damage absorption |
| Titan’s grip | Might | Lower strength requirement for two-handers |
| Second wind | Endurance | HP regeneration in battle |
| Light on your feet | Agility | Passive |
| Double step | Agility | Passive |
| Block | Defense | Automatic band on the hit roll |
| Stand fast | Defense | Passive |
| Sharp-eyed | Awareness | Discovery |
| Sharp-eyed II | Awareness | Discovery |
| Keen glance | Awareness | Discovery |
| Hawk eye | Awareness | Discovery |
| First on the scene | Awareness | Discovery |
| Frugality | Discipline | Resource control |
| Flanking | Tactics | More damage against monsters already fighting a party member |
| Initiative | Tactics | Strike first |
| Parry | Blade Training | Automatic band on the hit roll; swords only |
| Heavy blow | Heavy Arms Training | Charges the next strike |
| Breakthrough | Heavy Arms Training | Passive |
| Aimed shot | Marksmanship | Charges the next strike |
| Quick throw | Throwing | Passive (needs a thrown weapon) |
| Double throw | Throwing | Passive (needs a thrown weapon) |
| Combination | Unarmed Combat | Passive |
| Iron body | Unarmed Combat | Passive |
| Shield wall | Shield Training | Passive |
| Used to the weight | Armor Training | Passive |
| Gentle wear | Armor Training | Passive |
| Magic arrow | Arcane Theory | Spell (non-elemental damage) |
| Insight | Arcane Theory | See monster resistances |
| Flow | Channeling | Mana |
| Elemental sense | Elemental Theory | See monster weakness |
| Weaken | Mysticism | Spell (curse) |
| Lingering curse | Mysticism | Passive |
| Soul drain | Spiritualism | Spell |
| Last breath | Spiritualism | Passive |
| First aid | Restoration | Spell (heal self) |
| Heal another | Restoration | Spell (heal other) |
| Healing hands | Restoration | Passive |
| Generous healing | Restoration | Passive |
| Flank strike | Shadowcraft | Positioning |
| Track | Wilderness | See which monsters left, and where |
| Fire bolt | Fire | Spell (basic, autocast) |
| Flame focus | Fire | Spell (extra, self-buff) |
| Meteor | Fire | Spell (special, area) |
| Hot hand | Fire | Passive |
| Fire soul | Fire | Passive |
| Master of flames | Fire | Passive |
IN GAME Built in data. Every other level in Tiers II to IV is grey. Room is left for whips, firearms, time magic and music magic. IDEA
Still to be written
Room left in the network
- DECIDEDAcademies beyond sword and spell
A non-magical cluster joins tier III, giving Discipline, Polearm, Throwing, Wilderness and Defense somewhere to lead. Not in the data yet.
- IDEASkirmisher, Pathfinder, Bodyguard …
Examples of the kind of school meant, alongside Monster Slayer, Mage Hunter and Battle Medic. Names and combinations are open.
- DECIDEDTamer, summoner, druid, necromancer
All planned. Tamers and summoners fight through creatures of their own; a tamer keeps one or two and is never forced to become a mage. The Academy of Primal Magic is the druid in substance. The companion these creatures need is built (it follows you, fights for you and protects you), but taming, raising the dead and summoning are not.
- IDEARoom for new branches
New branches can join without redoing old characters: whips, scythes, firearms, mounted combat, psionics, time, void or weather magic, shapechanging.
- DECIDEDSchools of the mythologies
Schools can stand in the mythological realms, and each mythology gets special schools of its own. Nothing stops you learning the bow from a Nordic god instead of a mainland master.
- DECIDEDSchools of the dispositions
Each disposition is to get its own places, NPCs and schools, where gold unlocks levels in the disposition. Which schools, and where, is not written.














