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146 Gear
25 Materials
145 Forge
6 Outings
12 Spells
4 Chests
12 Classes
26 Attributes
Classes The class spreads thirty points and grants ten percent to one stat. The race shifts attributes without changing the total. Neither closes any door. Races Race does not make you stronger: it makes you different. Each one adds exactly zero — it raises two things and lowers two others — so any race and class combination hands out the same thirty points. Attributes The attributes you assign drive the derived stats, and items add on top. Here is the whole table: which mod appears on what, and how much each tier gives. Spells A spell is learned by reading its book, and the book is consumed. The character learns it, not the account, and you carry two at a time. Combat Adventures and dungeons are actually fought. It is not a line of text saying you fought: it is a fight the server resolves with your real sheet, the same one you see on your character. Outings Outings are the engine of the game: they cost energy and time, and pay experience, gold and sometimes an item or a chest. They chain — doing one opens the next. Maps A character position is the map plus the coordinates. You change maps by stepping on a portal, and the server decides. Gear Every piece exists in five grades and five rarities. The grade sets the level and the power; the rarity sets how many attributes it carries. The line decides which ones. Materials Materials come from map nodes and go to the forge. Each trade has its own ladder: higher skill means more time and more energy, but better material. Chests Chests show their odds before you open them, and they are the real ones: they come from the same table the server rolls. They cannot be bought or sold. Professions Five trades, one tool each. Skill level unlocks better materials, and it rises by gathering the ones that still challenge you. Forge Forging trades materials and gold for a piece you choose. It always comes out common: the point is choosing the base, not rolling rarity. Shop Anything bought with gold or gems is born bound and never leaves the account again. That is the rule that holds the market up. Economy Three currencies and a single direction. The game never pays SOL: it moves it between players and takes a fee.