2. Skills, Classes and Equipment


Level 1
Sep 28, 2019
The Shardworld uses a skill-based system which players can use to grow their character individually, using the numerous customization options available to them. Like most RPGs out there the progression system is based on levels which are a rough indication as to the player’s overall power, supportive skill and general proficiency at what they do, from combat to crafting. For a real-life game comparison, TES: Skyrim comes very close.

The levels, skills, race, inventory, equipment, currently active buffs and debuffs and so on are summarized as an individual’s “Status” which can be viewed at any time.

The Status, skills, levels and so on are not just a ‘game’ system, but an actual part of the ingame world, known as “The System”. NPCs are fully aware of the existence of the System and have their own Status. There’s even a religion based around the belief that the System is the creation of supernatural force of some description.


Skills are the bread and butter of a character’s power and actions in the game. They express what a character can do and how good they are at it, covering various fields from combat to utility.
Most skills are acquired and leveled by performing the actions relating to them - to learn swordfighting start attacking things with a sword, to acquire pyromancy magic cast a few fireballs, and so on.
Some exceptions exist for skills that cannot be learned by simple training. These skills are usually acquired via quests, mentor NPCs, special items and other in-game means.
Skills can be leveled up all the way to level 10 at which they are considered maxed.

Given that there is no limit to the number of skills one can have and acquiring a level 1 skill is fairly easy (chop a couple of trees down, gain level 1 woodcutting!), it’s fully possible and not even unlikely for a long-time player to have dozens or even hundreds of skills accumulated.

Note: You are allowed to decide for yourself what skills you want to get and how fast you’re leveling them. Use your best judgement and don’t go too crazy.
It’s recommended that you add a short description to each skill to explain what it does. Skills should have a similar amount of power or utility as the Ranks covered by the multerran system depending on their levels - a level 4 skill should be equivalent to a Rank 4 effect. It’s not necessary though to add actual Skill Effects/Modifiers and Ranks to your skill descriptions.


Classes in the Shardworld are a vague indicator of an individual’s skill in an area, allowing others to see how strong you are at a glance rather than sifting through potentially dozens or more skills.

Similarly to RPGs a class describes an archetype of a playstyle with its associated abilities, such as a spell-slinging mage, a backstabbing stealthy rogue, a sharpeyed archer and many others. But unlike in most RPGs, the Shardworld has the relationship between classes and skills backwards: rather than needing a high class level to have powerful skills, a player needs their skills to be high leveled to get a high class level. The class level is equal to the combined total level of skills associated with that class. Skills still have listed behind their name what class their levels are counted towards.

When a player first learns a new skill, that skill will either be associated to a class that the player already has, or if no fitting class is available a new one will be given. In some cases two or more classes are consolidated into one to keep the list of classes concise.

Example 1: A player learns the “Healing Touch” skill at level 1, a spell that heals others upon physical contact. They have no healing-related classes so they’re given a new one, the ‘Priest’ class - level 1 since their only Priest spell is level 1. Later they learn the “Cure Illness” skill, also at level 1 which also is associated with the ‘Priest’ class, so their new skill is rolled into that. In the meantime their Healing touch has gone up to level 4, so their Priest class is now level 5 (4 + 1).

Example 2: Once again a player learns the “Healing Touch” skill. They have the ‘Knight’ class with a total of 8 levels but no healing-related class, so they get the ‘Priest’ class as well (level 1). Then the ‘Knight’ and ‘Priest’ classes are merged together into the ‘Paladin’ class, totalling level 9.

Because there are innumerable skills, the list of classes in the game is also enormous. The Shardworld’s philosophy of focusing on exploration and discovery means that there is no official record either, so new classes and unheard of skills are discovered on the regular by the players. Some players specifically seek out the most outlandish skill combinations and perform the most unorthodox actions in the game trying to discover something new. And of course, game updates may add new classes as well, so it’s possible that upon logging into the game a player’s classes are merged or their skills are redistributed.

Like with any MMORPG there are cookie-cutter builds and theorycraftings on forums and other sites all across the Medium, but it is next to impossible to have a genuinely ‘bad’ character. Because one can have an unlimited number of skills there is also no way to build the character into a dead end where it cannot recover from.


As a sub-group to classes, every character also has a ‘race’ class which is the same as their chosen character’s species - human, dwarf, orc, angel, camel etc.

Race classes give access to unique racial skills relating to the character’s body, things that they can do because they are that specific race. Winged creatures would have a Wings skill, dragonborn ones may get elemental breath and so on. While normally characters will only have a single race class it is possible to get more with certain skills.

Sub-Races are for creatures with an infectious ‘mutation’ like vampirism, lycantrophy, zombie-ness or others. While they keep their original race they gain a sub-race indicating which of the many potential mutations they are infected with. Because being infected with one type of mutation automatically locks out all others until cured, it’s impossible to get two or more sub-races.

Race and Sub-Race classes cannot be combined with other classes, but they can change their name as a character’s race and sub-race changes. An Elf might become a High Elf, a Werewolf could turn into an Alpha Werewolf and so on. In the same vein, a Vampire that feeds on a large number of dragons could become a Dracopyre, or a human that performs a ritual of undeath could turn into a Lich. The possibilities for character growth are plentifold.


Equipment is mostly a cosmetic thing, just so long as the ‘correct’ equipment is used: to benefit from heavy armor bonuses given by corresponding skills a character needs to wear heavy armor, to use shield skills a shield should be wielded, and so on. The basic boring-looking equipment obtained at the start of the game is as strong as endgame stuff.

This is where fashion comes in: the high-level content comes with cooler, flashier and generally more glamorous stuff, which is difficult to get. Many pieces can only be crafted by skilled craftsmen, others are dropped only by particularly powerful monsters or world bosses, yet others require a mixture of both. The most glamorous pieces require large amounts of grinding, luck and usually follow some sort of lengthy task chain to obtain and thus are very much ‘bragging rights’ for those who own them.

Like all good MMOs the Shardworld also offers ‘transmogging’, which is to say making one piece of equipment look like another, and ‘coloring’ to change the colors of the equipment. There are various more or less difficult to obtain ‘fashion’ sets to be obtained such as suits and dresses, silly costumes and generally all sorts of attire to customize a character even further or to hide ugly but practical pieces of equipment.

Note: The flashy endgame sets are more an IC prompt than an OOC rule!