title
Classes and Skills System
summary
Class unlocking, skill types, XP pools, skill tiers/quality, attribute progression, and dark path classes
audience
topics
classes
skills
xp
attributes
progression
dark-path
skill-tiers
prerequisites
gdd-overview.md
gdd-core.md
related
gdd-consolidation.md
class-skills.md
common-skills.md
attributes-system.md
last_validated
2026-01-18
Classes are job-based and unlocked through world interaction. NPCs use the same systems.
Category
Examples
Gathering
Forager, Miner, Hunter, Fisher
Crafting
Blacksmith, Alchemist, Tailor, Carpenter
Trade
Trader, Merchant, Caravaner
Combat
Warrior, Adventurer, Knight
Magic
Mage, Enchanter, Necromancer
Social
Scholar, Trainer, Leader
Dark
Thief, Assassin, Looter, Fence
Player performs trigger actions (planting, exploring, crafting, trading)
Action counts accumulate
When threshold met, class is offered
Player can accept or decline
If accepted, gain class at level 1 with starting skills
Classes level independently
XP gained from relevant actions
Level-ups occur during rest/sleep (not instant)
Total character levels increase XP requirements globally
XP needed = Base XP × (1 + (total_levels × 0.15))
Creates tradeoff: specialist masters one area, generalist can do many things but masters none.
Type
Behavior
Example
Passive
Always active
"Green Thumb" — crops grow 10% faster
Cooldown
Trigger, wait, reuse
"Survey Area" — reveal POIs, 5 min cooldown
Charges
Limited uses, then depleted
"Powerful Blow" — next 10 attacks deal bonus
Duration
Lasts for time period
"Second Wind" — stamina regen ×2 for 2 min
Toggle
On/off until switched
"Careful Harvest" — slower but better yields
Skills Offered Per Level-Up
Event
Skills Offered
Normal class level-up
0-3
Accepting a new class
2-3
Milestone level (10, 20, 30...)
1-5
Refused skills available later via secondary menu
Begin leveling only from acceptance
Refusing accumulates "luck" for better tier rolls
Counter is per-class, decreases by 1 when skill accepted
On class level-up:
Gain skill XP pool (scales with class level)
Pool divided among unlocked skills (weighted by use)
Each skill gains XP toward next improvement
More skills = thinner spread
Tier
Effect
Lesser
Base effect (+5 attribute)
Greater
Improved + secondary (+5 attr, +3 related)
Enhanced
Best + multiple secondary (+5 attr, +3 related, +2 tertiary)
Greater replaces Lesser
Enhanced replaces Greater (or Lesser)
Can skip tiers with lucky roll or high level
Only one skill per line (no wasted slots)
Fixed at skill definition (reflects design intent):
Rarity
Criteria
Common
Simple effect, no tiers
Uncommon
Moderate effect or has tiers
Rare
Strong effect, may have tiers, class-specific
Epic
Powerful/unique effect, limited availability
Legendary
Build-defining, very rare conditions
Pool Type
Access
Common
Any class can roll
Class-exclusive
Only that class can roll
Achievement-locked
Awarded by completing specific content
Cross-class synergy
Requires specific class combinations
Slice-of-life themed:
Strength, Finesse, Wit, Endurance, Charm, Awareness, Patience, etc.
Source
Effect
Class level-up
Boost class-relevant attributes
Total level milestone
Small boost to all (prevents atrophy)
9. Base Classes (Examples)
Class
Focus
Unlock Actions
Farmer
Agriculture, animals
Plant, harvest, tend animals
Forager
Gathering wild resources
Gather berries, herbs, materials
Miner
Extracting minerals
Mine ore, gems
Crafter (various)
Making items
Craft items (specialty-specific)
Explorer
Discovery, navigation
Discover areas, map regions
Adventurer
Combat, survival
Defeat enemies, survive outdoors
Trader
Basic commerce
Complete barters/trades
Scholar
Learning, research
Read, research, study
Hostile/illegal actions don't count toward legitimate classes:
Action
Dark Class
Looting bodies
Looter
Stealing from NPCs
Thief
Demanding goods (intimidation)
Extortionist
Fencing stolen goods
Fence
Killing for pay
Assassin
Smuggling
Smuggler
These progress separately and can coexist with legitimate classes.