Your build decides your class. Choose how yours begins:
Derived live from your attributes (and unlocked skills, if any apply).
Attribute upgrades double as class training -- raising STR trains Warrior, splitting investment into a second attribute builds toward multiclassing once you're Level 25+.
Funded by Gold, dropped by defeated enemies -- a separate track from EXP. Each slot mirrors one of the game's stat pairings: Weapon backs STR/INT (damage), Armor backs CON/WIS (defense and HP), Trinket backs DEX/CHA (rate).
Class-independent -- everyone gets the same six, automatically, just by reaching the level. Effect size scales with the stat next to each one.
Learned with EXP, like an attribute -- each purchase raises its rank. Once known, a spell auto-casts during encounters whenever you have enough MP. No button to press mid-fight; MP regenerates on its own, like HP.
Creatures and encounters you've met so far. Each one also randomizes its own class -- shown here is the spread you've personally seen.
| Name | Region | Defeated | Highest Lvl | Classes Seen |
|---|
Starts fresh from Level 1. Your current character is erased unless you export it below first.
Available from Level 50. Resets your level, stats, and EXP back to a fresh character in exchange for a permanent EXP-gain bonus that carries across the reset. Your Compendium is kept.
Autosaves every 10 seconds. Offline progress is granted on reload, capped at 12 hours.
If the game is running behind a server with sync support
(not plain python -m http.server), entering the same key on
two devices keeps them on the same character -- whichever has more
progress wins each time either one loads or saves. Find the key in
server_key.txt next to server.py, or copy it from
here on a device that's already connected.