Mundane
Tier 0, where everyone starts
You start here, as a Mundane, before you've chosen a path. You can learn the first steps of fighting, weapons, dodging and Magic Use, but every skill stops at level 5 until you choose a class and its own caps take over.

- Leads to
From the original game
“All the people of Akarra begin their journey as commoners, living their lives in peace, performing everyday duties. The mundane know a little of everything, but need to specialize if they want to become more advanced in an art.”
What sets it apart
- Every skill stops at level 5 for now, gathering and crafting included. Training past it isn't wasted: the extra experience goes into a bank for that kind of skill, and /bank moves it into another skill of the same kind that's still below its cap, now or after you change class.
- You can learn only the first row of each skill open to you. Each path's own skills stay closed until you take that path: the Apprentice's spells, the Neophyte's heals and wards, the Fighter's Toughness.
- Tend Wounds is the one healing skill open to you: it mends a friend within arm's reach, never yourself.
- Changing to Apprentice, Neophyte or Fighter gives back every attribute point you've spent and takes out every gem you've placed, so you spend and place them again under the new class's caps. You keep every skill you've learned. A later change, to Cleric, Warrior or Wizard, takes out your gems again but leaves your attributes alone.
Skill caps
A cap is the highest level this class can train a skill to. Every skill this class can learn stops at level 5. It can't learn 13 skills at all: Cure Wounds, Toughness, Focus, Lightning, Protection from White, Protection from Red, Protection from Green, Protection from Blue, Protection from Yellow, Entangle, Revitalize, Cure Poison, Flare.
Every skill (45)
| Skill | Highest level |
|---|---|
| Fighting | 5 |
| Weapon Mastery | 5 |
| Dodge | 5 |
| Axes | 5 |
| Swords | 5 |
| Shield Use | 5 |
| Venom Resistance | 5 |
| Curse Resistance | 5 |
| Heat Resistance | 5 |
| Cold Resistance | 5 |
| Illusion Resistance | 5 |
| Daggers | 5 |
| Spears | 5 |
| Tend Wounds | 5 |
| Cure Wounds | Can't learn |
| Magic Use | 5 |
| Toughness | Can't learn |
| Focus | Can't learn |
| Lightning | Can't learn |
| Protection from White | Can't learn |
| Protection from Red | Can't learn |
| Protection from Green | Can't learn |
| Protection from Blue | Can't learn |
| Protection from Yellow | Can't learn |
| Spear Mastery | 5 |
| Entangle | Can't learn |
| Revitalize | Can't learn |
| Cure Poison | Can't learn |
| Flare | Can't learn |
| Ranged Weapons | 5 |
| Mining | 5 |
| Logging | 5 |
| Fishing | 5 |
| Foraging | 5 |
| Farming | 5 |
| Husbandry | 5 |
| Smelting | 5 |
| Smithing | 5 |
| Carpentry | 5 |
| Fletching | 5 |
| Tailoring | 5 |
| Cooking | 5 |
| Alchemy | 5 |
| Skinning | 5 |
| Jewelcrafting | 5 |