
Your abilities in the game are called Skills that you buy with Character Points (CP). Your character’s Class determines what skills are available to you. The skills are described in detail in the “Skill Descriptions” section of the rulebook.
Choose your Skills
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Each class has a “Base List”, a table of Skills and their CP costs for that class. Many skills are on multiple class base lists, but with different CP costs. Some skills are unique to a single class. When choosing your skills, be sure you are looking at the correct list!
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A starting character has 55 CP, with an additional 5 for submitting a backstory (you have some time to complete this). As you review the base list, think about what you want your character to be capable of.
Beginning characters can choose any skill on their base lists, so long as they meet the prerequisites for the given skill. (Note: If a skill says “no” in the Self-Taught column, it means that you will need to learn the skill in-game unless you buy it in your original build, that is, if it is something you know already when you come to Town.)
Every character begins with 1 point of health (unless they have a bonus based on race).
As you attend events at Realms of Adventure, you will accrue more character points that you can spend on further skills in order to advance your character. For more information on this process, please see “Advancing Your Character”.
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Spellcasting classes (Mage, Cleric, Bard, and Shaman) have “casting pools” that are expanded via CP. For example, mages purchase mana at the ratio of 3 CP to 2 mana points. A character with spell casting powers begins with zero points in the given attribute (mana, piety, favor, chords) and must buy casting resources to power their spells. To learn a new spell, your character must have the casting resources to cast that spell twice. Early spells have a low cost, but later spells in a school will gradually need a larger casting pool.