Growing your character and changing your build
Planned feature
Playtime points, spell upgrades and XP are different resources.
Earning character points
The planned rate is one character point per accumulated 60 minutes of active connected play. AFK time earns at 10% of that rate, not zero; fractional progress carries forward without a daily reset. There is no offline or server-downtime accrual and no conversion from XP farms into these points.
The intended AFK threshold is five minutes without meaningful activity. Using inventories, workstations and the journal counts as activity; movement alone does not prove active play. These are design defaults, not a promise of perfect detection.
Spend points on the way you play
Allocation is freely chosen rather than tied to a permanent class. Spell knowledge, vanilla XP used for upgrades and Mal-Coins remain separate.
| Attribute | Planned limit |
|---|---|
| Prepared capacity | Start at 4; +1 slot per 5 points, maximum 8 |
| Vitality | +1 heart per 5 points, maximum 5 extra hearts |
| Strength | Up to 20 points; linear bonus capped at 10% melee improvement |
| Agility | Up to 20 points; linear movement bonus capped at 8% |
| Potency | Up to 20 points; linear eligible spell-effect bonus capped at 10% |
Changing your build
Recollection refunds allocated stat points but does not remove learned spells or change an Animagus identity. Confirm before drinking. If reducing prepared capacity, choose the spells that stay before committing. Lowering maximum health clamps current health; refunding and reapplying Vitality must not heal you.
There is no initial lifetime point ceiling; points remain unspent once the allocation caps are reached. Potency never multiplies produced items, stored contents or another player’s inventory, and cannot push crowd control past its hard limit.