Religion augments

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Strong religions provide unique augments that can be applied to a player's primary skills.[1][2]

  • Religious augments are considered top-tier achievements within a religion.[1]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[1]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[3]Steven Sharif

Stat growth

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[4]

  • Gear has approximately a 40-50% influence on a players overall power in the game.[5]
  • Artisan profession does not affect a player's stats.[6]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[7][8][9] Any contribution by the secondary archetype was later removed.[7]
  • Waterfall stats are stats that are derived from another stat.[10]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[10]

Racial augments

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Racial augments are based on a character's race and are available to each class.[11]

In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.[13]

See also

References