TALYFADA

System

Classless Skill System

Generalist or specialist. The blade you forge yourself. Usage-based progression.

Stub entry — full skill system documentation coming with Closed Beta.

No classes

Talyfada has no character classes. You don't pick "Warrior" or "Mage" at creation. You pick a name, a face, and a starting kit — and you grow from there.

Every skill levels through use. Swing a sword, your swordsmanship grows. Smith a blade, your smithing grows. There are 34 skill lines, each with their own progression curve and master-level abilities.

TP cap forces commitment

Skills cost Training Points (TP) to keep active. You have a hard cap of 265 TP. That means you can be a true generalist across many low-cost skills, or a deep specialist in three or four masteries — but not both at once.

Respec is possible but it isn't cheap, and it doesn't refund the hours you sank into the old build. Identity has weight.

What this means socially

Because there are no classes, there are no class roles. There are just people who do things. A blacksmith is a person who has spent two hundred hours at the anvil. A bounty hunter is a person who has tracked and killed five murderers. A baker is a person who decided to be a baker, and now the local town has bread.

When someone has a reputation in Talyfada, it's because they did the hours. Not because they ticked a box at character creation.

What's still being tuned

  • The 265 TP cap (may rise or fall through Closed Beta testing)
  • Skill decay (do unused skills atrophy? Currently no, may change)
  • Master-tier abilities that unlock at the top of each skill tree