Character Experience
As characters gain experience, they gain levels.
Each class receives Attribute bonuses, and an additional 5 points to assign as the player chooses.
Global Experience
There is a global experience level (total experience gained by all characters you have), and character experience level (level of your current character).
Levels as Pre-requisites
The ability to select some class skills and universal skills and traits unlock at higher global and character levels.
Experience as a Resource
Experience can be lost when consuming or enchanting items, but experience lost in this way can never result in the loss of a level. The loss of experience instead results in the character being at a deficit of experience for their current level.
Item Experience
Each time an item is utilized (activated, used to attack, etc.) the proficiency of a character increases with that specific item. Most items improve their efficiency/damage when repeatedly used. Some items can inherit new traits/properties for the wielder with enough usage. These characteristics are generally only available to the original wielder, so if the item is traded, a new wielder has none of the previously gained benefits and starts from scratch.
Items can gain experience based on what type of activity they are used for. For example, if a sword is used to kill many cold-attribute denizens, it may inherit a fire damage attribute to increase its efficiency at that activity.
If an ax is used to chop wood, it will increase in chopping efficiency for the wielder.
Higher quality weapons gain this experience faster, but any character who spends enough time with even a simple weapon can have a very effective device, even if its appearance is modest.
Mystics and Brutes can share their training across simple weapons of the same type, rather than specific weapons. Mechanics and Farmers share their training across simple tools of the same type.
Example experience curve: