Now, this was an idea that came to me a few days of beforehand, but I never got around to putting it into text; Achievement based skills and spells. Now, this might sound weird, but think about it! It works exactly how both wizard's and mages are presented in fantasy, through study and world experience. Think about both the rp and mechanical potential this has, where your in game activities directly effect the kind of person you become. Just finished a quest to join a small cult? Gain the spell of ______'s Wrath! Finish a quest for the adventure guild where you scout the forest for them? Gain a skill to track specific mob types. Complete a quest for the merchants guild? Gain the ability to sell items for 0.5% more yo Npcs. You become better at your role in the mmoRPg by gaining genuine experience throughout the world. Whilst you should gain some things through level up, the addition of quest based powers mean that the best of each individual class will be the BEST because they have the raw experience. No man is born a general. No man is born a archmage. No man is born a assassin. No man is born a merchant. Every man is born with potential, but you need to experience a lifetime of study and training to truly become something. This system not only supports slow advancement where the more experienced person is strongest and not the one with the best connections. It also allows the player to move into multiple classes through effort, and isn't locked into one build from the start. It provides a huge expanse of builds available to the players with not much effort on the skill skill side of things, as the total amount can be reduced due to the time spent to the non-grind based time needed to invest in them.