Character Creation
When you first enter the game and your account doesn’t have a hero yet, Last Frontier creates a new level 1 character for you and drops them into the snow. From there the choice is yours: what this body will be like, what it can do from the very start, and exactly how you’ll spend your starting pool of points while the attributes haven’t set yet.
Registration: what you choose right away
First accept the Agreement, then complete Registration: enter a name and choose age, gender, and hairstyle. The name is checked when you finish registration; if it is rejected, correct it according to the message in the window.
- Name
- Age
- Gender
- Hairstyle
Attributes, skills, and abilities are configured in the character window after entering the game. Finish allocating your starting points before leaving the starting area; starting attributes then become locked.
Four attributes — the hero’s foundation
In the current version there’s no familiar "seven" and no rigid classes. The character’s foundation is four base attributes:
- Strength — melee damage and carry weight. It matters when you’re hauling home a full inventory or settling things in hand-to-hand.
- Endurance — durability, maximum health, stamina, and your overall pace on the global map.
- Dexterity — movement, dodging, and how fast you reposition; your chance to get out of a bad spot.
- Perception — sight range, critical chance, and assessing threats at a distance. Especially valuable for a shooter.
Each attribute has the hero’s base value and a current effective value: the base is saved as part of the character, while the total changes temporarily from equipment, conditions, and injuries. That’s why the same hero feels different after a calm preparation and after a hard expedition.
At the start each attribute begins at a base value of 10. During creation you can move it within ±5 of that base — that is, from 5 to 15. To raise attributes you have a separate pool of starting attribute points (5 by default): raising an attribute by one costs one point, and if you lower it back down, that point returns to the pool.
Skills: what the character learned
If attributes are the natural foundation, then skills describe a habitual style rather than a fixed class. They reflect what the hero does most often and which role they fill in a group:
- Melee Combat — knife, axe, blunt instrument.
- Light Weapons — pistols and rifles.
- Heavy Weapons — the bulky, powerful firepower role.
- Explosives — grenades, mines, charges.
- Travel — routes and confidence beyond safe places.
- Foraging — working with finds, tools, and resource nodes.
- Mechanics — repairs and the engineering side of survival.
- Medicine — healing and recovering after mistakes.
- Infiltration — a cautious approach and avoiding direct conflict.
- Leadership — usefulness in a group and in team decisions.
An important detail: the weapon itself tells you which skill matters. Whatever weapon you’re holding determines the skill that governs your effectiveness with it. So switching weapons is always a test of what the character has actually learned.
At the start all skills begin at zero, and you have 20 starting skill points to level them up. The cost of one skill point is always one point — there’s no progressive markup, so a build can be planned out calmly.
Abilities
On top of attributes and skills, at the start you have 2 ability points. Abilities are unlocked with these points, but each ability requires a certain value in the relevant skill and attributes. If you later lower a skill or attribute below the threshold of an ability that relied on it, the ability automatically closes and the point is returned.
While you’re in the snow — everything can be redone
The most important rule of the start: attributes, skills, and abilities can be changed freely until you’ve left the intro scene for the global map. The wounded man next to you warns you about exactly this: "Until you leave here, you can freely change your starting stats in the character screen. Outside, they’re locked in."
Death during the intro does not lock in your build. Until you confirm leaving the starting map, every death returns your character to the start. Once out of combat, you can still lower attributes and skills, remove selected abilities, and recover their points. The guide’s death alone does not lock in your choices either.
So experiment boldly: raise and lower attributes, redistribute skills, open and close abilities. But keep two limitations in mind:
- Finish your initial setup before leaving. Spend every attribute point. If you recover skill or ability points by lowering an allocation, spend those points again: otherwise the exit is blocked and the character screen opens. Untouched starting skill and ability points, as well as new points earned through levels, can be saved for later.
- You can’t change the starting layout in combat. During a fight the buttons for changing attributes, skills, and abilities don’t work.
Starting kit
Your starting kit contains a small hunting knife, lone survivor armor, and two bandages. They go into your inventory: equip the armor before heading into the cold. The knife is also a harvesting tool. The ordinary bandages do not replace the crafted sterile bandage required for First dressing. See the intro guide and Resource Gathering.
Next — out to the global map
When the layout is ready and all points are spent, the intro ends and the way out into the world opens. From this moment the character’s base layout is locked, and development continues through play: for each new level the player’s character gains additional skill and ability points and can keep fine-tuning their hero further. Attributes, however, remain that very natural foundation you laid down in the snow — choose it thoughtfully.