Forging an Identity
Your race and stats shape every fight, every item you can wield, and every edge you hold in battle. Choose carefully â or re-roll until the numbers align.
Races
Each race grants permanent stat modifiers applied on top of your rolled stats. These cannot be changed later.
| Name | STR | AGI | INT | HP | Notes |
|---|---|---|---|---|---|
| Human | +1 | +1 | +1 | â | Balanced â no weaknesses |
| Elf | -1 | +2 | +1 | -1 | Fast and sharp, but fragile |
| Dwarf | +2 | -1 | â | +1 | Tough and strong, but slow |
Race choice matters most early
Power Sources
Your power source defines your character's identity â how they explain their abilities to the world. It also grants a real bonus at level 5:
- Divine â your strength comes from the remnants of dead gods. Healing and protection. Level 5 bonus: +2 max HP.
- Weave â you tap into raw arcane energy. Pure magical power. Level 5 bonus: +1 INT.
- Physical â no magic, no prayers. Just skill, muscle, and steel. Level 5 bonus: +1 extra stat point.
Note
The Stat Roll
When you create a character, 19 points are randomly distributed across three stats:
- Strength (STR) â physical damage, armor penetration, combat triangle position vs AGI
- Agility (AGI) â hit chance, dodge chance, combat triangle position vs INT
- Intelligence (INT) â spell damage, magical resistance, combat triangle position vs STR
Each stat ranges from 3 to 10. Your base HP starts at 18, modified by race. You get 4 total rolls (1 initial + 3 re-rolls). Choose carefully â once you've used your re-rolls, you're locked in.
Stats are permanent
Starter Armor
After rolling, you choose one starter armor. Each type shifts your stats further:
| Name | STR | AGI | INT | HP | Notes |
|---|---|---|---|---|---|
| Cloth | -1 | +1 | +2 | â | Best for INT builds |
| Leather | +1 | +2 | â | â | Best for AGI builds |
| Plate | +2 | -1 | â | +1 | Best for STR builds |
Example Builds
Combine race + armor to push a stat as high as possible, or balance across multiple stats. Here are some starting archetypes:
The Bruiser
Dwarf + Plate
+4 STR, -2 AGI, +2 HP. Maximum physical damage from turn one. Aim for STR-scaling weapons and heavy armor. Dominates Rogue-class monsters via the combat triangle.
The Shadow
Elf + Leather
-1 STR, +4 AGI, +1 INT, -1 HP. Extremely evasive. Harder to hit, crits more often. Counters Mage-class enemies. Glass cannon â avoid prolonged fights.
The Arcanist
Elf + Cloth
-2 STR, +3 AGI, +3 INT, -1 HP. Maximum spell damage. Crushes Warrior-class monsters. Fragile â needs healing items to survive tougher fights.
The Generalist
Human + Leather
+2 STR, +3 AGI, +1 INT. Balanced with a slight AGI lean. Can equip a wide range of items. Flexible path to any advanced class at level 10.
Lore