Forging an Identity

Your race and stats shape every fight, every item you can wield, and every edge you hold in battle. Choose carefully — 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.

Race Modifiers
Name STR AGI INT HP Notes
Human +1 +1 +1 — Balanced — no weaknesses
Elf -1 +2 +1 -1 Fast and sharp, but fragile
Dwarf +2 -1 — +1 Tough and strong, but slow
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Race choice matters most early

At level 1, a +2 modifier is a 20-30% boost to that stat. As you level and acquire items, race modifiers become a smaller portion of your total power — but they never stop mattering for stat thresholds on equipment.

Power Sources

Your power source defines your character's identity — how they explain their abilities to the world. It also grants a real bonus at level 5:

  • Divine — your strength comes from the remnants of dead gods. Healing and protection. Level 5 bonus: +2 max HP.
  • Weave — you tap into raw arcane energy. Pure magical power. Level 5 bonus: +1 INT.
  • Physical — no magic, no prayers. Just skill, muscle, and steel. Level 5 bonus: +1 extra stat point.
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Note

Power source does not restrict your equipment, class, or abilities. A Physical character can still use spells. A Divine character can still swing a greatsword. The level 5 bonus is permanent once earned.

The Stat Roll

When you create a character, 19 points are randomly distributed across three stats:

  • Strength (STR) — physical damage, armor penetration, combat triangle position vs AGI
  • Agility (AGI) — hit chance, dodge chance, combat triangle position vs INT
  • Intelligence (INT) — 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 — once you've used your re-rolls, you're locked in.

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Stats are permanent

Once confirmed, your base stats are locked. You'll gain stat points as you level (see Progression), but your starting roll sets the foundation.

Starter Armor

After rolling, you choose one starter armor. Each type shifts your stats further:

Starter Armor Modifiers
Name STR AGI INT HP Notes
Cloth -1 +1 +2 — Best for INT builds
Leather +1 +2 — — Best for AGI builds
Plate +2 -1 — +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 — avoid prolonged fights.

The Arcanist

Elf + Cloth

-2 STR, +3 AGI, +3 INT, -1 HP. Maximum spell damage. Crushes Warrior-class monsters. Fragile — 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.

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Lore

No one remembers who they were before waking in the cave. Race is felt in the bones — an instinct, not a memory. The body remembers what the mind has lost.