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Guide · I

Your character

There are no classes and no levels. Three attributes shape your body, and their total is capped, so every point you add is a point you will not have somewhere else.

Attributes

Strength

Start 30 Range 10–100

  • +1 max health per point
  • +0.3% melee damage per point

Main attribute of Mining, Farming, Smithing, Axe, Defence, Swordsmanship, Polearms, Mace, Tactics

Dexterity

Start 25 Range 10–100

  • +1 max stamina per point

Main attribute of Woodcutting, Carpentry, Dagger, Bow, Fists, Skinning, Tailoring

Intelligence

Start 25 Range 10–100

  • +1 max mana per point
  • +0.3% spell power per point

Main attribute of Sorcery, Healing, Nature, Focus, Meditation, Alchemy

The three attributes together are capped at 225. Every character starts with 80. Attributes grow by use: each time a skill rises, there is a 35% chance its main attribute rises by 0.1.

Health, mana and stamina

Health

40 + Strength + mastery bonuses

At start
70
Regeneration
0.5 per second

Mana

Intelligence

At start
25
Regeneration
0.4 per second

Stamina

20 + Dexterity + mastery bonuses

At start
45
Regeneration
1.6 per second

Meditation speeds up mana regeneration, and does not work in metal armour.

Resistances

Each kind of damage is reduced by your resistance to it, in percent, up to a cap of 70. Resistance comes from the armour you wear.

  • Physical
  • Fire
  • Cold
  • Poison
  • Energy
ResistanceDamage taken
0100%
2575%
5050%
7030%

Races

Human

Children of the Great Migration, descendants of those who fled the Night of Ash, a people who had to learn every trade to survive.

Jack of All Trades
Every gathering and crafting skill counts as at least 20 Even in work you have never trained, your chance is not zero. It only counts for the success roll; gains and requirements use your real value.
Migrant’s Back
A 5% chance of +1 on every gather The habit of a people who carried all they could on the roads of the Migration.

Elf

Keepers of the Root Fire in the Mosswood. They bury their dead among the roots, and they gave humans the first ember of the Mother Hearth.

Root Sight
Permanent night sight in the dark (rank 1) As strong as the lightest Night Sight spell; it does not reveal what is hidden. A stronger spell takes over.
Root Lore
A 10% chance of +1 on wood, herbs and fibre Generous with living resources; no effect on ore and stone.

Every race starts with the same attributes: Strength 30, Dexterity 25, Intelligence 25. Race traits never win a fight.

Every race can be male or female, with 8 skin tones, 16 hair styles, 6 hair colours, 4 faces, 8 eye colours, 8 tattoo choices, and sliders for height and build. Gender is appearance only.

Last updated 30 September 2026.