Character Creation¶
Character creation builds a new character through a short sequence of prompts. Two choices are permanent — race and profession — while the rest of the character develops afterward through training. Stats are assigned by distributing a fixed pool of points across the ten attributes, then adjusted by race and by your profession's two prime requisites.
The creation sequence¶
- Name — enter a name not already in use.
- Password — set a password for the account.
- Race — applies a permanent stat shift (table below).
- Profession — sets skill costs, caster tier, prime stat, and the two prime requisites (which start elevated in the next step).
- Stat allocation — distribute 440 points across the ten stats. Your profession's two prime requisites start at 30 (the +10 prime-requisite bonus baked in); the other eight start at 20, and every stat caps at 100. Type
<stat> <value>(e.g.str 90),RANDOMto fill a valid spread,RESETto return to the floors, orDONEwhen every point is spent. If you already know the spread you want, type the values directly. - Train — level-1 training points are available immediately.
- Last name — choose a surname.
- Appearance — describe the character.
Race and profession come first, so the roller knows your two prime requisites before you allocate.
New characters begin at level 0 — your level, and the experience each one takes, follow the game's own progression table.
A character mid-creation is not yet persisted, so disconnecting before finishing discards the in-progress character cleanly. (An existing character can be sent back through this sequence with REROLL — see Death & the REROLL command and the GM Guide.)
The ten stats¶
Every character has ten statistics. Five are physical (STR, CON, DEX, AGI, DIS) and five are mental (AUR, LOG, INT, WIS, INF). They are allocated at creation and then grow slowly on their own as you level: each stat has a growth rate set by profession and race, and rises by one every stat ÷ rate levels — low stats climb quickly, high stats crawl. See Experience & Leveling.
Allocating your stats¶
You have 440 points to distribute across the ten stats, on top of their floors — a classic point-buy model. Because race and profession are chosen first, the roller knows your two prime requisites: they start at 30 (the +10 prime-requisite bonus baked in, and they can't drop below it) while the other eight start at 20. Every stat caps at 100.
Those two elevated floors lift the target sum to 660 (640 allocated + 20 from the primes). Because the bonus is baked in, the numbers you type are your final pre-race stats: if you already know the sheet you want, enter it directly and land on zero remaining. Race modifiers then fold in on top.
The value the game uses is the stat bonus:
bonus = floor((stat − 50) / 2)
Examples: stat 90 → +20 · stat 70 → +10 · stat 50 → 0 · stat 40 → −5 · stat 30 → −10
| Stat | Abbr. | Group | Primary uses |
|---|---|---|---|
| Strength | STR | Physical | Melee attack strength and damage |
| Constitution | CON | Physical | Starting HP; Stamina pool |
| Dexterity | DEX | Physical | Lockpicking & disarming; weapon parry |
| Agility | AGI | Physical | Dodging (defensive strength) |
| Discipline | DIS | Physical | Monk prime stat; spell discipline |
| Aura | AUR | Mental | Cast roll; Wizard/Sorcerer mana |
| Logic | LOG | Mental | Savant mana; memorized spell capacity |
| Intuition | INT | Mental | Trap-disarm/analyze assist |
| Wisdom | WIS | Mental | Cleric/Empath/Ranger/Paladin mana |
| Influence | INF | Mental | Bard mana; NPC rapport |
Training points from stats¶
Each level grants two pools of training points, sized by your stat totals. Your profession's two prime requisites count double, and DIS + AUR feed both pools at half weight:
PTP per level = trunc( 25 + (STR + CON + DEX + AGI + (AUR + DIS)/2) / 20 )
MTP per level = trunc( 25 + (LOG + INT + WIS + INF + (AUR + DIS)/2) / 20 )
(each stat ×2 where it's a prime requisite). A well-allocated sheet lands in the 40s–50s of each per level, and because stats grow with levels the grant creeps upward over a career. See Skills & Training.
Races¶
A race applies a fixed modifier to each rolled stat. The full matrix (blank = 0):
| Race | STR | CON | DEX | AGI | DIS | AUR | LOG | INT | WIS | INF |
|---|---|---|---|---|---|---|---|---|---|---|
| Human | +5 | +5 | +5 | |||||||
| Giantkin | +15 | +10 | −5 | −5 | −5 | −5 | +5 | |||
| Half-Elf | +5 | +10 | −5 | +5 | ||||||
| Dark-Elf | −5 | +10 | +5 | −10 | +10 | +5 | +5 | −5 | ||
| Wood Elf | +10 | +5 | −5 | +5 | ||||||
| Elf | +5 | +15 | −15 | +5 | +10 | |||||
| Dwarf | +10 | +15 | −5 | +10 | −10 | +5 | −10 | |||
| Halfling | −15 | +10 | +15 | +10 | −5 | −5 | +5 | +10 | −5 | |
| Mothkin | −5 | +5 | +10 | +5 | +5 | −5 | ||||
| Town Gnome | −15 | +10 | +10 | +10 | −5 | +5 | +10 | +5 | −5 | |
| Forest Gnome | −10 | +10 | +5 | +10 | +5 | +5 | +5 | −5 | ||
| Half-Skorl | +10 | +10 | +5 | −10 | −5 | −5 | ||||
| Ashari | −5 | +10 | +5 | +5 | +10 |
Reading the table: a Giantkin is the strongest race (+15 STR, +10 CON) but pays for it in Dexterity, Agility, and the mental stats. A Halfling trades −15 STR for the highest Dexterity modifier in the game (+15) and strong mental stats. The two Gnome races and the Dark-Elf lean mental/dexterous; the Dwarf and Half-Skorl are durable front-line choices with poor Aura.
Use STAT after creation to see your final rolled values.
Professions¶
A profession determines these foundations: the caster tier (which governs mana and how cheaply magic trains), the prime stat (which feeds the mana pool), the two prime requisites (each gets +10 at creation), and the per-rank training cost of every skill.
The prime stat and the prime requisites are separate concepts. The prime stat is the single stat your mana pool keys off; the prime requisites are the two stats that get the +10 creation bonus. They usually overlap, but for the Ranger and the Monk the mana prime isn't even one of the prime requisites.
| Profession | Tier | Prime | Prime Requisites | Character |
|---|---|---|---|---|
| Warrior | Square | STR | STR · CON | Cheapest combat skills; magic is prohibitively expensive |
| Rogue | Square | DEX | DEX · AGI | Cheap combat + the cheapest lockpicking/disarming in the game |
| Monk | Square | DIS | STR · AGI | Unarmed/dodge specialist (Dodging costs only 1 PTP/rank) |
| Ranger | Semi | WIS | DEX · INT | Balanced fighter-caster; mild thievery discount |
| Bard | Semi | INF | AUR · INF | Broad, even costs; mild thievery discount |
| Paladin | Semi | WIS | STR · WIS | Cheap armor and defense; moderate magic |
| Wizard | Pure | AUR | AUR · LOG | Cheapest, fastest lore training; weak with arms |
| Cleric | Pure | WIS | INT · WIS | Pure caster; comparatively cheaper weapons than other pures |
| Empath | Pure | WIS | INF · WIS | Pure caster; cheap Physical Fitness (2 PTP) for survivability |
| Sorcerer | Pure | AUR | AUR · WIS | Pure caster (high-risk magic flavor) |
| Savant | Pure | LOG | LOG · AUR | Pure caster keyed to Logic (prime requisites synthesized for this game) |
How tier affects training¶
Skill costs are per profession (see Skills & Training for the full numbers), but the pattern follows the tier:
| Skill area | Square | Semi | Pure |
|---|---|---|---|
| Weapons (e.g. Edged) | cheap (2 PTP) | moderate (3 PTP) | expensive (4–6 PTP) |
| Dodging | cheap (1–4 PTP) | moderate (5–7) | severe (20 PTP / 20 MTP) |
| Elemental Lore | 12 MTP, 2×/level | 5 MTP, 3×/level | 2 MTP, 3×/level |
| Harness Power | 9–10 MTP, 1×/level | 5 MTP, 2×/level | 4 MTP, 3×/level |
A Pure caster trains a lore rank for 2 mental points; a Square pays 12 for the same rank and may train it only twice per level. This is the "access by economics" model — any profession can learn anything, but the bill differs by an order of magnitude.
Starting HP and mana¶
Starting HP comes from your body:
HP = (STR + CON) ÷ 10
A sturdy allocation starts around 15. From there maximum HP grows through the Physical Fitness skill — each rank adds your racial HP factor (4–7; humans 6) plus CON bonus ÷ 10, up to a racial ceiling (90–200; humans 150) + CON bonus. It also re-derives as STR/CON grow with levels. See Health & Wounds.
Maximum mana is derived — it is recomputed from your tier, level, prime-stat bonus, and Harness Power ranks whenever any of those change:
mana max = base(tier) + perLevel(tier) × level + Harness Power ranks
| Tier | base | per level |
|---|---|---|
| Pure | 8 | max(2, primeBonus / 2) |
| Semi | 4 | max(1, primeBonus / 4) |
| Square | 0 | 0 |
A Square with zero Harness Power has a mana pool of 0 and cannot cast at all — its only route to mana is training Harness Power. A Pure caster starts with a usable pool (base 8) even at level 1.
Worked example — level-10 Wizard with AUR 90
AUR 90 → bonus +20. Per-level = max(2, 20/2) = 10. With no Harness Power:
8 + 10 × 10 + 0 = 108 maximum mana.
Two other derived pools are seeded the same way: Spirit (round(AUR / 10)) and Stamina ((STR bonus + AGI bonus + DIS bonus)/3 + CON bonus + Physical Fitness bonus/3). Both track your stats as they grow.
Picking a first character¶
- To learn the magic system: a Wizard (cheapest lore, a usable mana pool from level 1).
- For straightforward melee: a Warrior (cheap weapons, dodge, and fitness; forgiving).
- For the thief's loop: a Rogue (cheap Picking Locks and Disarming Traps at 1/1, 3×/level).
See also¶
- First Steps — your first commands in the world
- Skills & Training — the full cost matrix and bonus curve
- Magic System — if you rolled a caster