You
Heroes
A hero is a lineage plus a class. Lineage sets the body you start with and a slice of extra experience. Class sets the resource you spend, the stat that drives your swings, and the skill tree.
Creation
On the lesson screens you type the four calls in order: a print, a name, a race, a class. In the text campaign you pick a race by number or id (human if you shrug), then 1 warrior, 2 archer, or 3 mage, then a name. A blank name becomes Aldric. Everyone begins at level 1 with 25 gold, two minor health potions, one bread, and six professions at Novice rank, level 1.
Race aliases are accepted: elven, dwarven, ork, beast, dragonborn, and dragon. An unknown race becomes human. An unknown class becomes warrior.
The six attributes
What those attributes become
| Derived | Formula |
|---|---|
| Health | 100 + STR×10 + DEF×5 |
| Mana | 50 + INT×15 |
| Stamina | 100 + STR×8 + SPD×4 |
| Carry weight | 50 + STR×5, then the orc’s +15% |
| Crit | DEX × 0.25%, capped at 40% in a fight |
| Dodge | SPD × 0.20%, capped at 30% |
A human at level 1 is 10 in everything: 250 HP, 200 mana, 220 stamina, 100 carry, 2.5% crit, 2% dodge. A basic swing is ATK plus half of your class stat, and at least 1. For that human, warrior, archer, and mage all swing for 15. The classes pull apart as soon as you level, because each class grows different attributes.
Gear adds flat attack, defense, and speed, and it can also add a percent of your base attribute. Two pieces do not compound off each other; each percent is taken from the unarmored base.
Lineages
| Lineage | Start | Growth | Edge |
|---|---|---|---|
| Human | 10 across | +1 to every attribute | +5% profession XP on every craft |
| Elf | ATK 9, DEF 8, SPD 13, INT 13, DEX 12, STR 5 | +1 DEX, INT, SPD | +10% woodworking XP, +5% enchanter XP |
| Dwarf | ATK 11, DEF 14, SPD 6, INT 8, DEX 8, STR 13 | +1 STR, DEF | +10% metalworking XP |
| Orc | ATK 13, DEF 11, SPD 8, INT 5, DEX 8, STR 15 | +1 STR, ATK | +15% carry weight |
| Gnome | ATK 7, DEF 7, SPD 11, INT 15, DEX 14, STR 6 | +1 INT, DEX | +10% alchemy XP and +10% enchanter XP |
| Beastfolk | ATK 11, DEF 8, SPD 14, INT 7, DEX 14, STR 6 | +1 DEX, SPD | +10% leatherer XP |
| Draken | ATK 12, DEF 12, SPD 8, INT 11, DEX 7, STR 10 | +1 ATK, DEF | +5% combat XP |
On each level the class points land first, then the lineage points. Professions never add STR, DEX, or INT. A level-up refills HP, mana, and stamina.
| Class | Each level |
|---|---|
| Warrior | +1 STR, +1 DEF, +1 ATK |
| Archer | +1 DEX, +1 SPD, +1 ATK |
| Mage | +1 INT, +1 DEX, +1 ATK |
Classes
Mage is the resource exception: the bar under your name is mana. Warrior and archer show stamina. Both bars regenerate a little between actions, and some biomes speed that up or slow it down.
Experience
Hero experience and profession experience are separate bars, both capped at 99. Killing a foe grants 16 XP plus 12 per enemy level, plus 15 more for each level they have over you. Draken multiply that reward by 1.05. A profession gains XP from gathering, crafting (usually 5), and enchanting (8), then your lineage percent.
| Level | Hero XP to next | Profession XP to next |
|---|---|---|
| 1 | 41 | 56 |
| 5 | 62 | 129 |
| 10 | 102 | 231 |
| 20 | 274 | 449 |
| 40 | 1,973 | 922 |
| 50 | 5,305 | — |
| 70 | 38,408 | — |
Profession ranks, by the level you have reached: Novice 1, Apprentice 10, Adept 20, Skilled 30, Expert 40, Artisan 50, Master 60, Grandmaster 70, Mythic 80, Legendary 90.