Character and attributes
Character creation is class first, then roll. That order matters: class modifiers land on top of the dice, and the rebalance happens after that.
The six attributes
Section titled “The six attributes”All range 3–18.
| Abbr | Name | What it affects |
|---|---|---|
| STR | Strength | Melee damage and to-hit, equipment limits, max carry weight (STR × 15) |
| DEX | Dexterity | Sets your Guard (how hard you are to hit), evasion, ranged attacks |
| CON | Constitution | Health bonus, health regeneration rate |
| INT | Intelligence | Magic effects, skills |
| WIS | Wisdom | Recovery, resistance |
| CHA | Charisma | NPC reactions, and the width of your haggling price band |
In practice the live effects concentrate in STR / DEX / CON — they decide whether you land hits, whether you get hit, and how long you last. The magic and skill systems behind INT and WIS aren’t fully built out yet; CHA genuinely affects how much room you have to haggle with NPCs.
Ability modifiers
Section titled “Ability modifiers”Most formulas take the modifier, not the raw score:
modifier = (score - 10) / 2 ← integer division, truncated toward zero| Score | Modifier |
|---|---|
| 3 | -3 |
| 4 | -3 |
| 5 | -2 |
| 6 | -2 |
| 7 | -1 |
| 8 | -1 |
| 9 | +0 |
| 10 | +0 |
| 11 | +0 |
| 12 | +1 |
| 13 | +1 |
| 14 | +2 |
| 15 | +2 |
| 16 | +3 |
| 17 | +3 |
| 18 | +4 |
How attributes are decided
Section titled “How attributes are decided”- Pick a class.
- For each attribute, roll 4d6, drop the lowest, sum the other three. e.g. 3, 5, 2, 4 → drop the 2 → 3+5+4 = 12
- Apply the class modifiers (table below).
- Rebalance the six attributes to a total of 72. Short of it, low attributes come up; over it, high ones come down. Everything stays in 3–18.
Because the rebalance happens after the class modifiers, the total is always 72 — no class gets extra points out of its modifiers. What class decides is the shape, not the size.
Class modifiers
Section titled “Class modifiers”| Class | Gender | STR | DEX | CON | INT | WIS | CHA | Hit die |
|---|---|---|---|---|---|---|---|---|
| Barbarian | M | +3 | 0 | +2 | -2 | -2 | -1 | d10 |
| Barbarian | F | +2 | +1 | +1 | -2 | -1 | -1 | d10 |
| Caveman | M | +2 | 0 | +2 | -2 | 0 | -2 | d10 |
| Caveman | F | +1 | +1 | +1 | -2 | +1 | -2 | d10 |
| Knight | M | +1 | -1 | +1 | -1 | 0 | 0 | d10 |
| Knight | F | 0 | 0 | 0 | -1 | +1 | 0 | d10 |
| Valkyrie | Either | +2 | +1 | +1 | -1 | -2 | -1 | d10 |
| Ranger | Either | +1 | +2 | 0 | -1 | 0 | -2 | d8 |
| Samurai | Either | +1 | 0 | +2 | -1 | 0 | -2 | d8 |
| Monk | Either | -1 | +2 | 0 | -1 | +2 | -2 | d8 |
| Priest | Either | -1 | -1 | +1 | -1 | +3 | -1 | d8 |
| Archaeologist | Either | -1 | +1 | 0 | +2 | +1 | -3 | d6 |
| Healer | Either | -2 | -1 | +1 | +1 | +2 | -1 | d6 |
| Rogue | Either | -1 | +3 | 0 | +1 | -1 | -2 | d6 |
| Wizard | Either | -2 | 0 | -1 | +3 | +2 | -2 | d6 |
| Tourist | Either | -1 | 0 | -1 | +1 | -1 | +2 | d4 |
Barbarian, Caveman and Knight modify differently by gender. Every other class is the same either way.
How to choose
Section titled “How to choose”- To survive hits → a d10 hit die: Knight, Barbarian, Caveman, Valkyrie.
- To avoid being hit → high DEX modifier. The Rogue’s +3 is the highest in the game.
- To haggle → high CHA. The Tourist’s +2 is the best a player can pick, and CHA widens the price band you can negotiate inside.
- Watch out for the Tourist — a d4 hit die is the squishiest in the game.
NPC-only classes
Section titled “NPC-only classes”Players can’t pick these; they’re listed so you know how the game’s NPCs are built:
| Class | Seen on | STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|---|---|
| Merchant | Rica | -2 | 0 | -1 | +1 | -1 | +3 |
| Guard | Karl | +2 | 0 | +2 | -2 | -1 | -1 |
The Merchant’s CHA +3 is the highest in the game — which is why Rica is one.
Guard — how hard you are to hit
Section titled “Guard — how hard you are to hit”Computed at creation from your final DEX (after class modifiers and the rebalance) and stored:
Guard = clamp(10 + DEX modifier, 1, 20)| DEX | Modifier | Base Guard |
|---|---|---|
| 3 | -3 | 7 |
| 4 | -3 | 7 |
| 5 | -2 | 8 |
| 6 | -2 | 8 |
| 7 | -1 | 9 |
| 8 | -1 | 9 |
| 9 | +0 | 10 |
| 10 | +0 | 10 |
| 11 | +0 | 10 |
| 12 | +1 | 11 |
| 13 | +1 | 11 |
| 14 | +2 | 12 |
| 15 | +2 | 12 |
| 16 | +3 | 13 |
| 17 | +3 | 13 |
| 18 | +4 | 14 |
Real characters land around 7–14, plus whatever equipment adds. 10 is the reference point; see Combat for what the numbers mean.
Health
Section titled “Health”Max health at level 1:
max health = hit die maximum + CON modifier + race bonusRace bonuses
Section titled “Race bonuses”| Race | Health bonus |
|---|---|
| Dwarf | +4 |
| Human | +2 |
| Elf | +1 |
| Gnome | +1 |
| Orc | +1 |
Level 1 health
Section titled “Level 1 health”Columns are CON, rows are class (assuming Human, +2).
| Class | Hit die | CON 8 | CON 10 | CON 14 | CON 18 |
|---|---|---|---|---|---|
| Barbarian | d10 | 11 | 12 | 14 | 16 |
| Caveman | d10 | 11 | 12 | 14 | 16 |
| Knight | d10 | 11 | 12 | 14 | 16 |
| Valkyrie | d10 | 11 | 12 | 14 | 16 |
| Ranger | d8 | 9 | 10 | 12 | 14 |
| Samurai | d8 | 9 | 10 | 12 | 14 |
| Monk | d8 | 9 | 10 | 12 | 14 |
| Priest | d8 | 9 | 10 | 12 | 14 |
| Archaeologist | d6 | 7 | 8 | 10 | 12 |
| Healer | d6 | 7 | 8 | 10 | 12 |
| Rogue | d6 | 7 | 8 | 10 | 12 |
| Wizard | d6 | 7 | 8 | 10 | 12 |
| Tourist | d4 | 5 | 6 | 8 | 10 |
Dwarves add another +2; Elves, Gnomes and Orcs are 1 lower.
Health per level
Section titled “Health per level”From level 2 onward, each level:
roll the hit dieguarantee at least half (round up to half if the roll is lower)add your CON modifierSo a Knight (d10) rolling a 3 still counts it as 5. Expected gain per level:
| Hit die | Classes | Min | Expected | Max |
|---|---|---|---|---|
| d10 | Barbarian, Caveman, Knight, Valkyrie | 5 | 6.50 | 10 |
| d8 | Ranger, Samurai, Monk, Priest | 4 | 5.25 | 8 |
| d6 | Archaeologist, Healer, Rogue, Wizard | 3 | 4.00 | 6 |
| d4 | Tourist | 2 | 2.75 | 4 |
The CON modifier isn’t in that table — a Knight with CON 14 expects
6.5 + 2 = 8.5 per level.
Health regeneration
Section titled “Health regeneration”Every 16 seconds (the server’s base tick is 8 seconds; regeneration runs every second one):
regen = max(1, 1 + floor(level / 5) + CON modifier)All of these must hold:
- You’re alive (health > 0)
- Health isn’t full
- At least 10 seconds out of combat — measured from your last attack or the last hit you took
- Not Weak and not food-poisoned — both stop regeneration completely (Food and satiation)
| Level | CON 8 | CON 10 | CON 14 | CON 18 |
|---|---|---|---|---|
| 1 | 1 HP | 1 HP | 3 HP | 5 HP |
| 5 | 1 HP | 2 HP | 4 HP | 6 HP |
| 10 | 2 HP | 3 HP | 5 HP | 7 HP |
| 15 | 3 HP | 4 HP | 6 HP | 8 HP |
| 20 | 4 HP | 5 HP | 7 HP | 9 HP |
| 25 | 5 HP | 6 HP | 8 HP | 10 HP |
| 30 | 6 HP | 7 HP | 9 HP | 11 HP |
Those are per 16 seconds. A level 30 character with CON 18 regains 11 every 16 seconds — about 41 a minute.