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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.

All range 3–18.

AbbrNameWhat 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.

Most formulas take the modifier, not the raw score:

modifier = (score - 10) / 2 ← integer division, truncated toward zero
ScoreModifier
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
  1. Pick a class.
  2. 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
  3. Apply the class modifiers (table below).
  4. 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.

ClassGenderSTRDEXCONINTWISCHAHit 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.

  • 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.

Players can’t pick these; they’re listed so you know how the game’s NPCs are built:

ClassSeen onSTRDEXCONINTWISCHA
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.

Computed at creation from your final DEX (after class modifiers and the rebalance) and stored:

Guard = clamp(10 + DEX modifier, 1, 20)
DEXModifierBase 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.

Max health at level 1:

max health = hit die maximum + CON modifier + race bonus
RaceHealth bonus
Dwarf +4
Human +2
Elf +1
Gnome +1
Orc +1

Columns are CON, rows are class (assuming Human, +2).

ClassHit dieCON 8CON 10CON 14CON 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.

From level 2 onward, each level:

roll the hit die
guarantee at least half (round up to half if the roll is lower)
add your CON modifier

So a Knight (d10) rolling a 3 still counts it as 5. Expected gain per level:

Hit dieClassesMinExpectedMax
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.

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)
LevelCON 8CON 10CON 14CON 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.