Peoples

Twenty-one peoples

Each is strong in one area and weak in another, and each has gifts of its own.

The peoples

Everyone is something.

Your people sets the five attributes you begin with, the gifts that are always with you, and the gifts you can call on in battle. Pick one below to begin as them. If you die and walk the underworld road, you may choose again and keep everything you have earned.

Humans

The gods changed nothing.

Strength10
Dexterity10
Vitality10
Intellect10
Spirit10

Adaptable passive
Learn faster: 5% more experience from every source.

Second Wind active
Once a battle, recover a fifth of your stamina.

Begin as Humans

Elves

Long-lived. Longer-remembering.

Strength8
Dexterity12
Vitality8
Intellect12
Spirit11

Keen Sight passive
You see weak points: +4% critical chance.

Moonstep active
Slip the next attack aimed at you.

Begin as Elves

Half-Elves

A foot in two doors.

Strength10
Dexterity11
Vitality9
Intellect11
Spirit10

Two Doors passive
Welcome in both worlds: +3% physical and magic resistance.

Silver Tongue active
Talk a hunting creature out of a fight, once a day.

Begin as Half-Elves

Dark Elves

They chose the deep, or it chose them.

Strength8
Dexterity13
Vitality7
Intellect12
Spirit11

Deepsight passive
You see in the dark, and where it hurts: +5% critical chance.

Shadow Veil active
Vanish for two rounds. Nothing can target you.

Begin as Dark Elves

Dwarves

Built from deep places.

Strength13
Dexterity7
Vitality14
Intellect8
Spirit9

Stoneblood passive
Hard to move, hard to hurt: +6 armor.

Deep Hold active
Plant your feet. Block chance rises by 20 points for a round.

Begin as Dwarves

Halflings

Small, quick, and hard to find at supper.

Strength7
Dexterity14
Vitality9
Intellect9
Spirit12

Lucky passive
Fortune finds you: +3% critical chance and +2 speed.

Slip Away active
Your next attempt to flee cannot fail.

Begin as Halflings

Gnomes

Always building something.

Strength7
Dexterity10
Vitality8
Intellect15
Spirit11

Tinker's Eye passive
You understand wards and devices: +5% magic resistance.

Contraption active
Set a device that strikes the first enemy to act.

Begin as Gnomes

Orcs

The war is older than their names.

Strength14
Dexterity9
Vitality13
Intellect6
Spirit8

Bloodrage passive
Pain feeds you: +2 weapon damage.

War Cry active
Your allies strike harder for three rounds.

Begin as Orcs

Half-Orcs

Strength with a second opinion.

Strength12
Dexterity10
Vitality11
Intellect8
Spirit9

Hard-won passive
You have taken worse: +3% physical resistance and +3 armor.

Brace active
Halve the next blow you take.

Begin as Half-Orcs

Giants

The ground feels them coming.

Strength16
Dexterity5
Vitality16
Intellect7
Spirit7

Titan's Frame passive
+4 armor and +5 points of block mitigation.

Earthshaker active
Stamp the ground. Enemies near you may lose their next action.

Begin as Giants

Drakeborn

Scaled, proud, and breathing something.

Strength12
Dexterity8
Vitality12
Intellect9
Spirit11

Scaled Hide passive
Old blood, thick skin: +8 armor.

Ember Breath active
A cone of fire that burns everything in front of you.

Begin as Drakeborn

Hellmarked

Marked by something below.

Strength10
Dexterity9
Vitality9
Intellect12
Spirit11

Infernal Resolve passive
Fire and fear slide off: +6% magic resistance.

Brand active
Mark an enemy. It takes extra damage from everyone for three rounds.

Begin as Hellmarked

Mindkin

They think loudly in the dark.

Strength6
Dexterity9
Vitality7
Intellect16
Spirit14

Open Mind passive
Thoughts turn aside spells: +8 magic armor.

Mind Lash active
Strike an enemy with thought alone. Armor does not help it.

Begin as Mindkin

Thornfolk

Rooted in old forests.

Strength9
Dexterity8
Vitality14
Intellect8
Spirit12

Barkskin passive
Tough as wood: +4% physical resistance.

Rootbind active
Roots grip an enemy. Its speed is halved for two rounds.

Begin as Thornfolk

Skyward

Light-boned, feathered at the shoulder.

Strength7
Dexterity14
Vitality7
Intellect10
Spirit12

Light-boned passive
Quick on the wing: +3 speed.

Wingbeat active
Rise out of reach of ground attacks for a round.

Begin as Skyward

Gravewalkers

The dead who did not quite stay.

Strength9
Dexterity8
Vitality12
Intellect9
Spirit13

Death's Door passive
The grave has already had you: immune to poison, +2% physical resistance.

Grave Chill active
Drain an enemy's stamina and take half of it.

Begin as Gravewalkers

Tideborn

The sea let them go, but not far.

Strength9
Dexterity11
Vitality11
Intellect9
Spirit10

Sea-blooded passive
You breathe water and shrug off cold: +3% magic resistance.

Riptide active
Drag an enemy off its footing. It loses its next action if it fails to resist.

Begin as Tideborn

Emberkin

Born near a fire that never asked permission.

Strength11
Dexterity9
Vitality9
Intellect12
Spirit10

Forgeheart passive
Fire cannot burn you, and your blows find the soft place: +3% critical chance.

Flare active
A burst of heat. Enemies near you are set burning.

Begin as Emberkin

Stonebound

Slow to wake. Slower to break.

Strength13
Dexterity5
Vitality17
Intellect6
Spirit9

Living Stone passive
+10 armor and +3% physical resistance, but -2 speed.

Rooted active
Become immovable for two rounds: you cannot be pushed, stunned or slowed.

Begin as Stonebound

Wildkin

The wild did not finish letting go.

Strength11
Dexterity12
Vitality10
Intellect7
Spirit10

Keen Nose passive
You smell fear: +3% critical chance and +1 speed.

Pounce active
Strike first this round, whatever the speed order.

Begin as Wildkin

Gloamfolk

Neither day nor night would claim them.

Strength8
Dexterity12
Vitality7
Intellect11
Spirit13

Twilight Grace passive
+2 speed and +4% magic resistance.

Glamour active
Enemies lose track of you: the first attack against you each round misses.

Begin as Gloamfolk