Humans
The gods changed nothing.
Adaptable passive
Learn faster: 5% more experience from every source.
Second Wind active
Once a battle, recover a fifth of your stamina.
Peoples
Each is strong in one area and weak in another, and each has gifts of its own.
The peoples
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.
The gods changed nothing.
Adaptable passive
Learn faster: 5% more experience from every source.
Second Wind active
Once a battle, recover a fifth of your stamina.
Long-lived. Longer-remembering.
Keen Sight passive
You see weak points: +4% critical chance.
Moonstep active
Slip the next attack aimed at you.
A foot in two doors.
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.
They chose the deep, or it chose them.
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.
Built from deep places.
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.
Small, quick, and hard to find at supper.
Lucky passive
Fortune finds you: +3% critical chance and +2 speed.
Slip Away active
Your next attempt to flee cannot fail.
Always building something.
Tinker's Eye passive
You understand wards and devices: +5% magic resistance.
Contraption active
Set a device that strikes the first enemy to act.
The war is older than their names.
Bloodrage passive
Pain feeds you: +2 weapon damage.
War Cry active
Your allies strike harder for three rounds.
Strength with a second opinion.
Hard-won passive
You have taken worse: +3% physical resistance and +3 armor.
Brace active
Halve the next blow you take.
The ground feels them coming.
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.
Scaled, proud, and breathing something.
Scaled Hide passive
Old blood, thick skin: +8 armor.
Ember Breath active
A cone of fire that burns everything in front of you.
Marked by something below.
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.
They think loudly in the dark.
Open Mind passive
Thoughts turn aside spells: +8 magic armor.
Mind Lash active
Strike an enemy with thought alone. Armor does not help it.
Rooted in old forests.
Barkskin passive
Tough as wood: +4% physical resistance.
Rootbind active
Roots grip an enemy. Its speed is halved for two rounds.
Light-boned, feathered at the shoulder.
Light-boned passive
Quick on the wing: +3 speed.
Wingbeat active
Rise out of reach of ground attacks for a round.
The dead who did not quite stay.
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.
The sea let them go, but not far.
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.
Born near a fire that never asked permission.
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.
Slow to wake. Slower to break.
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.
The wild did not finish letting go.
Keen Nose passive
You smell fear: +3% critical chance and +1 speed.
Pounce active
Strike first this round, whatever the speed order.
Neither day nor night would claim them.
Twilight Grace passive
+2 speed and +4% magic resistance.
Glamour active
Enemies lose track of you: the first attack against you each round misses.