How The System Works:
Stats:
Base Stats at Level 1:
Strength: 1 | Constitution: 1 | Dexterity: 1 | Intelligence: 1 | Wisdom: 1 | Charisma: 1
Next, Racial Bonuses are applied.
For Humans, the Racial Bonus is +1 Strength, +1 Constitution, +1 Dexterity, and -1 Wisdom.
Human Base Stats are therefore:
Strength: 2 | Constitution: 2 | Dexterity: 2 | Intelligence: 1 | Wisdom: 0 | Charisma: 1
Dwarves Racial Bonus: +1 Strength, +2 Constitution, +1 Wisdom, and -1 Dexterity
Dwarves Base Stats:
Strength: 2 | Constitution: 3 | Dexterity: 0 | Intelligence: 1 | Wisdom: 2 | Charisma: 1
Goblins Racial Bonus: +2 Dexterity, +2 Intelligence, -1 Strength, and -1 Charisma
Goblins Base Stats:
Strength: 0 | Constitution: 1 | Dexterity: 3 | Intelligence: 3 | Wisdom: 1 | Charisma: 0
From there, everybody gets 3 Stat Points per level to distribute as they see fit. From Level 1 to Level 5, they will gain 12 total Stat Points.
This can allow even a Dwarf to get high Dexterity if they want to become a Rogue or Assassin or something like that. They will still not be as useful as a Human or Elf Rogue, due to those Races better natural Dexterity than Dwarves. In the same vein, a Goblin with 50 Strength will be a lot stronger than a Goblin with 10 Strength, but will still be weaker than a Human or Orc with the same Strength. A Goblin is still a Goblin after all. Stats help, but they do not mean everything. This is why most Dwarves lean into tankier or spellcasting routes, where they do not need to be fast and agile. This is also where Human versatility shines, as they have the potential to go in any direction they would like.
At Level 5, a Class is chosen. Different Classes come with different per-level bonuses, which are applied at Level 6 and onwards.
Warrior: +2 Strength, +1 Constitution, +1 Free Stat Point
Cleric: +1 Constitution, +1 Intelligence, +1 Wisdom, +1 Free Stat Point
Rogue: +2 Dexterity, +1 Intelligence, +1 Free Point
Mage: +2 Intelligence, +1 Wisdom, +1 Free Point
As you can see, once a Class is unlocked, there are set gains each level, and a single free point to distribute. This set gain naturally takes a person down a path that fits their Class. A Mage needs a lot of Mana, and high Mana Regeneration to back it up, therefore they get a lot of Intelligence and Wisdom naturally. They can choose to go all in on this, and distribute their free Stats into one of those 2 as well, or they can choose to shore up their weaknesses and gain some extra Health via Constitution, extra mobility via Dexterity, and so on.
Some Classes are better than others, like Dravaks Battle Chief. This Class is considered a Special Class, and has certain requirements for it to be unlocked. These Special Classes give a higher amount of Bonus Stats.
Battle Chief: +1 Strength, +1 Constitution, and +1 Dexterity or Intelligence which alternates each level. On top of that, there is +2 Free Points per Level.
This may not seem like a lot, just 1 extra Stat Point per level compared to the "regular" Classes, but it adds up. From Level 5 to 25, when the first Class Evolution is available, a person will gain 20 Levels worth of Stats, which is equal to 80 total Stat Points. With a Special Class, the gain is 100 instead, which is 5 full levels worth of Stats. These 20 extra Stats are also Free Points, which is more valuable than Fixed Stats.
Classes:
I unintentionally explained some of these things in the section above, but I will go back over things just for clarity sake.
Classes unlock at Level 5. Basic Classes give +3 Fixed Stats and +1 Free Stat per Level. There are Special Classes which give slightly higher bonuses. Classes Level 20 times, from 5 when they're unlocked, until Level 25, when a Class Evolution is triggered. This Class Evolution upgrades the Class, giving higher Stat Bonuses than the previous version.
Skills/Spells:
Skills can be unlocked naturally via a persons actions or activities in their daily life, such as how Grub unlocked First Aid and Herbal Insight Skills. Alternatively, if you have the time, you can visit a trainer to unlock a Skill, such as Sword/Dagger/Crossbow/Shield Proficiency. Trainers for Spells exist, but they are both rare and expensive. Naturally unlocking Spells also takes a long time spent studying and practicing. Therefore most Spells are gained via the System.
The other way to unlock Skills is through Classes. At Level 5, when a Class unlocks, a person will also get the choice of a few skills, usually Class related. After this, every 5 Levels (10/15/20/25) they will gain another choice of Skill or Spell to unlock.
Perks:
Most people only have a Racial Perk, but some people, due to unusual circumstances will gain extra Perks.
Max's Party Statuses
Max
Name: Max Hayes
Race: Human
Class: Warrior
Level: 9
Resource Pools:
Health: 120 / 120
Stamina: 140 / 140 (+14 / 10 min)
Mana: 40 / 40 (+4 / 10 min)
Stats:
Strength: 14 | Constitution: 12 | Dexterity: 8 | Intelligence: 4 | Wisdom: 4 | Charisma: 2
Skills:
Swordsmanship (Lv. 6)
You are highly trained with swords, delivering precise, powerful, and efficient strikes.
Shield Proficiency (Lv. 6)
You are adept with shields, blocking, deflecting, and countering with strong defensive skill.
Endurance (Lv. 3)
You resist fatigue and pain, sustaining combat effectiveness in prolonged battles.
Athletics (Lv. 4)
You perform feats of strength and agility such as sprinting, climbing, and leaping with greater efficiency.
Tactics (Lv. 2)
You understand battlefield flow, enabling you to make more effective decisions and coordinate allies.
Weapon Master (Lv. 2)
You adapt quickly to unfamiliar weapons, suffering fewer penalties when wielding those outside your primary training.
Perks:
Indomitable Adaptability [Unique]
You thrive in adversity, gaining an extra free stat point at every level that may be allocated freely.
Unwritten Potential [Racial]
When you first gain a new Skill or Spell, it begins with a small bonus to proficiency or progression, reflecting humanity’s knack for growth.
Stolen novel; please report.
Spells (Buffs):
Battle Focus
[Tier 1 – Lv. 3 – 61%]
You center your mind on combat, sharpening reflexes and accuracy for a short time. (Cost: 10 Mana)
Adrenal Surge
[Tier 1 – Lv. 3 – 6%]
You push your body beyond natural limits, temporarily increasing strength and speed. (Cost: 15 Mana)
Iron Guard
[Tier 1 – Lv. 2 – 84%]
You harden your stance with magical reinforcement, reducing incoming damage for a short time. (Cost: 15 Mana)
Elira
Name: Elira Sorrel
Race: Human
Class: Rogue
Level: 8
Resource Pools:
Health: 60 / 60
Stamina: 30 / 30 (+3 / 10 min)
Mana: 60 / 60 (+2 / 10 min)
Stats:
Strength: 3 | Constitution: 6 | Dexterity: 14 | Intelligence: 6 | Wisdom: 2 | Charisma: 1
Skills:
Crossbow Proficiency (Lv. 6)
You are highly skilled with crossbows, loading, aiming, and firing with speed and accuracy. Damage and precision scale with Dexterity and Skill level.
Dagger Proficiency (Lv. 3)
You are trained with daggers, striking quickly and efficiently when forced into close combat.
Stealth (Lv. 5)
You excel at moving silently and remaining unseen, using shadows and cover to your advantage.
Acrobatics (Lv. 3)
You can leap, tumble, and roll with agility, allowing you to evade hazards and reposition quickly in combat.
Quick Hands (Lv. 5)
Your deft fingers excel at fast, delicate tasks such as sleight-of-hand, reloading, disabling traps, or pilfering unnoticed.
Lockpicking (Lv. 3)
You can bypass locks and mechanisms, with success chance scaling by Dexterity and Skill level.
Perception (Lv. 2)
You are more aware of your surroundings, noticing details and threats others might miss.
Sneak Attack (Lv. 2)
When you strike from stealth or against an unaware enemy, your attack deals bonus damage. The bonus scales with Dexterity and Skill level, and at higher levels may also apply when attacking distracted or flanked foes.
Perks:
Unwritten Potential [Racial]
When you first gain a new Skill or Spell, it begins with a small bonus to proficiency or progression, reflecting humanity’s knack for growth.
Spells / Abilities:
Shadowstep
[Tier 1 – Lv. 2 – 37%]
You vanish into shadow and reappear a short distance away. Useful for ambushes or swift escapes. (Cost: 15 Mana)
Evasion
[Tier 1 – Lv. 2 – 14%]
You twist and weave to avoid incoming blows or spells. For a brief time, your chance to dodge increases significantly. (Cost: 10 Mana)
Distracting Feint
[Tier 1 – Lv. 1 – 61%]
You mislead an enemy with a sudden movement, lowering their guard and granting you or an ally an opening. (Cost: 10 Mana)
Borin
Name: Borin Ironmantle
Race: Dwarf
Class: Cleric
Level: 10
Resource Pools:
Health: 120 / 120
Stamina: 50 / 50 (+5 / 10 min)
Mana: 90 / 90 (+11 / 10 min)
Stats:
Strength: 5 | Constitution: 12 | Dexterity: 3 | Intelligence: 9 | Wisdom: 11 | Charisma: 1
Skills:
Hammer Proficiency (Lv. 5)
You are trained with warhammers, striking with heavy, crushing blows. Accuracy and damage improve with Skill level.
Shield Proficiency (Lv. 4)
You wield shields with practiced defense, blocking and parrying attacks more effectively.
Endurance (Lv. 4)
You can fight through exhaustion and pain, maintaining combat effectiveness for longer.
Healing Arts (Lv. 5)
You know how to treat wounds with both mundane methods and magical support, restoring Health more efficiently.
Divine Channeling (Lv. 3)
You focus divine power through prayer, enhancing your spells and granting them greater stability.
Ritual of Faith (Lv. 2)
You can conduct sacred rites and ceremonies. Rituals require time but grant enduring blessings, consecrate ground, or strengthen morale.
Sanctuary (Lv. 2)
You project a protective aura around yourself or an ally, discouraging enemies from targeting them directly.
Divine Judgment (Lv. 2)
Once per day, you may invoke divine wrath through your hammer, striking corrupted or unholy foes with radiant power that bypasses their defenses.
Perks:
Stoutheart [Racial]
Your dwarven resilience grants you resistance against poison, disease, and fear effects.
Spells:
Heal
[Tier 1 – Lv. 4 – 42%]
Restore a moderate amount of Health to a single ally, knitting wounds and restoring vigor. (Cost: 15 Mana)
Cleansing Light
[Tier 1 – Lv. 3 – 11%]
Remove minor poisons, diseases, or curses from a target. (Cost: 10 Mana)
Stone Ward
[Tier 1 – Lv. 2 – 67%]
Enchant armor or shields with divine stone-like resilience, temporarily boosting defense. (Cost: 20 Mana)
Bless
[Tier 1 – Lv. 3 – 54%]
Inspire allies, improving their accuracy and resistance to fear. (Cost: 15 Mana)
Hammer of Faith
[Tier 1 – Lv. 2 – 25%]
Infuse your warhammer with divine energy, striking with greater force and bypassing some defenses. (Cost: 10 Mana)
Calder:
Name: Calder Veyric
Race: Human
Class: Mage
Level: 9
Resource Pools:
Health: 50 / 50
Stamina: 30 / 30 (+3 / 10 min)
Mana: 130 / 130 (+11 / 10 min)
Stats:
Strength: 3 | Constitution: 5 | Dexterity: 3 | Intelligence: 13 | Wisdom: 11 | Charisma: 1
Skills:
Staff Proficiency (Lv. 4)
You are trained in the use of staves, wielding them as both a melee weapon and a conduit for magical power.
Arcane Studies (Lv. 5)
You have studied the principles of magic, improving your understanding and effectiveness with spells.
Mana Control (Lv. 6)
You regulate the flow of Mana with precision, reducing waste and increasing stability when casting.
Insight (Lv. 3)
You are adept at recognizing patterns and motives, aiding tactical decisions and reading situations.
Arcane Rituals (Lv. 3)
You can perform formal magical rites. Though slow, rituals grant enduring effects such as consecrating ground, amplifying spells, or creating lasting wards.
Perks:
Unwritten Potential [Racial]
When you first gain a new Skill or Spell, it begins with a small bonus to proficiency or progression, reflecting humanity’s knack for growth.
Spells:
Radiant Flare
[Tier 1 – Lv. 3 – 96%]
You emit a sudden cone of blinding light, dazzling and disorienting enemies caught within. (Cost: 15 Mana)
Frostsheet
[Tier 1 – Lv. 4 – 3%]
You conjure a slick sheet of ice across the ground, causing enemies to slip or stumble. (Cost: 15 Mana)
Earthsplit
[Tier 1 – Lv. 3 – 87%]
You split and churn the ground beneath your foes, creating rough terrain that hinders movement. (Cost: 20 Mana)
Armor Ward
[Tier 1 – Lv. 3 – 54%]
You reinforce an ally’s armor or shield with magical energy, bolstering their defense temporarily. (Cost: 20 Mana)
Alina
Name: Alina Crestwood
Race: Human
Class: Ranger
Level: 3
Resource Pools:
Health: 30 / 30
Stamina: 30 / 30 (+3 / 10 min)
Mana: 20 / 20 (+1 / 10 min)
Stats:
Strength: 3 | Constitution: 3 | Dexterity: 5 | Intelligence: 2 | Wisdom: 2 | Charisma: 1
Skills:
Bow Proficiency (Lv. 3)
You are practiced in hunting with bows, granting improved accuracy, speed, and damage scaling with Dexterity.
Woodsman’s Step (Lv. 3)
Years of hunting in the forest have made you adept at moving quietly and quickly through wooded terrain. You suffer less penalty from undergrowth or natural obstacles.
Foraging (Lv. 3)
A skill rooted in your farmer’s life: you can identify edible plants, gather food, and find herbs with relative ease.
Animal Handling (Lv. 3)
Your time raising and working with livestock has given you skill in calming, guiding, or controlling animals. Useful for managing mounts, hunting companions, or wild creatures.
Perks:
Unwritten Potential [Racial]
When you first gain a new Skill or Spell, it begins with a small bonus to proficiency or progression, reflecting humanity’s knack for growth.
Favored Enemy: Goblins [Unique]
Due to deep-seated hatred and personal enmity, your accuracy, speed, and damage increase significantly when fighting goblins.
Spells:
NONE
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Due to an unusual circumstance, Alina was offered a Class Change from Farmer to Ranger. This is why she has a Class prior to Level 5, which is unusual. It is also why her Skill list is so short, and why she has access to no spells yet. When she changed her Class, the System tried to merge her previous experience as a Farmer with her new Class to give her somewhat relevant Skills, resulting in the Skills you see.

