Character Creation
Overview
Character creation is the player’s first major decision point. Every option — species, class, attribute spread, background — should feel distinct and have a clear gameplay impact. The goal is meaningful choice without overwhelming new players.
Players start with one character slot for free. Additional slots can be purchased from the in-game shop (see 14-monetization.md).
Character Identity
Name
- Must be unique server-wide
- 3-20 characters, letters and spaces only
- Filtered for inappropriate content
- Can be changed for a small one-time purchase ($1 — see 14-monetization.md)
Appearance
- Visual portrait selection from a curated set per species
- Cosmetic armor skins overlay the portrait
- Additional portraits earned through achievements, faction reputation, and seasonal events
Title
- Displayed alongside the character name (e.g., “Korrin the Unyielding”)
- Earned through achievements, faction reputation, PVP rank, or seasonal events
- Players choose which earned title to display
Attributes
Delve uses six core attributes that affect every system in the game — combat, dungeon exploration, crafting, and social interactions.
The Six Attributes
| Attribute | Abbrev | Combat Role | Dungeon Role |
|---|---|---|---|
| Might | MGT | Melee damage, heavy weapon accuracy, physical skill power | Force doors, carry more supplies, resist grapples, move heavy objects |
| Logic | LOG | Magical damage, spell accuracy, mana pool size | Solve puzzles, identify items, recall enemy lore, detect magical traps |
| Speed | SPD | Ranged accuracy, evasion rating, initiative tie-breaking | Dodge traps, avoid ambushes, act first, navigate hazards |
| Presence | PRS | Support/healing skill power, debuff potency, social skills | Negotiate with NPCs, intimidate enemies, inspire allies, avoid encounters through diplomacy |
| Fortitude | FRT | Max HP, stamina/devotion pool, condition resistance | Resist poison/disease, endure long dungeons, survive environmental hazards, recover more at rest |
| Luck | LCK | Critical hit threshold, critical miss reduction, loot quality | Find hidden treasure, better loot rolls, dodge random hazards, favorable decision outcomes |
How Attributes Affect Combat
Might:
- +2% melee skill accuracy per point above 10
- +1.5% melee skill damage per point above 10
- Determines Might-based resistance checks (grapples, knockdowns)
Logic:
- +2% magical skill accuracy per point above 10
- +1.5% magical skill damage per point above 10
- +3 mana per point
- Determines Logic-based resistance checks (illusions, puzzles)
Speed:
- +1.5% ranged skill accuracy per point above 10
- +1 evasion rating per point (makes you harder to hit)
- Tie-breaking value for skill initiative
- Determines Speed-based resistance checks (traps, AoE dodging)
Presence:
- +2% healing/buff skill effectiveness per point above 10
- +2% debuff potency per point above 10 (harder for enemies to resist)
- Determines Presence-based resistance checks (fear, charm, intimidation)
Fortitude:
- +5 max HP per point above 10
- +2 stamina/devotion per point
- +1.5% condition resistance per point above 10 (blanket bonus to resist poison, stun, etc.)
- Determines Fortitude-based resistance checks (poison, disease, exhaustion)
Luck:
- Critical hit threshold improved by 0.5% per point above 10 (base crit: ≤5 on d100; at 20 LCK: ≤10)
- Critical miss threshold reduced by 0.5% per point above 10 (base crit miss: 96-100; at 20 LCK: 98-100 only)
- +1% loot quality modifier per point above 10 (slightly better rolls on loot tables)
- Once per dungeon run per 5 points of LCK: automatically re-roll one failed d100 check
Attribute Scale
Attributes range from 1 to 30 (soft cap), with a theoretical maximum of 40 through endgame gear and buffs.
| Range | Description |
|---|---|
| 1-5 | Below average. Significant penalties in related activities. |
| 6-9 | Average. No notable bonus or penalty. |
| 10-14 | Above average. Noticeable edge in related activities. |
| 15-19 | Exceptional. Clear strength in this area. |
| 20-24 | Heroic. Among the best in the world. |
| 25-30 | Legendary. Near the peak of mortal capability. |
| 31-40 | Transcendent. Only achievable through endgame gear, buffs, and Paragon bonuses. |
Attribute Point-Buy
At character creation, players distribute 40 points across the six attributes. All attributes start at 5 (baseline), and points raise them from there.
| Attribute Value | Total Points Spent (from 5) |
|---|---|
| 5 | 0 (base) |
| 6 | 1 |
| 7 | 2 |
| 8 | 3 |
| 9 | 4 |
| 10 | 5 |
| 11 | 7 |
| 12 | 9 |
| 13 | 11 |
| 14 | 14 |
| 15 | 17 |
The escalating cost means players can build a well-rounded character (several 10-12s) or specialize heavily (one or two 14-15s with lower elsewhere). The maximum any single attribute can reach at creation is 15 before species bonuses.
Species bonus is applied AFTER point-buy and can push an attribute above 15 at creation.
Recommended Distributions
Each class has a one-click “Recommended” button that sets a sensible point-buy for new players. Advanced players can customize freely.
Species
Delve features 9 playable species at launch. Each species has a distinct visual identity, cultural flavor, a primary attribute bonus, a secondary attribute bonus, and a unique species skill usable in the skill queue (see 04-combat-system.md).
No species is mandatory for any class — bonuses nudge, they don’t dictate.
Ironborn
- Primary Attribute: +3 Fortitude
- Secondary Attribute: +1 Might
- Species Skill: Unyielding (Passive) — Once per dungeon run, when reduced below 20% HP, automatically gain Shielded (absorb damage equal to 15% max HP) and +10% damage for 2 rounds.
- Appearance: Tall, broad, stone-gray skin with metalite veins running through their body. Dense, almost sculpted features. Hair ranges from iron-black to rust-red.
- Lore: The Ironborn emerged from the deep mountains after the Sundering, their bodies permanently fused with the mineral-rich stone that sheltered them. They are naturally resilient and culturally stoic — they believe that to endure is to prevail. Ironborn communities are built around forges and mines, and they have a reputation as the finest blacksmiths in Aethermere.
- Playstyle nudge: Tanky frontline characters. Great with heavy armor and shields. The Fortitude bonus means more HP and better condition resistance.
Verdani
- Primary Attribute: +3 Logic
- Secondary Attribute: +1 Presence
- Species Skill: Aethersight (Active, Init 2) — Reveal all enemy weaknesses and resistances for 3 rounds. Allies gain +10% accuracy against revealed targets. 2 uses per dungeon run. Swift (doesn’t consume queue slot).
- Appearance: Slender, elongated limbs with faintly luminous skin in pale green or soft blue. Eyes without pupils that glow faintly. Intricate natural patterns on their skin resembling circuitry or veins of a leaf.
- Lore: The Verdani are an ancient species who claim to remember the world before the Sundering. They experience reality through a “second sense” — an innate ability to perceive magical currents. This makes them natural scholars and spellcasters, though their detached perspective sometimes puts them at odds with shorter-lived species. Their cities are grown from living crystal in the deep forests.
- Playstyle nudge: Spellcasters and support characters. The Logic bonus boosts magical damage and mana pools.
Kharren
- Primary Attribute: +3 Might
- Secondary Attribute: +1 Fortitude
- Species Skill: Blood Frenzy (Active, Init 1) — For 3 rounds, all melee skills deal +20% damage but you take 10% more damage from all sources. 2 uses per dungeon run.
- Appearance: Powerfully built with thick, layered skin ranging from deep crimson to dark bronze. Prominent lower canines (tusks). Scarification patterns are a cultural tradition — each scar tells a story.
- Lore: The Kharren are a proud warrior culture from the Ashlands, forged by generations of surviving volcanic wastelands and fighting for scarce resources. They value strength and honor in equal measure — a Kharren who wins through treachery is despised, but one who wins through might is celebrated. They were among the first to reclaim territory after the Sundering, and their holds are the most well-defended settlements in the harsh frontier.
- Playstyle nudge: Melee damage dealers. The Might bonus amplifies physical skill damage. Blood Frenzy is a classic risk/reward damage steroid.
Sylphari
- Primary Attribute: +3 Speed
- Secondary Attribute: +1 Logic
- Species Skill: Phase Step (Active, Init 0) — Become untargetable for 1 round. Your next offensive skill gains +15% accuracy and +15% damage. 2 uses per dungeon run.
- Appearance: Lean and angular with semi-translucent skin that shifts color subtly with their emotional state. Hair like spun glass or fiber optics. They move with an unnatural fluidity, as if slightly out of phase with reality.
- Lore: The Sylphari exist partially between dimensions — a side effect of the Sundering that affected their ancestors who lived near the epicenter. They flicker between planes of existence, making them appear to shimmer or blur at the edges. This gives them extraordinary reflexes and an uncanny ability to avoid danger. Their communities are nomadic, drifting along the ley lines that crisscross Aethermere.
- Playstyle nudge: Rogues, ranged damage, and evasion-focused builds. The Speed bonus boosts evasion and ranged accuracy. Phase Step is an incredible defensive/offensive hybrid.
Thornkin
- Primary Attribute: +3 Fortitude
- Secondary Attribute: +1 Logic
- Species Skill: Regenerative Bark (Active, Init 5) — Gain Regenerating condition (recover 5% max HP per round for 4 rounds). If already below 50% HP, the regeneration is doubled to 10%. 2 uses per dungeon run.
- Appearance: Bark-like skin in shades of brown, green, and amber. Leaves, moss, or small flowering vines grow naturally from their shoulders, head, and arms. Their eyes are deep amber or emerald. They are stocky and grounded.
- Lore: The Thornkin are a plant-humanoid species that arose when the Sundering’s magical fallout saturated the great forests. They are deeply connected to the natural world and grow stronger with age — elder Thornkin can be centuries old and massive in stature. They are patient, pragmatic, and difficult to kill. Thornkin communities grow their homes directly from living trees, and they have a symbiotic relationship with the forests they inhabit.
- Playstyle nudge: Tanks and healers. The Fortitude bonus stacks HP and condition resistance. Regenerative Bark is a powerful self-sustain tool that makes them excellent at enduring long dungeon runs.
Ashenmere (Ash Folk)
- Primary Attribute: +3 Presence
- Secondary Attribute: +1 Speed
- Species Skill: Soul Echo (Active, Init 3) — Target ally gains Inspired (+10% accuracy, +10% damage) for 3 rounds. If used on self, also gain +10% condition resistance. 3 uses per dungeon run.
- Appearance: Pale, almost translucent skin with faint ember-like markings that glow softly in dim light. Their hair is white, silver, or ashen blonde, and their eyes are striking — vivid amber, gold, or pale violet. They have an ethereal, otherworldly beauty.
- Lore: The Ashenmere are descendants of a civilization that was closest to the epicenter of the Sundering. Their ancestors should have been obliterated, but some survived by binding themselves to the lingering spirits of those who perished. Every Ashenmere carries an “echo” — a spiritual presence that enhances their force of personality and gives them an innate connection to others. They are natural diplomats, leaders, and healers. Their culture is built around community and memory — they honor the dead by living fully.
- Playstyle nudge: Support, healing, and leadership builds. The Presence bonus amplifies buff/debuff/heal skills. Soul Echo is a versatile party buff.
Glimkin
- Primary Attribute: +3 Luck
- Secondary Attribute: +1 Speed
- Species Skill: Fortune’s Favor (Passive) — Twice per dungeon run, when a skill would critically miss (96-100), downgrade it to a normal miss instead. Additionally, +5% to loot quality rolls on all encounters.
- Appearance: Small (about 4 feet tall), with large expressive eyes and slightly oversized ears. Their skin has a faint metallic sheen — copper, silver, or gold tones. Wild, unruly hair in improbable colors. They always seem to be grinning.
- Lore: No one is entirely sure where the Glimkin came from. They appeared shortly after the Sundering, cheerful and seemingly unbothered by the apocalypse. They have an inexplicable knack for being in the right place at the right time (and the wrong place at the wrong time, just as often). Glimkin claim this is “the Knack” — an innate connection to probability itself. Scholars suspect they were created by the Sundering’s chaotic magic. Glimkin communities are colorful, noisy, and organized only by accident.
- Playstyle nudge: Any class works. The Luck bonus makes crits more frequent, crit misses rarer, and loot better. Fortune’s Favor protects against catastrophic bad rolls. Great for players who enjoy the gambling aspect of the d100 system.
Vexari
- Primary Attribute: +3 Logic
- Secondary Attribute: +1 Luck
- Species Skill: Unravel (Active, Init 4) — Strip all buffs from target enemy. For each buff removed, deal moderate magical damage. If the target had no buffs, deal heavy magical damage instead. 2 uses per dungeon run.
- Appearance: Dark skin in shades of deep indigo or black, with glowing sigil-like markings that pulse faintly. Horns curl back from the forehead in various shapes. A thin, prehensile tail. Eyes are solid colors — red, violet, gold, or white with no visible pupil.
- Lore: The Vexari are touched by the chaotic energies that leaked through the Sundering’s dimensional tears. Their ancestors made pacts — willingly or not — with entities from beyond, and the mark persists in their bloodline. Other species are wary of them, but the Vexari have proven their loyalty to Aethermere time and again. They have an innate talent for manipulating magical energies, especially unweaving and disrupting spells. Vexari culture values self-determination above all — they refuse to be defined by their origins.
- Playstyle nudge: Spellcasters, especially disruptors and debuffers. Unravel is a powerful anti-mage tool. The Logic bonus feeds magical builds, and the Luck secondary helps with crits.
Ferathi
- Primary Attribute: +3 Speed
- Secondary Attribute: +1 Might
- Species Skill: Predator’s Instinct (Passive) — The first skill in your queue each encounter always executes before all enemies, regardless of initiative values. Additionally, if that first skill kills an enemy, your next skill gains +20% damage.
- Appearance: Lean, athletic builds with animalistic features — slit-pupil eyes, elongated canines, clawed fingertips, and fine fur covering their forearms, shoulders, and calves. Fur and eye colors vary widely (tawny, spotted, striped, solid). Ears are pointed and mobile.
- Lore: The Ferathi are beast-touched — their ancestors were hunters and trackers who bonded so deeply with the predators of the wild that the Sundering’s magic made the bond literal. They are fierce, territorial, and loyal to their pack (which, for adventuring Ferathi, means their party). Ferathi communities are clan-based, and each clan identifies with a different predator: wolf, hawk, panther, viper, bear. While they can seem feral to outsiders, Ferathi culture has a deep code of honor and surprisingly sophisticated oral traditions.
- Playstyle nudge: Aggressive builds — rogues, rangers, melee DPS. Predator’s Instinct guarantees you strike first, which synergizes beautifully with high-damage opening skills. The Speed + Might bonuses support fast, hard-hitting play.
Species Comparison Table
| Species | Primary (+3) | Secondary (+1) | Species Skill | Archetype |
|---|---|---|---|---|
| Ironborn | Fortitude | Might | Unyielding (auto-shield at low HP) | Immovable tank |
| Verdani | Logic | Presence | Aethersight (reveal weaknesses) | Analytical caster |
| Kharren | Might | Fortitude | Blood Frenzy (damage boost at cost) | Berserker |
| Sylphari | Speed | Logic | Phase Step (untargetable + burst) | Elusive striker |
| Thornkin | Fortitude | Logic | Regenerative Bark (self-heal over time) | Enduring survivor |
| Ashenmere | Presence | Speed | Soul Echo (ally buff) | Inspiring leader |
| Glimkin | Luck | Speed | Fortune’s Favor (prevent crit misses, loot bonus) | Lucky wildcard |
| Vexari | Logic | Luck | Unravel (strip buffs, deal damage) | Arcane disruptor |
| Ferathi | Speed | Might | Predator’s Instinct (guaranteed first strike) | Alpha predator |
Classes
Each class defines the character’s combat role, resource system, and skill progression. Classes determine which class-specific skills unlock at which levels and how the character scales through the 1-50 level range.
Classes are archetypes — original to Delve but inspired by classic fantasy roles. Each class has 3 subclasses chosen at level 10.
Vanguard (Martial Frontline)
- Role: Frontline tank and sustained damage
- Resource: Stamina
- Key Attributes: Might, Fortitude
- Identity: The disciplined warrior. Vanguards are the backbone of any party — durable, reliable, and deadly with any weapon. They excel at staying in the fight longer than anyone else.
- Skills per round: 2 (base), increases to 3 at level 25
- Unique Mechanic: Battle Surge — Once per dungeon run (twice at level 30), execute 3 skills in a single round instead of the normal amount. Configured in queue with a conditional.
- Starting Gear: Medium armor, martial weapon of choice, shield, explorer’s pack
- Subclasses (Level 10):
- Bulwark — Pure defense. Gains skills that redirect damage to self, buff party evasion, and create damage absorption shields. The immovable wall.
- Warblade — Offense focus. Gains skills with higher damage multipliers, bleed effects, and execute-style finishers. The relentless attacker.
- Tactician — Hybrid support. Gains skills that buff ally accuracy and damage, debuff enemy groups, and manipulate initiative order. The field commander.
Shade (Stealth & Precision)
- Role: Burst damage, trap specialist, evasion
- Resource: Momentum (starts at 0, builds +20 per round in combat. Retains 50% between encounters. Capped at 100. Spent on powerful skills.)
- Key Attributes: Speed, Luck
- Identity: The unseen blade. Shades strike from angles enemies don’t expect, exploit weaknesses, and specialize in ending fights before they become wars of attrition. Outside combat, they’re the best at detecting and disarming traps.
- Skills per round: 2 (base)
- Unique Mechanic: Exploit Weakness — When attacking an enemy affected by a debuff, all Shade skills deal +15% bonus damage. This makes debuffs from allies (or from the Shade’s own skills) extra valuable.
- Momentum Carry-Over: Momentum retains 50% between encounters. A Shade ending a fight at 80 momentum enters the next fight at 40 — enough to immediately use mid-tier skills. By encounter 4-5, the Shade is entering fights at full power from round 1.
- Trap Expertise: Shades have +25% to all trap detection and disarm checks. At level 20, traps that would deal damage deal 50% reduced damage even if triggered.
- Starting Gear: Light armor, two daggers, shortbow, lockpicks, infiltrator’s pack
- Subclasses (Level 10):
- Assassin — Maximum burst. First-strike bonus damage, execute skills, and +1% damage per 5 momentum banked (at 80 momentum: +16% damage). Rewards building and holding momentum.
- Phantom — Evasion focus. Skills that make you untargetable, redirect attacks, and let you skip past encounters entirely through stealth.
- Saboteur — Trap and debuff specialist. Gains skills that apply DoTs, weaken enemies, and set up traps that damage enemies at the start of the next encounter.
Arcanist (Arcane Spellcaster)
- Role: Versatile magical damage, AoE, and utility
- Resource: Mana
- Key Attributes: Logic, Fortitude (for concentration/durability)
- Identity: The scholar of destruction. Arcanists command raw magical energy — they can burn down groups of enemies or surgically dismantle a single target. Their weakness is durability; they need protection or distance.
- Skills per round: 2 (base)
- Unique Mechanic: Spell Mastery — The Arcanist’s mana cost for any skill decreases by 1% for each time that skill is used in the dungeon run (cumulative). By the 10th use of Arcane Bolt, it costs 10% less. Rewards consistent skill use.
- Starting Gear: Staff or wand, light armor, arcane focus, scholar’s pack
- Subclasses (Level 10):
- Evoker — Raw damage. Fire, ice, lightning AoE skills. Can shape AoE to avoid allies. The blaster.
- Chronomancer — Time manipulation. Skills that slow enemies, haste allies, and manipulate initiative values. The controller.
- Voidcaller — Dark magic. Drain effects, DoTs, and skills that get stronger the lower the Arcanist’s HP (risk/reward). The gambler.
Warden (Divine Healer & Protector)
- Role: Healer, buffer, anti-undead, off-tank
- Resource: Devotion
- Key Attributes: Presence, Fortitude
- Identity: The divine conduit. Wardens channel power from a higher source to mend wounds, shield allies, and purge corruption. In a party, they’re the difference between victory and a wipe. Solo, they outlast enemies through attrition.
- Skills per round: 2 (base)
- Unique Mechanic: Sanctify — Once per encounter, the Warden can Sanctify the battlefield (automatic, no queue slot). While Sanctified, all healing done by the Warden is increased by 20% and undead enemies take 10% more damage from all sources. Lasts 3 rounds.
- Starting Gear: Medium armor, shield, mace, holy symbol, healer’s pack
- Subclasses (Level 10):
- Lifebinder — Pure healing. Enhanced heal skills, resurrection ability, and skills that prevent damage rather than heal it after the fact.
- Crusader — Offensive healer. Radiant damage skills, smite-like burst damage, and heals that trigger when you deal damage. The fighting priest.
- Oathkeeper — Protection focus. Skills that redirect damage, grant damage immunity, and create healing zones. The guardian.
Pathfinder (Ranged & Scouting)
- Role: Ranged sustained damage, scouting, dungeon navigation
- Resource: Focus (regenerates faster than other resources — 40% between encounters)
- Key Attributes: Speed, Logic
- Identity: The wayfinder. Pathfinders are ranged specialists who read terrain, spot dangers, and strike from a distance. They bring a unique dungeon utility: scouting ahead to reveal traps, finding shortcuts, and identifying enemy composition before engagement.
- Skills per round: 2 (base)
- Unique Mechanic: Terrain Mastery — Before a dungeon run, the Pathfinder selects a terrain type (cave, forest, ruins, etc.). If the dungeon matches, they gain: +10% accuracy on all skills, +15% trap detection, and 10% chance per encounter to find a shortcut (skip the encounter entirely).
- Starting Gear: Light armor, bow, two short swords, explorer’s pack, scout’s kit
- Subclasses (Level 10):
- Marksman — Pure ranged damage. Gains skills with extreme accuracy, long-range bonuses, and multi-shot abilities.
- Beastcaller — Companion specialist. Gains an animal companion that acts as a separate combatant with its own mini-queue (2 skills). The companion persists across encounters but shares the Pathfinder’s HP pool.
- Trailblazer — Dungeon utility. Enhanced scouting, skills that reveal the entire dungeon layout, and abilities that let the party skip non-combat encounters. Reduces dungeon run duration by up to 15%.
Berserker (Aggressive Melee)
- Role: High-risk, high-reward melee damage
- Resource: Fury (starts at 0, builds from damage DEALT. Capped at 100. Retains 25% between encounters. Decays -5/round while Raging.)
- Key Attributes: Might, Fortitude
- Identity: The storm of violence. Berserkers get stronger the more damage they deal — hitting things fuels their rage. They trade defense for offense and thrive when they can stay aggressive.
- Skills per round: 2 (base), 3 while in Rage state
- Unique Mechanic: Rage — When Fury reaches 50+, the Berserker enters Rage (automatic). While Raging: +25% melee damage, -15% evasion, 3 skills per round instead of 2, and immune to Frightened. Fury decays -5/round while Raging — the Berserker must keep landing hits to sustain Rage. Rage ends if Fury drops below 25.
- Fury Generation: +1 Fury per ~3% of target’s max HP dealt. A big hit against a boss generates more Fury than chip damage against minions. Front-loading the queue with fast, reliable hits builds Fury fastest.
- Fury Carry-Over: Retains 25% between encounters. Ending a fight at 80 Fury means starting the next at 20 — not enough for Rage, but a head start.
- Starting Gear: No armor (uses Fortitude for base evasion), two-handed weapon, berserker’s pack
- Subclasses (Level 10):
- Ravager — Maximum damage. Skills that deal more damage the lower your HP. A crit-focused build that thrives at death’s door.
- Totemist — Spiritual warrior. Choose a spirit totem (Bear: +30% HP, Eagle: -1 initiative on all skills, Wolf: allies deal +10% damage). Provides party utility while raging.
- Bloodletter — Vampiric berserker. Skills that heal self based on damage dealt. The self-sustaining bruiser who gets harder to kill the harder they hit.
Songweaver (Support & Versatility)
- Role: Party buffer, debuffer, jack-of-all-trades
- Resource: Resonance (starts at max, depletes as abilities are used. Recovers 15% between encounters — the slowest pool recovery in the game. Rest points restore 50%.)
- Key Attributes: Presence, Speed
- Identity: The force multiplier. Songweavers don’t deal the most damage or have the most HP — they make everyone around them better. A good Songweaver in a party turns a mediocre group into an unstoppable force. Solo, they’re versatile enough to handle anything, just slower.
- Skills per round: 2 (base)
- Unique Mechanic: Anthem — The Songweaver maintains a persistent Anthem that provides a free passive bonus to all allies (including self) — Anthems cost NO Resonance. Choose one Anthem before the run:
- Anthem of Valor: +8% damage to all allies
- Anthem of Grace: +8% evasion to all allies
- Anthem of Mending: All allies regenerate 2% max HP per round
- Anthem of Haste: -1 initiative value on all ally skills (act faster)
- Resource Floor: Even at 0 Resonance, the Songweaver still provides value through the free Anthem and zero-cost basic weapon attacks. They decline over long dungeons but never become dead weight.
- Starting Gear: Light armor, rapier, musical instrument (cosmetic), entertainer’s pack
- Subclasses (Level 10):
- Virtuoso — Enhanced anthems. Can maintain TWO anthems simultaneously. Anthem effects increased to 12%.
- Dirge Singer — Offensive debuffer. Gains skills that weaken, slow, frighten, and disrupt enemy groups. The anti-support.
- War Chanter — Hybrid fighter/support. Gains melee combat skills that also buff allies when they hit. Each successful attack grants an ally a small buff.
Oathblade (Holy Warrior)
- Role: Durable melee fighter with healing and burst damage
- Resource: Zeal (30% recovery between encounters. Moderate pool, but Smite burns extra on top of normal skill costs, making effective burn rate ~1.5-2x faster when Smiting.)
- Key Attributes: Might, Presence
- Identity: The righteous warrior. Oathblades are melee fighters who channel divine power through their weapon strikes. They can heal, they can tank, and they can deal devastating burst damage — but they can’t do all three in the same dungeon run without running dry. Resource management is their core challenge.
- Skills per round: 2 (base)
- Unique Mechanic: Smite — Any melee weapon skill in the queue can be “empowered” with a Smite modifier (set during queue configuration). Smiting costs extra Zeal but adds 50% bonus radiant damage to the skill and an additional 25% if the target is undead. Players choose which skills to Smite and which to leave normal — Smiting everything means running dry fast; Smiting only bosses means sustained power.
- Starting Gear: Heavy armor, martial weapon, shield, holy symbol, crusader’s pack
- Subclasses (Level 10):
- Avenger — Offense focus. Smite costs reduced by 25%. Gains execute-style skills that deal bonus damage to low-HP enemies. The divine executioner.
- Sentinel — Defense focus. Gains aura skills that grant allies condition immunity, damage reduction, and healing. The party protector.
- Inquisitor — Anti-magic focus. Gains skills that silence enemy casters, strip magical buffs, and resist magical damage. The mage-hunter.
Hexbinder (Occult Caster)
- Role: Consistent magical damage, drain effects, dark utility
- Resource: Essence (unique: low base pool but recharges 50% between encounters — fast cycle, small bursts)
- Key Attributes: Logic, Presence
- Identity: The pact-maker. Hexbinders draw power from entities beyond the material world — not gods (that’s the Warden’s domain) but stranger, older things. Their magic is consistent and self-sustaining: many skills heal the caster or debuff enemies while dealing damage. They’re the magical equivalent of a war of attrition.
- Skills per round: 2 (base)
- Unique Mechanic: Soul Pact — Choose a pact entity at character creation. This determines the Hexbinder’s bonus skills and playstyle:
- Pact of the Flame: Fire-themed. Bonus fire damage on all skills. Burning condition applied frequently.
- Pact of the Void: Necrotic-themed. Drain effects heal the Hexbinder. Skills get stronger as the fight goes longer.
- Pact of the Eye: Psychic-themed. Powerful debuffs, mind control, and information-gathering. Less damage, more control.
- Starting Gear: Light armor, wand or rod, occult focus, hexer’s pack
- Subclasses (Level 10):
- Witch — Curse specialist. Gains powerful DoT and debuff skills that stack. Multiple curses on one enemy amplify each other.
- Soulreaper — Drain specialist. All damage skills heal for a percentage of damage dealt. Gets stronger the closer to death.
- Fateweaver — Luck manipulation. Gains skills that force enemies to re-roll successes, grant allies re-rolls on failures, and manipulate the d100 outcomes. The probability bender.
Class Comparison Table
| Class | Role | Resource | Recovery | Key Attributes | Skills/Round | Power Curve |
|---|---|---|---|---|---|---|
| Vanguard | Tank/Melee DPS | Stamina | 50% | Might, Fortitude | 2→3 | Flat (consistent) |
| Shade | Burst DPS/Traps | Momentum | 50% carry | Speed, Luck | 2 | Rising (ramps up) |
| Arcanist | Magic DPS/AoE | Mana | 25% | Logic, Fortitude | 2 | Declining (front-loaded) |
| Warden | Healer/Support | Devotion | 25% | Presence, Fortitude | 2 | Declining (must ration) |
| Pathfinder | Ranged DPS/Scout | Focus | 50% | Speed, Logic | 2 | Flat (sustainable) |
| Berserker | Melee DPS (risky) | Fury | 25% carry | Might, Fortitude | 2→3 (Rage) | Volatile (spikes) |
| Songweaver | Buffer/Debuffer | Resonance | 15% | Presence, Speed | 2 | Declining (Anthem floor) |
| Oathblade | Tank/Burst/Healer | Zeal | 30% | Might, Presence | 2 | Depends on Smite use |
| Hexbinder | Magic DPS/Drain | Essence | 50% | Logic, Presence | 2 | Flat (burst cycles) |
Backgrounds
Backgrounds represent what the character did before becoming an adventurer. Each provides a passive perk that affects dungeon runs and an attribute bonus (+1 to a specific attribute).
| Background | Attribute Bonus | Passive Perk |
|---|---|---|
| Soldier | +1 Fortitude | +10% HP recovery at rest points |
| Outlaw | +1 Speed | Chance to find hidden caches in dungeons |
| Scholar | +1 Logic | Automatically identify item properties on pickup |
| Pilgrim | +1 Presence | +15% healing received from all sources |
| Merchant | +1 Luck | 10% better prices at NPC vendors |
| Survivalist | +1 Fortitude | Consume 20% fewer rations during runs |
| Aristocrat | +1 Presence | Start with bonus gold; +10% gold from quest rewards |
| Performer | +1 Presence | 10% chance to avoid non-boss combat via performance |
| Artisan | +1 Logic | 15% faster crafting times |
| Wanderer | +1 Speed | +10% chance to find shortcuts in dungeons |
Starting Equipment
Beyond class-specific gear, all characters start with:
- 50 gold
- 5 rations
- 2 basic healing salves
- 1 torch bundle (5 torches)
- Basic adventurer’s clothing
Character Slots
- First character: Free
- Additional slots: Purchased from the in-game shop
- Each character is fully independent — separate inventory, separate quests, separate progression
- Characters on the same account can mail items and gold to each other (with a small gold transfer fee as a gold sink)
- Only one character can be on an active dungeon run at a time per slot (but crafting/gathering can run in parallel)
New Player Experience
- Name and appearance — Quick portrait selection per species
- Species selection — Each shown with a brief description, clear attribute bonus, and species skill preview
- Class selection — Presented with role description and playstyle summary
- Attribute points — Point-buy with one-click “Recommended” per class
- Background — Simple selection with clear perk description
- Tutorial quest — A short, guided dungeon run (2 encounters) that teaches the core loop: review results → equip → build queue → commit → wait → results
The entire creation process should take under 5 minutes. Players can respec attribute points later (for a gold cost) but species and class are permanent.