Updated 2024 February 7

Ancestry and Class

Choosing an ancestry (or cultural cradle) and a class determines the foundation of your character and adds specific modifiers to attributes.

Example:
An Elf ancestry may provide a +2 bonus to Intelligence (INT) and a +2 bonus to Wisdom (WIS), as well as a -1 penalty to Constitution (CON).
Similarly, a Mage class could offer a +2 bonus to Intelligence (INT) and a +2 bonus to Dexterity (DEX), along with a -1 penalty to Strength (STR).

The Elf Mage character would thus have the following attributes:
STR -1, DEX +2, CON -1, INT +4, WIS +2, CHA +0

Additionally, when you choose an ancestry (or cultural cradle), you are assigned a special innate skill that reflects the characteristics of your ancestry. This skill may provide unique advantages in specific situations.

Some ancestries or classes may grant free attribute points as well as adaptability points, usable once class and ancestry choices are finalized and initial modifier calculations have been made:

  • Free attribute points allow you to freely assign these points to any attribute.
  • Adaptability points (determined by ancestry) allow you to swap attribute points. For example, with 2 adaptability points, you could remove 1 point from CHA and 1 point from INT to add 2 points to STR. Using these adaptability points is optional, but any potentially remaining points are lost once character creation is complete.

The base modifiers of attributes must be between -4 and +6.

The class indicates which attribute is associated with magic (default is INT) and unlocks access to specific outfits related to that class.

The outfits will provide your abilities and bring additional defense bonuses (Def PHY/MAG) to your character.