Characters
Stats
Each character has four stats, each ranging from 0 to 8:
| Stat | Effect |
|---|---|
| Strength | Physical damage, HP contribution, carry capacity |
| Reflex | Hit chance, evasion, action speed, mana contribution |
| Intelligence | Magic damage, mana contribution, mitigation, and every crafting roll |
| Fortitude | HP contribution, carry capacity, neural capacity |
Character Creation
At creation, players receive 8 stat points to distribute. Each stat must be between 0 and 8 inclusive. Points can be assigned freely or via an archetype preset.
Archetypes
| Archetype | STR | REF | INT | FORT | Playstyle |
|---|---|---|---|---|---|
| VANGUARD | 4 | 1 | 0 | 3 | Melee tank, high HP |
| RANGER | 2 | 4 | 1 | 1 | Fast, dexterity-focused |
| ARCANIST | 1 | 2 | 4 | 1 | Magic-focused, glass cannon |
| CUSTOM | - | - | - | - | Free assignment |
Vitals
HP (Hit Points)
HP = strength * 10 + fortitude * 20 + 20
Mana
Mana = intelligence * 15 + reflex * 5 + 10
Stamina
Stamina starts at 100. Moving through the world consumes stamina — a point roughly every ten steps. At 0 stamina, encounters cannot trigger.
Walking spent is dangerous in its own right. Every step is rolled against a stumble, which cancels the step:
| Stamina | Chance per step | Health |
|---|---|---|
| 5 or more | 0.0002 |
— |
| below 5 | 0.25 |
−8 |
The stumble is rolled before the step commits, so a character that trips stays where it was rather than arriving and then being told it fell.
Below 5 that works out at around two health a step, which is a wall rather than a hazard: an empty bar does not slow a journey down, it ends it.
Hunger & Thirst
Both start at 100. These are tracked vitals that decay over time.
Carry Capacity
CarryCapacity (grams) = (10 + strength * 7 + fortitude * 11) * 1000
| Stat Distribution | Capacity |
|---|---|
| STR 0, FORT 0 | 10 kg |
| STR 4, FORT 3 (Vanguard) | 71 kg |
| STR 2, FORT 1 (Ranger) | 36 kg |
| STR 8, FORT 8 | 154 kg |
Leveling
XP Curve
XP_required(level) = 50 * level^2
| Level | XP Required (cumulative) |
|---|---|
| 2 | 200 |
| 3 | 450 |
| 5 | 1,250 |
| 10 | 5,000 |
| 20 | 20,000 |
The constant is 50, and it is one the game can be tuned with.
Level-Up Rewards
Each level-up grants 1 stat point to allocate freely. Stat points accumulate if not spent immediately.
Rest & Meditation
Characters can rest only in Meditation Sanctum rooms. While resting:
| Vital | Regen Rate |
|---|---|
| HP | 2/sec |
| Mana | 2/sec |
| Stamina | 0.5/sec |
Rest is paid out once a second, and all three rates are ones the game can be tuned with.
Rest auto-stops when:
- An encounter triggers
- The player leaves the sanctum
- The player dies