Character
Vocations
A Vocation represents a character's profession, training, and role in an adventuring party. Vocations are chosen during character creation and define the pace at which a character grows: each level, a character receives a fixed number of Development Points (DPs) per skill category, which they spend to increase individual skills within that category.
Each Vocation also grants Vocational Bonuses — flat bonuses to specific skills applied once at character creation, representing the foundation of the character's training. Some Vocations (Warrior, Wizard, Animist, Sage) grant fixed bonuses; others (Rogue, Champion, Dabbler) use a choice-based system for Combat skills. Magical Vocations grant Magic Points per level, a bonus to all accessible Spell Lores, and access to specific Spell Lore paths.
Development Points
Each level, a character receives Development Points in each skill category according to their Vocation. Spending 1 DP always increases a skill rank by 1. DPs can only be spent within their designated category.
Skill categories are: Armor, Combat (Blunt, Blades, Ranged, Polearms, Brawl), Adventuring (Athletics, Ride, Hunting, Nature, Wandering), Roguery (Acrobatics, Stealth, Locks & Traps, Perception, Deceive), Lore (Arcana, Charisma, Cultures, Healer, Songs & Tales), Body, and Spell Lores.
| Category | Warrior | Rogue | Wizard | Animist | Champion | Dabbler | Sage |
|---|---|---|---|---|---|---|---|
| Armor | 2 | 1 | 0 | 0 | 2 | 1 | 0 |
| Combat | 5 | 3 | 0 | 1 | 3 | 2 | 2 |
| Adventuring | 4 | 4 | 1 | 2 | 3 | 3 | 2 |
| Roguery | 2 | 5 | 1 | 1 | 0 | 3 | 3 |
| Lore | 0 | 1 | 5 | 4 | 1 | 1 | 6 |
| Body | 2 | 1 | 0 | 0 | 2 | 1 | 0 |
| Spell Lores | 0 | 0 | 5 | 5 | 3 | 3 | 2 |
Warrior
Warriors are masters of arms and combat. They possess unparalleled skills in fighting with all kinds of weapons, both melee and ranged, as well as in unarmed combat. The Warrior is the most straightforward Vocation for players who want to wade into the thick of battle and cut down the Darkmaster's minions with steel and grit.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 2 | — |
| Combat | 5 | Blunt +20 · Blades +20 · Ranged +20 · Polearms +20 · Brawl +20 |
| Adventuring | 4 | Athletics +10 · Ride +10 · Hunting +5 · Nature +5 · Wandering +5 |
| Roguery | 2 | — |
| Lore | 0 | — |
| Body | 2 | Body +15 |
| Spell Lores | 0 | — |
Magic: Non-magical. No MP per level, no Spell Lore access.
Rogue
Rogues are adept at disguise, stealth, and subterfuge. They can go unnoticed in a crowd or move silent and unseen like deadly shadows. Whether picking pockets in a crowded marketplace, slipping past a guard post, or putting an arrow through a vulnerable target from concealment, the Rogue is indispensable in any adventuring party.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 1 | — |
| Combat | 3 | 1st Skill Choice +10 · 2nd Skill Choice +5 · 3rd Skill Choice +5 |
| Adventuring | 4 | Athletics +5 · Ride +5 · Hunting +5 · Nature +5 · Wandering +5 |
| Roguery | 5 | Acrobatics +20 · Stealth +20 · Locks & Traps +20 · Perception +20 · Deceive +20 |
| Lore | 1 | — |
| Body | 1 | Body +5 |
| Spell Lores | 0 | — |
Skill choices are from: Blunt, Blades, Ranged, Polearms, Brawl.
Magic: Non-magical. No MP per level, no Spell Lore access.
Wizard
Wizards are adept at sorcerous skills, always immersed in their studies of dusty tomes and moldy scrolls, seeking enlightenment and trying to uncover the deepest secrets and mysteries of magic. Wizards are the most powerful spellcasters in the game, gaining the highest MP per level and access to a broad array of Eldritch Spell Lore paths.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 0 | — |
| Combat | 0 | — |
| Adventuring | 1 | — |
| Roguery | 1 | Deceive +5 |
| Lore | 5 | Arcana +15 · Charisma +10 · Cultures +15 · Healer +5 · Songs & Tales +10 |
| Body | 0 | — |
| Spell Lores | 5 | +15 (all accessible) |
Magic: 3 MP per level. Accessible Spell Lore paths: Detections, Earth & Mould, Eldritch Fire, Eldritch Frost, Eldritch Hand, Eldritch Might, Eldritch Movements, Eldritch Storm, Eldritch Tide, Eldritch Visions, Eldritch Wards, Enchantment, Illusions, Mind Control, Sounds & Light.
Animist
An Animist is a shaman, a druid, a spirit-monger. Animists above all know the Secret Name of any thing that lies upon the world under the endless skies. Where Wizards command magic through force of knowledge and will, Animists work in harmony with the living world, channeling the power of nature and spirits. They are unmatched healers and masters of nature magic.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 0 | — |
| Combat | 1 | — |
| Adventuring | 2 | Hunting +5 · Nature +15 · Wandering +5 |
| Roguery | 1 | Perception +5 |
| Lore | 4 | Arcana +10 · Charisma +5 · Cultures +5 · Healer +20 · Songs & Tales +5 |
| Body | 0 | — |
| Spell Lores | 5 | +10 (all accessible) |
Magic: 2 MP per level. Accessible Spell Lore paths: Aspects of Nature, Channeling, Chanting, Cleansing, Communion, Earth & Mould, Healing, Lore of Nature, Master of Animals, Master of Plants, Miracles, Movements of Nature, Nature's Path, Soul Soothing, Sounds & Light.
Champion
Champions are mystical fighters, trained both in the way of the sword and the magical arts. A Champion could come from a secluded mountain monastery, a sacred knightly order, or any tradition that weaves martial discipline together with spiritual or magical power. They are not as formidable in combat as a Warrior, nor as powerful in magic as a Wizard or Animist, but their blend of abilities makes them uniquely versatile.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 2 | — |
| Combat | 3 | 1st Skill Choice +15 · 2nd Skill Choice +10 · 3rd Skill Choice +5 |
| Adventuring | 3 | Athletics +10 · Ride +10 · Hunting +5 · Nature +5 · Wandering +5 |
| Roguery | 0 | — |
| Lore | 1 | Arcana +5 · Charisma +10 |
| Body | 2 | Body +5 |
| Spell Lores | 3 | +5 (all accessible) |
Skill choices are from: Blunt, Blades, Ranged, Polearms, Brawl.
Magic: 1 MP per level. Accessible Spell Lore paths: Aspects of Nature, Chanting, Commanding Presence, Eldritch Hand, Eldritch Might, Heroic Defense, Nature's Path, Weapon Mastery.
Dabbler
Of all Vocations, Dabblers are the most versatile and eclectic, merging mundane skills of exploration and stealth with magical arts. Where the Champion blends combat and magic, the Dabbler blends subterfuge and magic. They are skilled infiltrators and scouts who add a touch of arcane unpredictability to any group.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 1 | — |
| Combat | 2 | 1st Skill Choice +5 · 2nd Skill Choice +5 |
| Adventuring | 3 | Athletics +5 · Ride +5 · Wandering +5 |
| Roguery | 3 | Acrobatics +15 · Stealth +15 · Locks & Traps +10 · Perception +10 · Deceive +10 |
| Lore | 1 | Arcana +5 · Charisma +5 |
| Body | 1 | — |
| Spell Lores | 3 | +5 (all accessible) |
Skill choices are from: Blunt, Blades, Ranged, Polearms, Brawl.
Magic: 1 MP per level. Accessible Spell Lore paths: Detections, Eldritch Secrets, Illusions, Mind Control, Movements of Nature, Skirmishing Mastery, Sounds & Light, Trickery.
Sage
Sages are learned men and women, wise counselors and masters of lore. They possess great oratory skills and vast knowledge, encompassing subjects both esoteric and mundane. Even if they cannot hope to compete with Animists and Wizards in raw magical power, Sages are also versed in the magical arts, learning and casting Common Spells with relative ease. Play a Sage if you want to be the brain or the face of the party, using wisdom, charisma, and knowledge to resolve or avoid difficult situations.
| Category | DP | Vocational Bonuses |
|---|---|---|
| Armor | 0 | — |
| Combat | 2 | — |
| Adventuring | 2 | Nature +20 |
| Roguery | 3 | Perception +20 · Deceive +10 |
| Lore | 6 | Arcana +20 · Charisma +20 · Cultures +20 · Healer +20 · Songs & Tales +20 |
| Body | 0 | — |
| Spell Lores | 2 | — |
Magic: 1 MP per level. No Spell Lore bonus. Sages have access to Common Spell Lores only.