Peoples & callings
Six peoples, one dawn.
Six peoples woke in this world together, each with its own gifts and its own way of seeing things. Every one of them can follow any calling. Your people is a lean, never a lock.
Teryn
Adaptable and everywhere. Balanced in all things.
The Teryn are everywhere and nowhere at home: farmers, traders and wanderers who rebuild faster than anyone else and never quite agree on what they are rebuilding. What they lack in gifts they make up for in sheer stubborn hope.
adaptable · ambitious · hopeful · restless
- Quick Study Weapon, armor, Defense and magic skills improve 10% faster.
- Steady Hand 1% less chance to miss with attacks and spells.
Orukai
Fierce, proud and fiercely loyal.
The Orukai keep their word and their grudges. Strong, loud and fiercely loyal to whoever earns it, they treat every hardship as a test, and they have passed a great many.
fierce · proud · blunt · loyal
- Unbowed Stuns on you are 10% shorter.
- Heavy Hand +2% chance to parry when you fight with a weapon.
Aelvari
Long-lived, graceful and gifted in the arcane.
The Aelvari live long and speak little of the past, as if it pains them. Graceful and exacting, they have a gift for the arcane that the other peoples find unsettling.
graceful · patient · aloof · exacting
- Light Step Move 3% faster.
- Old Blood +2% critical strike chance.
Dvarrin
Stout delvers, gruff and hard to kill.
The Dvarrin delve deep and build to last. Gruff, clannish and slow to trust, they remember every debt, every grudge and every seam of ore in the mountain.
stubborn · industrious · dour · steadfast
- Stonebound +2% chance to block with a shield and +10 magic resist.
- Deepborn Mining improves 15% faster, and +5% maximum health underground.
Bruun
Gentle giants, slow to anger.
The Bruun are slow to speak and slower to anger. Gentle giants who keep the old forests and the old songs, they are the staunchest of friends, and when roused, the most terrible of foes.
patient · deliberate · protective · slow to anger
- Thick Pelt +5% maximum health.
- Den Rest Recover health 25% faster out of combat, and food and drink buffs last 20% longer.
Kestri
Quick, sharp-eyed and drawn to high places.
The Kestri see farther than anyone and never stop looking. Quick, proud and curious to a fault, they are drawn to high places and old secrets, and they always seem to be listening for something on the wind.
curious · quick · sharp-eyed · proud
- Hollow Bones +2% dodge chance, and you take half damage from falls.
- Raptor's Eye +1% critical strike chance, and you see enemy nameplates from 20% farther.
The callings
Four paths, many roads.
Choose a calling when you make your hero and learn it from the trainers in town on the climb to level 50. At level 10 you pick a specialization that makes it your own.
Fighter
The shield at the front of every fight. Heavy armor, a steady hand, and rage that builds with every blow.
Specializations Planned
- Vanguard Shield wall and threat.
- Berserker Reckless, rising damage.
- Duelist Parries and ripostes.
- Warlord Shouts that lift allies.
Rogue
Quick, quiet and dangerous up close. Open from the shadows, stun, strike hard and be gone.
Specializations Planned
- Assassin Poisons and burst.
- Ranger Bows and traps.
- Trickster Feints and misdirection.
- Saboteur Bombs and sabotage.
Mage
Fire, frost and the arcane. Fragile in a brawl, but nothing hits harder from a distance.
Specializations Planned
- Evoker Raw elemental damage.
- Binder Summons and pacts.
- Weaver Wards and control.
- Seer Foresight and time.
Healer
Mend wounds, shield friends, and bring holy fire down on whatever is left.
Specializations Planned
- Warden Shields and protection.
- Mender Direct, powerful heals.
- Zealot Holy fire and smiting.
- Shaman Spirits and totems.