Culture

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Culture is one of the three primary choices the player can make during character creation before embarking on the Path. There are 24 cultures to choose from, each with their own unique abilities. Culture also determines your starting stats and Resistances.

List of Cultures

Name Description Stats Abilities
Stran Icon
Stran
A wanderer of the eastern desert. Guarded by a loyal woolly beast. On entrance:

On prayer:

Naqui Icon
Naqui
A citizen of the mountain temple-lands. Practices an empowering ritual of attunement. On prayer:
  • Increase Attune IconAttune stacks by 20%
    • Minimum increase: +2 stacks
    • Maximum increase: +30 stacks

On entrance:

  • Apply 5 Attune IconAttune to yourself
    • Apply an additional +5 stacks for each fully-charged prayer

On being attacked:

Albaz Icon
Albaz
A nigh-immortal denizen of the northern ice caves. Performs ritualistic healing with charmed tattoos. On prayer or game turn, if enemies live:
Lochra Icon
Lochra
A violent inhabitant of the deep forest. Can naturally awaken the feared Berserkergang. On being dealt damage:
  • Apply 2 Berserk IconBerserk to yourself
    • Apply an additional +1 stack if the triggering damage was self-damage
Kull Icon
Kull
An elusive scout from the underground tunnel-hills. Performs wild evasive movements. On step or dodge:
Arjana Icon
Arjana
A nomad from the northern realms of dazzling snow. Enchanted with a blinding touch. On apply Blind IconBlind or Freeze IconFreeze:
  • Increase the number of stacks applied by your Dexterity

On hit:

  • Apply 1 Blind IconBlind to the target
Alhaja Icon
Alhaja
A traveler from the desert of the gods. Smites enemies through prayer. On entrance:
  • Grant 1 charge to each known prayer

On prayer:

  • Perform a hit against 1 enemy in a 2 tile range
Brud Icon
Brud
A wanderer from the northern filth-valleys. Feeds on affliction. On being dealt damage:
  • Apply 5 Doom IconDoom to 1 enemet in a 5 tile range

On attack:

Valr Icon
Valr
An orphan born in the frozen waste. Channels valiant death into destructive magic.

+ 25% block chance

On ally death:

Tengu Icon
Tengu
A fighter exiled from the storm temples and cursed with a frail animal form. Attuned to lighting. On attack:
  • Apply 2 Charge IconCharge to yourself
  • Deal 50 Lightning DamageLightning damage to 1 enemy at any range
Qamar Icon
Qamar
A star-dancer from the astral wall. On teleport, per empty armor slot:
  • Deal 100 Astral DamageAstral damage in a path to 1 enemy in a 3 tile range

On stand still, if enemies live:

On game turn:

Skeleton Icon
Skeleton
An undead pile of bones discarded as 'refuse' from the gate of death. Resists many types of harm. Per item in bag:
Arba Icon
Arba
A wandering plant-folk born from a sacred grove that was destroyed long ago. Relentlessly produces friendly Vinespawns. Per point of Inflexibility:

On stand still:

Volkite Icon
Volkite
An ancient being born from the underground lava flats. Grows more powerful through increased weight. Per point of Encumbrance:

On being hit by an adjacent enemy:

  • Deal Fire DamageFire damage to all units in a 2 tile range
    • Damage = Encumbrance * 20
Ihra Icon
Ihra
A divine spirit fallen from the star path. On entrance or game turn

On picking up leg armor:

Siku Icon
Siku
A child of the high glaciers that encircle Achra. Emits beams of ice.

+3 Inflexibility

Inflexibility no longer divides your Willpower Damage Bonus

On being attacked or stand still:

  • Deal Ice DamageIce damage in a path to 1 enemy at any range
Cyclops Icon
Cyclops
A haughty one-eyes wanderer from the rumored island of the giants. Derives might from vigor. On attack:
  • Deal Blunt DamageBlunt damage to adjacent units
    • Damage = 50% of your current Life
Goblin Icon
Goblin
A gangly tunnel-dweller devoted to the ritual offering of treasures. On sacrifice:
Morlock Icon
Morlock
A mysterious creature of the deep tunnel-lands. Offers 'sacred skin' for divine favor. On entrance, per empty armor slot:
Saurian Icon
Saurian
A survivor from a clan of poison-spitting reptilians. rules the dawn marshes in an ancient era before the rise of the serpent-kings. Now dwells beneath the earth. Per point of Dexterity:

On step or stand still:

  • Deal Poison DamagePoison damage in a path to 1 enemy in a 3 tile range
Ape Icon
Ape
A furred denizen of the deep forest and secret mountain-caves. Fights with primal strength. Per empty armor slot

Per equipped armor

On adjacent attack:

Koszmar Icon
Koszmar
A sightless mass of writhing matter shaped into a body by willpower alone. Risen from a forgotten chasm above the infernal plane. Your Accuracy is limited to 20

On being dealt damage:

  • Deal Psychic DamagePsychic damage to 1 enemy at any range
    • Damage = damage received
    • Repeat 2 more times if unencumbered
Virya Icon
Virya
A mighty folk from the harsh northern foothills of the temple-lands, able to reforge bladed weapons into powerful greatswords. On picking up a Slash DamageSlash weapon
Imp Icon
Imp
A pot-bellied exile of the infernal plane, composed of chaotic, magic-imbued flesh.

-2 Inflexibiity

On dealing damage: