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 | A wanderer of the eastern desert. Guarded by a loyal woolly beast. | On entrance:
On prayer: | |
Naqui | A citizen of the mountain temple-lands. Practices an empowering ritual of attunement. | On prayer:
On entrance: On being attacked:
| |
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 | A violent inhabitant of the deep forest. Can naturally awaken the feared Berserkergang. | On being dealt damage:
| |
Kull | An elusive scout from the underground tunnel-hills. Performs wild evasive movements. | On step or dodge:
| |
Arjana | A nomad from the northern realms of dazzling snow. Enchanted with a blinding touch. | On apply ![]() ![]()
On hit:
| |
Alhaja | A traveler from the desert of the gods. Smites enemies through prayer. | On entrance:
On prayer: | |
Brud | A wanderer from the northern filth-valleys. Feeds on affliction. | On being dealt damage:
On attack: | |
Valr | An orphan born in the frozen waste. Channels valiant death into destructive magic. |
+ 25% block chance On ally death:
| |
Tengu | A fighter exiled from the storm temples and cursed with a frail animal form. Attuned to lighting. | On attack: | |
Qamar | A star-dancer from the astral wall. | On teleport, per empty armor slot:
On stand still, if enemies live: On game turn: | |
Skeleton | An undead pile of bones discarded as 'refuse' from the gate of death. Resists many types of harm. | Per item in bag: | |
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 | 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:
| |
Ihra | A divine spirit fallen from the star path. | On entrance or game turn
On picking up leg armor:
| |
Siku | A child of the high glaciers that encircle Achra. Emits beams of ice. |
Inflexibility no longer divides your Willpower Damage Bonus On being attacked or stand still: | |
Cyclops | A haughty one-eyes wanderer from the rumored island of the giants. Derives might from vigor. | On attack: | |
Goblin | A gangly tunnel-dweller devoted to the ritual offering of treasures. | On sacrifice: | |
Morlock | A mysterious creature of the deep tunnel-lands. Offers 'sacred skin' for divine favor. | On entrance, per empty armor slot:
| |
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: | |
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 | 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
| |
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 ![]()
| |
Imp | A pot-bellied exile of the infernal plane, composed of chaotic, magic-imbued flesh. |
-2 Inflexibiity On dealing damage:
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