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Races

The thirteen playable peoples, their statistical leanings, their abilities and what makes each of them different.

Thirteen peoples are playable in Rogue. Race is chosen during creation and cannot be changed afterwards. It decides how your statistics tend to fall, how well you see in the dark, how large you are, which racial abilities you can use, and what your character can look like.

No race is stronger than another in raw terms. Every race starts with fixed statistics, and the six core ones add up to the same 80 whatever you pick. Luck sits outside that total and is the one thing that genuinely differs by race, so a lucky race is luckier rather than stronger. What race changes is where those points sit, which shapes what your character is naturally good at without ever closing a door.

The thirteen#

Starting statistics#

Every character of a race starts with the same statistics. Nothing is rolled: pick an elf and you get the elf below. The background you choose later adds one more point.

Race STR AGI CON INT WIS CHA LUCK
Human 13 13 14 13 13 14 13
Elf 12 17 10 16 14 11 13
Dwarf 16 10 18 11 14 11 10
Gnome 9 15 11 18 14 13 17
Halfling 10 16 14 12 13 15 18
Fey 9 16 10 16 13 16 17
Dryad 10 12 13 12 16 17 14
Shade 10 17 10 14 15 14 9
Pisca 10 14 12 17 15 12 12
Jackile 12 15 13 13 17 10 12
Scorpien 17 12 17 10 14 10 9
Catfolk 11 18 10 13 16 12 16
Goblin 12 18 17 11 10 12 17

The six statistics other than Luck add up to 80 for every race, so no race is stronger than another; a race that is very good at one thing pays for it elsewhere. Luck sits outside that total, which is why the whole row runs from 89 for a shade or a scorpien to 98 for a halfling: a lucky race is luckier, not stronger. Ten is neutral, so even a race's weakest statistic costs it little.

Dwarves are the toughest people there are and scorpiens the strongest; both are built for taking hits. Catfolk and goblins are the most agile, with elves and shades just behind. Gnomes are the sharpest minds, with piscas, elves and feys after them. Jackiles are the wisest, and dryads the most persuasive. Humans are the most even, which is a real advantage when you have not decided what you want to be yet.

Goblins are the only people who are quick and hardy at once, and they pay for it with the worst wisdom in the world and poor intelligence. Their luck is among the highest, behind only the halfling, and it matters more for them than for anyone else: their racial trait lets that luck answer the checks their wits would fail.

Physical traits#

Size affects what your character can wear and carry as well as how the world describes them. Age is where your character starts, not a limit.

Race Height Build Starting age
Human 5'3" to 6'3" Human-sized 18
Elf 5'9" to 6'9" Human-sized 110
Dwarf 4'3" to 4'11" Somewhat small 50
Gnome 2'11" to 3'11" Small 40
Halfling 2'8" to 3'6" Small 33
Fey 4'8" to 5'8" Human-sized 87
Dryad 5'5" to 6'1" Human-sized 30
Shade 5'5" to 6'3" Human-sized 25
Pisca 5'3" to 6'1" Human-sized 18
Jackile 5'5" to 6'3" Somewhat large 16
Scorpien 5'7" to 6'7" Human-sized 14
Catfolk 5'0" to 6'0" Human-sized 19
Goblin 3'0" to 4'0" Small 12

Within your race's range you choose one of five heights and one of five builds during creation, so a short elf and a tall halfling are both perfectly possible.

Seeing in the dark#

Rooms have an ambient light level, and each race sees clearly down to a different floor. Below that floor you start losing detail, and far enough below it you see nothing at all. The number is the threshold, so lower is better.

Race Low-light threshold
Catfolk 3
Dwarf, Fey, Goblin, Jackile 5
Elf, Pisca, Scorpien, Shade 7
Gnome 10
Dryad, Halfling 20
Human 25

Catfolk see in almost total darkness. Humans need the most light of anyone, which matters in caverns, sewers, catacombs and anywhere else built underground. A light source closes the gap for everybody.

Other physical differences#

Swimming. Elves, gnomes, goblins, halflings, humans, piscas, scorpiens and shades are natural swimmers. Dryads, dwarves, feys, jackiles and catfolk are not.

Natural weapons. Catfolk, goblins and jackiles have claws, scorpiens a stinger, and dryads thorns. Everyone else falls back on their fists when unarmed.

Injury. Most races bleed, and their condition is described in those terms when someone looks at them. Shades do not bleed; a wounded shade frays, fading at the edges and losing cohesion, and their condition is worded that way throughout the game.

Restrictions. Dryads can only be female. There are no other race and gender restrictions.

Language. Each race has a native tongue as flavour, but every character is given fluent Common at creation, so nobody is locked out of talking to anyone.

Racial abilities#

Each race has its own small set of abilities, available from level 1 and independent of your class. They do not replace class skills; they sit alongside them.

Race Abilities
Human Second Wind - instant endurance restore on a short cooldown. Resolute Strike - a guaranteed hit.
Elf Moonlash - lunar damage, extra against undead. Digest - recover from a fresh corpse.
Dwarf Stonefist - a stone-hardened punch.
Gnome Sparkblast - a burst of lightning around you.
Halfling Sling Shot - cheap, accurate ranged damage.
Fey Fey Lash - magical damage with a brief charm.
Dryad Rootbind - roots that hold a target in place. Thornlash - piercing damage with a bleed.
Shade Mistwalk - a short-range teleport. Voidlash - dark damage that ignores some resistance.
Pisca Tidal Pulse - a wave that knocks back everything nearby. Tidesurge - a single-target wave.
Jackile Feral Bite - piercing damage that often infects.
Scorpien Venomsting - piercing damage plus poison.
Catfolk Pounce - close the distance and rake with all four claws.
Goblin Ankle Biter - savage a foe's leg for damage and a chance to hobble them, costing them some of their attacks. Dumb Luck - when a goblin's luck stat is higher than its intelligence, certain skills and mechanics that use intelligence will substitute luck.

racialemotes lists the emotes your race has on top of these, which are purely for flavour. skills shows everything your character can use, racial and class abilities together.

Choosing#

Read the descriptions rather than the table if you are new. Race matters less than class does, and every race starts with the same 80 points in its core statistics, so nothing you pick will leave you unable to play what you want.

That said, if you already know what you are after: pick scorpien or dwarf to take punishment, shade or elf to avoid it, gnome or pisca to think your way through it, dryad if you want to be listened to, jackile if you want to see things coming, catfolk if you want to strike first, halfling if you want to survive things you should not, goblin if you would rather be lucky than clever, and human if you want none of the above decided for you.