Races
The twelve playable peoples, their statistical leanings, their abilities and what makes each of them different.
Twelve 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 character rolls exactly eighty statistic points regardless of race, and every racial profile adds up to the same total. What race changes is where those points are likely to land, which shapes what your character is naturally good at without ever closing a door.
The twelve#
- Human - Ambitious and adaptable, capable of all
- Elf - Patient and timeless, bound to the ancient wilds
- Dwarf - Enduring as stone, keepers of tradition and craft
- Gnome - Curious inventors, driven by wonder and knowledge
- Halfling - Merry small folk of comfort, courage and good luck
- Fey - Ethereal faerie-touched, shimmer and magic woven
- Dryad - Forest spirits of harmony, guardians of the green
- Shade - Between life and death, shaped by memory and shadow
- Pisca - Serene children of the sea, guided by deep currents
- Jackile - Desert-born judges, seekers of truth and balance
- Scorpien - Chitinous desert predators, hardened and relentless
- Catfolk - Solitary feline hunters, patient and precise
Statistical leanings#
These are weightings, not bonuses. Each roll hands out eighty points one at a time, and a race's numbers set how likely each point is to land on a given statistic. Every profile totals sixty, so the differences are purely about shape.
| Race | STR | AGI | CON | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Human | 10 | 10 | 10 | 10 | 10 | 10 |
| Elf | 10 | 12 | 9 | 11 | 10 | 8 |
| Dwarf | 12 | 8 | 13 | 9 | 10 | 8 |
| Gnome | 7 | 11 | 8 | 13 | 12 | 9 |
| Halfling | 8 | 11 | 10 | 10 | 10 | 11 |
| Fey | 7 | 12 | 8 | 12 | 10 | 11 |
| Dryad | 8 | 9 | 8 | 10 | 12 | 13 |
| Shade | 7 | 13 | 7 | 10 | 12 | 11 |
| Pisca | 7 | 12 | 9 | 13 | 10 | 9 |
| Jackile | 10 | 9 | 12 | 8 | 13 | 8 |
| Scorpien | 13 | 8 | 13 | 8 | 10 | 8 |
| Catfolk | 10 | 10 | 10 | 10 | 10 | 10 |
Scorpiens and dwarves are the two built for taking hits. Shades and elves lean hardest into agility. Gnomes and piscas are the sharpest thinkers, jackiles the wisest, and dryads the most persuasive. Humans have no lean at all, which is a real advantage when you have not decided what you want to be yet.
Catfolk currently roll on the neutral human spread rather than a profile of their own.
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 |
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, 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, halflings, humans, piscas, scorpiens and shades are natural swimmers. Dryads, dwarves, feys, jackiles and catfolk are not.
Natural weapons. Catfolk 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 | Adaptability - temporary resistance to the local threat. Second Wind - instant endurance restore on a short cooldown. Resolute Strike - a guaranteed hit. |
| Elf | Keen Senses - see invisible and detect concealment. Graceful Step - a burst of dodge. Moonlash - lunar damage, extra against undead. Digest - recover from a fresh corpse. |
| Dwarf | Stone Resilience - heavy physical damage reduction for a few seconds. Unbreakable Will - immunity to fear, charm and silence. Stonefist - a stone-hardened punch. |
| Gnome | Ingenious Reflex - dodge the next attack outright. Flash Contraption - a thrown blinding device. Sparkblast - a burst of lightning around you. |
| Halfling | Halfling Luck - survive an attack that should have killed you, once a minute. Deft Fingers - a large stealth and pickpocketing boost. Sling Shot - cheap, accurate ranged damage. |
| Fey | Fey Glamour - dodge and charm resistance. Fey Dance - teleport up to two rooms. Fey Lash - magical damage with a brief charm. |
| Dryad | Nature's Kiss - a heal that scales with how green your surroundings are. Rootbind - roots that hold a target in place. Thornlash - piercing damage with a bleed. |
| Shade | Mistwalk - a short-range teleport. Umbral Veil - invisible until you attack or are hit. Voidlash - dark damage that ignores some resistance. |
| Pisca | Water Affinity - breathe underwater and swim at full speed. Tidal Pulse - a wave that knocks back everything nearby. Tidesurge - a single-target wave. |
| Jackile | Death Sight - reveals corpses and undead several rooms away. Spirit Step - phase through one obstacle. Feral Bite - piercing damage that often infects. |
| Scorpien | Tail Slap - blunt damage and a knockback. Tail Stab - a venomous spike. Venomsting - piercing damage plus poison. |
| Catfolk | Feline Grace - always land on your feet, taking less falling damage. Night Prowl - see in the dark and move unheard. Pounce - close the distance and rake with all four claws. |
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 the eighty-point roll means 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, and human if you want none of the above decided for you.