Races
Nine peoples walk the Wildermeld. Your race caps your attributes, shapes your senses and decides which callings are open to you.
| Race | Size | Attribute limits | Resists / weak to | Speed | Spot traps | Dodge traps |
|---|---|---|---|---|---|---|
| Dwarf | Medium | Dex 8 Con 12 | Frost +10% Lightning -10% | -10% | +10% | — |
| Elf | Medium | Dex 11 Con 8 Int 11 | Holy +10% Necrotic -10% | +10% | — | +10% |
| Dark Elf | Medium | Con 8 Int 12 | Holy -10% Necrotic +10% | — | — | — |
| Wood Elf | Small | Dex 12 Con 8 | Fire -10% Poison +20% | — | — | — |
| Gnome | Small | Str 9 Con 9 Int 12 | Crushing -10% Holy +10% Lightning +10% Necrotic +10% Slashing -10% | — | — | — |
| Halfling | Small | Str 8 Dex 12 | Acid +10% Crushing -10% Fire -10% Poison +10% | — | — | — |
| Human | Medium | All 10 | — | — | — | — |
| Orc | Medium | Str 12 Int 8 | Fire +10% | — | — | — |
| Half Orc | Medium | Str 11 Int 9 | — | — | — | — |
Who can be what
| Warrior | Mage | Cleric | Thief | Bard | Paladin | Druid | Ranger | Barbarian | Spell Sword | Monk | Shaman | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dwarf | ✓ | ✓ | ✓ | ✓ | · | · | · | ✓ | ✓ | ✓ | ✓ | ✓ |
| Elf | ✓ | ✓ | ✓ | ✓ | ✓ | · | ✓ | ✓ | · | ✓ | ✓ | ✓ |
| Dark Elf | ✓ | ✓ | · | ✓ | ✓ | · | ✓ | ✓ | · | ✓ | · | ✓ |
| Wood Elf | ✓ | ✓ | · | ✓ | ✓ | · | ✓ | ✓ | · | ✓ | · | ✓ |
| Gnome | · | ✓ | ✓ | ✓ | ✓ | · | · | ✓ | · | ✓ | · | ✓ |
| Halfling | · | ✓ | · | ✓ | ✓ | · | ✓ | ✓ | · | ✓ | · | ✓ |
| Human | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Orc | ✓ | · | ✓ | ✓ | · | · | · | ✓ | ✓ | ✓ | ✓ | ✓ |
| Half Orc | ✓ | ✓ | ✓ | ✓ | ✓ | · | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
How it works
Size
Small folk dodge more easily (evade ×1.1), large ones less (×0.8, very large ×0.6).
Natural resistances
Racial resistances and weaknesses grow with you: the listed value × (1 + 0.1 per level), capped at ±80%. A Dwarf's 10% frost resistance is 11% at level 1 and 60% at level 50.
Senses and regeneration
Every hero notices traps 20% of the time before racial and magical bonuses. Health and mana regenerate 2% of their maximum each turn, multiplied by racial factors that differ between light and darkness. Clear daylight strengthens racial mana bonuses and penalties that depend on light; see Weather for the exact effect.
