Races

Nine peoples walk the Wildermeld. Your race caps your attributes, shapes your senses and decides which callings are open to you.

RaceSizeAttribute limitsResists / weak toSpeedSpot trapsDodge traps
DwarfMediumDex 8 Con 12 Frost +10% Lightning -10% -10%+10%—
ElfMediumDex 11 Con 8 Int 11 Holy +10% Necrotic -10% +10%—+10%
Dark ElfMediumCon 8 Int 12 Holy -10% Necrotic +10% ———
Wood ElfSmallDex 12 Con 8 Fire -10% Poison +20% ———
GnomeSmallStr 9 Con 9 Int 12 Crushing -10% Holy +10% Lightning +10% Necrotic +10% Slashing -10% ———
HalflingSmallStr 8 Dex 12 Acid +10% Crushing -10% Fire -10% Poison +10% ———
HumanMediumAll 10————
OrcMediumStr 12 Int 8 Fire +10% ———
Half OrcMediumStr 11 Int 9 ————
Attributes go up to 10 unless listed. Resistances are the base values; they grow with level.

Who can be what

WarriorMageClericThiefBardPaladinDruidRangerBarbarianSpell SwordMonkShaman
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.