YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Creating your character

The creation screens

Available from the start

Character creation is a short wizard, from race to a final summary; this page walks through each screen and what it decides.

The order of the screens

Twelve creation screens from race to summary
Caption: The creation overview runs from race to summary, followed by the online levelling question.
StepScreenWhat you decide
1RaceOne of eight races. See Choosing a race.
2GenderYour character's body and portrait set.
3Class methodAnswer questions to be given a class, pick one from the list, or build a custom class.
4ClassOne of the eighteen classes, or the Custom row. See Classes and Custom classes.
5Biography methodAnswer background questions, or skip them.
6BiographyQuestions about your past; some answers adjust your starting details.
7NameYour character's name.
8FaceOne of ten faces for your race and gender.
9AttributesYour eight attributes, with bonus points to place. See Attributes and skills.
10SkillsYour starting skill values, with points to place in each skill tier.
11ReflexesHow quickly enemies react to you, from Very High to Very Low.
12SummaryCheck everything, then enter the world.

The interface skin changes how these screens look, not what they ask. Classic and Enhanced skins run the same steps.

Three ways to choose a class

  • Questions: answer a short set of situational questions and the game proposes the class that fits your answers.

  • List: pick any of the eighteen classes directly. Each has fixed attributes, skills and special abilities.

  • Custom: design your own class: choose its skills, health per level, advantages and disadvantages. The game measures how strong the result is and makes a stronger class level more slowly.

If you already know the playstyle you want, the list or custom route gives you the most control.

Attributes: rolled, then placed

Each attribute starts from your class's base value plus a random 0 to 10. You then get a pool of 6 to 14 bonus points to place, one at a time, within the screen's limits. Reroll until you like the starting spread, then place the pool on the attributes your playstyle relies on.

Skills: three tiers

Your class sorts skills into three tiers. Each tier starts higher than the one below, and each tier gives you 6 points to place on the skills in it:

TierSkillsStarting value
Primary328 to 31
Major318 to 21
Minor613 to 16
Everything elsethe rest3 to 6

Your tiered skills also drive your character level: you level up when they have risen far enough. See Attributes and skills.

Reflexes

Reflexes are a difficulty setting for combat. There are five settings, from Very High to Very Low; the default is Average. Higher reflexes make fights harder:

ReflexesTime between an enemy's melee attacksChance a monster lands each of its extra attacks
Very High0.9 seconds shorter than Average70%
High0.45 seconds shorter60%
Averagethe base timing50%
Low0.45 seconds longer40%
Very Low0.9 seconds longer30%

Online, enemies also telegraph many of their attacks (a glint and a marked shape on the ground; see Fighting later). A telegraphed attack lands when its wind-up completes, not on the timer above, so reflexes mostly change the pace of an enemy's ordinary swings and how many of a monster's extra attacks connect.

The setting is fixed at creation. If you are new to Daggerfall-style combat, Average or Low is a comfortable start.

Next

Sources & checked facts
  • src/ui/chargen.js: ChargenFlow, STATES (screen order), face index, Average reflex default

  • src/ui/chargenArt.js: PLAYER_REFLEXES, REFLEX_COUNT

  • src/characters/enemy/enemyAttack.js: MELEE_TIMER_REFLEX_MS (450 ms per step), resetMeleeTimer

  • src/combat/formulas.js: calculateAttackDamage monster attack gate 50 - 10 × (reflexes - 2); the same gate in the online combat core, src/combat/pcaao.js (PCAAO, forced on online)

  • src/characters/enemy/enemyAttack.js TACT4/TELL2 notes: a telegraphed blow lands "whatever the clock"

  • src/systems/online/onlineLane.js: ONLINE_ROOM_MOD_KEYS (pcaao forced on)

  • src/characters/playerEntity.js: reflexes (0 Very High to 4 Very Low, 2 Average)

  • src/systems/chargen.js: rollStats (base + 0-10, pool 6-14), rollSkills (tier baselines and 6-point pools)

  • src/systems/chargenSession.js: loadCareers, applyCreationExtras, online classic levelling (applyHeadlessChargen notes)

  • src/systems/races.js: FACES_PER_RACE

  • Research note: handbook/research/C1.md

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