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Hidden in the forest

Mold Man

Tiny forest dwellers with weed-like fur and white tendrils, skilled at disappearing into their surroundings.

The adventurer’s field guide

Mold Man scorecard

Attribute aptitudes

Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.

  • STR4/10

    Strength

    Carry more, hit harder with heavy weapons, and gain endurance.

    Training cost 6
  • DEX5/10

    Dexterity

    Improve accuracy, dodging, attack speed and light-weapon damage.

    Training cost 5
  • CON5/10

    Constitution

    Gain health and endurance, and resist disease and stunning.

    Training cost 5
  • INT4/10

    Intelligence

    Gain spell points, strengthen attack spells, and learn skills faster.

    Training cost 6
  • WIS4/10

    Wisdom

    Gain spell points and strengthen healing and religious powers.

    Training cost 6
  • CHA2/10

    Charisma

    Get better shop prices and lead adventuring parties more efficiently.

    Training cost 8

Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.

Racial abilities & survival

  • Deep-dark vision

    You can see in deep darkness without carrying a light.

  • Plant life symbiosis Major

    Recovers faster among growing things.

Recovery & resources

Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.

These values are before plant bonuses. Nearby plant life increases all four recovery ratings.

  • HP

    Hit points

    10

    Below human · Human 13

    Health keeps you alive when you take damage.

  • EP

    Endurance points

    9

    Below human · Human 11

    Endurance fuels movement and physical exertion.

  • SP

    Spell points

    10

    Below human · Human 15

    Spell points fuel your magic.

  • PSP

    Psi points

    15

    Above human · Human 10

    Psi points fuel psionic disciplines when you learn them.

Two guilds to explore

Two guilds that suit this race’s attributes. Their skills and abilities develop as you train.

Mold Man sorcerer

Mold Man sorcerer

Conclave of Sorcerers

Bind spirits and direct the energy of other planes. The sorcerer’s ram-skull sceptre is a focus for this dangerous work.

Explore the Sorcerers
Mold Man mage

Mold Man mage

Mages of Valkor

Build spells by combining their size, shape and element. Mages study offensive magic alongside useful spells such as light.

Explore the Mages

Explore all guilds

Appearance and culture

Mold men are short, vaguely humanoid, two-legged creatures. Their skin is of a green-tinted, grayish colour, with weed-like fur growing all over their bodies. Their hair resembles thin, white tendrils, and grows from the top of their head, often falling down to almost half the length of their bodies. They have small, white eyes which adjust well to both darkness and light.

Mold men usually live in small communities deep within the forests, hunting and scavenging, where they are seldom disturbed by anyone else. Due to their small size, being under half a meter tall, they seek to avoid the other, bigger races as much as possible. Mold men live in close communion with the nature and use their knowledge to hide and mask themselves when need be so that very few others can find them.

Create a character

Explore race traits, professions and training choices in the builder.

Race reference in the wiki