To create a character in Solo Saga, pick a combination of Race and Class below and write their features on the Character page of your journal.
The most adaptable of all races, humans have no innate strengths or weaknesses.
Bonus: None
Drawback: None
Graceful and attuned to magic, elves excel in arcane arts and precision tasks.
Bonus: Cleanse: High Elves start with the Dispel Spell.
Drawback: Pure: High Elves cannot equip Orcish or Dwarven items. Elves cannot exceed 8 (G) Goods.
Bonus: Animal-Friend: Wood Elves start with the Wild Tongue Spell.
Drawback: Natural: Wood Elves cannot equip Iron or Steel items. Elves cannot exceed 8 (G) Goods.
Bonus: Bloodmancers: Dark Elves start with the Blood Magic Spell.
Drawback: Nocturnal:Â Dark Elves subtract 2 from all scores on Highland and Mountain pages.
Stout and resilient, dwarves thrive in mountains and caves, masters of stone and steel.
Bonus: Mountaineers: Dwarves can by pass any Mountain pages, do not receive rewards when doing this.
Drawback: Racial Pride: Dwarves cannot equip Elven items. Dwarves cannot exceed 8 (M) Magic.
Fierce and powerful, orcs turn strength and instinct into survival, though feared by many.
Bonus: Carnivores: Orcs can turn any encounter rewards into (N) Nature.
Drawback: Hated: Orcs cannot auto pass any Talking options, they must always roll for it. Orcs cannot equip any Elven items.
Clever and curious, gnomes are naturally skilled in magical arts and ingenious inventions.
Bonus: Inherently Magical: Gnomes know all of the Kinetic Spells.
Drawback: Limited Muscle: Gnomes cannot exceed 5 (C) Combat.
Quick and resourceful, halflings make the most of what they have, thriving in stealth and cunning.
Bonus: Resourceful: Halflings start with the Forage Spell, when (S) reaches 0, add 2 (S) before moving onto the next page.
Drawback: Small Hearts: Halflings cannot exceed 8 (C) Combat.
Descendants of dragons, these mighty beings wield innate power and rare artifacts.
Bonus: Fire Breath: Dragonkin start with the "Fire Ball" Spell.
Drawback: Monstrous Origin: Dragonkin cannot auto pass any Talking options, they must always roll for it.
Organic beings hatched from stone, Golemites are hardened beings, solitary and peaceful, yet unbelievably strong and a head taller than the tallest humans.
Bonus: Stoneskin: -2 to all combat encounter costs
Drawback: Mage-slaves: +4 to all magic encounter costs
Shapeshifters who's primary visage is that of any animal like humanoid of their choice. They are a shadowy and distrusted people largely for their shifting abilities, but this is through no fault of their own.Â
Bonus: Shifters: Start with the shapeshift spell
Drawback: distrusted: +4 to all non-encounter Talking costs
Angelic beings born on this mortal realm. They do not Age, do not sweat, and are generally considered heroes among men, though that may not always be the case...
Bonus: Divine: The Consecrated start with the Heal Spell. Cannot use while they have the [cursed] status.
Drawback: Holy: The Consecrated cannot use necromancy spells unless they have the [cursed] status.
Infernal beings born on this mortal realm. They do not Age, do not sweat, and are generally considered villains among men, though that may not always be the case...
Bonus: Infernal: The Profaned start with the Fireball Spell.
Drawback: Condemned: The Profaned starts with the [cursed] status.
Starting Stats:
Magic: 5
Stealth: 5
Combat: 5
Talking: 0
Nature: 5
Goods: 5
Description: A versatile traveler ready for anything. Equipped with potions for every challenge, the adventurer is prepared for combat, stealth, or magic.
Starting Items/Spells: Greater Health, Magic, and Skill Potions as well as a Hammock.
Starting Stats:
Magic: 7
Stealth: 5
Combat: 3
Talking: 0
Nature: 10
Goods: 0
Description: A guardian of nature, druids command the forces of the wild. Masters of flora, fauna, and alchemy, they thrive in untamed lands.
Starting Items/Spells: All Nature Spells
Starting Stats:
Magic: 10
Stealth: 1
Combat: 1
Talking: 0
Nature: 1
Goods: 5
Description: Masters of both elemental and kinetic forces. Wizards wield devastating magic, though their frailty and lack of stealth make them vulnerable in the physical world.
Starting Items/Spells: All Elemental and Kinetic Spells
Starting Stats:
Magic: 8
Stealth: 5
Combat: 7
Talking: 0
Nature: 3
Goods: 2
Description: Dark scholars of the undead, necromancers combine magic and combat to control the battlefield. Few dare oppose their sinister powers.
Starting Items/Spells: All Necromancy Spells and the [Cursed] Status
Starting Stats:
Magic: 8
Stealth: 3
Combat: 3
Talking: 8
Nature: 3
Goods: 0
Description: Divine intermediaries, clerics channel holy energy for healing, protection, and justice. They excel at persuasion and diplomacy as well as spellcasting.
Starting Items/Spells: All Holy Spells
Starting Stats:
Magic: 5
Stealth: 3
Combat: 7
Talking: 7
Nature: 3
Goods: 0
Description: Warriors of righteousness, paladins combine combat prowess with divine magic. Their smite spell is feared by evildoers, and their presence inspires allies.
Starting Items/Spells: Smite Spell and Iron Armor
[Special]Roar: gain +1(C) for -1(T) at any time.
Starting Stats:
Magic: 0
Stealth: 5
Combat: 10
Talking: 0
Nature: 10
Goods: 0
Description: Savage fighters fueled by raw strength and survival instincts. Barbarians excel in combat and living off the land, though they lack magical finesse.
Starting Items/Spells: Iron Weapons
[Special]Oath Taker: Never roll for quests, simply pick what you wish.
Starting Stats:
Magic: 0
Stealth: 3
Combat: 10
Talking: 4
Nature: 2
Goods: 5
Description: Armored champions of honor and skill. Knights are nearly unstoppable in battle, combining heavy armor with disciplined combat tactics.
Starting Items/Spells: Iron Armor
[Special]Merchant: When selling goods at the trader, do not -1(G)
Starting Stats:
Magic: 1
Stealth: 1
Combat: 1
Talking: 9
Nature: 4
Goods: 9
Description: Masters of negotiation and resource management. Traders rely on charm, cunning, and an arsenal of potions to get what they need, and profit from every encounter.
Starting Items/Spells: Greater Health, Magic, and Skill Potions, and a Forge or Alchemy Stand.
[Special]Prison Break: When making prison rolls, on a 6 gain a "Crime Token" and escape the prison.
Starting Stats:
Magic: 2
Stealth: 10
Combat: 0
Talking: 6
Nature: 2
Goods: 5
Description: A master of stealth and cunning, thieves slip through shadows and strike unseen. Skilled in negotiation and skullduggery, they rely on agility and wits rather than combat prowess.
Starting Items/Spells: Shadow Armor and a Crime Token
[Special]Assassinate: When taking the Stealth option in PvP, your opponent must also take the Stealth Option.
Starting Stats:
Magic: 5
Stealth: 10
Combat: 6
Talking: 0
Nature: 3
Goods: 1
Description: Lethal and precise, assassins excel at eliminating targets quickly. With deadly weapons and expert stealth, they combine magic and combat for devastating effect, though they lack social skills.
Starting Items/Spells: Assassin Weapons, Shadow Armor
[Special]Tracking: After resolving a forest page, may pick a beast encounter from cheat sheet for -1(N).
Starting Stats:
Magic: 3
Stealth: 7
Combat: 7
Talking: 0
Nature: 6
Goods: 2
Description: Skilled in survival and tracking, rangers navigate the wilderness with ease. Equipped with leather armor and nature-based spells, they excel at combat, stealth, and exploring untamed lands.
Starting Items/Spells: Passage and Forage Spells, Leather Armor and a Hammock.