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Character Backgrounds

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Compare the identities, homelands, traits and starting attributes of the 8 selectable characters, then read the official biographies of their lives. The Character Traits page describes their trait effects.

Indice

Character comparison

Listed in character-selection order. Verren is excluded from this selectable roster; the unavailable character placeholder is also excluded.

In this data version, Leosthenes, Mahir, Hilda display a DLC marker, but accepting their selection does not require DLC ownership. This describes the selection rule in the stated version.

Character comparison
CharacterBackgroundRaceHomelandTrait
VelmirRevengerHumanSkadiaWith Great Vengeance
JorgrimReaverDwarfFjallGore and Glory
ArnaMaiden KnightHumanAldorVow of the Feat
DirwinWoodwardHumanAldorRanger's Grit
JonnaRunaway SorceressHumanAldorMagical Erudition
LeosthenesAgemonHumanNistraMight and Magic
MahirDervishElfJacinthLifelong Journey
HildaMonster SlayerDwarfFjallWild Hunt

Starting attributes

These are the five starting attributes displayed during character selection, before equipment, temporary effects or later level-up changes. Events in a biography do not imply additional attribute bonuses.

Starting attributes
CharacterStrengthAgilityPerceptionVitalityWillpower
Velmir1111111010
Jorgrim1110111110
Arna1111101110
Dirwin1011111110
Jonna1010111111
Leosthenes1110101111
Mahir1011111011
Hilda1111101110

Velmir

Background: Revenger. Character trait: With Great Vengeance. The following is the official biography shown in character selection.

In Skadia the most grievous offenses must be paid for in blood. When Velmir learned about his brother's treacherous murder at the hands of a man known as Dražan, he abandoned his life as a seafaring merchant without hesitation to deliver justice himself.

For a few years Velmir had been patiently tracking down the murderer, until eventually the chase brought them both to Aldor. Dražan attempted to lie low in one of the cities, but Velmir hunted him down nevertheless - the reprisal was swift and violent.

Once the blood feud had been settled, Velmir realized that without vengeance he didn't have much purpose left in life. After long consideration, he decided to stay in Aldor and became a bounty hunter, so that he could continue chasing down fugitives and outlaws, over and over reliving the thrill of bringing villains to justice.

Jorgrim

Background: Reaver. Character trait: Gore and Glory. The following is the official biography shown in character selection.

Not so long ago, people of the Northern Borderlands would shake in their boots at the mere mention of Tyr the One-eyed, a legendary leader of Fjall brigands. Tyr's gang was infamous for their audacious raids - even the well-armed troops of the local lords couldn't keep up with the dwarves' attacks. Jorgrim was one of those brigands - he didn't join them for the love of carnage, but rather because most denizens of Fjall can't imagine a different fate for themselves.

Truth be told, for a merciless cutthroat Jorgrim was way too softhearted and honorable. When Tyr the One-eyed started committing untold cruelties in captured settlements, Jorgrim, who always held a belief that violence against the defenseless is unbecoming of a true warrior, grew resentful of the gang leader and his needless brutality.

It's unknown when and how Tyr crossed the final line, but one day Jorgrim ran out of patience, and after a short duel the ringleader's scalp ended up among his trophies. Left without guidance, the gang fell apart: some dwarves returned to Fjall, while Jorgrim decided to head south and try his luck as a mercenary.

Arna

Background: Maiden Knight. Character trait: Vow of the Feat. The following is the official biography shown in character selection.

Few noble houses of Aldor can boast a history as impressive as that of the House der Vyrne. By law, the title of a knight can only be passed down to a man, so it's not hard to imagine the chagrin of Arna's father when after years of fruitless attempts his long awaited heir turned out to be a girl. To save his House, Arna's father decided to invoke a half-forgotten custom of the Firn foothills: Arna was to be raised as a boy.

Her entire childhood and youth were dedicated to rigorous training and then serving as a page to one of the noble families. When she reached adulthood, Arna was knighted and even participated in a few tournaments. Alas, even though her martial ability showed promise, Arna never learned how to properly plot and intrigue, which is a vital skill to any Aldorian noble.

Soon after her father's death, Arna lost her fief, title, and inheritance to her enemies' schemes - the House der Vyrne ceased to exist. Shaken by these events, Arna gave an oath to redeem herself by a heroic deed and embarked on an endless journey into the lands of Aldor.

Dirwin

Background: Woodward. Character trait: Ranger's Grit. The following is the official biography shown in character selection.

Dirwin spent most of his life in loyal service to the late king, relentlessly patrolling the hunting grounds of his Majesty. He started out as a regular forester, but over the years Dirwin earned the monarch's high trust, thus becoming one of the first Royal Rangers. And even though they didn't exist for long, the Rangers proved themselves as stalwart protectors of the royal woods. After King Etbert's death, the unit refused to obey the Council's orders and was soon disbanded.

Upon failing to persuade his former brothers in arms to stick together, Dirwin headed into the woods. Until recently he'd been living as a hermit far from the chaos of war, only occasionally visiting nearby villages to sell off his trophies and assist peasants with their hunting endeavors.

Jonna

Background: Runaway Sorceress. Character trait: Magical Erudition. The following is the official biography shown in character selection.

Since ancient times, Aldorians hold a belief that women and magic don't go well together and can only bode ill. Lectors of the Maen Academy fully shared this prejudice, barely ever accepting women for magic training. Jonna, however, was an exception - one of the instructors noticed her potential and thirst for knowledge, so he gave the daughter of a small-time blacksmith a chance.

Unfortunately, Jonna had never finished her training: her mentor's foul temper and grabby hands wasn't something Jonna planned to put up with. When one morning his charred remains were found on the lecture hall's floor, Jonna was already a few hours away from the Academy she loathed, riding south on a stolen horse.

If it weren't for the war breaking out, Jonna would likely get caught and burned at the stake, but the chaos of the Strife allowed her to disappear by joining a mercenary band.

Leosthenes

Background: Agemon. Character trait: Might and Magic. The following is the official biography shown in character selection.

The personal guard of the Great Despot, ruler of Nistra, is known as the Agemones. They are prepared for service from a young age: suitable boys are sought across the country and sent to the Gymnasium, where they are trained to excel in physical prowess, combat, and magical arts.

One such boy was Leosthenes, sold for a bottle of wine by his perpetually drunk cobbler father. Thrilled by the chance to escape the heavy-handed abuse and the sight of his mother's tears, Leosthenes soon realized that his new mentors were no kinder than his parents - and their blows hurt far worse. The years of harsh discipline that followed only deepened his resentment toward his teachers, the Despot, and the Agemon way of life.

The simmering rebellion came to a head during the oath of allegiance when, in front of the assembled court, Leosthenes refused to kneel before the Despot. For such insolence, his mentor was executed on the spot, and Leosthenes himself was thrown into a dungeon - his blatant defiance had earned him a far graver fate.

By a stroke of great luck, the guards had too much to drink during that evening's festivities. Leosthenes managed to seize the keys to his cell, steal a horse, and flee the capital. Pursued by the Despot's men all the way to the border, he finally found refuge in Aldor. Here, a new life awaited him, one free of compliance with senseless rules...

Mahir

Background: Dervish. Character trait: Lifelong Journey. The following is the official biography shown in character selection.

Mahir doesn't like to dwell on the past. Many years ago, he had everything many could only dream of: a family, wealth, a high-ranking position... Yet none of it brought him happiness or joy. Surrounded by luxury and worldly indulgences, Mahir was consumed by a growing sense of emptiness, with a single question lingering on his mind: was it everything there is to life?

One fateful night, a vagrant knocked at the gates of his estate, seeking shelter. The stranger spoke to Mahir of many things: of Unity with the Host-Dair, who welcome the righteous after death, of Truth, the discovery of which is preceded by a long and arduous Path, and of a community of wandering dervish monks, who interpret the Path as a literal journey - a quest to travel the entire world and master as many crafts as possible. For how else can one comprehend Truth without experiencing countless different fates?

The next morning, when the servants came to wake their master, they found an empty bed - Mahir had taken only what he needed for the road and set out to follow his new teacher. Together, they roamed half the known world, enduring countless trials, until the Path brought them to Aldor. Here, their ways parted: upon seeing the war-ravaged kingdom, Mahir decided to become a mercenary, seeking to experience the dangers and struggles of such a life firsthand...

Hilda

Background: Monster Slayer. Character trait: Wild Hunt. The following is the official biography shown in character selection.

Life in Fjall is fraught with many hardships, so every pair of skilled hands is in demand. From an early age, Hilda was drawn to the dangers of snowy wastelands and stormy seas, and she never missed a chance to join a hunting party tracking yet another monster that roamed Fjall's grim slopes.

The word of the talented young huntress quickly spread among her clan, and when a whaling crew invited her to help bring down a sea leviathan, Hilda, ever eager for adventure, readily agreed. Alas, the expedition ended in disaster - the prey outsmarted its pursuers. The drakkar sank beneath the waves, with Hilda as the only survivor, miraculously spared by the icy waters of the northern sea.

Unconscious, she washed ashore on a barren, rocky island. The next few months were a relentless struggle against the elements, cold, and hunger. There she honed her skills hunting the creatures that inhabited the jagged cliffs - beasts fierce and unlike anything she had ever seen.

It wasn't until half a year later that a passing Skadian merchant longboat, bound for Aldor, discovered and rescued the ragged and half-feral Hilda. Thus, she soon found herself in a foreign kingdom, where, upon hearing tales of gulons, trolls, and other strange creatures, she decided to stay a while longer...

Fonti

Versione del gioco 0.9.4.25

  1. Same-release character registration and selection rules
  2. Same-release official character names, backgrounds and biographies
  3. Same-release character trait bindings and official names
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