Player's Guide
Player's Guide Reference
Season 1 DAC Development
Player-facing mechanical reference
The Player's Guide is the shared player reference used by new players, existing characters, the Character Creator, and future mobile or PDF views. This page is now driven from shared guide data so the matrices can be reused instead of maintained separately.
Player's Guide Symbol Language
This option is not available for this character choice.
Available, but the choice works against the character's natural strengths.
Available, but not a natural long-term focus.
Available with standard effectiveness.
Available and works well with the character's natural strengths.
Available and strongly complements the character's specialty.
ARC Overview
ARC Types define a character's broad role. ARC SubTypes define the player's more specific combat identity, armor direction, movement expectations, and future starting stat adjustments.
Defensive front-line characters that protect allies and hold dangerous spaces.
Damage-focused characters that defeat priority targets through force, precision, stealth, mobility, or magic.
Battlefield specialists that change enemy choices with control, debuffs, area effects, and pressure.
Support characters that restore allies, prevent collapse, and often provide secondary utility.
ARC SubTypes
ARC SubTypes are chosen at level 3. Level 1 and Level 2 characters are defined by ARC Role only, but players may review SubTypes during character creation for planning.
Protector
Guardian: Heavy armor specialist focused on direct protection and endurance.
Vanguard: Mobile frontline tank focused on position, pressure, and fast response.
Warden: Defensive leader focused on resolve, protection, and stabilizing allies.
Striker
Barbarian: Brutal endurance striker who survives through toughness and pressure.
Ranger: Awareness and mobility striker with strong reflexive defense.
Assassin: Avoidance specialist focused on evasion, precision, and lethal timing.
Rogue: Balanced skill expert with strong mobility and tactical awareness.
Monk: Mind-and-body striker with balanced defensive discipline.
Sorcerer: Innate magical striker with stronger internal will and arcane resilience.
Summoner: Concentration-based striker focused on control of bonded or called power.
Controller
Mage: Arcane scholar controller with broad magical resilience.
Wizard: Prepared caster controller with exceptional mental defense.
Warlock: Dark power controller with supernatural endurance and will.
Healer
Cleric: Divine protector-healer with strong spiritual defense.
Druid: Natural adaptability healer with balanced physical and spiritual defense.
Bard: Inspirational healer with reflexive agility and mental poise.
Armor Matrix
Armor eligibility matrix using the standard PHB symbol language. All armor items fit into one Armor Category; character usability is determined from the item armor_category value, not just the equipment slot. Each column also carries its Movement penalty (move), its Armor Family, and the maximum DEX bonus that family allows toward AC (dex_cap). A character is governed by the WORST piece of armor they wear: the equipped item with the largest movement penalty (ties broken by the heavier family) sets both their movement penalty and their DEX cap.
Armor Category Rule: all armor items fit into one Armor Category. For example, a crown can be categorized as Cloth even though it uses the Head slot, while a full face helmet can be categorized as Full Plate.
Movement: your movement is your race's base movement, reduced by your armor, then increased by any items you carry. Your armor penalty is set by the worst piece of armor you wear — not by how many pieces. All Scale is −3; one Studded Leather and one Scale is still −3; one Scale and one Full Plate is −5.
DEX cap: heavier armor limits how much of your Dexterity bonus counts toward your Armor Class. The cap comes from the same worst piece of armor you wear.
| ARC Type | SubType | Cloth Move 0 Light DEX cap +5 | Hide Move 0 Light DEX cap +5 | Leather Move -1 Light DEX cap +5 | Studded Leather Move -1 Medium DEX cap +3 | Chainmail Move -2 Medium DEX cap +3 | Scale Move -3 Medium DEX cap +3 | Field Plate Move -3 Heavy DEX cap +2 | Half Plate Move -4 Heavy DEX cap +2 | Full Plate Move -5 Heavy DEX cap +2 |
|---|---|---|---|---|---|---|---|---|---|---|
| Protector | Guardian | + | + | + | + | + | + | + | ++ | ++ |
| Protector | Vanguard | + | + | + | + | + | + | ++ | ++ | ✓ |
| Protector | Warden | + | + | + | + | ++ | ++ | ✓ | ✓ | ✓ |
| Striker | Barbarian | ✓ | ✓ | ✓ | ✓ | |||||
| Striker | Ranger | + | + | + | + | |||||
| Striker | Assassin | + | + | + | ✓ | |||||
| Striker | Rogue | + | + | + | ✓ | |||||
| Striker | Monk | ++ | ||||||||
| Striker | Sorcerer | ✓ | ||||||||
| Striker | Summoner | + | + | + | ✓ | |||||
| Controller | Mage | + | ||||||||
| Controller | Wizard | ✓ | ||||||||
| Controller | Warlock | + | + | |||||||
| Healer | Cleric | + | + | + | + | + | + | ✓ | ||
| Healer | Druid | + | + | + | + | |||||
| Healer | Bard | + | + | + | + | + | + |
Race Matrix
Season 1 race mechanical tendencies. The submitted X values have been converted to ✓ so X does not conflict with the PHB meaning of unavailable.
| Ability | Human | Aelari | Durakim | Varkai | Sylari | Goliaths | Umbrin | Drakken |
|---|---|---|---|---|---|---|---|---|
| Movement | 8 | 8 | 6 | 9 | 7 | 6 | 7 | 7 |
| Min Age | 16 | 25 | 25 | 14 | 30 | 18 | 20 | 25 |
| Max Age | 95 | 240 | 210 | 75 | 300 | 180 | 180 | 270 |
| Experience Rating | + | -- | -- | ++ | --- | - | - | --- |
| Initiative | ✓ | ✓ | - | + | ✓ | - | - | + |
| Luck | + | ✓ | ✓ | ✓ | + | ✓ | ✓ | + |
| Fortitude | - | - | ✓ | ✓ | - | ++ | ✓ | + |
| Reflex | ✓ | + | ✓ | + | ✓ | ✓ | ✓ | ✓ |
| Will | ✓ | ✓ | + | - | + | + | ✓ | ++ |
| Physical Damage | - | - | ✓ | ✓ | - | + | ✓ | + |
| Magical Damage | ✓ | ++ | ✓ | ✓ | + | - | ✓ | + |
| Poison | ✓ | ✓ | - | ✓ | ✓ | ✓ | ✓ | ✓ |
| Fire | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | - |
| Cold | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | - |
| Sacred | ✓ | ✓ | - | ✓ | - | ✓ | ✓ | ✓ |
| Day Light | 12 | 12 | 10 | 14 | 12 | 10 | 10 | 12 |
| Night Light | 2 | 3 | 4 | 5 | 4 | 3 | 6 | 5 |
Race Profiles
These are mechanical-first race profiles. Lore, art, colors, and homelands can be added after the mechanical tables stabilize.
Human
Balanced and adaptable
Movement: 8
Age Range: 16–95
Experience Rating: + (requires slightly less experience than normal.)
Strengths: Luck
Weaknesses: Fortitude, Physical Damage
Recommended ARC Types: Protector, Striker, Controller, Healer
Recommended SubTypes: TBD after ARC SubType vs Race matrix
Aelari
Arcane specialist
Movement: 8
Age Range: 25–240
Experience Rating: -- (requires more experience than normal.)
Strengths: Magical Damage, Reflex
Weaknesses: Fortitude, Physical Damage
Recommended ARC Types: Controller, Striker
Recommended SubTypes: Mage, Wizard, Sorcerer
Durakim
Resilient and disciplined
Movement: 6
Age Range: 25–210
Experience Rating: -- (requires more experience than normal.)
Strengths: Will
Weaknesses: Initiative, Poison, Sacred
Recommended ARC Types: Protector, Healer
Recommended SubTypes: Guardian, Warden, Cleric
Varkai
Fast and aggressive
Movement: 9
Age Range: 14–75
Experience Rating: ++ (requires less experience than normal.)
Strengths: Movement, Initiative, Reflex
Weaknesses: Will
Recommended ARC Types: Striker
Recommended SubTypes: Assassin, Rogue, Ranger
Sylari
Mystical and fortunate
Movement: 7
Age Range: 30–300
Experience Rating: --- (requires much more experience than normal.)
Strengths: Luck, Will, Magical Damage
Weaknesses: Fortitude, Physical Damage, Sacred
Recommended ARC Types: Controller, Healer
Recommended SubTypes: Mage, Wizard, Druid, Bard
Goliaths
Powerful and enduring
Movement: 6
Age Range: 18–180
Experience Rating: - (requires slightly more experience than normal.)
Strengths: Fortitude, Will, Physical Damage
Weaknesses: Initiative, Magical Damage
Recommended ARC Types: Protector, Striker
Recommended SubTypes: Guardian, Warden, Barbarian
Umbrin
Shadow-oriented and flexible
Movement: 7
Age Range: 20–180
Experience Rating: - (requires slightly more experience than normal.)
Strengths: TBD after ARC SubType vs Race matrix
Weaknesses: Initiative
Recommended ARC Types: Striker, Controller
Recommended SubTypes: Assassin, Rogue, Warlock
Drakken
Draconic hybrid
Movement: 7
Age Range: 25–270
Experience Rating: --- (requires much more experience than normal.)
Strengths: Initiative, Luck, Will, Physical Damage, Magical Damage
Weaknesses: Fire, Cold
Recommended ARC Types: Protector, Striker, Controller
Recommended SubTypes: Vanguard, Barbarian, Sorcerer
Weapon Matrix
Weapon affinity matrix using the standard PHB symbol language. Blank means unavailable; -- significant disadvantage; - minor disadvantage; ✓ neutral affinity; + minor advantage; ++ major advantage or specialty treatment. Weapon columns include hover help text, ranged weapons include configured range in hexes, and columns are grouped by Weapon Type.
| ARC Type | SubType | Dagger | Sword | Great Sword | Axe | Great Axe | Hammer | Great Hammer | Spear | Polearm | Staff |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Protector | Guardian | ✓ | ++ | ++ | ++ | ++ | ++ | ++ | + | ++ | |
| Protector | Vanguard | + | ++ | + | ++ | + | + | ✓ | ++ | + | |
| Protector | Warden | ✓ | ++ | + | + | ✓ | ++ | + | ++ | ++ | ✓ |
| Striker | Barbarian | ✓ | ++ | ++ | ++ | ++ | + | ++ | + | ✓ | |
| Striker | Ranger | + | ✓ | ✓ | ++ | + | |||||
| Striker | Assassin | ++ | + | ✓ | |||||||
| Striker | Rogue | ++ | ++ | ✓ | |||||||
| Striker | Monk | ++ | ✓ | ✓ | ++ | ++ | ++ | ||||
| Striker | Sorcerer | + | |||||||||
| Striker | Summoner | ✓ | |||||||||
| Controller | Mage | ✓ | |||||||||
| Controller | Wizard | ||||||||||
| Controller | Warlock | + | |||||||||
| Healer | Cleric | ✓ | ++ | ++ | ✓ | ||||||
| Healer | Druid | ✓ | ++ | ✓ | |||||||
| Healer | Bard | ++ | + |
DAC Rules
DAC rules are data-driven and shared by game enforcement, Admin tools, and this Player's Guide display.
Rule Set: 1.0 — Production DAC Rules
- Speed Affix Equip Limit: A character may only equip one item with the Speed affix.
- Eagle Eyes Single Equip: A character may only equip one item with the Eagle Eyes affix.
- Quickness Single Equip: A character may only equip one item with the Quickness affix.
- Keen Single Equip: A character may only equip one item with the Keen affix.
- Thorns Single Equip: A character may only equip one item with the Thorns affix.
Stash, Chests, Vaults & Treasure Enhancers
The Stash contains unopened reward containers. It replaces the old player-facing Packs page name while preserving Pack as a specific reward type.
Packs
Packs are purchased or subscription reward containers.
Examples: Season Pack, Subscriber Pack, Event Pack.
Chests
Chests are adventure completion reward containers. Their item count is calculated when awarded, but contents are rolled later when opened.
Example: Small Iron Chest with 5, 6, or 7 items inside.
Vaults
Vaults are module-specific reward containers. They may represent bags, caches, sealed boxes, or other adventure-specific reward containers.
Example: Small Brown Bag containing one random Epic DAC when opened.
Remanent of Riches
Trigger: On Treasure Award.
You have an X% chance of receiving one additional item inside a Chest or Vault when it is awarded.
- Multiple Remanent of Riches powers do not stack.
- Only the highest equipped Remanent value is used.
- Remanent affects Chests and Vaults, not regular purchased Packs.
- Remanent is evaluated when the Chest or Vault is awarded, not when it is opened.
Echo of Riches
Trigger: On Treasure Award.
You have an X% chance of receiving one additional item inside a Chest or Vault when it is awarded.
- Multiple Echo of Riches powers stack additively with each other.
- If any Echo of Riches power is equipped, all Remanent of Riches powers are ignored.
- Echo affects Chests and Vaults, not regular purchased Packs.
- Echo is evaluated when the Chest or Vault is awarded, not when it is opened.
Empowered Echocore Shard
Trigger: On Pack Opening.
Empowered Echocore is independent from Remanent and Echo because it is evaluated when a reward container is opened. It may therefore stack naturally with either Treasure Award result.
Example: a Chest is awarded with 6 items from Riches, then Empowered Echocore succeeds during opening and adds another item at opening time.
ARC SubType vs Race Matrix
Movement
Human baseline unarmored movement is 8. Race and armor modifiers adjust from that baseline. Some races may reduce movement by 2; some may increase it by 1.
Initiative
Initiative is the character's tendency to act earlier in combat. ARC SubType, race, equipment, and temporary effects may contribute.
Luck
Luck affects rare events and favorable edge cases. It should remain modest so it supports character identity without overwhelming skill, level, or equipment.
Defenses
Fortitude, Reflex, and Will represent physical resilience, agility response, and mental or spiritual resistance.
Damage
Physical Damage and Magical Damage describe race tendencies, but core damage should still primarily come from level, equipment, skill, affinity, and mastery.
Resistances
Poison, Fire, Cold, and Sacred currently appear as Season 1 race resistance tendencies.
Skills Catalog
Weapon Skills
- Weapon Affinity
- Weapon Mastery
Armor Skills
- Light Armor
- Medium Armor
- Heavy Armor
Crafting Skills
- Crafting
- Disenchant