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

BlankUnavailable

This option is not available for this character choice.

--Significant Disadvantage

Available, but the choice works against the character's natural strengths.

-Minor Disadvantage

Available, but not a natural long-term focus.

Neutral

Available with standard effectiveness.

+Minor Advantage

Available and works well with the character's natural strengths.

++Major Advantage

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.

Protector

Defensive front-line characters that protect allies and hold dangerous spaces.

Striker

Damage-focused characters that defeat priority targets through force, precision, stealth, mobility, or magic.

Controller

Battlefield specialists that change enemy choices with control, debuffs, area effects, and pressure.

Healer

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 TypeSubTypeCloth
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
ProtectorGuardian+++++++++++
ProtectorVanguard++++++++++
ProtectorWarden++++++++
StrikerBarbarian     
StrikerRanger++++     
StrikerAssassin+++     
StrikerRogue+++     
StrikerMonk++        
StrikerSorcerer        
StrikerSummoner+++     
ControllerMage+        
ControllerWizard        
ControllerWarlock++       
HealerCleric++++++  
HealerDruid++++     
HealerBard++++++   

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.

AbilityHumanAelariDurakimVarkaiSylariGoliathsUmbrinDrakken
Movement88697677
Min Age1625251430182025
Max Age9524021075300180180270
Experience Rating+----++--------
Initiative-+--+
Luck+++
Fortitude---+++
Reflex++
Will+-++++
Physical Damage---++
Magical Damage+++-+
Poison-
Fire-
Cold-
Sacred--
Day Light1212101412101012
Night Light23454365

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: 1695

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: 25240

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: 25210

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: 1475

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: 30300

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: 18180

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: 20180

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: 25270

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 TypeSubTypeDaggerSwordGreat SwordAxeGreat AxeHammerGreat HammerSpearPolearmStaff
ProtectorGuardian+++++++++++++++ 
ProtectorVanguard+++++++++++ 
ProtectorWarden+++++++++++
StrikerBarbarian++++++++++++ 
StrikerRanger+    +++ 
StrikerAssassin+++       
StrikerRogue++++       
StrikerMonk++    ++++++
StrikerSorcerer+         
StrikerSummoner         
ControllerMage         
ControllerWizard          
ControllerWarlock+         
HealerCleric++   ++   
HealerDruid      ++ 
HealerBard+++        

DAC Rules

DAC rules are data-driven and shared by game enforcement, Admin tools, and this Player's Guide display.

Rule Set: 1.0Production 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

Next major matrix. This will help derive recommended builds, starting tendencies, and Character Creator guidance.

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