Character Creation
Name:
Tap the editable control that says 'No Name'. You may select all the text and then use the Graffitti silk screen to enter the name of your character.
Sex:
Click on the 'M' or 'F' button to change your sex from male to female. There are no advantages or disadvantages.
Race:
Choose your race by clicking the '>' button next to where it says "Human".
There are 3 primary races to chose from in Aldon's Crossing...
- Human - The Human race is the most average of the races, possessing neither great strengths, nor alarming weaknesses. Their true strength comes from their ability to get along well with the other civilized races (and even most of the not so civilized) and their ability to adapt to almost any obstacle.
Humans are well suited for any profession. - Elf - Ancient and mysterious, the elves are the protectors of the great forests. Possessing an unnatural grace, but frailer than a human, elves receives bonuses to dexterity, but minuses to strength and vitality. Elves possess a deep affinity for magic, and most elves take to magic rather easily. Unfortunately, elves do not possess a diety other than the various forest spirits, so the idea of a priest is foreign to them.
Elves can be any profession but Priest. - Dwarf - As stout and strong as the mountains they call home, dwarves are a race born to combat. Due to their short compact stature, and years of working in the mines or at the forges, dwarves receive bonuses to strength and vitality. That same compactness also hinders the dwarves dexterity, causing a penalty. Dwarves also tend to spend most of thier time toiling, and rarely have the time (or the desire) for more intellectual pursuits, and thusly suffer a penalty to intelligence. Dwarves while inherently resistant to poison, suffer a penalty to thier movement. Dwarves distrust magic almost completely (except for the spells cast by their priests; worshippers of their mountain god: Gregos the Hammer).
Dwarves can be any profession but Wizard.
Stats:
Stats are below race. They can be increased and decreased. You have 12 points to distribute among your stats. If you remove a point from somewhere you get it added to your pool. You may not leave this screen until all the points are used up. Your race dictates your minimum/maximum and starting stats. Also elves are slightly faster moving than humans while dwarves are slightly slower.
- Human: Min,Max and Starting for all stats except luck are 3, 16 and 8 respectively (3/16/8). Human luck has a max cap of 18. For humans luck is (3/18/8).
- Dwarf: Strength (5/17/10), Dexterity (2/15/7), Vitality (5/17/9), Intelligence(2/15/7), Wisdom (3/16/8), Luck (3/16/8)
- Elf: Strength (2/15/7), Dexterity (5/18/10), Vitality (2/15/7), Intelligence(3/16/8), Wisdom (3/16/8), Luck (3/16/8)
Wisdom will affect your mana pool and also affect the rate of mana recuperation. Vitality will affect your hitpoints and the rate you regain them. Luck affects just about everything. Intelligence affects your spell casting success. (if you are a thief your sneak ability is also affected by the difference between your intelligence and the enemy thats searching for you.)
See also appendix for table details.
Importing Character
Some modules let you import a character from a save game. To do this, click the import button on the character creation screen. Then choose the save game to take the player from. If your character fits into the level restrictions of the module, it will start the module you selected with the imported character. Note: Any items of '0' value will not be imported as they are considered module quest items not to be transfered .

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