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Characters

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Attributes Edit

Main article: Attributes

Characters have permanent inherent attributes called skills, which can also be boosted by equipment. They can also have special equipment-based attributes, and temporary attributes such as wounds, blessings, and curses.

Classes Edit

Characters are categorized into separate classes, each with their own specified skills that increase when the character gains a level. There is a small chance for each class to gain an ability of another class when leveling up, and a greater chance of gaining rare abilities through events and items.

Human classes Edit

Class Description
Warrior

Warrior

Will mostly raise Health, Strength, Tactics. Can wield a two-handed sword in one hand. After some leveling they tend to have higher Strength than other human classes, but many non-human characters will still beat a human warrior in Strength. Proficient at the following challenge type(s): Fight Fight.
  • Improve upcoming Warriors by building a Barracks.
Gatherer

Gatherer

Will mostly raise Gathering, Health, Perception, Strength, Will. Should always be working or moving towards a work site. Proficient at the following challenge type(s): Hunting Hunting.
  • Improve upcoming Gatherers by building a Manger.
Craftsman

Craftsman

Will mostly raise Attractiveness, Craft, Dexterity, Folklore, Health, Intelligence, Speech, Stealth, Will. Good at a variety of non-Fight challenges. Among the 'brainy' type characters, their proficiency in Stealth makes them useful for First Action during Fight challenges if one does not have Hunters. Proficient at the following challenge type(s): Intellect Intellect, Social Social, Sneaking Sneaking, Tactical Tactical.
  • Improve Crafting ability of all villagers by building a Smithy.
Hunter

Hunter

Will mostly raise Animal Kinship, Dexterity, Health, Herbalism, Perception, Stealth, Strength, Traps. They start with 4 in Gathering by default. One of the most flexible human classes during Fight challenges because they do not become a liability regardless of whether they end up as Offence or Tactics cards at the start of combat. Proficient at the following challenge type(s): Hunting Hunting, Fight Fight, Sneaking Sneaking.
  • Start with one if starting with an emphasis on Crafters.
  • Can raise a child to be one by constructing an Archery Range.
Medic

Medic

Will mostly raise Gathering, Health, Herbalism, Intelligence, Medic, Will. Best to have one with every expedition that expects to get hurt/sick/poisoned, as well as one in the village. When supplied with Herbs, many events become much more manageable. Proficient at the following challenge type(s): Hunting Hunting, Intellect Intellect, Cure Sickness Cure Sickness, Tactical Tactical.
Witch

Witch/Sage

Will mostly raise Folklore, Herbalism, Intelligence, Magic, Medic, Will. Witches will always be female, and sages will always be male. Proficient at the following challenge type(s): Intellect Intellect, Cure Sickness Cure Sickness, Social Social, Tactical Tactical.
  • Start with a Witch if playing as Morena.
  • Can raise a child to be a Witch by constructing a Totem.
  • Can raise a child to be a Sage by constructing a Meeting Hall.
Bandit

Bandit

Will mostly raise Health, Ranged Combat, Stealth, Strength, Tactics. Proficient at the following challenge type(s): Fight Fight, Sneaking Sneaking.
  • Joins through random events.
Scholar

Scholar

Will mostly raise Folklore, Herbalism, Intelligence, Speech, Will. Proficient at the following challenge type(s): Intellect Intellect, Cure Sickness Cure Sickness, Social Social, Tactical Tactical.
  • Chance of raising a child to be a Scholar by constructing a Meeting Hall.
Inventor

Inventor

Will mostly raise Attractiveness, Craft, Dexterity, Intelligence, Speech, Stealth, Will. Proficient at the following challenge type(s): Intellect Intellect, Social Social, Sneaking Sneaking, Tactical Tactical.
  • Chance of raising a child to be an Inventor by constructing a Meeting Hall.
Scavenger

Scavenger

Will mostly raise Dexterity, Gathering, Health, Perception, Poison, Stealth. Proficient at the following challenge type(s): None - starts with garbage stats.


  • Joins through random events.

Non-human classes Edit

Beast Edit

Beasts can be great companions, some are quite strong or have superior senses, others can be poisonous, so you better treat them well. Beasts can only equip jewelry.

Class Mobs Description
Beast

Beasts

Alpha Wolf Alpha Wolf High Strength. May know Traps, Perception or Tactics.
Blood Bee Blood Bee Low stats, but has natural Poison and Piercing Damage.
Blood Spider Blood Spider Average stats, but has natural Poison, Shielding and Traps.
Boar Boar Medium-high strength and Blunt Damage.
Crazed Bee Crazed Bee Trash stats, but has natural Poison and deals Piercing Damage.
Deformed Bat Deformed Bat Trash Stats.
Dragon Spider Dragon Spider Dragon Spider - Monstrous natural Poison, Shielding, HP and Traps.
Fat Rat Fat Rat Mostly trash stats, can get medium-high Strength.
Hulking Rat Hulking Rat Another rat, can get medium-high Strength.
Queen Bee Queen Bee Decent stats, natural Poison & Piercing Damage.
Ravenous Crow Ravenous Crow Trash stats.
Royal Crow Royal Crow Very high Armor and Life. Has Sneak.
Starving Wolf Starving Wolf Trash stats?
Striga Bat Striga Bat Leech attack, High HP.
Tough Bat Tough Bat Moderate Life and Armor. Not so good.
Wolf Wolf Average Strength, Stealth and Tactics. Mostly trash though.

Demon Edit

Demons are many and varied. They may bring many boons, ranging from fierce fighters to wise mages and more. All demons have Magic and most deal Piercing Damage, regardless of weapons.

Class Mobs Description
Demon

Demon

Baba Yaga Baba Yaga High Will, Magic and Speech.
Bies Bies Very high strength, but cannot equip anything.
Bugay Bugay Average stats and cannot equip anything, but has natural Leech and uncommon skills.
Cmuch Cmuch Average stats and cannot equip anything, but has high Traps and Stealth.
Giant Wild Boar Giant Wild Boar Monstrous natural Strength and Shielding, deals Blunt damage. Virtually nothing else.
Hala Hala Sort of stronger version of Vily. One of the strongest demon.
Liho Liho Very high base Health, Strength and Magic, very powerful overall. Can equip a full array of items.
Rusalka Rusalka Vicious physical combatant and very high social stats, but can ONLY equip jewelry and artifacts.
Striga Master Striga Master Average stats, but has a large natural Leech.
Svarozek Minion Svarozek Minion Has huge HP and a large natural Leech.
Vily Vily Average stats, does not deal Piercing Damage, but has natural Leech.
Werewolf Werewolf Absolutely brutal physical combatants, but virtually no skills and can only equip artifacts.
Zmey's Minion Zmey's Minion High magic, intelligence, poison, and folklore.
Utopiec Utopiec Not the best fighter, but has good Magic and can equip everything.

Dwarf Edit

Dwarfs are sturdy and stubborn as the rock they are said to be born of. They make for excellent warriors and magnificent smiths. They have high Strength and Health.

Class Mobs Description
Dwarf

Dwarf

Dwarf Bandit Dwarf Bandit Much higher strength than the human bandit.
Dwarf Smith Dwarf Smith High Strength, will mostly raise Craft, Health, Intelligence, Traps, Will. Hybrid Crafter/Warrior.
Dwarf Warrior Dwarf Warrior Very similar to human warrior, but can wield a two-handed-hammer in one hand instead of a sword.

Elf Edit

Elfs are slender and sly, well-spoken. They make for versatile allies, often skilled with Magic and Social challenges. All elves start with high Attractiveness and deal Piercing Damage by default.

Class Mobs Description
Elf

Elf

Elven Mage Elven Mage Very high Will, Speech and Magic attributes. Deals Piercing Damage.
Elven Wanderer Elven Wanderer Overall high attributes and a wide variety of skills. Deals Piercing Damage.
Forest Elf Forest Elf Approximately a human Hunter without Herbalism and Gathering but with Speech and Attractiveness instead. Sometimes learns Magic. Deals Piercing Damage.
Forest Druid Forest Druid Mostly raises Will, Magic, Animal Kinship and Folklore. Deals Piercing Damage.

Ghost Edit

Ghosts are the souls of the dead roaming Thea's lands. Oddly enough, some can carry equipment, they also have a range of useful skills to help in challenges.

Class Mobs Description
Ghost

Ghost

Child Wraith Child Wraith Cannot carry equipment.
Bound Spirit Bound Spirit Can carry equipment, typically has Curse, Traps, Tactics and Magic. Low starting stats. Similar to human Scavengers.
Ghost Ghost Can carry equipment, typically has Magic, Curse and Leech.
Hangedman Hangedman Can carry equipment, typically has Magic, Curse and Stealth.
Pineconnetes Pineconnetes Garbage physical stats, yet decent in Social Challenges. Cannot equip anything.

Goblin Edit

  • Goblins are smaller than man, thin, rugged, greenish skin. Long ears, sharp teeth. Excellent tradesmen and very good with animal training.
Class Mobs Description
Goblin

Goblin

Goblin Beast Master Goblin Beast Master Very similar to human hunter.
Goblin Boar Rider Goblin Boar Rider Very similar to human hunter.
Goblin Boss Goblin Boss Very high base Strength and Will.
Goblin Shaman Goblin Shaman Very high Will and Magic.
Goblin Skirmisher Goblin Skirmisher Has lots of random skills like Backstab and Distraction, sometimes has natural Leech.
Goblin Warrior Goblin Warrior Very similar to human warrior.

Orc Edit

Orcs are strong, tall and muscular, the Orcs are often feared on sight. They can be excellent warriors, but also keen hunters and witches. Orcs have high Strength.

Class Mobs Description
Orc

Orc

Orc Warrior Orc Warrior Similar to human warrior, but with Trapping ability. but can wield a two-handed-axe in one hand instead of a sword.
Orc Worker Orc Worker Stronger but less skilled than human worker.
Orc Matriarch Orc Matriarch Will mostly raise Health, Will, Speech, Magic.
Orc Witch Orc Witch Counts as witch/sage class and have high strength.

Troll Edit

A Troll for an unseasoned eye, may easily be mistaken for a big rock or a puddle. Because of their shape, they cannot carry equipment.

Class Mobs Description
Troll

Troll

Rocker Rocker Mediocre stats, no equipment, typically has Traps.

Mythical Edit

Mythical creatures are those who defy any other label, they are big, they are old, they are powerful. Behold their wrath and treasure their friendship!

Class Mobs Description
Mythical

Mythical

Zorya's Son 'Starlight' Zorya's Son 'Starlight' Similar to human warrior, but can wield any two-handed-weapon in one hand instead of a sword.
Planetnik Planetnik Even for their enormous size, they can carry equipment.
Shade Shade Can't carry equipment but starts of with high armor and damage.
Shadow Ceature Shadow Ceature

Experience and Leveling Up Edit

As mentioned before, the player gets general experience from fights, solving quests, or events. That experience is presented in the general experience circle. Every time the circle is filled up, the next turn will have all characters that player controls level up and get random bonus skills. The join chance of new characters is computed before the level up, so new villagers do benefit for a same-turn level up. The circle then empties and requires more experience to fill again.

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