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A hero’s personality is not fixed. It keeps moving with what they live through in your service. A loss, a rescue or an escape can leave a mark that makes them braver, colder, more loyal or less hopeful.
A hero sits by a small fire at a fresh grave in the town cemetery, a sword planted in the earth beside a helmet

They change with what they live through.

Only life changes a hero

Personality is shaped only by what happens to a hero. Their race, class and star rating never change who they are, and neither does any gear they wear. And no moment ever changes their stats. It only changes how they choose. You cannot edit a hero’s personality directly. What you control is what you put them through: which runs they join, who they fight beside, and what they come back from.

The same moment, read two ways

Most moments can be read more than one way, and the hero’s current traits decide how they take it. The same loss can harden one hero and break another. This is why heroes who start out alike drift apart over time.

Moments that leave a mark

Seeing an ally die is one of the heaviest moments a hero can live through. Depending on who they already are, they take it one of four ways:
  • They go cold and vengeful, and their vengeance sharpens.
  • They lose hope.
  • They swear the next one will not fall on their watch, and their loyalty and compassion grow.
  • They feel it less than they expected, and their compassion cools and their nerve weakens.
Seeing an ally die also starts a grudge against the killer’s species.
A hero who saves an ally at the very last moment is changed by it.
  • A loyal hero is confirmed in their loyalty.
  • A wary hero grows more loyal and braver.
  • Anyone else shrugs it off, but their loyalty and compassion still grow.
Getting out alive by running away means different things to different heroes.
  • The wary call it common sense, and stay as they are.
  • The loyal swear never again, and their loyalty and hope drop.
  • For anyone else, their nerve weakens.
When a hero lands the last kill a grudge needs, it ends, and they remember how it felt. For some the debt is paid. For others, the quiet after was smaller than the rage.
Death in a dungeon is not the end: the fallen come back at the cemetery. But when a hero’s close friend is sacrificed at the Synthesis Shrine, that loss is permanent, and the hero grieves. Grief dims their loyalty and sharpens their vengeance, and softens other parts of them.Grief only comes from a loss that cannot be undone.
Bringing an epic or legendary item out of a dungeon together is a moment that stays with the heroes who did it. Rare items do not count.
Killing ten of the same species in one dungeon stays with a hero.

Marks have depth

Not every moment cuts as deep. A mark comes in three depths:

Friendships

Heroes who spend time together grow close. Friendships form on runs and farms, in chats around town and over time spent at the Inn. A hero with a close friend heals and guards that friend first. Friendship is also what makes the loss of a friend at the Synthesis Shrine hurt.

One life, one story

What a hero lived before your town and what they live in it form a single story. Their past shapes who they are on their first day, and every moment after that keeps writing it.