Choosing your character is one of the first important decisions in The Lantern of the Laughless Saint. Although the race you select may give you different starting bonuses and penalties, it will lock you into a specific build. Instead, you can improve your skills either by using them or by spending Skill Points when you reach a new level.
Since the game is built around open-ended RPG mechanics inspired by games like Morrowind, you can customize your character around combat, magic, stealth, exploration, or a mix of different skills.
This guide includes details about all current playable races, their starting skill adjustments, and how the Skill Point system works, so you can choose a character that suits the way you want to play.
How Character Skills Work
Once you have created your character, you can see all the available skills from the Skills tab in the main menu.

Every time you level up, you receive 5 Skill Points, which you can then allocate to any skill you desire, like archery, swimming, sneaking, blocking, fishing, sorcery, etc.
However, spending points is not the only way to improve your character. Skills can also increase naturally when you perform actions related to them.
For example, you can improve movement-based skills simply by using them during normal exploration. Because of this, you do not need to spend every Skill Point as soon as you get it.
Should You Save Skill Points?
It can be useful to save up some points for skills that are more difficult or take longer to level up through regular gameplay.
When you don’t fight much, combat skills are a good example. On the other hand, skills such as Sprinting, Swimming, and Sneaking can increase naturally as you use them.
There is also an important difference between increasing a skill naturally and using Skill Points. As a skill increases naturally, the amount of experience required for the next increase also goes higher. With Skill Points, you can bypass that requirement and raise the skill immediately.
Playable Races in The Lantern of the Laughless Saint
The early version of the game lists five races that are playable. Each one changes your starting stats, so the race you choose can make some playstyles easier right from the start.
Umbrite – Faithful Militant

The Umbrite can be a strong choice if you want to concentrate on fighting with traditional weapons while also having access to magic.
Starting adjustments:
- +5 One-Handed
- +5 Two-Handed
- +5 Channeling
The Umbrite people grew up with the worship of Umbrinox, who is considered to be the creator of the world and of the other gods.
The starting bonuses are useful for a character who is combat-oriented since they give you enhancements to both one-handed and two-handed weapons without spending Skill Points.
Al-Fijhani – Cunning Trader
The Al-Fijhani is better for those who want to earn money, pick locks, and get better deals from merchants.
Starting adjustments:
- +15% Better Prices
- +15 Lockpicking
- -20 Max Health
The main disadvantage is that the maximum health is lower. In return, you have a strong economic advantage and a large Lockpicking bonus.
This makes Al-Fijhani a good option if you want to rely on trading, exploration, and utility skills rather than just fighting.
Ruggite – Pale Acolyte
The Ruggite is the most magic-focused option among the listed races.
Starting adjustments:
- +100 Max Magic Power
- -30 Max Stamina
- 50% Weakness to Fire
- +1 Starting Spell
The Ruggites are people who follow Ruggul the Wrathul and have been under his influence for many generations.
This race is useful for a character who relies on spells because of the extra Magic Power and the starting spell. That said, there are important drawbacks: you have a lower maximum Stamina and suffer greater damage from fire.
If you want to play a spellcaster who has a dedicated spellcasting ability, the additional magic resources mean that Ruggite becomes an appealing starting choice.
Thrakh – Reptilian Wanderer
The Thrakh are reptilian descendants of an old civilization that has since fallen into ruin.
Starting adjustments:
- +50 Max Carry Weight
- +15 Swimming
- -10 Archery
The additional capacity for carrying things is useful right from the beginning, especially if you enjoy exploring and collecting equipment.
The bonus from swimming also helps with exploration, whereas the penalty from archery makes this a less attractive option if you intend to depend mainly on bows.
Calyx – Psionic Feline

The Calyx are characters who resemble cats and have been adapted for life in the wild.
Starting adjustments:
- +15 Psionics
- -5 Total Armor Rating
- -10 Swimming
- +1 Spell: Night Eye
The Night Eye spell is by far the best one offered here; it enables the Calyx to see shapes in the dark and in caves that are not lit, unlike other characters who would find it difficult to see.
Keep in mind that the -5 Total Armor Rating is an armor penalty, not a reduction to an Armor skill.
Another disadvantage is the Swimming penalty, but the Psionics bonus and Night Eye make Calyx useful for players who prefer exploration and supernatural abilities.
Which Race Should You Choose?
There is no single race that is best for every build.
Your choice mainly depends on how you want to play:
| Playstyle | Recommended Race |
|---|---|
| One-Handed / Two-Handed combat | Umbrite |
| Trading and Lockpicking | Al-Fijhani |
| Magic-focused build | Ruggite |
| Carrying loot and swimming | Thrakh |
| Psionics and dark-area exploration | Calyx |
The important thing is that your race does not permanently decide your character build. The game allows you to invest Skill Points into whatever skills you want, while normal gameplay can also raise skills through related actions.
Because The Lantern of the Laughless Saint entered Early Access on August 17, 2026, these systems and racial bonuses can still change in future updates. The developers have said they plan frequent updates during Early Access, so some numbers might be changed in the end.



