Play on Steam

The Lantern of the Laughless Saint · Characters · Guide

The Lantern of the Laughless Saint Characters — Races, Skills and Starting Bonuses

The Lantern of the Laughless Saint characters guide: the five playable races, every documented starting bonus, and how the Skill Point system works.

By the New Game Wiki team · Updated 2026-10-04

Keyword: the lantern of the laughless saint characters4 sources
On this page (8)

The Lantern of the Laughless Saint characters question really means two different things: who you meet on the island, and who you get to be. For the second, the Early Access build ships five playable races, each with its own starting skill adjustments, and no fixed class system behind them. The developer's Morrowind inspiration shows here more than anywhere else: your race gives you a starting edge, but the Skill Point system means nearly every disadvantage can be trained away, so the choice shapes your opening rather than your whole run.

The Five Playable Races

Race selection changes starting stats, and the guides that documented the creator agree on the numbers below. Notice how each race trades something away: the magic option has the harshest penalties, and the trading option gives up raw survivability.

RaceArchetypeDocumented starting adjustments
UmbriteFaithful Militant+5 One-Handed, +5 Two-Handed, +5 Channeling
Al-FijhaniCunning Trader+15% Better Prices, +15 Lockpicking, -20 Max Health
RuggitePale Acolyte+100 Max Magic Power, -30 Max Stamina, 50% Weakness to Fire, +1 starting spell
ThrakhReptilian Wanderer+50 Max Carry Weight, +15 Swimming, -10 Archery
CalyxPsionic Feline+15 Psionics, armour penalty, -10 Swimming, +1 spell (Night Eye)
  • The Umbrite are described as growing up in Umbrinox's faith and its surrounding baronies, and their bonuses make a weapon-and-magic hybrid the natural opening.
  • The Al-Fijhani start weaker on health but are the documented choice if you would rather trade, pick locks and explore than fight.
  • The Ruggite are the pure magic start and the most punishing one, losing 30 Max Stamina and taking extra fire damage for a large magic pool.
  • The Thrakh carry more loot from the start, which helps exploration builds, and pay for it with an archery penalty.
  • The Calyx begin with the Night Eye spell, described as letting you see shapes in complete darkness and unlit caves.

the lantern of the laughless saint official screenshot
Official screenshot

How Skill Points and Natural Growth Work

Once the character exists, progression runs through a single Skills tab in the main menu. The guides report that each level grants 5 Skill Points, spendable on any skill, and that skills also increase by being used — Sprinting, Swimming and Sneaking rise naturally through ordinary play, while combat skills do not unless you fight. The Skills tab shows the selected skill's description, its current level, a progress bar toward the next increase, and a plus sign for spending banked points.

SystemBehaviour
Skill Points per level5, spendable on any skill
Natural growthSkills rise when you perform related actions
Natural growth costEach natural increase raises the experience needed for the next one
Skill Point costBypasses the experience requirement and raises the skill immediately
Banked pointsAllowed; the guides recommend banking for hard-to-train skills

Which Race Should You Choose?

The documented conclusion is that no race is best for every build, and that the choice mainly decides how easy your first few hours feel. If you want a straightforward answer, match the race to the way you already intend to play rather than trying to find a stat winner.

  • Choose Umbrite if you want to fight with one-handed or two-handed weapons and still cast.
  • Choose Al-Fijhani if you want better prices, lockpicking and utility from the first hour.
  • Choose Ruggite if you intend to build around spell casting and accept the stamina and fire weaknesses.
  • Choose Thrakh if you plan long loot runs and want the extra carry weight and swimming.
  • Choose Calyx if Psionics and dark-area exploration are your priorities, and accept the armour and swimming penalties.

the lantern of the laughless saint official screenshot 2
Official screenshot 2

Two notes on the record. The Calyx armour penalty is described differently by the two character guides — one calls it a reduction to the Armor skill and the other a total armour-rating penalty — so mark the precise reading to confirm. And because the game is in Early Access, the guides themselves warn that racial numbers and skill systems can still change. For what those skills unlock in combat and magic, see the spells and builds pages.

FAQ

How many playable races are in The Lantern of the Laughless Saint?

The Early Access character creator lists five playable races: Umbrite (Faithful Militant), Al-Fijhani (Cunning Trader), Ruggite (Pale Acolyte), Thrakh (Reptilian Wanderer) and Calyx (Psionic Feline). Each one changes your starting stats rather than locking you into a class.

Which race is best for a melee character?

Umbrite is the documented combat start, with +5 One-Handed, +5 Two-Handed and +5 Channeling, so it improves both weapon schools without spending any Skill Points. The trade-off is that it gives no economic or magic-power bonus, so any other route is handled with Skill Points later.

Can I change build after picking a race?

Yes. The character guides are explicit that a race does not permanently decide your build: you receive 5 Skill Points per level to spend on any skill you want, and skills also rise naturally when you perform related actions, so the racial bonuses are a starting edge rather than a lock.

Why does my Calyx show a negative skill value?

Race adjustments can be negative. Calyx starts with -10 Swimming, so the skill displays as -10 in the skill tab, and it also takes a documented armour penalty. One guide describes the same penalty as a reduction to the Armor skill while the other calls it a total armour-rating penalty, so the exact reading is to confirm.

Do Skill Points and natural skill growth work the same way?

No. A naturally raised skill increases the experience required for the next increase, while spending a Skill Point ignores that requirement and raises the skill immediately. That is why the guides suggest banking points for skills that are hard to practise, such as combat skills when you are not fighting much.

References

Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.