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The Races

FIXME Insert lore (be sure to link to gods which links to creation myths, when mentioning creation of them)

Playable Races

The following table outlines the various traits of the playable races. For more detailed information about other traits that each brings click the link in the table:

Race Str Dex Con Int Wis Pow Cha Net 1) AC WC Dam Resistances Special Abilities Starting Skills Attunements
Max +/- Max +/- Max +/- Max +/- Max +/- Max +/- Max +/- +/-
Dragons 25 +5 20 +0 26 +6 12 -8 17 -325 +5 20 +05 Ac 5 Wc 21 Dam 10Natural armor improves over time by eating flesh Can not use weapons or most armor. Clawing, Levitate, Woodsman, Pyromancy Attuned based on focus element
Dwarves 23 +3 18 -2 24 +4 18 -2 19 -1 18 -2 19 -1 0 Ac 10 Wc 21 Dam 1 Can see in dark Smithery
Elves 18 -2 23 +3 18 -2 22 +2 17 -3 22 +2 24 +4 0 Ac 10 Wc 21 Dam 1 Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark Bowyer, Woodsman, Missile Weapons
Fendrakis 18 -2 24 +4 20 0 22 +2 18 -2 16 -4 22 +2 0 Ac 10 Wc 21 Dam 1 Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark Woodsman, Missile Weapons, Jumping, Singing
Fireborns 15 -5 24 +4 20 0 22 +2 22 +2 27 +7 18 -2 10 Ac 0 Wc 21 Dam 0 Cold -30, Ghosthit -50, ,Poison +100, Fire +100 Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration (+2), starts with a ring, amulet and power crystal Levitation, Flame Touch, Praying, Pyromancy Attuned Fire
Gnomes 19 -1 17 -3 18 -2 20 0 23 +3 23 +3 20 0 0 Ac 10 Wc 21 Dam 1 See in dark, Luck +1 Praying
Half Orcs 22 +2 21 +1 22 +2 18 -2 18 -2 19 -1 17 -3 0 Ac 10 Wc 21 Dam 1 Poison +30 See in dark Stealing Repelled Turning
Halfling 16 -4 23 +3 24 +4 20 0 17 -3 20 0 20 0 0 Ac 10 Wc 21 Dam 1 Drain +30 Luck +1 Stealing, Hiding
Humans 20 0 20 0 20 0 20 0 20 0 20 0 20 0 0 Ac 10 Wc 21 Dam 1 Starts with random skill scroll
Northmen 21 +1 21 +1 22 +2 18 -2 19 -1 19 -1 19 -1 0 Ac 10 Wc 21 Dam 1 Cold +30 Starts with horned helmet. None Repelled Fire
Quetzalcoatls 26 +6 23 +3 26 +6 12 -8 12 -8 26 +6 20 0 5 Ac 5 Wc 21 Dam 10 Cold -30, Fire +100 Can not use shields, armor, boots and helmets, starts with burning hands and fireball Levitation, Clawing Attuned fire
Serpent Men 22 +2 22 +2 24 +4 18 -2 18 -2 20 0 16 -4 4 Ac 5 Wc 21 Dam 8 Cold -50, Fire +30, Electricity +30, Acid +30, Poison +30, Physical +5 Can not wear boots and helmets, can wear extra ring and bracers. Clawing, Jumping
Trolls 25 +5 19 -1 25 +5 15 -5 18 -2 18 -2 16 -4 0 Ac 10 Wc 21 Dam 1 Fire -30, Cold +30 Fast HP regeneration (+3), slow SP regeneration (-2), Can see in dark None Repelled fire
Wraiths 17 -3 24 +4 17 -3 22 +2 17 -3 23 +3 16 -4 0 Ac 6 Wc 21 Dam 1 Fire -25, Cold +30, Poison +100, Ghosthit +100, and Draining +100 Undead (immune to disease), can see in dark Wraith Feed Denied fire spells, Attuned Cold

Other races of the world

1) Charisma not included in Net calculation.
races.txt · Last modified: 2018/03/28 09:37 by karl