RACES
RACIAL PRACTICES
RACIAL TRAINER
DRAGONBORN
DWARF
ELF
GNOME
HALF-ELF
HALF-GIANT
HALFLING
HUMAN
LIZARDKIND
MINOTAUR
PIXIE
PLANEWALKER
TIEFLING
TRITON
TROLL
ULDRA
WEMIC
Races
There are currently 17 different races that a player character may select.
The races are DWARF, ELF, GNOME, HALF-ELF, HALF-GIANT, HALFLING, HUMAN,
MINOTAUR, PIXIE, TRITON, ULDRA, DRAGONBORN, TROLL, PLANEWALKER, TIEFLING,
WEMIC, and LIZARDKIND. Each race holds different powers that
set them apart from the others.
Humans and Half-Elves receive a special practice session as an innate, racial
bonus. These practice sessions may not be utilized until a character reaches
level 25. In addition to the minimum level requirement, spells and skills
acquired through this process are reset should a player reach level 40 and
choose to rebirth their character back to level one. A final key piece of
information must be understood: Each spell and skill will be practiced up
to a maximum proficiency which often differs from one another, but always
falls beneath the maximum proficiency a character of the spell or skill
origin class would be able to train towards. This means that once you
practice a skill with racial practice points, it will never improve unless
it is in your class tree and you practiced it at your guild.
================================ ===================================
| Skill | Proficiency | | Spell | Proficiency |
|==============================| |=================================|
| Bash | 60 | | Aid | 60 |
| Detect Trap | 40 | | Airwalk | 80 |
| Disable Trap | 40 | | Armor | 80 |
| Iaijutsu | 80 | | Befriend Dryad | 40 |
| Kick | 80 | | Identify | 80 |
| Meditate | 80 | | Infravision | 80 |
| Pick Lock | 40 | | Knock | 80 |
| Rescue | 80 | | Locate Object | 50 |
================================ | Phase Door | 80 |
| Poison | 80 |
| Sense Life | 80 |
| Sleep | 60 |
| Spook | 80 |
| Strength | 80 |
| Vigorize Light | 60 |
| Vitalize Mana | 70 |
===================================
Racial trainers for the Human and Half-Elf special practice sessions are
located at the Tree of Knowledge in Bonne Terre. Each trainer specializes
in skills from one of the four major class branches, and their respective
skill knowledge me be accessed by typing, "List," in their individual
rooms. Should a player decide to expend a racial training session point
to acquire the knowledge offered by a trainer, the, "Buy," command must
be utilized.
Example: Buy 6.
Dragonborn are beings that can trace their lineage to dragons. While their
size is not particularly intimidating, they are born with a natural ability
to wage battle and survive.
================== Note:
| STR | +2 | ~~~~
| INT | -- | * +4% Spell critical hit chance.
| WIS | +1 | * 50% Resistance to fire.
| DEX | -1 | * 50% Vulnerability to frost.
| CON | +1 |
| CHA | -- |
| HP | -- |
| MANA | -- |
| MOVES | -- |
| SIZE | Normal |
==================
Dwarves are short, stocky, and quite muscular compared to humans. They
have a fondness for beards, beer, and gold. They tend to be dour and
taciturn, and have little use for humor.
================== Note:
| STR | +2 | ~~~~
| INT | -- | * Regenerates hp at a double rate per tick.
| WIS | -- | * 50% Resistance to cold.
| DEX | -1 | * 5% melee crit damage
| CON | +2 |
| CHA | -- |
| HP | -- |
| MANA | -- |
| MOVES | -20 |
| SIZE | SMALL |
==================
Elves are almost as tall as Humans, and are very slender. They have a great
love for nature, magic, and art. Their features are delicate, and their
ears are pointed. Elves are widely known for their masterful proficiency
in healing spells.
================== Note:
| STR | -1 | ~~~~
| INT | +3 | * -50% poison resistance.
| WIS | +1 | * +1 move per level.
| DEX | -- | * Increased move regeneration.
| CON | -- |
| CHA | -- |
| HP | -- |
| MANA | -- |
| MOVES | -- |
| SIZE | NORMAL |
==================
Gnomes are kin to Dwarves but are not as powerfully built. They do have
distinguished features; specifically, large noses. Gnomes are lively and
playful with a keen sense of humor, especially for practical jokes.
================== Note:
| STR | -- | ~~~~
| INT | +2 | * Regenerates hp at a 1.75 rate per tick.
| WIS | +2 | * Have a 20% chance for staves/wands/scrolls
| DEX | -- | to fail but get a bonus in saving throws vs.
| CON | -1 | staves/wands/spells based on CON.
| CHA | -- | * +10 Elemental cold magic damage
| HP | -- |
| MANA | -- |
| MOVES | -25 |
| SIZE | SMALL |
==================
Half-elves are the uncommon result of a rare union between a human and an
elf. Often despised amongst the elven folk and humans alike, the half-elf
offspring of these two races always suffer from a vulnerability to poison
effects. They inherit the racial bonuses of their parental lineage, albeit
at a reduced amount.
================== Note:
| STR | -- | ~~~~
| INT | +2 | * 50% Vulnerability to poison.
| WIS | -- | * Slightly increased move and mana regeneration.
| DEX | -1 | * +10 Elemental electricity magic damage
| CON | +1 |
| CHA | +1 |
| HP | -- |
| MANA | -- |
| MOVES | +20 |
| SIZE | NORMAL|
==================
Half-giants are the result of a union between Humans and Giants. They are
much taller than humans, and quite muscular (gaining such qualities from
their Giant heritage). However, they also gain the dimwittedness of Giants
as well.
================== Note:
| STR | +3 | ~~~~
| INT | -- | * Require 2 times as much food and drink.
| WIS | -- | * Reduced movement regeneration.
| DEX | -1 | * +1% melee critical hit chance
| CON | +1 |
| CHA | -- |
| HP | -- |
| MANA | -- |
| MOVES | +30 |
| SIZE | LARGE |
==================
Halflings are short plump people that look like small Humans, except for
the hair growing on the tops of their feet. They are agile beings known
for their natural ability to pick locks and exploit the weaknesses of
enemies in physical combat.
================== Note:
| STR | -1 | ~~~~
| INT | +1 | * Automatic -40 Armor Points value.
| WIS | -- | * Require twice as much food and drink.
| DEX | +3 | * Natural Infravision.
| CON | -- | * +2% natural melee critical hit chance.
| CHA | -- |
| HP | -- |
| MANA | -- |
| MOVES | -30 |
| SIZE | SMALL |
==================
Human are surprisingly adaptable to nearly all environmental conditions and
are renowned for their ability to survive under extraordinary circumstances.
In addition to this, humans have proven time and time again to be a race
which learns quickly and thinks outside of the box. They are especially
proficient with electricity.
=================== Note:
| STR | +1 | ~~~~
| INT | -- | * +1 Racial skill/spell practice sessions
| WIS | -- | * Slightly increased move, mana, and hitpoint
| DEX | -- | regeneration.
| CON | -- |
| CHA | +2 |
| HP | -- |
| MANA | -- |
| MOVES | -- |
| SIZE | Normal |
====================
Lizardkind find themselves at home in the swamps where they were born. They
are especially hardy creatures which has led some to believe that they are
invulnerable.
================= Note:
| STR | +1 | ~~~~
| INT | -- | * 25% fire resistance
| WIS | -- | * +1 hitpoints per level.
| DEX | -- | * Increased hitpoint regeneration.
| CON | +3 |
| CHA | -1 |
| HP | +20 |
| SIZE | Normal |
=================
Minotaur's are large creatures with an unnatural desire to feast upon the
flesh of others. Known for their strength and fear-inducing appearance,
few adventurers would dare cross paths with a minotaur in combat. They
have the supernatural ability to grow in fortitude, mana attunement, and
the ability to travel long distances as they mature.
================= Note:
| STR | +2 | ~~~~
| INT | +1 | * Minotaur's must satiate their hunger by
| WIS | -- | eating corpses.
| DEX | -- | * Innate Bash ability.
| CON | -- | * +1 hp, mana, and move per level.
| CHA | -3 |
| HP | +10 |
| MANA | +20 |
| MOVES | +10 |
| SIZE | LARGE |
=================
Pixies are a small, winged kin of Elves. They have a great love of
nature, along with a delight in torturing big folk with practical jokes.
(NOTE: This is an advanced difficulty class due to size restrictions)
================
| STR | -2 | Note:
| INT | -- | ~~~~
| WIS | +1 | * Regenerates mana at a double rate per tick.
| DEX | +1 | * Has innate airwalk ability.
| CON | -- | * +5 All-Spell Damage
| CHA | +3 |
| HP | -- |
| MANA | +40 |
| MOVES | -40 |
| SIZE | TINY |
================
Little is known about the origins of planewalkers, other than they come
from a land far away, or perhaps it is better said from a dimension
unlike our own. They are especially proficient with magical abilities.
================== Note:
| STR | -- | ~~~~
| INT | +1 | * -50% Resistance to light.
| WIS | +3 | * Increased mana regeneration.
| DEX | -- | * +3% spell critical hit chance
| CON | -1 | * Innate Teleport Minor proficiency
| CHA | -- |
| HP | -- |
| MANA | -- |
| MOVES | -20 |
| SIZE | NORMAL |
==================
Tieflings are infernal creatures, a race borne out of the fires of hell.
They are by their very nature resistant to fire, but this carries with it
an added vulnerability to frost. They specialize in bludgeon attacks.
================== Note:
| STR | +1 | ~~~~
| INT | +2 | * 50% Resistance to fire.
| WIS | -- | * 50% Vulnerability to frost.
| DEX | +1 | * +10 Elemental fire magic damage
| CON | -- |
| CHA | -1 |
| HP | -- |
| MANA | -- |
| MOVES | -- |
| SIZE | Normal |
==================
Tritons are aquatic living humanoids.
================== Note:
| STR | +1 | ~~~~
| INT | -1 | * Moves are doubled on land, halved in water.
| WIS | -- | * Needs 2 times the water while on land,
| DEX | +2 | requires none while in water.
| CON | +1 | * Reduced movement regeneration.
| CHA | -- | * Innate waterbreathing ability.
| HP | -- | * Innate waterwalk ability.
| MANA | -- | * +1 melee critical hit chance
| SIZE | Normal |
==================
These fearless creatures of darkness are renowned for their ability to wage
battle against even the most powerful of foes. Their strength is rivaled only
by half-giants, but their fearful appearance also causes others to hate them.
================= Note:
| STR | +2 | ~~~~
| INT | -- | * 50% Vulnerability to light.
| WIS | -1 | * +1% melee critical hit chance
| DEX | +2 | * Require 2 times as much food.
| CON | +1 | * Increased move regeneration.
| CHA | -1 |
| HP | -- |
| MANA | -- |
| MOVES | -- |
| SIZE | Large |
=================
Uldra's are cousins to Dwarves and Gnomes, who live in the tundra and have a
natural empathy for animals.
================= Note:
| STR | +2 | ~~~~
| INT | +2 | * 50% Resistance to frost.
| WIS | +1 | * 50% Vulnerability to fire.
| DEX | -- | * +10 Elemental cold magic damage
| CON | -- | * Haste does not double the food,
| CHA | -2 | thirst, or drunk requirements.
| HP | -- |
| MANA | -- |
| MOVES | -20 |
| SIZE | Small |
=================
Wemic's are half-lion, half-man creatures that hail from open plains in far
flung lands. They are renowned for their strength and speed in combat, but
they are not especially intelligent.
================= Note:
| STR | +2 | ~~~~
| INT | -- | * 50% Resistance to electricity.
| WIS | -1 | * Has innate infravision ability.
| DEX | +1 | * Slightly increased hitpoint regeneration.
| CON | -- | * +6% melee crit damage.
| CHA | +1 |
| HP | 35 |
| MANA | -- |
| MOVES | -- |
| SIZE | Large |
=================


