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You may select from ten different races,
each with it’s own unique abilities and attributes.
Click to jump to:
Humans:

"Humans are the easiest and most well rounded characters, and do well for any class."
Special Abilities: None
Class Restrictions: None
Personal Opinion: Humans lack any "special" bonuses, but make
very solid overall characters in any class. They are the most balanced race for Druids.
A Human Elder Druid with maximum strength, agility and wisdom has 28 strength
and 28 agility when morphed. Humans are also good for Paladins or Clerics, possibly
Rangers as well.
Maximum Statistics:
20-Str | 20-Int | 20--Agi | 20-End | 20-Wis | 20-Chr
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Elves:

"While not as strong as the average human, Elves are often more Intelligent and wise. A
slender, graceful folk, Elves do well as spellcasters and clerics, and the more agile
ones can make good thieves."
Special Abilities: None
Class Restrictions: None
Personal Opinion: Elves are arguably the best race for spellcasters, and make excellent
Sorcerors and Clerics with high intelligence and wisdom, but also average strength
and good endurance. They also do very well as Druids and Thieves. The average strength
limits how effective they are in fighting classes, but the high charisma makes for a
great Ranger.
Maximum Statistics:
18-Str | 21-Int | 21-Agi | 19-End | 21-Wis | 22-Chr
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Half-Elves:

"More intelligent and wiser than the average human, Half-Elves are not quite as intelligent
as elves, although they tend to be stronger. A well rounded race, suitable for most any class."
Special Abilities: None
Class Restrictions: None
Personal Opinion: With the increased strength and endurance over
Elves, Half-Elves make great Druids, Paladins and Rangers. They are still quite good as
Thieves or Clerics, but are not as suited to fighting classes as those races with higher
strength, agility and/or endurance.
Maximum Statistics:
19-Str | 20-Int | 21-Agi | 20-End | 20-Wis | 21-Chr
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Dark Elves:

"Not as friendly as their surface dwelling cousins, Dark Elves are a
dark and cunning race that live in immense underground cities. They are well versed in
ancient magic and make well rounded characters in just about any class."
Special Abilities: Infravision (the ability to detect heat in the absence of light)
Class Restrictions: Cannot be Paladins, Druids, or Bards
Personal Opinion: Dark Elves' increased strength and
lower agility over Halflings makes them a well balanced race. They make great Thieves,
Assassins and Monks, and decent Barbarians and Knights. Dark Elves have very good
magic resistance, but lack the hit points that other fighting races have to give
them much lasting power. The increased magic resistance and a muscular build make them
formidable foes for most magic users.
Maximum Statistics:
20-Str | 20-Int | 22-Agi | 17-End | 20-Wis | 15-Chr
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Halflings:

"Almost as smart and agile as gnomes, but hardier and better fighters.
Halflings make great thieves and druids."
Special Abilities: None
Class Restrictions: None
Personal Opinion: Halflings are second only to Gnomes when it
comes to magic resistance. They are the most agile race and seem to have an above
average hit rate when they have 23 agility. They do well for any class, but make
excellent Thieves, Druids, and Rangers and good Assassins, or Monks. The high
agility is balanced with lower endurance, only giving 649 hit points at level 25 with
the maximum 17 endurance. Also, because of their size like Gnomes they can fit
through small places.
Maximum Statistics:
18-Str | 20-Int | 23-Agi | 17-End | 20-Wis | 22-Chr
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Gnomes:

"Even more agile and intelligent than Elves, Gnomes make great spellcasters or
even thieves. They tend to be a small folk (about 3 feet tall), and with low
endurance, but their small size and high agility make them difficult targets
to hit!"
Special Abilities: None
Class Restrictions: Cannot be Barbarians
Personal Opinion:
With the highest intelligence and wisdom of all the
races, Gnomes make excellent Sorcerors and Clerics, but sacrifice much with their low endurance.
As a Sorceror compared to an Elf, they sacrifice 124 hit points for 13 more damage and a
slight increase in magic resistance. They don't seem to dodge well, and only having 600 hit points at
level 25 makes them easily taken down in one round of attacks by Assassins or Monks and many
high level NPC's. Gnomes, like Halflings and Goblins, are small in size which allows them to fit in
tight places.
Maximum Statistics:
16-Str | 22-Int | 21-Agi | 16-End | 22-Wis | 20-Chr
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Dwarves:

"Strong and stout, Dwarves make excellent warriors, although they can be weak as spellcasters.
Stronger and more hardy than an average human, but not generally very agile."
Special Abilities: None
Class Restrictions: None
Personal Opinion: Dwarves seem to have a naturally high dodge rate,
but also seem to have a poor hit rate like Half-Orcs. In comparison, Dwarves lower strength
is balanced with a great deal of wisdom and natural magic resistance. Because of their decent
intelligence and wisdom along with high strength, they make amazing Druids, and tank-like
Clerics with 825 hit points at level 25.
Maximum Statistics:
21-Str | 16-Int | 19-Agi | 22- End | 19-Wis | 16-Chr
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Goblins:

"Not the brightest or most attractive of races, but agile and
hardy. Goblins make excellent thieves."
Special Abilities: Poison Resistance
Class Restrictions: Cannot be Paladins, Druids, or Bards
Personal Opinion: Goblins are probably the best race for
Thieves and make good Assassins, and decent Barbarians or Knights. They are
a well rounded race with average magic resistance and high agility. Maximum strength is low but Goblins can hold their own with 750 hit points at level
25. You may hear the term "Old Goblin" or "Old School Gobby," which means a
Goblin with 22 endurance, which was lowered to 20 in an effort to balance
the races. Goblins are also small enough to fit in small places like air
shafts and cracks.
Maximum Statistics:
19-Str | 17-Int | 22-Agi | 20-End | 17-Wis | 15-Chr
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Saurians:

"Saurians are large reptile humanoids that resemble a large upright walking
lizard. These lizard warriors are extremely strong, and incredibly swift and agile. They
are not extremely intelligent and tend to make better fighters than mages."
Special Abilities: None
Class Restrictions: Cannot be Paladins, Sorcerors, Necromancers, Druids, or Bards
Personal Opinion: Saurians are probably the best race for Assassins,
although their lacking in magic resistance makes them easily targeted by spellcasters.
Saurian Monks with natural class magic resistance do quite well. High agility and high
strength make them the 2nd strongest race in the game, and probably the best fighting
race overall. Saurians also make good Barbarians, Knights and Thieves.
Maximum Statistics:
22-Str | 14-Int | 22-Agi | 19-End | 14-Wis | 14-Chr
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Half Orcs:

"Half-Orcs are generally not the brightest beings in the world and are terrible
with magic, making them poor spellcasters. On the other hand, Half-Orcs possess great
Strength and endurance, making them great for fighter roles, such as warriors and
barbarians."
Special Abilities: Poison Resistance and Regeneration (4 times faster than normal,
includes hit points and mana points, as well as spells, hunger or thirst, etc.)
Class Restrictions: Cannot be Paladins, Sorcerors, Necromancers, Druids, or Bards
Personal Opinion: Half Orc hit things go BOOM! :) The regeneration can be a great
boon to them when faeriefired or sapped, but in most other respects, it can be as
much a hamper as a help. With maximum 19 agility Half Orcs tend to have a fairly
poor hit rate but when they do hit, you'll know it. They do very well in classes
that have a naturally high dodge rate like Monks and Assassins. They also make
good Barbarians or Knights.
Maximum Statistics:
23-Str | 14-Int | 19-Agi | 22-End | 14-Wis | 14-Chr
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