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RACE STR DEX CON INT PIE Size Infravision? ------------------------------------------------------- Barbarian.......+10 +10 --- -20 --- Large No Cambion.........+10 --- --- +10 -20 Medium Yes Dark-Elf........-10 +20 -10 +10 --- Medium Yes Duergar.........+20 --- +10 --- -30 Medium Yes Dwarf...........+10 -10 +20 --- -10 Medium Yes Elf.............-10 +10 -10 +20 --- Medium Yes Gnome...........--- -10 +10 +10 +10 Small Yes Goblin..........+10 --- +20 -30 --- Small Yes Grey Elf........-20 +10 -30 +30 +10 Medium Yes Half-Elf........-10 +10 -10 +10 --- Medium Yes Half-Giant......+20 --- --- -10 -10 Large Yes Half-Orc........+10 --- +10 -10 -10 Medium Yes Halfling........-20 +20 --- --- --- Small Yes Human...........Pick: one +10, one -10 Medium No Kataran.........--- +20 +10 -20 -10 Medium Yes Kenku...........--- +20 -20 --- --- Small No Kobold..........-20 +20 -10 +10 --- Small Yes Minotaur........+20 -10 --- -10 --- Large No Ogre............+30 -20 +20 -30 -20 Large No Orc.............+10 --- +10 -20 --- Medium Yes Orog............+20 -10 +20 -30 -20 Medium Yes Seraph..........-20 -10 --- +10 +20 Medium No Tiefling........--- +10 -20 +20 -10 Small Yes Troll...........+20 -10 +30 -20 -30 Large Yes Wild Elf........+10 +20 --- -10 -10 Medium Yes Racial quirks/benefits/penalties ------------------------------------------------------- Barbarian - Permanent "warmth" effect (help warmth) - Hit bonus with weapon type: spear - Highly resistant to fear/mental attacks Cambion - Always 25% immune to hold/fear/scare spells - Bonus (+10%) to damage when using unholyword (help unholyword) - High resistance to mind-effecting spells Dark-Elf - Bonus (+25%) when hide/sneak underground - Ability: sign (help sign) - If non-caster, hit bonus with weapon type: sword, rapier, 1Hand Crossbows - Always 90% immune to hold/fear/scare spells - Innate 'levitate' 2x per day Dwarf - Hit bonus with weapon type: hammer, axe - Extra defense (harder to be hit) vs creature type Giantkin - Highly resistant to poison Duergar - Hit bonus with weapon types: hammer, axe - Extra defense (harder to be hit) vs creature type Giantkin - Highly resistant to poison - Innate "invisible" 1x per day - Immune to fear/scare spells - Moderate resistant to bleeding (festering wounds) Elf - Bonus (+25%) when hide/sneak in forests, +10% hide/sneak elsewhere - Hit bonus with weapon type: bow, sword - Always 90% immune to hold/fear/scare spells Gnome - Hit bonus with weapon type: staff - Extra defense (harder to be hit) vs creature type Giantkin - Increased resistance to mind-effecting spells - High resistance to mind-effecting spells Goblin - Extra defense (harder to be hit) vs creature type Giantkin - Highly resistant to poison and disease Grey Elf - Receive arcane-weapon skill; Hit bonus with type: arcane-weapon - Hit bonus with weapon type: bow, staff, sword - Always 90% immune to hold/fear/scare spells Half-elf - Always 30% immune to hold/fear/scare spells - +10% XP bonus on kills - +10% chance raising all skills Half-orc - High resistance to mind-effecting spells - +10% XP bonus on kills - +10% chance raising all skills - Highly resistant to poison and disease - Moderate resistant to bleeding (festering wounds) Halfling - Bonus +20% hide, +20% sneak, faster hide - Hit bonus with weapon type: sling - Extra defense (harder to be hit) vs creature type Giantkin - Increased dodge chance Half-Giant - +10% damage bonus with all large melee weapon types - Ability to smash in combat (help smash) - Moderate resistant to bleeding (festering wounds) Human - +15% XP bonus on kills - +10% gold bonus on kills - +20% chance raising all skills Kataran - +10% to hide/sneak, faster hide - +10% hit bonus for backstab and ambush - Moderate resistant to bleeding (festering wounds) - Increased dodge chance Kenku - Bonus +20% hide, +15% sneak, faster hide, - Permanent "tongues" effect (help tongues) - Incresed dodge chance Kobold - Bonus +10% hide/sneak, faster hide - Hit bonus with weapon type: thrown, crossbow - Extra defense (harder to be hit) vs creature type Giantkin - Increased dodge chance - Highly resistant to poison and disease Minotaur - Ability: track (help track) - Ability: gore (help gore) - Hit bonus wth weapon type: great-axe, great-hammer - Very resistant to bleeding (festering wounds) Ogre - Hit bonus with weapon type: club - Highly resistant to poison and disease - Ability to smash in combat (help smash) - Very resistant to bleeding (festering wounds) - Penalty to dodge chance - Penalties vs mental and spell attacks Orc - Hit bonus with weapon type: axe, great-axe - Highly resistant to poison and disease - Moderate resistant to bleeding (festering wounds) Orog - Hit bonus with all 2-handed weapons - Immune to fear/scare spells - Highly resistant to poison and disease - Penalties vs mental and spell attacks - Very resistant to bleeding (festering wounds) Seraph - Hit bonus with weapon type: divine-weapon - Always 25% immune to hold/fear/scare spells - Bonus (+10%) to damage when using holyword (help holyword) - Can detect evil Troll - Natural regeneration: +1-3hp per tick - Highly resistant to disease - Extremely resistant to bleeding (festering wounds) - Fire vulnerability: +20% damage from fire attacks Tiefling - Always must be chaotic (help alignment) - Always 25% immune to hold/fear/scare spells Wild Elf - +35% hide/sneak bonus in forests, +10% hide bonus everywhere - Hit bonus with weapon type: bow, spear, dagger - Always 90% immune to hold/fear/scare spells