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RACE            STR  DEX  CON  INT  PIE  Size    Infravision?
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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
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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

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