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==Dark-Elf==
==Dark-Elf==
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<br>
Dark Elves are not evil by nature and are friendly towards elves and most of the other races. <br>The only physical difference between them and elves is their darker skin colour.<br>Almost all of their characteristics are the same as an Elf although <br>since becoming a separate race they have different cultures and practice different sorts of magic. <br>Physically weak but very intelligent, all types of magic are open to them; they have no racial problem with necromancy. <br>Favoured weapon is a staff.<br>Best guild choices for a Darkelf are: Staves, Rogue, Woodsman, Magery, Arcane, Necromancy and any of the 7 Crafting Guilds.
Dark Elves are not evil by nature and are friendly towards elves and most of the other races. <br>The only physical difference between them and elves is their darker skin colour.<br>Almost all of their characteristics are the same as an Elf although <br>since becoming a separate race they have different cultures and practice different sorts of magic. <br>Physically weak but very intelligent, all types of magic are open to them; they have no racial problem with necromancy. <br>Favoured weapon is a staff.<br>Best guild choices for a Darkelf are: Staves, Rogue, Woodsman, Magery, Arcane, Necromancy and any of the 7 Crafting Guilds.<br><br>
<b>Stats</b>
<b>Stats</b>
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Revision as of 12:57, 20 February 2020

Human


Humans like to have their opinions heard and also like company and fun.
They like to muck around and joke sometimes where the Elves would be more serious.
Humans are materialistic, they horde items, increase their wealth and social standing,
appearance is also of big concern to a Human. Humans make good craftsmen.
Humans trust all the races unless their fathers have had war experience,
in that case they would not trust Fomorians much and there would be a little distrust of Dark elves.
Best guild choices for a human are: Swordsmanship, Woodsman, Mage, Bard, Druid, Rogue and any of the 7 Crafting Guilds.
A human wouldn't make a good Necromancer having a deep aversion to this.
Their favorite weapon is a sword.

Stats

Strength Dexterity Intelligence
Initial Values 40 10 10
Stat Caps 100 100 100
Specialist Caps 100 120 100
Regeneration Rates 1.0 1.0 1.0


Skills

Bonus Penalty
Swordsmanship +10
Anatomy +10
Tactics+10
Healing -8
Necromancy -8
Meditation -8
Recovers from being frozen faster 20% more damage when hit by a Vampire.

Elf


Elves are serene, thoughtful, intelligent, with a sense of humour, and a lover of music and art.
Elves should not be over-eager in battle because of their lack of physical strength, preferring to stand off and use their archery skills.
They talk rarely and with subtle emotional undertones and are never boastful,
never openly expressing their feelings especially of pain or sorrow.
Elves trust humans, dwarves, half elves and dark elves.
The Fomorian haven't been around long enough for the elves to fully trust them. They do not discriminate against the Fomorian though.
Elves dress in darker clothes to blend in with the forest, their native home.
Best guild choices for an Elf are: Archery, Woodsmen and any of the crafting guilds.
Elves would not be a Rogue or Necromancers for ethical reasons.
Elves would not make a good leader because they prefer to hunt alone or in small groups.

Stats

Strength Dexterity Intelligence
Initial Values 35 10 15
Stat Caps 80 100 120
Specialist Caps 100 100 120
Regeneration Rates 0.8 1.0 1.2


Skills

Bonus Penalty
Archery +10
Taming +10
Hiding +10
Stealth +10
Parry -8
Poisoning -8
Necromancy -8
Elves have partial nightsight 20% more damage when hit by a Partholan.

Half-Elf


The Half Elves are renowned woodmen that have far more skill bonuses and penalties than other races.
From the elves they gain their skill at archery, which is well known across Caeria.
From humans they gain their dexterity making them good craftsmen.
If the thrill of living off the land appeals to you, and you can cope with being slightly weak against magic, then this might be the life for you.
Due to skill penalties in the magic arts, Half Elves are slightly weak against magic.
Because of this they would not join any of the magic guilds at the start.
Best guild choices for Half Elf are: Woodsman, Archery,
with Rogue being a good choice for a third guild, and all the crafts.

Stats

Strength Dexterity Intelligence
Initial Values 40 15 5
Stat Caps 95 120 85
Specialist Caps 100 120 100
Regeneration Rates 0.95 1.2 0.85


Skills

Bonus Penalty
Archery +10
Tracking +10
Hiding +10
Stealth +10
Camping +10
Tactics+10
Magery -8
Arcane -8
Invocation -8
Meditation -8
Necromancy -8
Magic Resistance -8
Half-Elves have partial nightsight 20% more damage when hit by an Ophidian.

Dark-Elf


Dark Elves are not evil by nature and are friendly towards elves and most of the other races.
The only physical difference between them and elves is their darker skin colour.
Almost all of their characteristics are the same as an Elf although
since becoming a separate race they have different cultures and practice different sorts of magic.
Physically weak but very intelligent, all types of magic are open to them; they have no racial problem with necromancy.
Favoured weapon is a staff.
Best guild choices for a Darkelf are: Staves, Rogue, Woodsman, Magery, Arcane, Necromancy and any of the 7 Crafting Guilds.

Stats

Strength Dexterity Intelligence
Initial Values 35 15 15
Stat Caps 80 100 120
Specialist Caps 100 100 120
Regeneration Rates 0.8 1.0 1.2


Skills

Bonus Penalty
Magic Resistance +10
Meditation +10
Staves +10
Hiding +10
Parry -8
Leadership -8
Musicianship -8
Dark-Elves have partial nightsight 20% more damage when hit by a Drow.

Dwarf

Fomorian