Races
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. |