Races

From Sorcerors Quest Wiki
Jump to navigation Jump to search

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


The Dwarves are the tough warriors of Caeria and have a natural resistance to magic.
A dwarf is ready to fight at almost any moment and rarely goes outside without armour and weapons but spend their time peacefully mining, crafting and drinking ale.
They are headstrong, slow to learn, and their mood can vary from extremely happy to exceptionally grumpy in the blink of an eye.
They dress in sturdy earthy coloured clothes over their trusty armour and
they are always trying to improve their armour, weapons and ale with new techniques.
Best guild choices for a Dwarf are Macefighting, Blacksmithing and Tinkering.

Stats

Strength Dexterity Intelligence
Initial Values 45 10 5
Stat Caps 120 100 80
Specialist Caps 120 100 100
Regeneration Rates 1.2 1.0 0.8


Skills

Bonus Penalty
Magic Resistance +10
Tactics +10
Macefighting +10
Cartography -8
Detecting Hidden -8
Hiding -8
Poison effects are less 20% more damage when hit by a Duergar.

Fomorian


So you want to be a Fomorian? Do you think you're good enough to become one?
We are a very proud and honourable people with a love of brightly coloured clothing.
None of those drab or pastel colours for us! Be proud to be seen.
We are warriors first and foremost, highly skilled with the rapier.
We have dark skin and black hair and did we mention we are proud?
We put pride and honour before our life and it is our aim to be leaders
wherever we are and seek to become a Virtue Guard and none of that “Dark side” stuff.
So if you think you can meet these requirements then this is the race for you.
Fomorians are an ancient race but recent newcomers to Caeria and thus must
gain the trust of the other races through deeds and actions.
As they value honour highly, they are always seeking to improve their reputation.
"Death before Dishonour" is taken seriously.
Best guild choices for a Fomorian are: Fencing, Leadership, Druid, and any of the 7 Crafting Guilds.
Fomorians would not be Necromancers or Rogues for honour reasons

Stats

Strength Dexterity Intelligence
Initial Values 40 15 5
Stat Caps 100 120 80
Specialist Caps 100 120 100
Regeneration Rates 1.0 1.2 0.8


Skills

Bonus Penalty
Leadership +10
Fencing +10
Tactics +10
Hiding -8
Poisoning -8
Stealth -8
Recovers from being frozen faster 20% more damage when hit by a Nomad.