Difference between revisions of "Races"
From Wyvern Source
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Revision as of 08:07, 26 April 2021
Wyvern characters can be one of many different races that are relatively equal in power. All races are available in male and female versions.
Wyvern Character Races
Giants
Races at a glance
Race | HP | HP/ Lv | SP | SP/ Lv | Str | Skp/ Lv | Move/ Sec | Beg Att/Sec | Max Att/Sec | Racial Skills | Racial Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
Halflings | 35 | 4 | 70 | 7 | 50 | 4 | 8.3 | 1.0 | 4.0 | 4 skill points per level, Sneak 3, Hurled 1, Ranged 1 | Tiny, see-invis 3, regen 1, hide, resist poison 20%, resist magic 20%. Halflings have a 2.5x hidden damage multiplier from trained melee weapon skills (e.g. sword, axe, staff, etc.). Example: 10 sword skill counts normally adds 10 damage; halflings get 25 damage. |
Humans | 45 | 5 | 50 | 4 | 80 | 4 | 8.7 | 1.0 | 4.0 | 4 skill points per level | Humans have a 2.5x hidden damage multiplier from trained melee weapon skills (e.g. sword, axe, staff, etc.). Example: 10 sword skill counts normally adds 10 damage; humans get 25 damage. |
Vampires | 45 | 5 | 50 | 4 | 120 | 4 | 8.7 | 1.0 | 4.0 | 3.5 skill points per level | 3 skill points on odd levels, 4 skills on even levels and every 5 levels (5, 10, 15). Cold resistance, poison resistance, fire vulnerability, bat-shapeshift, holy vulnerability, sunlight vulnerability, can eat corpses for food, hp drain, 20% bonus to trained skills at nighttime. Cannot join monk, cavemen, or paladins guild |
Dwarves | 60 | 5 | 30 | 3 | 110 | 3 | 8 | 1.0 | 4.0 | Axes 4, Blacksmith 4, Jeweler 1 | Immune poison; resist magic, acid, cut, stab, smash, fire, cold and shock all 25%. Will not be slowed down by weight until at weight carry limit. Dwarves have a 1.5x hidden damage multiplier from trained axe and sword skills. Example: 10 axe skill counts normally adds 10 damage; dwarves get 15 damage. |
Dark Elves | 40 | 4 | 80 | 8 | 70 | 3 | 9.5 | 1.0* | 4.0 | Blades 4, Sneak 2, Dodge 1, Meditation 1 | Dual wield (2 attacks/round), darksight 5, immune fear, immune blind |
Wood Elves | 40 | 4 | 80 | 8 | 60 | 3 | 10 | 1.0 | 4.0 | Ranged 4, Sneak 2, Dodge 2, Meditation 1 | See-invis 3, darksight 3, immune slow, autofire, fast in forest |
High Elves | 40 | 4 | 80 | 8 | 60 | 3 | 8 | 1.25 | 4.0 | Sneak 2, Meditation 2 | See-invis 6, fast learning for Element skills (2skp/point up to lvl 16), +1 lore point per Lore level, resist confusion 50%, resist paralysis 50% |
Pixies | 20 | 3 | 120 | 12 | 40 | 3 | 10 | 1.11 | 8.0 | Dodge 3 + 1 Dodge per 2 levels (25 dodge at level 50), Meditation 2, Lore 1 | See-invis 3, regen 1, flying, immune slow/paralysis/confusion, 75% poison resist, magic dart spell, meditation regenerates mana twice as fast as other races. Can walk/phase through monsters when flying. |
Nagas | 40 | 4 | 60 | 6 | 90 | 3 | 7.7 | 0.83 | 4.0 | Polearm 2, Meditation 1, Water 1, Fire -1 | Shapeshift, swim/water-walk, fast in water, 25% poison resist |
Leopards | 55 | 5 | 50 | 5 | 85 | 3 | 9.5 | 1.67 | 5.5 | Unarmed 4, Dodge 4, Sneak 3, All weapons -7 | Darksight 3, see-invis 2, immune to all traps, leap ability, fast in forest/snow/jungle. Base unarmed WC = 10 +2*level |
Lions | 60 | 5 | 40 | 4 | 90 | 3 | 9.1 | 1.0 | 4.5 | Unarmed 4, Dodge 1, Sneak 1, All weapons -7 | Darksight 3, see-invis 2, immune fear, immune slow, immune paralysis, immune confusion, base unarmed WC = 10 +2*level |
Panthers | 50 | 5 | 80 | 8 | 80 | 3 | 9.1 | 1.0 | 5.0 | Unarmed 4, Sneak 4, Dodge 1, All weapons -7 | Darksight 5, see-invis 2, fast in forest/snow/jungle. Base unarmed WC = 10 +2*level |
Tigers | 60 | 6 | 57 | 3 | 100 | 3 | 9.1 | 1.0 | 4.0 | Unarmed 4, Dodge 1, Sneak 1, All weapons -7 | Darksight 3, see-invis 2, fast in forest/snow. Base unarmed WC = 10 +2*level |
Fire Giants | 80 | 10 | 20 | 2 | 180 | 3 | 6.25 | 0.74 | 3.2 | Swords 4, Fire 1, -3 Water, -2 other elements, -1 magical arts | Immune fire. Giants have 1.25x hidden damage multiplier from melee weapon skills (e.g. sword, axe, staff, etc.). Example: 10 sword skill counts normally adds 10 damage; giants get 12.5 damage. |
Frost Giants | 80 | 10 | 20 | 2 | 180 | 3 | 6.25 | 0.74 | 3.2 | Axes 4, Water 0, -2 other elements, -1 magical arts | Immune cold, fast in snow. Giants have 1.25x hidden damage multiplier from melee weapon skills (e.g. sword, axe, staff, etc.). Example: 10 sword skill counts normally adds 10 damage; giants get 12.5 damage. |
Stone Giants | 90 | 11 | 15 | 2 | 190 | 3 | 5.4 | 0.69 | 3.0 | Clubs 4, Earth 0, -2 other elements, -1 magical arts | Immune petrify. Giants have 1.25x hidden damage multiplier from melee weapon skills (e.g. sword, axe, staff, etc.). Example: 10 sword skill counts normally adds 10 damage; giants get 12.5 damage. |
Storm Giants | 80 | 10 | 30 | 3 | 180 | 3 | 6.25 | 0.77 | 3.2 | Lore 1, Air 4, Blades 4, -2 other elements, Evocation 0, -1 other arts | Flying, Thunderbolt spell, immune shock. Giants have 1.25x hidden damage multiplier from melee weapon skills (e.g. sword, axe, staff, etc.). Example: 10 sword skill counts normally adds 10 damage; giants get 12.5 damage. |
- Dark Elves get 2 attacks per turn when dual-wielding
- Strength (STR) units are pounds that can be carried without slowing down
- Skp/level is up to level 25, after which it is 1/level except at 30/35/40/45/50, where you get the racial amount (4 or 3)
- Darksight is measured as the radius of a corresponding light source