Races
Wyvern characters can be one of many different races each with their own unique attributes and racials. All races are available in male and female versions.
Race | HP | HP/ Lv | SP | SP/ Lv | Str | Skp/ Lv | Move/ Sec | Beg Att/Sec | Max Att/Sec | Racial Skills | Racial Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
Fire Giants | 80 | 10 | 20 | 2 | 180 | 3 | 7.69 | 0.74 | 3.2 | Swords 4, Fire 1, -3 Water, -2 other elements, -1 magical arts | Fire immunity
Healing skill heals 4 times as much on Giants Giants have extra proficiency with melee weapons (e.g. sword, axe, staff, etc.), allowing them to deal additional damage. |
Storm Giants | 80 | 10 | 30 | 3 | 180 | 3 | 7.69 | 0.77 | 3.2 | Lore 1, Air 4, Blades 4, -2 other elements, Evocation 0, -1 other arts | Air immunity
Flying Thunderbolt spell Healing skill heals 4 times as much on Giants Giants have extra proficiency with melee weapons (e.g. sword, axe, staff, etc.), allowing them to deal additional damage. |
Frost Giants | 80 | 10 | 20 | 2 | 180 | 3 | 7.69 | 0.74 | 3.2 | Axes 4, Water 0, -2 other elements, -1 magical arts | Water immunity
Fast movement in snow Healing skill heals 4 times as much on Giants Giants have extra proficiency with melee weapons (e.g. sword, axe, staff, etc.), allowing them to deal additional damage. |
Stone Giants | 90 | 11 | 15 | 2 | 190 | 3 | 7.41 | 0.69 | 3.0 | Clubs 4, Earth 0, -2 other elements, -1 magical arts | Petrification immunity
Healing skill heals 4 times as much on giants Giants have extra proficiency with melee weapons (e.g. sword, axe, staff, etc.), allowing them to deal additional damage. |
Dwarves | 60 | 5 | 30 | 3 | 110 | 3 | 8.7 | 1.0 | 4.0 | Axes 4, Blacksmith 4, Jeweler 1 | Poison immunity
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 great proficiency with axe and swords, allowing them to deal additional damage. Dwarves have some proficiency with other melee weapons. |
Humans | 45 | 5 | 50 | 4 | 80 | 4 | 9.52 | 1.0 | 4.0 | 4 skill points per level | Humans have extra proficiency with melee weapons (e.g. sword, axe, staff, etc.), allowing them to deal additional damage. |
Halflings | 35 | 4 | 70 | 7 | 50 | 4 | 9.26 | 1.0 | 4.0 | 4 skill points per level, Sneak 3, Hurled 1, Ranged 1 | See-invis 3, regen 1
Ability to hide Resist poison 20%, resist magic 20% Halflings have extra proficiency with melee weapons (e.g. sword, axe, staff, etc.), allowing them to deal additional damage. |
Vampires | 45 | 5 | 50 | 4 | 120 | 4 | 9.52 | 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, holy vulnerability, sunlight vulnerability Bat-shapeshift Can eat corpses for food Bite (unarmed attack) WC starts at 20 and caps at 100. WC = 20 + level*1.6 HP drain on bite attacks 20% bonus to trained skills at nighttime Cannot join monk, cavemen, or paladins guild |
Wood Elves | 40 | 4 | 80 | 8 | 60 | 3 | 10.2 | 1.0 | 4.0 | Ranged 4, Sneak 2, Dodge 2, Meditation 1 | Autofire arrows using a bow / crossbow
See-invis 3, darksight 3 Immune slow Fast in forest Wood elves have a 1.35x hidden damage multiplier from all damage related to bows. |
Dark Elves | 40 | 4 | 80 | 8 | 70 | 3 | 10 | 1.0* | 4.0 | Blades 4, Sneak 2, Dodge 1, Meditation 1 | Dual wield (2 attacks/round)
Darksight 5 Immune fear and blind |
High Elves | 40 | 4 | 80 | 8 | 60 | 3 | 10 | 1.25 | 4.0 | Sneak 2, Meditation 2 | Fast learning for Element skills (2skp/point up to lvl 16)
+1 lore point per Lore level Resist confusion 50%, resist paralysis 50% See-invis 6 |
Leopards | 55 | 5 | 50 | 5 | 85 | 3 | 10 | 1.67 | 5.5 | Unarmed 4, Dodge 4, Sneak 3, All weapons -7 | Base unarmed WC = 10 +2*level
Immune to all traps Leap ability Darksight 3, see-invis 2 Fast in forest/snow/jungle. |
Lions | 60 | 5 | 40 | 4 | 90 | 3 | 9.8 | 1.0 | 4.5 | Unarmed 4, Dodge 1, Sneak 1, All weapons -7 | Base unarmed WC = 10 +2*level
Immune to fear, slow, paralysis, and confusion Darksight 3, see-invis 2 |
Panthers | 50 | 5 | 80 | 8 | 80 | 3 | 9.8 | 1.0 | 5.0 | Unarmed 4, Sneak 4, Dodge 1, All weapons -7 | Base unarmed WC = 10 +2*level
Darksight 5, see-invis 2 Fast in forest/snow/jungle |
Tigers | 60 | 6 | 57 | 3 | 100 | 3 | 9.8 | 1.0 | 4.0 | Unarmed 4, Dodge 1, Sneak 1, All weapons -7 | Base unarmed WC = 10 +2*level
Darksight 3, see-invis 2 Fast in forest/snow Tigers have some proficiency with unarmed claws, allowing them to deal additional damage. |
Pixies | 20 | 3 | 120 | 12 | 40 | 3 | 10.53 | 1.11 | 8.0 | Dodge 3 + 1 Dodge per 2 levels (25 dodge at level 50), Meditation 2, Lore 1 | Meditation regenerates mana twice as fast as other races
Immune to slow, paralysis, and confusion 75% poison resist Flying. Can walk/phase through monsters when flying. See-invis 3, regen 1 Magic dart spell |
Nagas | 40 | 4 | 60 | 6 | 90 | 3 | 8.33 | 0.83 | 4.0 | Polearm 2, Meditation 1, Water 1, Fire -1 | Shapeshift
25% poison resist Swim / water-walk Fast in water |
- 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