Difference between revisions of "Races"

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(Wyvern Character Races)
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* [[Storm Giants]]
 
* [[Storm Giants]]
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Vampires
  
 
== Races at a glance ==
 
== Races at a glance ==

Revision as of 16:36, 1 March 2019

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

Humans

HumansNew.png


Halflings

HalflingsNew.png


Dwarves

DwarvesNew.png


Elves

ElvesNew.png


Pixies

PixiesNew.png


Nagas

NagasNew.png


Rakshasas

Rakshasas.png


Giants

Giants.png


Vampires

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%
Humans 45 5 50 4 80 4 8.7 1.0 4.0 4 skill points per level None
Dwarves 60 5 30 3 110 3 8 1.0 4.0 Axes 4, Blacksmith 4, Jeweler 1 Immune poison; resist magic, cut, stab, smash, fire, cold and shock all 25%.
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 10), resist confusion 50%, resist paralysis 50%
Pixies 20 3 120 12 40 3 10 1.11 8.0 Dodge 3 + 1 Dodge per level, 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
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
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
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
  • 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