Difference between revisions of "Races"
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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. | 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. | ||
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Revision as of 09:37, 26 April 2021
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 | 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. |
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. |
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. |
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. |
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. |
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. |
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 |
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 |
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 |
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% |
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 |
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 |
- 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