Difference between revisions of "Races"
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Revision as of 10:18, 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 | 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 1.75x hidden damage multiplier from trained melee weapon skills (e.g. sword, axe, staff, etc.) |
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 1.75x hidden damage multiplier from trained melee weapon skills (e.g. sword, axe, staff, etc.) |
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 1.75x hidden damage multiplier from trained melee weapon skills (e.g. sword, axe, staff, etc.) |
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 1.75x hidden damage multiplier from trained melee weapon skills (e.g. sword, axe, staff, etc.) |
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 a 1.65x hidden damage multiplier from trained axe and sword skills Dwarves have a 1.5x hidden damage multiplier from other trained melee weapon skills |
Humans | 45 | 5 | 50 | 4 | 80 | 4 | 9.52 | 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.) |
Halflings | 35 | 4 | 70 | 7 | 50 | 4 | 9.26 | 1.0 | 4.0 | 4 skill points per level, Sneak 3, Hurled 1, Ranged 1 | Tiny
See-invis 3, regen 1 Ability to 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.) |
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 1.4x hidden damage multiplier from trained bow weapon skill |
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 |
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
- Hidden damage multipliers apply to your trained weapon skill. See example below:
- For a race without hidden multipliers (e.g. High Elves), training 1 Sword skill will give +1 damage when attacking with a sword.
- For a race with hidden multipliers (e.g. Humans), training 1 Sword skill will give +(1 * hidden multiplier) damage when attacking with a sword. In this case, Humans get +2.5 damage for each Sword skill they train.
- Hidden damage multipliers do not apply to skills you get from joining a Guild, racial benefits, or magical items.