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Races

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What are player races?

Player race is a well, a race, that players can choose in the Race Guild. The race determines for instance maximum stats, stat costs, carry ratio, and seeing level or a player. Race Guild is located east from Temple Yard. Players can freely choose a race, until they hit level 6. If race choice is bad, you can still go and buy a new race or stat reset from Doctor Mengele in the player hospital. This is located just south of the Market Square in Tristeza.

Available races

Each race has different characteristics. They're easiest to describe with different set of stats.

Maximum stats [*] Donator only
Race Con Dex Int Str Max HP Max SP Max FP
Trolls 187 44 33 176
Ogres* 154 66 55 165
Dwarves 132 77 77 154 727 422 633
Half-orcs 143 88 77 132
Humans 110 110 110 110
Goblins* 99 165 77 99
Half-elves* 88 121 143 88
Dark Elves 77 121 176 66 422 971 436
Elves 66 143 165 66
Hobbits 66 198 121 55

Dwarves

Name

Homo petrous (sps. khazad or naugrim also exist)

Physical

Dwarves are short, stocky hominids with a racially characteristic beard (both male and female). They have the best night vision of any race, and are among the hardiest of races known. Dwarves are very strong and somewhat dexterous. They have extremely well developed musculature. They are susceptible to most human diseases.

Dwarves are comfortable in the darkness, but also in daylight. They can see perfectly in both! This is an unique advantage which only the dwarves have (the poor bearded guys can't even have the stomach to devour corpses you know).

Mental

Dwarves are much smarter than the goblinoid races, but lack intelligence in comparison to the other hominids. They are be no means dumb however. The use of tools and weapons come naturally to all dwarves, and they are very adept at caring for their own weapons. All dwarves are born with the instinctual ability to work metal and sharpen (use command 'fix' now!) their own weapons.

Culture

Dwarves are clannish and prefer the company of other dwarves. They generally converse in the dwarven language, but are adept with the human tongue as well. Dwarves are polite and courteous to other races, but do not go out of their way to be friendly.

Attributes

Dwarves are tough and hardy. They can carry more than any race but trolls. Very skilled with weapons, dwarves tire much less easily than other races, and are extraordinary melee fighters. They like to drink and do not get drunk as easily as other hominids.


Dark Elves

Name

Moreldar quendi (Homo nyx quentis, rarely accepted)

Physical

Dark elves are a fairy race, beautiful but alien by human standards. Tall and lithe, they appear weak and fragile to mortal hominids or goblinoids. Elves are extremely healthy, being immune to all known diseases. Elves are also immortal for all practical arguments. They can see perfectly in darkness, but hate the light of the Sun. Their pointed ears hear better than of any race, except perhaps hobbits. Elves heal moderately when injured, but do not fatigue mentally to any noticeable effect. They are considerable weaker than other races. Elves have little tolerance for alcohol.

Mental

Even the most skilled of human magic users consider dark elves to be extraordinary magicians. Dark elves have intellectual powers far beyond that of other races and make the best magic users. Dark elves learn to handle even the most complicated weapons and tools quickly and easily.

Culture

Dark elves are evil, sadistic monsters of the Underworld. They hate almost all other races, but especially elves. They are greatly feared by other races save trolls, which are almost allies, though not their friends.

Attributes

Extraordinarily intelligent and very dexterous dark elves make excellent magic users. They are a bit weak and frail for melee combat, but are extremely ferocious and skillful when required. Dark elves are unable or unwilling to carry large loads, but do require less nourishment than other races. They also rebound from mental exertions much more quickly than other races.


Elves

 Name: Eldar quendi (Homo quentis, rarely accepted)
 
 Physical: Elves are a fairy race, extremely beautiful by human standards.
 Tall and lithe, they appear weak and fragile to mortal hominids or
 goblinoids. Elves are extremely healthy, being immune to all known
 diseases. Elves are also immortal for all practical arguments. They have
 exceptional eyesight, and their pointed ears hear better than any race,
 except perhaps hobbits. Elves heal moderately when injured, but do not
 fatigue mentally to any noticeable effect. They are considerable weaker
 than other races. Elves have little tolerance for alcohol.
 
 Mental: Even the most skilled of human magic users consider elves to be
 extraordinary magicians. Elves have intellectual powers far beyond that of
 other races and make the best magic users. Elves learn to handle even the
 most complicated weapons and tools quickly and easily.
 
 Culture: Elves are rather carefree and happy folk. A bit standoffish from
 other races, they use the human tongue to be polite, but prefer to speak in
 their own rich language when among their kin. Elves are helpful towards
 other races, but do have a deep rooted enmity for half-orcs.
 
 Attributes: Extraordinarily intelligent and very dexterous elves make
 excellent magic users. They are a bit weak and frail for melee combat, but
 are extremely brave and skillful when required. Elves are unable or
 unwilling to care large loads, but do require less nourishment than other
 races. They also rebound from mental exertions much more quickly than other
 races.
 
 Maximum Hit Points........361
 Maximum Spell Points......910
 Maximum Fatigue Points....572                                              


Goblins

 Name: Goblinous periannath
 
 Physical: Goblins are, as their name implies, a goblinoid race that
 actually started the whole "goblinoid thing". Compared to other goblinoids,
 they are considered runts, but they are by no means weak. Even though they
 are somewhat smaller than humans, their physical prowess is only slightly
 lower, and they are extremely quick and agile, only second to hobbits.
 
 Mental: For a goblinoid race, goblins are actually rather smart. This,
 however, does not mean they would be exceptionally intelligent compared to
 humans or fey races. They are usually not cut out to be powerful wielders
 of the arcane powers, but are smart enough to have dumber goblinoids do
 their bidding, even if they lack the physical strength to boss them around
 by force.
 
 Culture: Goblins are somewhat tribal, but organized as a whole. They have
 close-knitted tribes and clans, out of which elders are chosen to form a
 council to rule the goblin lands. They often seem more savage and brutal
 than they actually are, because many often wear war masks, paint
 themselves, or sharpen their teeth to look more ferocious.
 
 Attributes: Goblins are extremely quick and agile, making them good thieves
 and ninjas. Their adequate physical prowess grants them ability to hold
 their own in melee combat, and their moderate intelligence gives them
 somewhat better edge in situations where common sense counts as much as
 brute strength.
 
 Maximum Hit Points........544
 Maximum Spell Points......422
 Maximum Fatigue Points....727                                              


Half-elves

 Name: Quendi sapiens
 
 Physical: Half elf, half human, the half-elves have a mixture of abilities
 derived from their two parent races. Tall and lithe like the elves, the
 half-elves are a bit stronger and tougher than elves, while they can't
 quite compete with humans in these areas. They are somewhat faster than
 humans, though. They are not, however, immune to diseases like their elven
 predecessors.
 
 Mental: Half-elves are very skilled in the art of magic. Their mental
 capabilities are somewhere in between humans and elves, making them
 excellent wizards or clerics.
 
 Culture: Half-elves do not have culture of their own. Depending on where
 they are raised, at the human parent's or at the elf parent's, they adapt
 to these cultures. Many half-elves are somewhat loners, not fully accepted
 into human or elf settlements, because in elf perspective they grow up
 quickly and do not live long enough, and in human perspective they grow up
 slow.
 
 Attributes: Like elves, the half-elves are intelligent and dextrous and
 make excellent magic users. They are not quite as frail as elves though, so
 they are a bit more suitable for physical rigors such as melee combat. They
 have bright minds and recover from mental strain more easily than most
 races.
 
 Maximum Hit Points........483
 Maximum Spell Points......788
 Maximum Fatigue Points....572                                              


Half-orcs

 Name: Goblinous psuedosapiens
 
 Physical: The result of perverse interbreeding between humans and orcs,
 half-orcs retain many of the best (or worst) qualities of both species.
 Half-orcs are very powerful creatures, with great strength and moderate
 speed. They are generally healthy, although do fall prey to several common
 diseases. They can see in the dark to some extent. Half-orcs are considered
 unattractive by most other races, but they do occasionally practice some
 form of personal hygiene. Half-orcs do heal quickly, although any mental
 effort tires them considerably.
 
 Mental: Half-orcs did inherit about half the intelligence of their human
 ancestors. They are marginal magic users, but better than the other
 goblinoids. Half-orcs are capable of learning to use the most complicated
 weapons if given enough time to practice.
 
 Culture: Half-orcs have retained the tribe system of their orcish
 relatives, and are able to speak in the orcish tongue. They do associate
 with other races, and have become civilized to the point of living in
 houses and towns. Half-orcs have a deep rooted racial hatred of the elves.
 
 Attributes: Half-orcs are not very dexterous, and are somewhat slow
 intellectually. They can carry rather large loads due to their strength.
 They have a custom of devouring the corpses of their slain enemies after
 battle, but are at least civilized enough to wait until the fight is over,
 unlike trolls. Half-orcs are tough fighters who can take a great deal of
 damage and still fight.
 
 Maximum Hit Points........788
 Maximum Spell Points......422
 Maximum Fatigue Points....605
 
 Testimony from a local half-orc on the race, advantages and disadvantages:
 
 HALF-ORCS IS VERY KLEVER AND KWIK AND SCARRRD AND UGGGLY AND STINKY AND
 STRRONG! HALF-ORCS LIKE PAIN! HALF-ORCS IS TAF! HALF-ORCS NOT READ NOT
 WRRITE! ZAT IS FOR WIMPS ELVES! HALF-ORCS IS KILLER FIGGTER! HALF-ORCS SEES
 IN DARRK! HALF-ORRCS SMELL ELF WIMPS FRROM ORCSPISS AWAY!
 
 + HALF-ORCS HAS BIG HIT POINT! HALF-ORCS FIGHT BEST! HALF-ORCS SPEAK ORCS!
 HALF-ORCS HAS BIG MUSCLE! HALF-ORCS CARRRY MOST WEGHT! HALF-ORCS EAT DEVOUR
 WIMPS ELVES CORPSES
 
 - HALF-ORCS NO CAST STINKIN SPELLS! SPELLS IS FOR WIMPS! HALF-ORCS IS IN NO
 HURRRY, HALF-ORCS ALWAIS CAN CATCH WIMPS ELVES LATE!


Hobbits

 Name: Homo periannath (Homo diminutivins)
 
 Physical: Hobbits are small hominids with extraordinary speed and
 dexterity. They are tough and healthy, but not strong. Hobbits have
 extremely acute hearing, and while small, are good fighters. They are
 similar to dwarves in stature, but not as brawny. Hobbits are susceptible
 to many of the human diseases, but heal at a modest rate if injured.
 
 Mental: Hobbits exhibit average to high intellect, with quick wits being
 their strong point. They are very adept at learning, being able to master
 any weapon or object (such as a lockpick) with little effort.
 
 Culture: Hobbits are gregarious creatures, although they do use the human
 language exclusively. They like to chat (and share meals!) with members of
 all races, although they do have an aversion to trolls. Being a sneaky
 folk, many non-hobbits heal uncomfortable with hobbits near.
 
 Attributes: Hobbits are tough, small, quick race capable of great feats of
 dexterity and subterfuge. Hobbits have been observed to attack a monster
 and leave the room before the opponent could react. Almost natural thieves,
 hobbits are of average intelligence and voracious appetites. A full grown
 hobbit will eat as much as an adult troll. They like to have 6 warm meals a
 day. Hobbits also drink vast amounts of alcohol with little effect.
 
 Maximum Hit Points........361
 Maximum Spell Points......666
 Maximum Fatigue Points....694


Humans

 Name: Homo sapiens
 
 Physical: Physically, humans are unimpressive when compared to goblinoids,
 but are the tallest of the hominids. Humans have varying pigmentation and
 skin color, but all exhibit a moderate to heavy musculature and are
 generally agile. Humans have average strength and a moderate tolerance for
 alcohol. Humans are prone to disease, but do live between 75 and 100 years.
 
 Mental: Humans are extremely intelligent, the smartest of all hominid
 races. They are very adept at the use of magic. Humans are also intelligent
 enough to become very skilled in weapons handling with practice.
 
 Culture: Humans are definitely social creatures. The use of their language
 having become the accepted standard between all races. Humans can detect
 all races but trolls in a general who listing, and tend to congregate and
 talk at any opportunity.
 
 Attributes: Humans, while exceptional at nothing, are perhaps the most
 balanced of all races. They can carry a moderate amount of gear, and are
 good fighters or magic users. They are dexterous and quick for their size.
 
 Maximum Hit Points........605
 Maximum Spell Points......605
 Maximum Fatigue Points....605


Ogres

 Name: Ogrok sapiens
 
 Physical: Ogres are physically very strong and tough, only second to
 trolls. They heal rather fast, and are not limited to dwell in the darkest
 places known to mankind (or ogrekind). Quite the opposite, ogres depend on
 the light of day for their everyday activities. Since ogres are not scaly
 or sinewy like the trolls, they can wear armours with more ease.
 
 Mental: While the ogres are not the brightest creatures to have graced the
 ground they walk on, they are not quite as stupid as their darker cousins,
 the trolls. While this makes them a bit more cut out for magic use, they
 are by far not the best suited race for any kind of magic.
 
 Culture: Ogres tend to be loners. Not many ogres choose the life of
 adventuring, but those who do, tend to be friendly enough to converse with
 members of the other races when needed.
 
 Attributes: Unlike trolls, ogres are smart enough to wield all weapons, not
 just simple bludgeoning ones. They can also wear most body armor, and by
 all means should, because they don't quite have the same kind of tough skin
 as trolls have. They can devour corpses of their fallen foes, but are not
 quite savage or brutal enough to do that while engaged to combat.
 
 Maximum Hit Points........849
 Maximum Spell Points......300
 Maximum Fatigue Points....633


Trolls

 Name: Goblinous trolog
 
 Physical:  Trolls are sinewy, large omnivores with green skin and black
 porcine hair growing all over their body. They also tend to have many warts
 covering their scale like skin. Trolls are the largest race yet discovered,
 and have enormous strength. They also tend to have a nasty disposition and
 must be chopped into little bits before they will be kind enough to die.
 Trolls are extremely sensitive to light, being blinded under even weak
 sunlight. Trolls heal rather fast, and are immune to almost all diseases.
 
 Mental: This category does not really apply to trolls. Let's just say their
 big, dumb, and will bash you if you say anything too intellectual. The use
 of magic never really crossed the few thoughts they have.
 
 Culture: Trolls are a clannish lot, preferring to converse only with their
 own kind. They do not appear on a general who list, and have a hard time
 communicating with hominid races.
 
 Attributes: Trolls are extremely dumb, being unable to wield any
 complicated weapon. They are very adept with blunt weapons however, and are
 much stronger than any other race. Trolls large size prevents them from
 wearing most body armour, but their naturally scaly skin acts as armour for
 them. Trolls have voracious appetites and will eat almost anything they can
 fit in their mouths. Trolls have even been observed to devour corpses of
 slain victims during a fight.
 
 Maximum Hit Points........1032
 Maximum Spell Points......178
 Maximum Fatigue Points....605