The Races
There are many races in the world, each, for the most part, with both
strengths and weaknesses. In general, the stronger a race is, the
higher its Experience Penalty and the longer it will take to gain
levels.
For details on the Stats, see [a]. For information about the Skills,
see [b]. The skill descriptions in this document are for comparison
purposes only; they will tell you how good a race is compared to other
races, but should not be taken as a literal indicator of the skill
level your fledgling character will be born with. In general, skills
are influenced by level, race, class, stats and equipment. See the race
tables [c] below for a quick comparison of the various races.
Human
Amberite
The Amberites are a reputedly immortal race, who are endowed with
numerous advantages in addition to their longevity. They are very
tough and their constitution cannot be reduced, and their ability to
recover from wounds surpasses most other races. Having seen virtually
everything, very little is new to them, and so they gain levels
relatively slowly.
Stats Skills
Strength +1 Disarming Good
Intelligence +2 Device Fair
Wisdom +2 Save Fair
Dexterity +2 Stealth Good
Constitution +3 Searching Good
Charisma +0 Perception Good
Life Rating 100% Melee Excellent
Base HP 20 Archery Good
Experience 190% Infravision 0'
Barbarian
Barbarians are hardy men of the north; they are fierce in combat, and
their wrath is feared throughout the world. Combat is their life:
they feel no fear, and they learn to enter battle frenzy at will even
sooner than half-trolls. Barbarians are, however, suspicious of
magic, which makes magic devices fairly hard for them to use.
Barbarians gain a demigod talent at level 30.
Stats Skills
Strength +3 Disarming Poor
Intelligence -2 Device Bad
Wisdom -1 Save Fair
Dexterity +1 Stealth Poor
Constitution +2 Searching Fair
Charisma +2 Perception Bad
Life Rating 103% Melee Excellent
Base HP 22 Archery Good
Experience 135% Infravision 0'
Demigod
The term demigod is commonly used to describe mythological figures
whose one parent was a god and whose other parent was human; as such,
demigods are human-god hybrids and are quite powerful. Demigods
receive special abilities depending on their parentage.
See [d] for more details on demigod parentage.
Stats Skills
Strength +1 Disarming Fair
Intelligence +1 Device Fair
Wisdom +1 Save Fair
Dexterity +1 Stealth Poor
Constitution +1 Searching Fair
Charisma +1 Perception Bad
Life Rating 100% Melee Very Good
Base HP 20 Archery Good
Experience 180% Infravision 0'
Dunadan
Dunedain are a race of hardy men from the West. This elder race
surpasses human abilities in every field; however, being men of the
world, very little is new to them, and levels are very hard for them
to gain. Dunedain gain one demigod talent at level 30. Their
constitution is exceptionally good and cannot be reduced.
Stats Skills
Strength +1 Disarming Good
Intelligence +2 Device Fair
Wisdom +2 Save Fair
Dexterity +2 Stealth Good
Constitution +3 Searching Good
Charisma +0 Perception Good
Life Rating 100% Melee Excellent
Base HP 20 Archery Good
Experience 160% Infravision 0'
Human
Humans are average at everything, and tend to gain levels rapidly due
to their short life spans. No racial adjustments or intrinsics occur
to characters choosing human. Humans receive one special talent at
level 20, which helps make up for their apparent mediocrity; but at
level 35 they acquire a special human weakness. See [e] for more
information.
Stats Skills
Strength +0 Disarming Fair
Intelligence +0 Device Fair
Wisdom +0 Save Fair
Dexterity +0 Stealth Fair
Constitution +0 Searching Fair
Charisma +0 Perception Fair
Life Rating 100% Melee Fair
Base HP 20 Archery Fair
Experience 100% Infravision 0'
Igor
The epitome of a self-made man, an Igor is generally easily
recognizable by the ring of stitches around his neck, the tendency to
limp with perfectly healthy legs, and the mysterious ability to
appear suddenly and then disappear when the mob comes looking. An
Igor is at home with lightning, and always carries a bag full of ice
in case he should find something that needs to be kept cold.
Stats Skills
Strength -3 Disarming Fair
Intelligence +0 Device Fair
Wisdom -1 Save Fair
Dexterity -1 Stealth Fair
Constitution -1 Searching Fair
Charisma -1 Perception Fair
Life Rating 97% Melee Very Bad
Base HP 15 Archery Bad
Experience 145% Infravision 0'
Elf
Dark-Elf
A cave-dwelling race unhampered by darkness attacks, dark-elves have
more in common with Nibelungs than with other elves. They have a
great capacity for magic and spellcasting, and learn the Magic
Missile spell at a low level regardless of their class. With their
keen sight, they soon acquire the ability to see invisible things.
Stats Skills
Strength -1 Disarming Good
Intelligence +3 Device Good
Wisdom +2 Save Very Good
Dexterity +2 Stealth Excellent
Constitution -2 Searching Superb
Charisma +3 Perception Good
Life Rating 97% Melee Poor
Base HP 18 Archery Good
Experience 155% Infravision 50'
High-Elf
High-elves are a race of immortal beings dating from the beginning of
time. They are masters of all skills, and are strong and intelligent,
although their wisdom is sometimes suspect. High-elves begin their
lives able to see the unseen, and resist light effects just like
regular elves. However, there are few things that they have not seen
already, so new levels are quite hard for them to gain.
Stats Skills
Strength +1 Disarming Good
Intelligence +3 Device Very Good
Wisdom -1 Save Very Good
Dexterity +3 Stealth Excellent
Constitution +1 Searching Good
Charisma +1 Perception Very Good
Life Rating 99% Melee Very Good
Base HP 19 Archery Excellent
Experience 190% Infravision 40'
Tomte
Smaller and of lighter build than regular elves, Tomtes are nimble,
intelligent, extremely stealthy and at home with magical devices, but
their size handicaps them in physical combat. They greatly prefer
light headwear, and cannot think clearly with a heavy helmet
squeezing their brains. Tomtes have the ability to assess monsters
and items at a glance (they gain auto-identify at level 40); and
being accustomed to long winters, they are not much bothered by cold.
Stats Skills
Strength -4 Disarming Excellent
Intelligence +2 Device Superb
Wisdom +2 Save Fair
Dexterity +3 Stealth Superb
Constitution -3 Searching Heroic
Charisma +0 Perception Fair
Life Rating 94% Melee Fair
Base HP 13 Archery Poor
Experience 150% Infravision 40'
Wood-Elf
Wood-Elves are the most common of elves. They prefer the seclusion of
thick forests and are unhampered when moving through dense foliage.
Their skills with tracking and bow are unsurpassed, and as they
advance they gain the power of Nature Awareness.
Stats Skills
Strength -1 Disarming Good
Intelligence +1 Device Good
Wisdom +2 Save Fair
Dexterity +1 Stealth Excellent
Constitution -1 Searching Superb
Charisma +1 Perception Good
Life Rating 97% Melee Poor
Base HP 16 Archery Excellent
Experience 125% Infravision 30'
Hobbit/Dwarf
Dwarf
Dwarves are the headstrong miners and fighters of legend. They tend
to be strong and tough, but lack agility. Because they are so
headstrong and also somewhat wise, dwarves are relatively resistant
to evil curses cast on them. They are very good at fighting,
searching and perception, and resist being blinded, but infamously
have miserable stealth.
Stats Skills
Strength +2 Disarming Fair
Intelligence -2 Device Good
Wisdom +2 Save Good
Dexterity -2 Stealth Poor
Constitution +2 Searching Superb
Charisma +1 Perception Fair
Life Rating 103% Melee Excellent
Base HP 22 Archery Fair
Experience 135% Infravision 50'
Gnome
Gnomes are smaller than dwarves but larger than hobbits; and like
hobbits, they live in the earth in burrow-like homes. Gnomes make
excellent mages, and have very good saving throws. They are naturally
skilled at most things, but not very strong or good at hand-to-hand
fighting. Gnomes have fair infra-vision, allowing them to detect
warm-blooded creatures at a distance. They are also intrinsically
protected against paralysis.
Stats Skills
Strength -1 Disarming Excellent
Intelligence +2 Device Good
Wisdom -1 Save Good
Dexterity +2 Stealth Excellent
Constitution +1 Searching Excellent
Charisma -1 Perception Good
Life Rating 95% Melee Poor
Base HP 16 Archery Good
Experience 115% Infravision 40'
Hobbit
Hobbits (or Halflings) have exceptional stealth and are very good at
bows and throwing; indeed, they are generally well-suited for the
adventuring life. Yet their small size is a handicap at times; they
are not very good at melee fighting, and cannot suffer as many hard
hits as larger races. Hobbits are known for their love of good
cooking, and have an almost miraculous ability to find food in the
dark depths of the dungeon.
Stats Skills
Strength -2 Disarming Superb
Intelligence +1 Device Very Good
Wisdom +1 Save Good
Dexterity +3 Stealth Superb
Constitution +2 Searching Heroic
Charisma +1 Perception Excellent
Life Rating 92% Melee Bad
Base HP 14 Archery Very Good
Experience 120% Infravision 40'
Nibelung
The hated and persecuted race of nocturnal dwarves, these
cave-dwellers are not much bothered by darkness. Their natural
inclination to magical items has made them resistant to effects which
could disenchant magical energy.
Stats Skills
Strength +0 Disarming Fair
Intelligence +1 Device Fair
Wisdom +0 Save Good
Dexterity +1 Stealth Good
Constitution +1 Searching Excellent
Charisma -2 Perception Fair
Life Rating 101% Melee Very Good
Base HP 21 Archery Fair
Experience 150% Infravision 50'
Fairy
Shadow-Fairy
Shadow-fairies are one of the several fairy races. They have wings,
and can fly over traps that may open up beneath them. Being creatures
of darkness, shadow-fairies are vulnerable to bright light. They are
physically weak, but naturally adept at using magic. Shadow-fairies
are amazingly stealthy, and have a wonderful advantage in that they
almost never aggravate monsters; aggravating equipment only gives
them a slight penalty to stealth, but if they have an aggravating
personality the advantage is lost.
Stats Skills
Strength -2 Disarming Good
Intelligence +2 Device Good
Wisdom +2 Save Fair
Dexterity +1 Stealth Superb
Constitution -1 Searching Heroic
Charisma -3 Perception Excellent
Life Rating 91% Melee Bad
Base HP 13 Archery Fair
Experience 140% Infravision 40'
Sprite
One of the several fairy races, Sprites are very small. They have
tiny wings and can fly over traps that may open up beneath them. They
enjoy sunlight intensely, and need worry little about light based
attacks. Although physically among the weakest races, Sprites are
very talented in magic, and can become highly skilled wizards.
Sprites have the special power of spraying Sleeping Dust, and at
higher levels they learn to fly faster.
Stats Skills
Strength -4 Disarming Excellent
Intelligence +3 Device Good
Wisdom +3 Save Good
Dexterity +3 Stealth Excellent
Constitution -2 Searching Heroic
Charisma -2 Perception Fair
Life Rating 92% Melee Bad
Base HP 14 Archery Fair
Experience 135% Infravision 40'
Angel/Demon
Archon
Archons are a higher class of angels. They are good at all skills,
and are strong, wise, and a favorite with any people. They are able
to see the unseen, and their wings allow them to safely fly over
traps and other dangerous places. However, belonging to a higher
plane as they do, the experiences of this world do not leave a strong
impression on them and they gain levels slowly.
Stats Skills
Strength +2 Disarming Fair
Intelligence +0 Device Very Good
Wisdom +4 Save Good
Dexterity +1 Stealth Good
Constitution +2 Searching Good
Charisma +3 Perception Fair
Life Rating 103% Melee Very Good
Base HP 22 Archery Good
Experience 200% Infravision 30'
Balrog
Balrogs are a higher class of demons. They are strong, intelligent
and tough, but lacking in wisdom and not suitable for priesthood.
Balrogs are resistant to fire and nether, and have a firm hold on
their life force; they also soon learn to see invisible things. They
are good at almost all skills except stealth. They gain very little
nutrition from the food of mortals, and need human corpses as
sacrifices to regain their vitality.
Stats Skills
Strength +4 Disarming Poor
Intelligence +2 Device Very Good
Wisdom -10 Save Excellent
Dexterity +2 Stealth Bad
Constitution +3 Searching Fair
Charisma +2 Perception Poor
Life Rating 106% Melee Superb
Base HP 24 Archery Fair
Experience 180% Infravision 50'
Imp
A demon-creature from the nether-world, naturally resistant to fire
attacks, and capable of learning fire bolt and fire ball attacks.
They are little loved by other races, but can perform fairly well in
most professions. As they advance levels, they gain the ability to
perceive invisible creatures.
Stats Skills
Strength +0 Disarming Poor
Intelligence -1 Device Fair
Wisdom -1 Save Poor
Dexterity +1 Stealth Good
Constitution +2 Searching Poor
Charisma -1 Perception Fair
Life Rating 99% Melee Good
Base HP 19 Archery Fair
Experience 90% Infravision 30'
Orc/Troll/Giant
Cyclops
With but one eye, a Cyclops can see more than many with two eyes.
They are headstrong, and loud noises bother them very little. They
are not quite qualified for the magic using professions, but as a
certain Mr. Ulysses can testify, their accuracy with thrown rocks can
be deadly!
Stats Skills
Strength +4 Disarming Poor
Intelligence -3 Device Poor
Wisdom -2 Save Poor
Dexterity -3 Stealth Bad
Constitution +4 Searching Poor
Charisma -1 Perception Very Bad
Life Rating 108% Melee Superb
Base HP 24 Archery Very Good
Experience 155% Infravision 10'
Half-Giant
Half-giants' limited intelligence makes it difficult for them to
become full spellcasters, but with their huge strength they make
excellent warriors. Their thick skin makes them resistant to shards,
and like half-trolls, they have their strength sustained.
Stats Skills
Strength +4 Disarming Bad
Intelligence -2 Device Bad
Wisdom -2 Save Poor
Dexterity -2 Stealth Bad
Constitution +3 Searching Poor
Charisma +0 Perception Very Bad
Life Rating 108% Melee Superb
Base HP 26 Archery Fair
Experience 150% Infravision 30'
Half-Orc
Half-orcs make excellent warriors, but are terrible at magic. They
are as bad as dwarves at stealth, and horrible at searching,
disarming, and perception. Being accustomed to living underground,
half-orcs are resistant to darkness attacks. Half-orcs are quite
ugly, and so tend to pay more for goods in town. The human part of
their heritage allows them to select a talent at level 30.
Stats Skills
Strength +2 Disarming Poor
Intelligence -1 Device Poor
Wisdom +0 Save Poor
Dexterity +0 Stealth Bad
Constitution +1 Searching Poor
Charisma -1 Perception Very Bad
Life Rating 103% Melee Superb
Base HP 20 Archery Poor
Experience 110% Infravision 30'
Half-Titan
Half-mortal descendants of the mighty titans, these immensely
powerful creatures put almost any other race to shame. They may lack
the fascinating special powers some other races have, but their
enhanced attributes more than make up for that. They learn to
estimate the strengths of their foes, and their love for law and
order makes them resistant to the effects of Chaos.
Stats Skills
Strength +5 Disarming Bad
Intelligence +1 Device Fair
Wisdom +2 Save Fair
Dexterity -2 Stealth Bad
Constitution +3 Searching Fair
Charisma +3 Perception Poor
Life Rating 110% Melee Superb
Base HP 28 Archery Fair
Experience 200% Infravision 0'
Half-Troll
Half-trolls are incredibly strong, and have more hit points than most
other races. They are very stupid, and bad at searching, disarming,
perception, and stealth; but they make excellent fighters despite
their poor agility. They are so ugly that a half-orc grimaces in
their presence. They also happen to be fun to run... Half-trolls
always have their strength sustained, and their regeneration is
exceptionally fast.
Stats Skills
Strength +4 Disarming Bad
Intelligence -4 Device Bad
Wisdom -1 Save Poor
Dexterity -3 Stealth Bad
Constitution +3 Searching Poor
Charisma -2 Perception Very Bad
Life Rating 107% Melee Superb
Base HP 25 Archery Poor
Experience 150% Infravision 30'
Kobold
Kobolds are a weak goblin race. They love poisoned weapons, and can
learn to throw poisoned darts (of which they carry an unlimited
supply). They are also inherently resistant to poison.
Stats Skills
Strength +1 Disarming Poor
Intelligence -1 Device Poor
Wisdom +0 Save Poor
Dexterity +1 Stealth Poor
Constitution +0 Searching Fair
Charisma -2 Perception Poor
Life Rating 98% Melee Very Good
Base HP 19 Archery Good
Experience 90% Infravision 30'
Ogre
Ogres are big and ugly, but possessed of a low cunning and great
strength. They have all the necessary attributes to be warriors, yet
are also surprisingly adept as mages; and at high level, all Ogres
learn the Ogre Mage skill of setting trapped runes. Being
simple-minded, Ogres have their intelligence sustained.
Stats Skills
Strength +3 Disarming Poor
Intelligence +0 Device Poor
Wisdom -1 Save Poor
Dexterity -1 Stealth Bad
Constitution +3 Searching Poor
Charisma +0 Perception Very Bad
Life Rating 106% Melee Superb
Base HP 23 Archery Poor
Experience 140% Infravision 0'
Snotling
Snotlings are greenskins, and are cousins of Goblins and Orcs,
smaller than the former and dumber than the latter, often used by
them as cannon fodder, food or even cannon missiles. They are on the
lowest rung of greenskin society and are bullied by all. Snotlings
often wield mushrooms or sticks into battle.
Stats Skills
Strength -2 Disarming Poor
Intelligence -2 Device Poor
Wisdom -2 Save Poor
Dexterity -2 Stealth Good
Constitution -2 Searching Fair
Charisma -5 Perception Bad
Life Rating 85% Melee Bad
Base HP 10 Archery Poor
Experience 45% Infravision 20'
Shapeshifter
Beorning
Beornings are a hardy, northern race of men, renowned for their
ability to assume the shape of a bear. Bear-formed Beornings greatly
resemble Berserkers: they are extremely strong in melee and very hard
to kill, but incapable of reading scrolls, casting spells or using
magical devices. Man-shaped Beornings are still stronger in combat
than a regular human, but somewhat lacking in magical skills.
The equipment slots available to a Beorning depend on their shape,
and like Werewolves, they carry a special satchel for keeping the
items not needed in their current shape.
Stats Skills
Strength +1 Disarming Fair
Intelligence +0 Device Bad
Wisdom +0 Save Fair
Dexterity -1 Stealth Poor
Constitution +1 Searching Fair
Charisma -1 Perception Fair
Life Rating 104% Melee Very Good
Base HP 27 Archery Poor
Experience 140% Infravision 50'
Doppelganger
Doppelgangers are truly pathetic creatures. While nobody has actually
ever seen their true form, they are rumored to be small, plain,
pathetic creatures. Their one saving grace is the ability to mimic
other races.
Stats Skills
Strength -3 Disarming Very Bad
Intelligence -3 Device Very Bad
Wisdom -3 Save Very Bad
Dexterity -3 Stealth Superb
Constitution -3 Searching Very Bad
Charisma -3 Perception Fair
Life Rating 85% Melee Very Bad
Base HP 12 Archery Very Bad
Experience 150% Infravision 0'
Werewolf
Werewolves are fearsome hunters who can assume either human or wolf
shape. They are exceptionally durable in both forms, and have great
powers of regeneration, though they are infamously vulnerable to fire
and silver, and are not particularly good at using magical spells or
devices in either shape. While in wolf form, werewolves wield no
weapons; instead, they attack with their teeth and claws. As
werewolves wear different equipment in human form and wolf form, they
use one inventory slot for a special satchel in which they keep the
items not needed in their current shape.
Stats Skills
Strength +1 Disarming Fair
Intelligence +0 Device Bad
Wisdom +0 Save Fair
Dexterity +0 Stealth Good
Constitution +1 Searching Excellent
Charisma +0 Perception Fair
Life Rating 103% Melee Fair
Base HP 27 Archery Fair
Experience 140% Infravision 50'
Undead
Einheri
Dead heroes returning to the mortal world for one last fight,
Einherjar are highly skilled in hand-to-hand combat and start with
the ability to enter a battle frenzy; however, they are also passably
good at using devices, and do not necessarily make weak magic users.
Already having one lifetime's adventures behind them, Einherjar are
very strong at the beginning but learn new things slowly. Like other
undead races, they are immune to life draining. Einherjar have one
serious weakness: magical healing only has a partial effect on them,
healing them half as much as it would any other race.
Stats Skills
Strength +2 Disarming Good
Intelligence +0 Device Fair
Wisdom +0 Save Good
Dexterity +2 Stealth Poor
Constitution +1 Searching Superb
Charisma +1 Perception Fair
Life Rating 113% Melee Superb
Base HP 44 Archery Good
Experience 160% Infravision 30'
Skeleton
As undead beings, skeletons need worry very little about poison or
attacks that can drain life. Skeletons do not really use eyes for
perceiving things, and are thus not fooled by invisibility. Their
bones are resistant to sharp shrapnel, and they will quickly become
resistant to cold. Although the magical effects of potions and
mushrooms will affect the skeleton even without entering its
(non-existent) belly, the food itself will fall through the
skeleton's jaws, giving no nutritional benefit; instead, skeletons
feed themselves by absorbing the energy of magical devices.
Stats Skills
Strength +0 Disarming Bad
Intelligence +1 Device Fair
Wisdom -2 Save Fair
Dexterity +0 Stealth Poor
Constitution +1 Searching Poor
Charisma +1 Perception Poor
Life Rating 100% Melee Very Good
Base HP 21 Archery Fair
Experience 115% Infravision 20'
Spectre
A powerful undead creature, the Spectre is a ghastly apparition,
surrounded by an unearthly green glow. Spectres exist only partially
on our plane of existence: half-corporeal, they can pass through
walls, although the density of the wall will hurt them in the process
of doing this. As undead, they have a firm hold on their life force,
can see invisible creatures, and resist poison, cold and nether.
Spectres make superb spellcasters, but their physical form is very
weak. They gain very little nutrition from the food of mortals, but
can absorb mana from magical devices as their energy source.
Stats Skills
Strength -5 Disarming Excellent
Intelligence +4 Device Excellent
Wisdom +2 Save Very Good
Dexterity +2 Stealth Superb
Constitution -2 Searching Excellent
Charisma -3 Perception Very Good
Life Rating 90% Melee Bad
Base HP 13 Archery Poor
Experience 250% Infravision 50'
Vampire
One of the mightier undead creatures, the vampire is an awe-inspiring
sight. Yet this dread creature has a serious weakness: the bright
rays of sun are its bane, and it will need to flee the surface to the
deep recesses of earth until the sun finally sets. Darkness, on the
other hand, holds few terrors to a vampire. Being undead, vampires
also resist nether, cold and poison and have a firm hold on their
life force; but they are susceptible to a perpetual hunger for fresh
blood, which can only be satiated by sucking the blood from a nearby
monster.
Stats Skills
Strength +3 Disarming Good
Intelligence +3 Device Good
Wisdom -1 Save Good
Dexterity -1 Stealth Excellent
Constitution +1 Searching Fair
Charisma +2 Perception Poor
Life Rating 102% Melee Good
Base HP 22 Archery Fair
Experience 200% Infravision 50'
Zombie
Zombies are undead horrors, resistant to life draining and the forces
of the netherworld. The grave is cold, but this does not bother the
undead, and poison also scarcely affects the unliving. Zombies gain
little nutrition from ordinary food; instead, they absorb energy from
magical devices to maintain their undead existence.
Stats Skills
Strength +2 Disarming Bad
Intelligence -6 Device Bad
Wisdom -6 Save Fair
Dexterity +1 Stealth Poor
Constitution +4 Searching Poor
Charisma -3 Perception Very Bad
Life Rating 108% Melee Excellent
Base HP 24 Archery Fair
Experience 180% Infravision 20'
Other
Android
An android is an artificial creation with a body of machinery. Their
intelligence almost matches that of organic races, though their
wisdom is no better than that of Golems. Of course, their mechanical
body offers great physical advantages, far surpassing the powers of
man. Uniquely among all races, Androids do not acquire experience
from killing monsters, but rather gain in power as they attach new
equipment to their frame. Rings, amulets, and lights do not influence
growth. Androids are resistant to poison and immune to life-draining
attacks; moreover, because of their hard metallic bodies, they get a
bonus to AC. Androids have electronic circuits throughout their body,
and so must beware of electric shocks. They gain very little
nutrition from the food of mortals, but can use flasks of oil as
their energy source.
Stats Skills
Strength +3 Disarming Fair
Intelligence -1 Device Poor
Wisdom -5 Save Fair
Dexterity +1 Stealth Bad
Constitution +3 Searching Good
Charisma +0 Perception Very Good
Life Rating 108% Melee Superb
Base HP 26 Archery Good
Experience 200% Infravision 0'
Beastman
This race is a blasphemous abomination produced by Chaos. It is not
an independent race but rather a humanoid creature, most often a
human, twisted by Chaos; or else a nightmarish crossbreed of a human
and a beast. All Beastmen are accustomed to Chaos so much that they
are untroubled by confusion and sound, although raw Logrus can still
hurt them. Beastmen revel in chaos, as it twists them more and more.
Beastmen are subject to mutations: when they have been created, they
receive a random mutation, and have a small chance to gain more
mutations every time they advance a level. Unlike normal races,
Beastmen can have many mutations without ill effects on their
regeneration.
Stats Skills
Strength +2 Disarming Bad
Intelligence -2 Device Poor
Wisdom -1 Save Poor
Dexterity -1 Stealth Poor
Constitution +2 Searching Poor
Charisma +1 Perception Very Bad
Life Rating 102% Melee Excellent
Base HP 22 Archery Good
Experience 150% Infravision 0'
Boit
Boits are small bipedal creatures covered in yellow, lilac, brown or
green fur, distantly related to the Yeeks. Boits move speedily, and
can eject the contents of their stomachs at will, but they are not
particularly well-suited for melee, ranged combat, use of magical
devices, or spellcasting.
Stats Skills
Strength -1 Disarming Fair
Intelligence -2 Device Bad
Wisdom -2 Save Poor
Dexterity -2 Stealth Fair
Constitution +0 Searching Fair
Charisma -2 Perception Fair
Life Rating 95% Melee Poor
Base HP 15 Archery Poor
Experience 80% Infravision 10'
Centaur
Centaurs are creatures with the head, arms and torso of a human
combined with the body and legs of a horse. As such, they are able to
move more quickly as they gain experience and are capable of leaping
great distances. Centaurs are skilled in fighting and archery and can
attack monsters with their hooves in addition to normal melee
weapons; but lacking normal feet, they cannot wear boots. Being at
home in the forests of the world, Centaurs are able to move quickly
through foliage.
Stats Skills
Strength +3 Disarming Fair
Intelligence -2 Device Poor
Wisdom +1 Save Fair
Dexterity +2 Stealth Good
Constitution +1 Searching Good
Charisma +0 Perception Very Bad
Life Rating 103% Melee Very Good
Base HP 22 Archery Good
Experience 190% Infravision 0'
Draconian
Draconians are a humanoid race with dragon-like attributes. There are
several subtypes of draconians with different resistances, breaths
and attributes; for example, Red Draconians are resistant to fire
which they may also breathe at will, while White Draconians breathe
and resist cold instead. All draconians levitate. In addition, when
they mature enough, they may choose a special draconian power.
See [f] for more details on draconians.
Stats Skills
Strength +3 Disarming Poor
Intelligence +0 Device Poor
Wisdom +0 Save Fair
Dexterity +1 Stealth Poor
Constitution +2 Searching Fair
Charisma +2 Perception Fair
Life Rating 104% Melee Excellent
Base HP 22 Archery Fair
Experience 190% Infravision 20'
Ent
The Ents are a powerful race dating from the beginning of the world,
oldest of all animals or plants who inhabit Arda. Spirits of the
land, they guard the forests of Middle-earth. Being much like trees,
they are strong but very clumsy, and highly susceptible to fire. Ents
gain nourishment from drinking water; the food of mortals is of
little use to them. Ents have the special ability to summon the trees
of the forest to their side.
Stats Skills
Strength +3 Disarming Bad
Intelligence +0 Device Fair
Wisdom +2 Save Fair
Dexterity -4 Stealth Poor
Constitution +3 Searching Fair
Charisma +0 Perception Poor
Life Rating 105% Melee Excellent
Base HP 25 Archery Fair
Experience 135% Infravision 0'
Golem
A Golem is an artificial creature, built from a lifeless raw material
like clay, and awakened to life. They are nearly mindless, making
them useless for professions which rely on magic, but as warriors
they are very tough. They are resistant to poison and paralysis and
can see invisible things. At higher levels, they also become
resistant to attacks which threaten to drain away their life force.
Golems gain very little nutrition from ordinary food, but can absorb
mana from staves and wands as their power source. Golems also gain a
natural armor class bonus from their tough body. Golems become slower
with age.
Stats Skills
Strength +4 Disarming Bad
Intelligence -5 Device Bad
Wisdom -5 Save Good
Dexterity -2 Stealth Poor
Constitution +4 Searching Poor
Charisma +0 Perception Poor
Life Rating 105% Melee Superb
Base HP 23 Archery Fair
Experience 185% Infravision 40'
Klackon
Klackons are bizarre semi-intelligent ant-like insectoid creatures.
They make great fighters, but their mental abilities are severely
limited. Obedient and well-ordered, they are resistant to confusion.
They are very nimble, and become faster as they advance levels. They
are also very acidic, inherently resist acid, and become capable of
spitting it at higher levels.
Stats Skills
Strength +2 Disarming Excellent
Intelligence -1 Device Poor
Wisdom -1 Save Fair
Dexterity +1 Stealth Fair
Constitution +2 Searching Poor
Charisma +1 Perception Fair
Life Rating 105% Melee Good
Base HP 23 Archery Good
Experience 170% Infravision 20'
Kutar
A Kutar is not a dog, cat or bear. Despite their characteristic
vacant expression, Kutars are beautiful and so have a high charisma.
Their absent-mindedness hurts their searching and perception skills,
but renders them resistant to being confused. Due to their unearthly
calmness and serenity, Kutars are extremely stealthy. They learn the
special ability to expand their body horizontally; this increases
their armour class, but renders them vulnerable to curses.
Stats Skills
Strength +0 Disarming Poor
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +1 Stealth Superb
Constitution +2 Searching Poor
Charisma +2 Perception Bad
Life Rating 102% Melee Fair
Base HP 21 Archery Fair
Experience 175% Infravision 0'
Mindflayer
Mindflayers are a secretive and mysterious ancient race. Their
civilization may well be older than any other; their intelligence and
wisdom are naturally sustained, and so great as to make Mindflayers
highly effective spellcasters, but their physical attributes are a
good deal less admirable. As they gain levels, they learn to see
invisible creatures, and eventually develop a telepathic sight.
Stats Skills
Strength -3 Disarming Excellent
Intelligence +4 Device Excellent
Wisdom +4 Save Good
Dexterity +0 Stealth Good
Constitution -2 Searching Excellent
Charisma -1 Perception Good
Life Rating 97% Melee Bad
Base HP 18 Archery Poor
Experience 150% Infravision 40'
Tonberry
Tonberries are lizard-like creatures who possess enormous strength
and have a preference for cleavers and large knives. They are,
however, sluggish in their movements and reactions; young and
inexperienced tonberries are often preyed on by the other races. They
possess human-like intelligence, but rarely become mages due to their
culture and physiology. Tonberries attack very powerfully in melee,
albeit with fewer attacks than normal. They are also easily confused
and move with reduced speed.
Stats Skills
Strength +4 Disarming Bad
Intelligence +0 Device Poor
Wisdom -2 Save Fair
Dexterity -4 Stealth Good
Constitution +5 Searching Poor
Charisma +0 Perception Very Bad
Life Rating 108% Melee Superb
Base HP 26 Archery Poor
Experience 175% Infravision 20'
Yeek
Yeeks are among the most pathetic creatures. Fortunately, their
horrible screams can scare away less confident foes, and their skin
becomes more and more resistant to acid as they gain experience. They
are also fairly good at magic; but in combat, even a mediocre monster
can wipe the proverbial floor with an unwary Yeek.
Stats Skills
Strength -2 Disarming Fair
Intelligence +1 Device Fair
Wisdom -2 Save Good
Dexterity +1 Stealth Excellent
Constitution -2 Searching Excellent
Charisma -4 Perception Excellent
Life Rating 92% Melee Poor
Base HP 14 Archery Fair
Experience 70% Infravision 20'
Table 1 - Race Statistic Bonus Table
STR INT WIS DEX CON CHR Life BHP Exp Shop
Amberite +1 +2 +2 +2 +3 +0 100% +20 190% 100%
Barbarian +3 -2 -1 +1 +2 +2 103% +22 135% 120%
Demigod +1 +1 +1 +1 +1 +1 100% +20 180% 100%
Dunadan +1 +2 +2 +2 +3 +0 100% +20 160% 100%
Human +0 +0 +0 +0 +0 +0 100% +20 100% 100%
Igor -3 +0 -1 -1 -1 -1 97% +15 145% 110%
Dark-Elf -1 +3 +2 +2 -2 +3 97% +18 155% 120%
High-Elf +1 +3 -1 +3 +1 +1 99% +19 190% 90%
Tomte -4 +2 +2 +3 -3 +0 94% +13 150% 100%
Wood-Elf -1 +1 +2 +1 -1 +1 97% +16 125% 95%
Dwarf +2 -2 +2 -2 +2 +1 103% +22 135% 115%
Gnome -1 +2 -1 +2 +1 -1 95% +16 115% 115%
Hobbit -2 +1 +1 +3 +2 +1 92% +14 120% 100%
Nibelung +0 +1 +0 +1 +1 -2 101% +21 150% 115%
Shadow-Fairy -2 +2 +2 +1 -1 -3 91% +13 140% 110%
Sprite -4 +3 +3 +3 -2 -2 92% +14 135% 90%
Archon +2 +0 +4 +1 +2 +3 103% +22 200% 90%
Balrog +4 +2 -10 +2 +3 +2 106% +24 180% 140%
Imp +0 -1 -1 +1 +2 -1 99% +19 90% 120%
Cyclops +4 -3 -2 -3 +4 -1 108% +24 155% 135%
Half-Giant +4 -2 -2 -2 +3 +0 108% +26 150% 125%
Half-Orc +2 -1 +0 +0 +1 -1 103% +20 110% 120%
Half-Titan +5 +1 +2 -2 +3 +3 110% +28 200% 90%
Half-Troll +4 -4 -1 -3 +3 -2 107% +25 150% 135%
Kobold +1 -1 +0 +1 +0 -2 98% +19 90% 120%
Ogre +3 +0 -1 -1 +3 +0 106% +23 140% 125%
Snotling -2 -2 -2 -2 -2 -5 85% +10 45% 125%
Beorning +1 +0 +0 -1 +1 -1 104% +27 140% 105%
Doppelganger -3 -3 -3 -3 -3 -3 85% +12 150% 150%
Werewolf +1 +0 +0 +0 +1 +0 103% +27 140% 100%
Einheri +2 +0 +0 +2 +1 +1 113% +44 160% 100%
Skeleton +0 +1 -2 +0 +1 +1 100% +21 115% 125%
Spectre -5 +4 +2 +2 -2 -3 90% +13 250% 135%
Vampire +3 +3 -1 -1 +1 +2 102% +22 200% 130%
Zombie +2 -6 -6 +1 +4 -3 108% +24 180% 140%
Android +3 -1 -5 +1 +3 +0 108% +26 200% 120%
Beastman +2 -2 -1 -1 +2 +1 102% +22 150% 130%
Boit -1 -2 -2 -2 +0 -2 95% +15 80% 105%
Centaur +3 -2 +1 +2 +1 +0 103% +22 190% 95%
Draconian +3 +0 +0 +1 +2 +2 104% +22 190% 115%
Ent +3 +0 +2 -4 +3 +0 105% +25 135% 95%
Golem +4 -5 -5 -2 +4 +0 105% +23 185% 120%
Klackon +2 -1 -1 +1 +2 +1 105% +23 170% 115%
Kutar +0 -1 -1 +1 +2 +2 102% +21 175% 95%
Mindflayer -3 +4 +4 +0 -2 -1 97% +18 150% 115%
Tonberry +4 +0 -2 -4 +5 +0 108% +26 175% 115%
Yeek -2 +1 -2 +1 -2 -4 92% +14 70% 105%
Table 2 - Race Skill Bonus Table I
Disarming Device Save Stealth
Amberite Good Fair Fair Good
Barbarian Poor Bad Fair Poor
Demigod Fair Fair Fair Poor
Dunadan Good Fair Fair Good
Human Fair Fair Fair Fair
Igor Fair Fair Fair Fair
Dark-Elf Good Good Very Good Excellent
High-Elf Good Very Good Very Good Excellent
Tomte Excellent Superb Fair Superb
Wood-Elf Good Good Fair Excellent
Dwarf Fair Good Good Poor
Gnome Excellent Good Good Excellent
Hobbit Superb Very Good Good Superb
Nibelung Fair Fair Good Good
Shadow-Fairy Good Good Fair Superb
Sprite Excellent Good Good Excellent
Archon Fair Very Good Good Good
Balrog Poor Very Good Excellent Bad
Imp Poor Fair Poor Good
Cyclops Poor Poor Poor Bad
Half-Giant Bad Bad Poor Bad
Half-Orc Poor Poor Poor Bad
Half-Titan Bad Fair Fair Bad
Half-Troll Bad Bad Poor Bad
Kobold Poor Poor Poor Poor
Ogre Poor Poor Poor Bad
Snotling Poor Poor Poor Good
Beorning Fair Bad Fair Poor
Doppelganger Very Bad Very Bad Very Bad Superb
Werewolf Fair Bad Fair Good
Einheri Good Fair Good Poor
Skeleton Bad Fair Fair Poor
Spectre Excellent Excellent Very Good Superb
Vampire Good Good Good Excellent
Zombie Bad Bad Fair Poor
Android Fair Poor Fair Bad
Beastman Bad Poor Poor Poor
Boit Fair Bad Poor Fair
Centaur Fair Poor Fair Good
Draconian Poor Poor Fair Poor
Ent Bad Fair Fair Poor
Golem Bad Bad Good Poor
Klackon Excellent Poor Fair Fair
Kutar Poor Fair Fair Superb
Mindflayer Excellent Excellent Good Good
Tonberry Bad Poor Fair Good
Yeek Fair Fair Good Excellent
Table 3 - Race Skill Bonus Table II
Searching Perception Melee Archery Infra
Amberite Good Good Excellent Good 0'
Barbarian Fair Bad Excellent Good 0'
Demigod Fair Bad Very Good Good 0'
Dunadan Good Good Excellent Good 0'
Human Fair Fair Fair Fair 0'
Igor Fair Fair Very Bad Bad 0'
Dark-Elf Superb Good Poor Good 50'
High-Elf Good Very Good Very Good Excellent 40'
Tomte Heroic Fair Fair Poor 40'
Wood-Elf Superb Good Poor Excellent 30'
Dwarf Superb Fair Excellent Fair 50'
Gnome Excellent Good Poor Good 40'
Hobbit Heroic Excellent Bad Very Good 40'
Nibelung Excellent Fair Very Good Fair 50'
Shadow-Fairy Heroic Excellent Bad Fair 40'
Sprite Heroic Fair Bad Fair 40'
Archon Good Fair Very Good Good 30'
Balrog Fair Poor Superb Fair 50'
Imp Poor Fair Good Fair 30'
Cyclops Poor Very Bad Superb Very Good 10'
Half-Giant Poor Very Bad Superb Fair 30'
Half-Orc Poor Very Bad Superb Poor 30'
Half-Titan Fair Poor Superb Fair 0'
Half-Troll Poor Very Bad Superb Poor 30'
Kobold Fair Poor Very Good Good 30'
Ogre Poor Very Bad Superb Poor 0'
Snotling Fair Bad Bad Poor 20'
Beorning Fair Fair Very Good Poor 50'
Doppelganger Very Bad Fair Very Bad Very Bad 0'
Werewolf Excellent Fair Fair Fair 50'
Einheri Superb Fair Superb Good 30'
Skeleton Poor Poor Very Good Fair 20'
Spectre Excellent Very Good Bad Poor 50'
Vampire Fair Poor Good Fair 50'
Zombie Poor Very Bad Excellent Fair 20'
Android Good Very Good Superb Good 0'
Beastman Poor Very Bad Excellent Good 0'
Boit Fair Fair Poor Poor 10'
Centaur Good Very Bad Very Good Good 0'
Draconian Fair Fair Excellent Fair 20'
Ent Fair Poor Excellent Fair 0'
Golem Poor Poor Superb Fair 40'
Klackon Poor Fair Good Good 20'
Kutar Poor Bad Fair Fair 0'
Mindflayer Excellent Good Bad Poor 40'
Tonberry Poor Very Bad Superb Poor 20'
Yeek Excellent Excellent Poor Fair 20'
Automatically generated for FrogComposband 7.1.salmiak.