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.