There are nineteen common races in the realms, all of which have unique abilities. In some ways this can be an advantage,
in other ways it is a bad thing. For this reason, each guild limits admission into its doors based by race, just as
cabals limit guilds. The good points about a race can often outweigh the bad, although humans are a noteable exception,
with nothing remarkable about them but nothing bad about them either. Some races are inherently better at certain skills
than others due to their stats.
Race
|
Exp Cost
|
Description
|
Human
|
0
|
The standard race, average attributes.
|
Gnome
|
200
|
Frail but very intelligent and incredibly wise.
|
Half-Elf
|
250
|
Mix-breed of humans and elves. Mixed attributes.
|
Illithid
|
300
|
Powerful psi subterranean creatures, always evil.
|
Werebeast
|
300
|
Protectors of nature, half-human half-beast.
|
Dwarf
|
325
|
Stocky demi-humans that are amazingly hardy.
|
Duergar
|
325
|
Evil dwarves, not as healthy, but more dextrous.
|
Avian
|
350
|
Bird-like humanoids that fly, very dextrous
|
Pixie
|
350
|
Clever and agile, but very, very tiny.
|
Halfling
|
350
|
Very small, but wise and incredibly agile.
|
Jotun
|
350
|
Element resistant giant frost men, strong and wise.
|
Slith
|
400
|
Sentient reptilians, quick and agile.
|
Fire Giant
|
400
|
Unbelievably strong, healthy giants, always evil.
|
Storm Giant
|
450
|
Most intelligent of giants, always good.
|
Stone Giant
|
500
|
Neutral giants, strong and healthy, but very dim.
|
Quasit
|
500
|
Small, extremely free-willed escaped demons, evil.
|
Minotaur
|
500
|
Foul tempered man-like creatures with bull head.
|
Elf
|
500
|
Fair, amazingly smart and dextrous, always good.
|
Drow
|
500
|
Like their elven cousins, except sinisterly evil.
|
Treant
|
400
|
Very wise, very strong, very tall, and talks very, very slow.
|
What are Racial Legacies?
The rich history of the individual races of Serin gives rise to a variety
of special skills that cannot even be learned from one's guildmasters.
Instead, these techniques are acquired by virtue of one's racial heritage,
due to either unique racial talents in one's chosen class or via secret
class knowledge passed on only within one's race. These abilities are
collectively known as racial legacies.
Only by having chosen specific combinations of race and class will racial
legacies be available to one's character.
What is Exp Cost?
Characters must attain experience points to reach a new level. As each new level is
achieved, the amount of experience required to level again will grow by 20% of
the base experience to level (1500 experience points for a level 1 human warrior).
The EXP COST is added to the base experience.
Example:
Human warrior (0 exp cost):
Level 1 = 1500 to level
Level 2 = 1500 + 20% of 1500 = 1800 to level
Level 3 = 1800 + 20% of 1500 = 2100 to level
Dwarf warrior (350 exp cost):
Level 1 = 1500 to level
Level 2 = 1500 + 20% of (1500 + 350) = 1870 to level
Level 3 = 1870 + 20% of (1500 + 350) = 2240
Because the PK RANGE
is affected by the relative experience points each player
has, a large exp cost effectively pits you against players with extra levels on
you. This is a natural way of keeping the numbers down of stronger races and
classes, and giving them a longer and more perilous road to level 50 in return
for the extra ability that they have there. Compounded exp cost combinations
such as elf paladins (500 for elf and 350 for paladin) are particularly
difficult to take all the way to the pinnacle rank.
What are the race stats actually used for?
It is important to note there is no one 'best stat' for any class. Individual skills
and spells often rely upon multiple stats for success - an agile drow would be a good
dodger, a strong giant would be a good parrier. Because an exhaustive list
here is impossible, consult the help files in the game. What follows is a general list
of what the stats affect.
Strength affects: the total weight your character can carry, what
weapons and shields may
be wielded, your damroll, skills such as disarm, parrying, bashing, and hobble.
Intelligence affects: how much you can learn with a single
practice session, mana gains
when you level, how fast mana regenerates, how fast you improve your skills and spells.
Wisdom affects: the number of practices you gain when you level, how
fast you improve your skills and spells and
how well your character shield blocks.
Dexterity affects: hitroll, armor class, the amount of items you can
hold in your inventory, skills such as disarm, dodge, trip and dirt kick.
Constitution affects: your characters HP gain after leveling, the
speed of HP regeneration and ability to
shield block.
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