Humankin
Highly adaptive and populous race, dominate Alora.
- Imperial Human
Adapted to life in the crowded cities.
automatically speaks common.
+10% bonus experience.
- Phasian
Archaic, immune to pillar sickness, blueish skin.
automatically speaks common.
immune to pillar sickness.
+10 extra runewalk destination slots.
can runewalk travel without starting pillar.
+5% bonus experience.
- Zion
A race of telepaths.
automatically speaks common.
communicates with telepathic powers.
-1 constitution, +1 wisdom.
short, hardy and hairy; often cantankerous in personality.
- Gray Dwarf
Surly and emaciated evil natured dwarves.
automatically speak common and dwarven.
infravision.
+2 strength, +3 constitution, -4 charisma, -1 dexterity
+20 poison resistance points.
+5 spell resistance.
- Gerp
Hard blue-purplish stone skin, can eat anything.
automatically speak common and dwarven.
infravision.
unnatural appetite with absorbing qualities.
+60 slash resistance points, +10 blunt resistance points.
+1 strength, +3 constitution, -2 charisma, -1 dexterity
- Gully Dwarf
Anguished dwarves, durable but increadibly dense.
automatically speak common and dwarven.
infravision.
regeneration via alcohol.
+4 constitution.
-4 charisma, -4 intelligence, -2 wisdom.
+2 attack with range weapons.
- Tinker Dwarf
Skilled inventors, always playing with the latest technologies.
automatically speak common and dwarven.
infravision.
+2 con, +3 int, -2 cha.
can invent additions to existing objects.
- Mountain Dwarf
Mountain dwellers, great fortress builders and miners.
automatically speak common and dwarven.
infravision.
cannonball attack initiation.
+2 strength, +3 constitution, -2 charisma, -1 dexterity
Tall, thin and swift like the wind; close to nature and earth.
- Wood Elf
Maintain close ties with nature and distrust society.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 nature and summoning complexity.
+2 sight distance on map.
+2 str, +1 dex, +1 cha. -1 int, -1 con.
- Wild Elf
A hardy breed of elf. tribal but maintaining elven grace.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 nature and summoning complexity.
+3 dexterity, +1 charisma. -2 intelligence.
+2 range attack bonus.
- Moon Elf
Fun-loving adventurous, most tolerant of all elves.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 to all magical complexities, +2 to nature and summoning.
+2 dexterity, +2 charisma, +2 intelligence, -2 constitution.
- Dark Elf
Depraved and evil subterranean offshoot of elves.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 body and summoning complexity.
+1 dexterity, +3 intelligence, +1 charisma. -2 constitution.
can see in the dark.
+5 magical resistance
- Aquatic Elf
Waterbreathing cousins to land-dwelling elves.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 nature and summoning complexity.
+3 dexterity, +1 charisma. -2 constitution.
can breathe under water.
+20 water resistance points, -20 earth resistance points.
- Winged Elf
Graceful and striking, proud, ruthless and serious.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 nature and summoning complexity.
+4 dexterity, +1 charisma. -3 constitution.
winged, can fly.
-20 fire resistance points, +20 air resistance points.
- Half-Elf
A human elf hybrid.
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 nature and summoning complexity.
+3 charisma.
+5% bonus experience.
Mischievous magical spirits of nature.
- Pixie
A winged race, small of stature and with keen minds.
automatically speak common.
polymorph into a humanoid child at will (kinshape).
magical flight.
+2 to all magical complexities.
+4 dexterity, +3 charisma.
-4 strength, -2 constitution, -2 wisdom.
- Nixie
Aquatic lake dwelling fey, slim and comely.
automatically speak common.
polymorph into a humanoid child at will (kinshape).
can breathe water.
+2 to all magical complexities.
+3 dexterity, +4 charisma.
-4 strength, -2 constitution, -2 wisdom.
can cast 'create spring' at will.
- Succubus
Vile seducers with bat like wings.
automatically speak common.
+2 strength, +2 dexterity, +4 charisma.
+5 magic resistance.
innate spells: charm person, drain.
- Dryad
Living tree spirit, protector of forests.
automatically speak common.
+2 intelligence, +2 dexterity, +4 charisma, -3 strength.
innate spells: charm person, entangle.
- Grig
Colorful communal fey, energetic and agile.
automatically speak common.
-3 strength, +3 dexterity, +2 constitution.
starts with the mount skill trained.
starts with a fully grown saddled chipmunk.
faster movement speed.
Inquisitive and quick speaking demi-human creatures.
- Forest Gnome
Lone forest dweller. Smallest of all gnomes.
automatically speak common and gnomish.
+1 to enchantment complexity.
-2 strength, +1 constitution, +2 wisdom
+20 nature resistance points.
innate spells: figment, deem
- Rock Gnome
The common, surface city dwelling gnome.
automatically speak common and gnomish.
+1 to enchantment complexity.
-1 strength, +1 constitution, +2 wisdom
can see through illusions. (invisibility)
innate spells: figment
improved hearing (increase chance to spot, 95% spot).
- Deep Gnome
Secretive and mysterious deep-dwelling gnomes.
automatically speak common and gnomish.
+1 to enchantment complexity.
-2 strength, +1 constitution, +2 wisdom
permanently affected by a spell of nondetection, blocking farsight.
+5 spell resistance.
innate spell: figment
Short, quick and furry; mischevious and head-strong.
- Imperial Halfling
Adapted to life in the crowded cities.
automatically speak common and halfling.
-1 to all magical complexities.
+2 bonus to saving throws.
+2 bonus to lockpicking and trap disarming.
+1 bonus to ranged attacks.
-2 strength, +3 dexterity, +2 luck.
- Feral Halfling
Strange and reclusive deep forest halflings.
automatically speak common and halfling.
-1 to all magical complexities.
+4 bonus to saving throws.
+2 bonus to ranged attacks.
+1 dexterity, +2 luck.
- Meadow Halfling
Michievious and playful, live in meadow burrows.
automatically speak common and halfling.
+2 bonus to saving throws.
+1 bonus to ranged attacks.
-1 strength, +3 dexterity, +2 luck.
Notoriously ugly, vicious, and cruel.
- Kobold
Small reptilian goblinoid with sadistic tendancies.
automatically speak common and orcish.
-1 strength, +2 dexterity, -2 charisma.
+2 bonus to trap disarming.
+5% experience.
- Orc
large, squat and smelly; make exceptionally deadly warriors.
automatically speak common and orcish.
-1 to all magical complexities.
take no extra damage for being in an aggressive or berserk combat style.
erupt in a feral rage when close to death.
+2 damage reduction per level.
+3 strength, -3 charisma.
- Ogre
Tall, powerful and deadly in combat; the prototypical warrior.
automatically speak common and orcish.
+1 physical and body complexity.
carry capacity doubled.
unaffected by alcohol.
2 hitpoints per level bonus.
+2 strength, +2 intelligence, +3 constitution
-3 dexterity, -1 wisdom, -3 charisma
- Goblin
Evil and mischievious critters of grotesque appearance.
automatically speak common and orcish.
+3 dex, +2 con, -1 str, -1 wis, -4 cha.
+5% experience.
increased skill in hiding and sneaking.
- Half-Orc
A mixed breed between humans and orcs.
automatically speak common and orcish.
take no extra damage for being in an aggressive or berserk combat style.
+2 strength, -2 charisma.
+5% bonus experience.
+1 damage reduction per level.
A solitary race, with regenerative abilities.
- Forest Troll
Solidary forest hunter.
-1 to all magical complexities.
faster hitpoint regeneration.
wound regeneration.
limb regeneration.
automatically speak common and trollese.
+3 strength, +3 constitution
-2 dexterity, -2 intelligence, -3 charisma
-20 fire resistance points.
- Desert Troll
Hardy trolls born from the desert sands.
-1 to all magical complexities.
faster hitpoint regeneration.
wound regeneration.
limb regeneration.
automatically speak common and trollese.
+2 strength, +4 constitution
-2 dexterity, -2 intelligence, -3 charisma
-20 acid resistance points.
- Rock Troll
The smallest but strongest of all trolls. Stone skinned.
-1 to all magical complexities.
faster hitpoint regeneration.
wound regeneration.
limb regeneration.
automatically speak common and trollese.
+4 strength, +2 constitution
-2 dexterity, -2 intelligence, -3 charisma
-20 air resistance points.
Mystical half-man half-beasts.
- Minotaur
Passionate and fierce half man half bull.
automatically speak common and animal.
+5 str, +1 con, -3 int, -3 cha.
ability to track.
adds goring damage to headbutt and charge.
- Lizardman
Tribal half lizards, stronger in body than in mind.
automatically speak common and animal.
can breathe in water.
acid spit attack.
+30% acid resistance.
+3 strength, +2 constitution, -4 intelligence
- Satyr
Music and fun loving half-goat men.
automatically speak common and animal.
+2 dexterity, +1 wisdom, +1 charisma, -2 constitution.
can perform certain wind instrument songs.
50% instrument cleaning and tuning.
- Ettercap
A cross between a gangly human and a bloated spider.
automatically speak common and animal.
+2 strength, +2 dexterity, +2 constitution.
-4 intelligence, -2 charisma.
melee attacks become poisonous.
innate spell: web
starts with a grown huge spider as a pet.