Age Of War

The Pro's and Con's of a race will play a big role in they way your character gains things such as Health, Mana and Movement, also in the way your character acts during battles and non-battle situations.

For example: Choosing the class Warrior with the Race of Giant. The race will give you high Strength, therefor doing more damage, and the extra constitution will let you gain a more Health, but at the same time they will also have less Intelligence and Wisdom, thus there is will be a chance they could miss a bandage or two in a critical situation, or miss several attacks in one round. They would only beable to practice skills to a certain level, most likely not being superb if the Intelligence and Wisdom stayed at the low point.

Another example would be: Choosing the class Magic User with the Race of Elf. The race will give you high Intelligence and Wisdom, which will let you complete the desired spell without flaw and one would beable to practice spells to superb. But on the other hand, the race has minus strength and constitution, they would gain Health at a much slower rate, per level, and you would not beable to pick up or hold very many things. If they are needed to pick up a corpse after another has died, a Magic User-Elf will likely not beable to do it.

The following races are currently available.



Race Pros/Cons
 
 
Human

Humans are average in everything they do. For some reason, they have never been able to find one thing that they are really good in. On the upside to that though, they are not bad in any skill either.


None
 
 
Elf

Elves are woodley creatures with high spirits and magic. They enjoy practical jokes, many feasts, and great parties. Living in the woods has taught the elves how to be great hunters. Like all hunters, they are extremely dexterous and very smart. Short compared to human standards, the average elf stands about 5 foot 2 inches, and weighs only about 90 pounds.


STR -3
INT +2
WIS +3
DEX +1
CON -2
CHA +1

 
 
Gnome

Gnomes are magical little creatures that live in caves. Like their cousins, dwarves, they also work in mines, but spend much more time in their magic. Their high intelligence leads them into the path of a great magician, hoping one day to be a high-magi.


INT +1
WIS -1

 
 
Dwarf

Dwarves are native to the mountains. Because of this, they are extremely good at mining for valuable gems. A well-trained dwarf can pick out the goodies without a second thought. Because of their long days at work in the mines, they are very dextrous, and they have a higher constitution than most humanoids. Most dwarves are short and stalky, little for humor, but have a great taste in their dwarven spirits.


STR +1
INT -2
DEX +1
CON +1
CHA -1

 
 
Sivak

Sivaks are strong creatures that are very good with a weapon. Known for combining excellent combat skills with sheer grace, Sivaks are second to none.


STR +1
INT -2
DEX +2
CON +1
CHA -3

 
 
Kender

Kenders are very curious little men. They have a habit of picking up items and they don't even know where they got them from. They are not thieves, although their companions think they are. With their little hands, they can get into areas that others can not, and they have the wisdom to master what they please.


STR -1
WIS +1
DEX +3
CHA -1

 
 
Half-elf

Half-elves are half human, half elven. Though they seem to be in quite of an identification crisis, they have succeeded in both cultures, showing that they are almost as good as their human/elven counterparts. They have adapted their ways into charming their foes, and when that doesn't work, they use their intelligence and wisdom to talk their way out of it. Even when that fails, they have the dexterity to make a mad dash for the border.


STR -1
INT +2
WIS +1
DEX +1
CON -1
CHA -2

 
 
Giant

Giants are good fighters because of their great size. Their incredible strength allows them to smash opponents to bits, their high constitution permits for enduring long battles, and their dexterity ensures constant accuracy. Giants make the superior warrior.


STR +3
INT -2
WIS -2
DEX +1
CON +2
CHA -1

 
 
Fairy

The almost mythical fairyfolk are known for their ability to fly circles around their dizzying opponents, although their small size makes them more accustomed to magic than melee combat. What they lack in size though they make up for in magical prowess and legends speak of entire armies that have followed a fairy gladly even unto death while under their unshakeable magical control.


STR -2
INT +2
DEX +1
CON -3
CHA +3

 
 
Hobbit

Hobbits are a merry little folk fond of their burrows and of finding any excuse to have a huge feast, frolick, and waste time. Though not as fond of the forests as their eldren brethren, neither are they loathed to accompanying them in the woodlands. Their speed and strength make them capable fighters although they don't excel at it as much as other races.


STR +2
WIS -3
DEX +1
CON +1
CHA -2

 
 
Halfling

The tiny halflings take a more rigorous view of fighting than their woodland relatives. So passionately do they pursue the eradication of evil and any who would threaten their forest homes, that their alignment is permanently good and can never be turned evil, thus they make excellent paladins and druids, with their combination of stamina and wisdom.


STR +2
INT -1
WIS +2
DEX -2
CON +1

 
 
Triton

Little is known of these strange waterfolk save they rarely leave their oceans and waters. Those who travel their domain do so with respect as their ability to travel quickly through and dive to great depths is unsurpassed.


INT +1
WIS +1
DEX +1
CON -1
CHA -2

 
 
Draconian

From deep within the heart of the planet are born these creatures of the eternal flame. Closely related to the fearsome dragons they possess their natural love of fire. Though not quite as rugged as pure fighter races, their high intelligence and wisdom make them excellent battle mages and clerics.


STR +1
INT +1
DEX -2
CON -1
CHA -1

 
 
Ghoul

Drawn forth from the realm of the dead, and animated by forbidden magic long cursed by the Gods, these fearsome apparitions inspire terror with a mere glance. As their very existance is an abomination and they hate all living, ghouls are permanently evil, making them perfect necromancers and vampyres.


WIS -2
DEX +2
CON +3
CHA -4




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