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'''Ember Online''' has ten playable races detailed below.  Since these races were saved from the Old World, they may differ somewhat from any surviving natives of Ciruin.
+
__TOC__
  
To benefit from a races natural magic resistance you will still need to invest in WIS.
+
== Overview ==
 +
'''Ember Online''' features twelve playable races. Since these races were saved from the Old World, they may differ somewhat from any surviving natives of Ciruin.  
  
===Dark Elf===
+
''Note: For the most current live data, players should consult the [https://ember-online.com/helper/races.php Official Race Helper].''
Dark Elves share a common ancestry with Elves, both hailing from a more ancient race. They appear as normal elves but with a dark ebony skin and brightly colored, often luminescent eyes. Often slightly shorter than their elven cousins, they also have a more muscular build.
+
  
They are very strong, lightening quick, and have an amazing intellect. The race is also marked by a very taciturn and suspicious nature which often leads others to believe they are unfriendly or even hostile. Dark Elves make good warriors and excellent mages but they also make talented Rogues.
+
=== Racial Mechanics ===
 +
* '''Magic Resistance (MR):''' To benefit from a race's natural magic resistance, you must still invest in '''WIS'''.
 +
* '''Stat Customization (+1):''' You can raise one stat +1 higher than the normal racial max. This costs '''5 spendable points'''.
 +
** ''Exception:'' '''Humans''', '''Half-Elves''', and '''Fae''' have reduced costs or additional slots for this (see individual entries).
 +
* '''Class Recommendations:''' These are popular choices based on stat synergy but are not strict rules.
  
Their close association with magic gives them the ability to withstand many magical attacks. Having lived for generations underground, they have developed the ability to see in the deepest darkness.
+
== Race Stat Table ==
  
'''Class Recommendations:''' They can be suitable for pretty much any class apart from Ranger/Bard due to their low CHR potential. They are slightly fragile, but their good potential for high AGL and WIS/MR may offset this vulnerability.
+
{| class="sortable" style="width: 100%; text-align:center;"
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 105 usable Stat points'''
+
 
|-
 
|-
|'''Str'''
+
! Race !! Str !! Agi !! End !! Int !! Wis !! Chr !! PTS !! Traits / Specials
|20
+
|'''Int'''
+
|20
+
|'''Agi'''
+
|22
+
|'''End'''
+
|18
+
|'''Wis'''
+
|20
+
|'''Chr'''
+
|16
+
 
|-
 
|-
!colspan="12" |'''Other traits'''
+
| [[#Dark Elf|'''Dark Elf''']] || 20 || 22 || 18 || 20 || 18 || 18 || 105 || Infravision
 
|-
 
|-
!colspan="12" |Spell Resistance Bonus: 16%
+
| [[#Drakeblood|'''Drakeblood''']] || 21 || 22 || 20 || 13 || 12 || 20 || 102 || +20 AC, 9% Phys Damage Reduc
Infrared vision: Can see in the dark.
+
|}
+
 
+
===Drakeblood===
+
Drakebloods are strong, agile, and sturdy, but not very intelligent or wise. They have a poor resistance to magic but their skin acts as natural armour.
+
 
+
'''Class Recommendations:''' They are suited more for the Combat and CHR using classes due to their stat potentials (Assassin, Barbarian, Bard, Knight, Monk and Ranger). Just be aware their low WIS/MR potential (even when maxed) means they will be vulnerable to magic users. They are however dodgy and have a good hit rate due to their high AGL potential.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 103 usable stat points'''
+
 
|-
 
|-
|'''Str'''
+
| [[#Dwarf|'''Dwarf''']] || 21 || 19 || 23 || 17 || 18 || 16 || 105 || +12 AC, 15% Spell Negation, 5 HP Regen
|21
+
|'''Int'''
+
|12
+
|'''Agi'''
+
|22
+
|'''End'''
+
|20
+
|'''Wis'''
+
|12
+
|'''Chr'''
+
|20
+
 
|-
 
|-
!colspan="12" |'''Other traits'''
+
| [[#Elf|'''Elf''']] || 18 || 22 || 18 || 21 || 19 || 22 || 106 || 100% Fizzle Rate Reduction
 
|-
 
|-
!colspan="12" |Spell Resistance Bonus: 2%
+
| [[#Fae|'''Fae''']] || 14 || 21 || 16 || 16 || 17 || 18 || 102 || +1 Bonus Atk, 10% Spell Pierce, 60% Fizzle Reduc
+4 base armor.
+
|}
+
 
+
===Dwarf===
+
Although short, Dwarves are stocky and have large chests with thick arms and legs. They are strong and tough, capable of absorbing massive amounts of punishment. Being good with martial weapons, Dwarves typically are fighters although they do have a spiritual side. 
+
 
+
Dwarves are dour and restrained, not prone to join social gathering outside of their clans.  Their bulk makes them a bit clumsy and the race is not known for their wit or acumen. A Dwarven rogue makes up for his clumsy nature with his ability to deliver heavy damage.
+
 
+
'''Class Recommendations:''' They can be suitable for all the classes apart from Ranger/Bard due to their low CHR potential. They are durable, but their lack of potential AGL means they are more vulnerable to physical attacks and they have more trouble hitting with physical attacks. They do however have a good potential for high WIS/MR to counter magic users.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 107 usable stat points'''
+
 
|-
 
|-
|'''Str'''
+
| [[#Gnome|'''Gnome''']] || 16 || 21 || 17 || 23 || 20 || 20 || 107 || +150 MP Bonus, 3 MP Regen, 50% Fizzle Reduc
|21
+
|'''Int'''
+
|17
+
|'''Agi'''
+
|19
+
|'''End'''
+
|23
+
|'''Wis'''
+
|19
+
|'''Chr'''
+
|16
+
 
|-
 
|-
!colspan="12" |'''Other traits'''
+
| [[#Goblin|'''Goblin''']] || 19 || 22 || 20 || 17 || 17 || 14 || 104 || 7.5% Spell Negation, Infravision, Poison Resist
 
|-
 
|-
!colspan="12" |Spell Resistance Bonus: 8%
+
| [[#Half-Elf|'''Half-Elf''']] || 19 || 21 || 19 || 20 || 19 || 21 || 106 || 60% Fizzle Reduc, Combat Timer Bonus
Infrared Vision - Can see in the dark
+
 
+
+4 Base Armour
+
 
+
Replenishes 2 HP a tick
+
 
+
10 Damage Negation on incoming spell damage
+
|}
+
 
+
===Elemental===
+
Elementals are intelligent, sturdy, and wise, with a natural ability to absorb hostile magic and impressive resistance to magic.
+
 
+
'''Class Recommendations:''' Elementals are made for pure magic using classes (Cleric, Necromancer or Sorcerer). They might make acceptable Druids due to their high potential INT/WIS (this also makes them very resistant to magical attacks). Their low AGL potential however makes them vulnerable to physical attacks and they have more trouble hitting with physical attacks.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 106 usable stat points'''
+
 
|-
 
|-
|'''Str'''
+
| [[#Halfling|'''Halfling''']] || 18 || 23 || 17 || 20 || 18 || 22 || 105 || +1 Agi Dodge, -0.15s Exhaustion Cooldown
|14
+
|'''Int'''
+
|21
+
|'''Agi'''
+
|19
+
|'''End'''
+
|20
+
|'''Wis'''
+
|23
+
|'''Chr'''
+
|14
+
 
|-
 
|-
!colspan="12" |'''Other traits'''
+
| [[#Half-Orc|'''Half-Orc''']] || 24 || 19 || 22 || 14 || 14 || 14 || 103 || Enrage Skill, 10 HP Regen, Infravision
 
|-
 
|-
!colspan="12" |Spell Resistance Bonus: 18%
+
| [[#Human|'''Human''']] || 20 || 20 || 20 || 20 || 18 || 20 || 105 || 20% Fizzle Reduc, Versatile Stat Scaling
15 Damage Negation on incoming spell damage
+
|}
+
 
+
===Elf===
+
Descended from an ancient magical race, elves are closely associated with forces of nature and ancient powers. They tend to be tall, often the same height as humans, although of a much slighter build. They are very agile with a high intelligence and great insight.  Elves are considered very outgoing and fascinating.
+
 
+
Although they don't shy away from martial skill, elves tend to prefer being rogues to fighter types.  Due to their close association with the natural world, they do however make outstanding Rangers  With their great intellect and foresight, Elves make great mages and healers.
+
 
+
'''Class Recommendations:''' They are very well suited for pure magic using classes (Cleric, Necromancer and Sorcerer) due to their high potential for INT/WIS/MR (which also makes them resistant to magical attacks). Their high potential for CHR makes them good Rangers and Bards. They are also suited for all the other classes (especially Thief/Druid), just be aware of their relatively low STR. They are also slightly fragile, but their good potential for high AGL and WIS/MR may offset this vulnerability. Their high AGL potential also means a good hit rate.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 106 usable points'''
+
|-
+
|'''Str'''
+
|18
+
|'''Int'''
+
|21
+
|'''Agi'''
+
|22
+
|'''End'''
+
|18
+
|'''Wis'''
+
|21
+
|'''Chr'''
+
|22
+
 
|-
 
|-
!colspan="12" |'''Other traits'''
+
| [[#Primordial|'''Primordial''']] || 14 || 20 || 20 || 21 || 21 || 16 || 112 || 10% Mana Discount, 2 MP Regen
 
|-
 
|-
!colspan="12" |Spell Resistance Bonus: 20%
+
| [[#Saurian|'''Saurian''']] || 23 || 22 || 19 || 15 || 12 || 14 || 102 || +6 Base Armor
15% Fizzle Reduction Chance
+
 
|}
 
|}
  
===Gnome===
+
== Race Information ==
The origin of gnomes as a race is unknown but they have been around since antiquity.  Gnomes are small of stature and have a slight physique.  Despite their physical deficiencies, they are very quick, frighteningly smart, owlish in nature.
+
  
Known best as great mages and healers, gnomes often use their mental superiority to be skillful fighters and rogues. Having a high affinity for magic, they are somewhat immune to the magic from other races. Being of such a small stature, they can go places the larger races are unable to travel.
+
=== Dark Elf ===
 +
Dark Elves are lightning quick and possess amazing intellect, balanced by a suspicious nature.  
 +
* '''Special:''' Infravision (can see in the dark).
 +
* '''Recommendations:''' Warriors, Mages, and Rogues. Low Chr makes them less suitable for Rangers or Bards.
  
'''Class Recommendations:''' They are best suited for pure magic using classes (Cleric, Necromancer and Sorcerer) due to their high potential for INT/WIS/MR (which also makes them resistant to magical attacks). Their potential stat can also make them into a good Thief. They can also make surprisingly good Druids (their high WIS when morphed increases their physical stats) They are very fragile, their AGL potential is decent but may not save them from physical attacks , however their WIS/MR potential will mean they have little to fear from magical attacks. They also have the highest amount of stat points for customisation.
+
=== Drakeblood ===
 +
Strong and sturdy, Drakebloods rely on their natural scales for protection.
 +
* '''Special:''' +20 Base Armor, 9% Physical Damage Reduction.
 +
* '''Recommendations:''' Combat and Chr-based classes like Assassin, Barbarian, Bard, Knight, Monk, and Ranger.
  
{| border="1"
+
=== Dwarf ===
!colspan="12" |'''Maximum statistics - 109 usable stat points'''
+
Stocky and tough, Dwarves are built to absorb massive amounts of punishment.
|-
+
* '''Special:''' +12 Base Armor, 15% damage negation on incoming hostile spells, 5 HP Regen per tick, Negative effects reduced by 90%, 25% longer spell duration, 20% less mana used, 25% cooldown speed on consumables/combat timers, Infravision.
|'''Str'''
+
* '''Recommendations:''' Excellent durable tanks or magic-resistant warriors.
|16
+
|'''Int'''
+
|22
+
|'''Agi'''
+
|21
+
|'''End'''
+
|17
+
|'''Wis'''
+
|22
+
|'''Chr'''
+
|20
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 25%
+
|}
+
  
===Goblin===
+
=== Elf ===
The goblin race has split between those who have remained wild and the civilized goblins who banded together for strength and stability. Generations have passed and these goblins have become different from their wild cousins. Although still of small stature, they are quite strong and lightening quick. Goblins are very tough but are generally impulsive and a little dull. Their desire to distinguish themselves from their wild cousins also makes them terse and difficult to socialize with.
+
Descended from ancient magic, Elves excel at avoiding the common pitfalls of spellcasting.
 +
* '''Special:''' 100% Fizzle Rate Reduction (Spells never fail).
 +
* '''Recommendations:''' Pure magic users (Cleric, Necromancer, Sorcerer) and high-Chr classes like Ranger and Bard.
  
Having an affinity for martial skills, goblins make great fighters and rogues. Their ability as mages and healers is somewhat lessened by their inattention and flighty nature. Goblins retain their racial ability to see in darkness despite becoming cultured and refined. Their small stature also allows them to access places where larger races are unable to follow.
+
=== Fae ===
 +
Small and masterfully elusive, Fae can sustain buffs and debuffs much longer than others.
 +
* '''Special:''' +1 bonus attack, +2 agility while dodging, 75% debuff/buff duration boost, 25% hide effectiveness, 60% Fizzle Reduc, 6% bonus spell resistance, 10% bonus spell pierce.
 +
* '''Customization:''' Only 2 allocation points needed to +1 a stat.
  
'''Class Recommendations:''' Their reasonable STR and END combined with their good AGL potentials means that Goblins are most suited for combat orientated classes (Assassin, Barbarian, Knight and Monk). They can also make a decent Thief. Their high AGL potential means they have a good hit rate and dodge. They also have a decent WIS/MR.
+
=== Gnome ===
 +
Small in stature but possessing frightening mental superiority.
 +
* '''Special:''' 15% Mana Discount, 50% Fizzle Rate Reduction, +150 MP bonus, 3 MP Regen per tick.
 +
* '''Recommendations:''' Ideal for heavy mana-reliant classes like Sorcerer or Necromancer.
  
{| border="1"
+
=== Goblin ===
!colspan="12" |'''Maximum statistics - 102 usable stat points'''
+
Impulsive and tough, Goblins have retained their survival instincts from the wild.
|-
+
* '''Special:''' 7.5% damage negation on incoming hostile spells, Poison Resistance, Infravision.
|'''Str'''
+
* '''Recommendations:''' High AGL makes them great for Assassin, Barbarian, or Monk.
|19
+
|'''Int'''
+
|17
+
|'''Agi'''
+
|22
+
|'''End'''
+
|20
+
|'''Wis'''
+
|17
+
|'''Chr'''
+
|14
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 19%
+
  
Infrared vision: Can see in the dark.
+
=== Half-Elf ===
 +
The versatile offspring of Human and Elf, capable of distinguishng themselves in any field.
 +
* '''Special:''' 5% Mana Discount, 5% cooldown speed on consumables/combat timers, 60% Fizzle Reduc.
 +
* '''Customization:''' Costs 2 points to +1 first stat; can +1 an additional stat for 5 points.
  
Increased resistance to poison (-75% duration to poison effects).
+
=== Halfling ===
|}
+
Unbelievably fast and naturally lucky at avoiding incoming blows.
 +
* '''Special:''' +1 agility while dodging, -0.15s to exhaustion cooldown time.
 +
* '''Recommendations:''' Thief, Ranger, or any class where dodge is a priority.
  
===Half Elf===
+
=== Half-Orc ===
The infrequent mating of human and elf has led to the rise of Half Elves in the world. Although they share a common ancestry with Elves and Humans, they are part of neither world. Half Elves lack the mystical aura of their elven ancestors and the solid foundation of their human half.  They typically have the fair skin and hair found among elves with the bulk and mass of their human side.
+
Tall and stocky, Half-Orcs possess a bestial strength that allows them to recover rapidly.
 +
* '''Skill:''' '''Enrage''' (5 min cooldown) - Increases Strength for a short period. Stacks with other effects.
 +
* '''Special:''' 10 HP Regen per tick, 10% cooldown speed on consumables/combat timers, Infravision.
  
Being strong, quick, and tough, half elves make great fighters and rogues. Having a quick wit and great insight, they make great healers and mages as well. Even without the almost mystical charm of their elven parents, they still make wonderful rangers. Their lack of outstanding features drives their desire to distinguish themselves from their parent races.
+
=== Human ===
 +
Humans are the ultimate generalists, capable of specializing into two different stats more easily than other races.
 +
* '''Special:''' 10% Mana Discount, 20% Fizzle Reduc, 7.5% cooldown speed on consumables/combat timers.
 +
* '''Customization:''' Costs 2 points to +1 first stat; can +1 an additional stat for 5 points.
  
'''Class Recommendations:''' Their potential stats means that they are suited for all the classes especially Ranger/Bard (they just will not really excel at any). Their lowered cost to making a stat +1 means you really should use it.
+
=== Primordial ===
 +
Sturdy and wise, Primordials are built for enduring magical combat.
 +
* '''Special:''' 10% Mana Discount, 2 MP Regen per tick.
 +
* '''Recommendations:''' Cleric, Necromancer, Sorcerer, and Druid.
  
{| border="1"
+
=== Saurian ===
!colspan="12" |'''Maximum statistics - 106 usable stat points'''
+
Lizard-like warriors with high physical potential and natural scales.
|-
+
* '''Special:''' +6 Base Armor.
|'''Str'''
+
* '''Recommendations:''' Combat classes like Barbarian, Knight, or Monk.
|19
+
|'''Int'''
+
|20
+
|'''Agi'''
+
|21
+
|'''End'''
+
|19
+
|'''Wis'''
+
|20
+
|'''Chr'''
+
|21
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 15%
+
10% Fizzle Rate Reduction.
+
  
Only uses 2 stat points to +1 a stat (usually it costs 5 stat points).
+
[[Category:Races]]
|}
+
 
+
===Halfling===
+
Believed to be descended from a much older race, halflings are short of stature and not very tough.  They are unbelievably fast with a great knowledge and insight. Much like elves, they have an almost mystical ability to influence the emotions and attitudes of others.
+
 
+
Despite their lack of great strength, halflings often become fighters and rogues due to their amazing agility. Halflings make great mages and healers relying less on strength and toughness and more on their ability to avoid damage. Their ability to influence others make them great rangers and druids.
+
 
+
'''Class Recommendations:''' Their potential stats means that they are suited for all the classes especially Ranger/Bard and Thief. Their fragility (low END potential) is offset by their survivability (high AGL and WIS/MR potential). Their high AGL potential also means a good hit rate.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 106 usable stat points'''
+
|-
+
|'''Str'''
+
|18
+
|'''Int'''
+
|20
+
|'''Agi'''
+
|23
+
|'''End'''
+
|17
+
|'''Wis'''
+
|20
+
|'''Chr'''
+
|22
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 15%
+
|}
+
 
+
===Half Orc===
+
Much like half elves, Half orcs are a bastard race. They are the result of the mating between human and orc.  However, unlike half elves they have stuck together in their own society and have distinguished themselves as a race.  Half orcs are tall and stocky with frightening strength and toughness.  However their bestial nature makes them poor scholars and companions.
+
 
+
Half orcs rely heavily on their martial abilities and make wonderful fighters and rogues. The primal blood that pumps through their veins allow them to heal faster than most mortals. This increased metabolism translates into being able to process food and even potions faster than other races.
+
 
+
'''Class Recommendations:''' Half Orcs are most suited for combat orientated classes (Assassin, Barbarian, Knight and Monk). Their high STR and low AGL potentials mean that they will not hit as regularly as some races, but when they do hit it will hurt. Their low AGL and WIS/MR potentials also means they are susceptible to both physical, and especially, magical attacks, however their high END potential can offset this to an extent (they take it on the chin).
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 103 usable stat points'''
+
|-
+
|'''Str'''
+
|24
+
|'''Int'''
+
|14
+
|'''Agi'''
+
|19
+
|'''End'''
+
|22
+
|'''Wis'''
+
|14
+
|'''Chr'''
+
|14
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 0%
+
Replenishes 3HP per tick.
+
 
+
10% cooldown speed with potions and food
+
|}
+
 
+
===Human===
+
Humans don’t excel at in any aspect, but are also not lacking in any aspect either, with a moderate resistance to magic backing them up.
+
 
+
'''Class Recommendations:''' Their potential stats means that they are suited for all the classes (they just will not really excel at any). Their lowered cost to making a stat +1 means you really should use it.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 106 usable stat points'''
+
|-
+
|'''Str'''
+
|20
+
|'''Int'''
+
|20
+
|'''Agi'''
+
|20
+
|'''End'''
+
|20
+
|'''Wis'''
+
|20
+
|'''Chr'''
+
|20
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 10%
+
Only uses 2 stat points to +1 a stat (usually it costs 5 stat points).
+
 
+
5% Fizzle Rate Reduction.
+
 
+
15% cooldown speed with potions, food, and combat timer.
+
|}
+
 
+
===Saurian===
+
Saurians are strong and agile, but not intelligent or wise, with minimal resistance to magic and a natural bonus to their armor.
+
 
+
'''Class Recommendations:''' They are suited more for the Combat classes due to their stat potentials (Assassin, Barbarian, Knight and Monk). Their high AGL potential will mean they can dodge well and have a good hit rate. Just be aware their low WIS/MR potential (even when maxed) means they will be vulnerable to magic users.
+
 
+
{| border="1"
+
!colspan="12" |'''Maximum statistics - 102 usable stat points'''
+
|-
+
|'''Str'''
+
|22
+
|'''Int'''
+
|14
+
|'''Agi'''
+
|22
+
|'''End'''
+
|19
+
|'''Wis'''
+
|14
+
|'''Chr'''
+
|14
+
|-
+
!colspan="12" |'''Other traits'''
+
|-
+
!colspan="12" |Spell Resistance Bonus: 1%
+
+2 Base Armor.
+
|}
+

Latest revision as of 10:21, 16 January 2026

Overview

Ember Online features twelve playable races. Since these races were saved from the Old World, they may differ somewhat from any surviving natives of Ciruin.

Note: For the most current live data, players should consult the Official Race Helper.

Racial Mechanics

  • Magic Resistance (MR): To benefit from a race's natural magic resistance, you must still invest in WIS.
  • Stat Customization (+1): You can raise one stat +1 higher than the normal racial max. This costs 5 spendable points.
    • Exception: Humans, Half-Elves, and Fae have reduced costs or additional slots for this (see individual entries).
  • Class Recommendations: These are popular choices based on stat synergy but are not strict rules.

Race Stat Table

Race Str Agi End Int Wis Chr PTS Traits / Specials
Dark Elf 20 22 18 20 18 18 105 Infravision
Drakeblood 21 22 20 13 12 20 102 +20 AC, 9% Phys Damage Reduc
Dwarf 21 19 23 17 18 16 105 +12 AC, 15% Spell Negation, 5 HP Regen
Elf 18 22 18 21 19 22 106 100% Fizzle Rate Reduction
Fae 14 21 16 16 17 18 102 +1 Bonus Atk, 10% Spell Pierce, 60% Fizzle Reduc
Gnome 16 21 17 23 20 20 107 +150 MP Bonus, 3 MP Regen, 50% Fizzle Reduc
Goblin 19 22 20 17 17 14 104 7.5% Spell Negation, Infravision, Poison Resist
Half-Elf 19 21 19 20 19 21 106 60% Fizzle Reduc, Combat Timer Bonus
Halfling 18 23 17 20 18 22 105 +1 Agi Dodge, -0.15s Exhaustion Cooldown
Half-Orc 24 19 22 14 14 14 103 Enrage Skill, 10 HP Regen, Infravision
Human 20 20 20 20 18 20 105 20% Fizzle Reduc, Versatile Stat Scaling
Primordial 14 20 20 21 21 16 112 10% Mana Discount, 2 MP Regen
Saurian 23 22 19 15 12 14 102 +6 Base Armor

Race Information

Dark Elf

Dark Elves are lightning quick and possess amazing intellect, balanced by a suspicious nature.

  • Special: Infravision (can see in the dark).
  • Recommendations: Warriors, Mages, and Rogues. Low Chr makes them less suitable for Rangers or Bards.

Drakeblood

Strong and sturdy, Drakebloods rely on their natural scales for protection.

  • Special: +20 Base Armor, 9% Physical Damage Reduction.
  • Recommendations: Combat and Chr-based classes like Assassin, Barbarian, Bard, Knight, Monk, and Ranger.

Dwarf

Stocky and tough, Dwarves are built to absorb massive amounts of punishment.

  • Special: +12 Base Armor, 15% damage negation on incoming hostile spells, 5 HP Regen per tick, Negative effects reduced by 90%, 25% longer spell duration, 20% less mana used, 25% cooldown speed on consumables/combat timers, Infravision.
  • Recommendations: Excellent durable tanks or magic-resistant warriors.

Elf

Descended from ancient magic, Elves excel at avoiding the common pitfalls of spellcasting.

  • Special: 100% Fizzle Rate Reduction (Spells never fail).
  • Recommendations: Pure magic users (Cleric, Necromancer, Sorcerer) and high-Chr classes like Ranger and Bard.

Fae

Small and masterfully elusive, Fae can sustain buffs and debuffs much longer than others.

  • Special: +1 bonus attack, +2 agility while dodging, 75% debuff/buff duration boost, 25% hide effectiveness, 60% Fizzle Reduc, 6% bonus spell resistance, 10% bonus spell pierce.
  • Customization: Only 2 allocation points needed to +1 a stat.

Gnome

Small in stature but possessing frightening mental superiority.

  • Special: 15% Mana Discount, 50% Fizzle Rate Reduction, +150 MP bonus, 3 MP Regen per tick.
  • Recommendations: Ideal for heavy mana-reliant classes like Sorcerer or Necromancer.

Goblin

Impulsive and tough, Goblins have retained their survival instincts from the wild.

  • Special: 7.5% damage negation on incoming hostile spells, Poison Resistance, Infravision.
  • Recommendations: High AGL makes them great for Assassin, Barbarian, or Monk.

Half-Elf

The versatile offspring of Human and Elf, capable of distinguishng themselves in any field.

  • Special: 5% Mana Discount, 5% cooldown speed on consumables/combat timers, 60% Fizzle Reduc.
  • Customization: Costs 2 points to +1 first stat; can +1 an additional stat for 5 points.

Halfling

Unbelievably fast and naturally lucky at avoiding incoming blows.

  • Special: +1 agility while dodging, -0.15s to exhaustion cooldown time.
  • Recommendations: Thief, Ranger, or any class where dodge is a priority.

Half-Orc

Tall and stocky, Half-Orcs possess a bestial strength that allows them to recover rapidly.

  • Skill: Enrage (5 min cooldown) - Increases Strength for a short period. Stacks with other effects.
  • Special: 10 HP Regen per tick, 10% cooldown speed on consumables/combat timers, Infravision.

Human

Humans are the ultimate generalists, capable of specializing into two different stats more easily than other races.

  • Special: 10% Mana Discount, 20% Fizzle Reduc, 7.5% cooldown speed on consumables/combat timers.
  • Customization: Costs 2 points to +1 first stat; can +1 an additional stat for 5 points.

Primordial

Sturdy and wise, Primordials are built for enduring magical combat.

  • Special: 10% Mana Discount, 2 MP Regen per tick.
  • Recommendations: Cleric, Necromancer, Sorcerer, and Druid.

Saurian

Lizard-like warriors with high physical potential and natural scales.

  • Special: +6 Base Armor.
  • Recommendations: Combat classes like Barbarian, Knight, or Monk.