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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.
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__TOC__
__NOTOC__
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===Dark Elf===
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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.
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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.
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== Overview ==
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'''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.  
  
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.
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''Note: For the most current live data, players should consult the [https://ember-online.com/helper/races.php Official Race Helper].''
  
===Dwarf===
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=== Racial Mechanics ===
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.
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* '''Magic Resistance (MR):''' To benefit from a race's natural magic resistance, you must still invest in '''WIS'''.
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* '''Stat Customization (+1):''' You can raise one stat +1 higher than the normal racial max. This costs '''5 spendable points'''.
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** ''Exception:'' '''Humans''', '''Half-Elves''', and '''Fae''' have reduced costs or additional slots for this (see individual entries).
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* '''Class Recommendations:''' These are popular choices based on stat synergy but are not strict rules.
  
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.
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== Race Stat Table ==
  
===Elf===
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{| class="sortable" style="width: 100%; text-align:center;"
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|-
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! Race !! Str !! Agi !! End !! Int !! Wis !! Chr !! PTS !! Traits / Specials
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|-
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| [[#Dark Elf|'''Dark Elf''']] || 20 || 22 || 18 || 20 || 18 || 18 || 105 || Infravision
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|-
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| [[#Drakeblood|'''Drakeblood''']] || 21 || 22 || 20 || 13 || 12 || 20 || 102 || +20 AC, 9% Phys Damage Reduc
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|-
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| [[#Dwarf|'''Dwarf''']] || 21 || 19 || 23 || 17 || 18 || 16 || 105 || +12 AC, 15% Spell Negation, 5 HP Regen
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|-
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| [[#Elf|'''Elf''']] || 18 || 22 || 18 || 21 || 19 || 22 || 106 || 100% Fizzle Rate Reduction
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|-
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| [[#Fae|'''Fae''']] || 14 || 21 || 16 || 16 || 17 || 18 || 102 || +1 Bonus Atk, 10% Spell Pierce, 60% Fizzle Reduc
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|-
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| [[#Gnome|'''Gnome''']] || 16 || 21 || 17 || 23 || 20 || 20 || 107 || +150 MP Bonus, 3 MP Regen, 50% Fizzle Reduc
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|-
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| [[#Goblin|'''Goblin''']] || 19 || 22 || 20 || 17 || 17 || 14 || 104 || 7.5% Spell Negation, Infravision, Poison Resist
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|-
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| [[#Half-Elf|'''Half-Elf''']] || 19 || 21 || 19 || 20 || 19 || 21 || 106 || 60% Fizzle Reduc, Combat Timer Bonus
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|-
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| [[#Halfling|'''Halfling''']] || 18 || 23 || 17 || 20 || 18 || 22 || 105 || +1 Agi Dodge, -0.15s Exhaustion Cooldown
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|-
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| [[#Half-Orc|'''Half-Orc''']] || 24 || 19 || 22 || 14 || 14 || 14 || 103 || Enrage Skill, 10 HP Regen, Infravision
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|-
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| [[#Human|'''Human''']] || 20 || 20 || 20 || 20 || 18 || 20 || 105 || 20% Fizzle Reduc, Versatile Stat Scaling
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|-
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| [[#Primordial|'''Primordial''']] || 14 || 20 || 20 || 21 || 21 || 16 || 112 || 10% Mana Discount, 2 MP Regen
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|-
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| [[#Saurian|'''Saurian''']] || 23 || 22 || 19 || 15 || 12 || 14 || 102 || +6 Base Armor
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|}
  
===Gnome===
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== Race Information ==
  
===Goblin===
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=== Dark Elf ===
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Dark Elves are lightning quick and possess amazing intellect, balanced by a suspicious nature.
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* '''Special:''' Infravision (can see in the dark).
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* '''Recommendations:''' Warriors, Mages, and Rogues. Low Chr makes them less suitable for Rangers or Bards.
  
===Half Elf===
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=== Drakeblood ===
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Strong and sturdy, Drakebloods rely on their natural scales for protection.
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* '''Special:''' +20 Base Armor, 9% Physical Damage Reduction.
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* '''Recommendations:''' Combat and Chr-based classes like Assassin, Barbarian, Bard, Knight, Monk, and Ranger.
  
===Halfling===
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=== Dwarf ===
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Stocky and tough, Dwarves are built to absorb massive amounts of punishment.
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* '''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.
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* '''Recommendations:''' Excellent durable tanks or magic-resistant warriors.
  
===Half Orc===
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=== Elf ===
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Descended from ancient magic, Elves excel at avoiding the common pitfalls of spellcasting.
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* '''Special:''' 100% Fizzle Rate Reduction (Spells never fail).
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* '''Recommendations:''' Pure magic users (Cleric, Necromancer, Sorcerer) and high-Chr classes like Ranger and Bard.
  
===Human===
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=== Fae ===
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Small and masterfully elusive, Fae can sustain buffs and debuffs much longer than others.
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* '''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.
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* '''Customization:''' Only 2 allocation points needed to +1 a stat.
  
===Saurian===
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=== Gnome ===
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Small in stature but possessing frightening mental superiority.
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* '''Special:''' 15% Mana Discount, 50% Fizzle Rate Reduction, +150 MP bonus, 3 MP Regen per tick.
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* '''Recommendations:''' Ideal for heavy mana-reliant classes like Sorcerer or Necromancer.
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=== Goblin ===
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Impulsive and tough, Goblins have retained their survival instincts from the wild.
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* '''Special:''' 7.5% damage negation on incoming hostile spells, Poison Resistance, Infravision.
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* '''Recommendations:''' High AGL makes them great for Assassin, Barbarian, or Monk.
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=== Half-Elf ===
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The versatile offspring of Human and Elf, capable of distinguishng themselves in any field.
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* '''Special:''' 5% Mana Discount, 5% cooldown speed on consumables/combat timers, 60% Fizzle Reduc.
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* '''Customization:''' Costs 2 points to +1 first stat; can +1 an additional stat for 5 points.
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=== Halfling ===
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Unbelievably fast and naturally lucky at avoiding incoming blows.
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* '''Special:''' +1 agility while dodging, -0.15s to exhaustion cooldown time.
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* '''Recommendations:''' Thief, Ranger, or any class where dodge is a priority.
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=== Half-Orc ===
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Tall and stocky, Half-Orcs possess a bestial strength that allows them to recover rapidly.
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* '''Skill:''' '''Enrage''' (5 min cooldown) - Increases Strength for a short period. Stacks with other effects.
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* '''Special:''' 10 HP Regen per tick, 10% cooldown speed on consumables/combat timers, Infravision.
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=== Human ===
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Humans are the ultimate generalists, capable of specializing into two different stats more easily than other races.
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* '''Special:''' 10% Mana Discount, 20% Fizzle Reduc, 7.5% cooldown speed on consumables/combat timers.
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* '''Customization:''' Costs 2 points to +1 first stat; can +1 an additional stat for 5 points.
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=== Primordial ===
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Sturdy and wise, Primordials are built for enduring magical combat.
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* '''Special:''' 10% Mana Discount, 2 MP Regen per tick.
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* '''Recommendations:''' Cleric, Necromancer, Sorcerer, and Druid.
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=== Saurian ===
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Lizard-like warriors with high physical potential and natural scales.
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* '''Special:''' +6 Base Armor.
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* '''Recommendations:''' Combat classes like Barbarian, Knight, or Monk.
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[[Category:Races]]

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.