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Races

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.

MR: To benefit from a races natural magic resistance you will still need to invest in WIS.

STATS: You can +1 a stat (raise it one point higher than the normal racial max). You can only do this to one stat, and it costs you 5 of your spendable stat points (unless you are a Human or Half Elf).

Class Recommendation: They are just that, they are not a rule, you can make whatever you wish. The recommendations are just the classes that are popular for the race involved (usually due to their stats).

Race Stat Table

PTS: Is the amount of points allowed for stat allocation.

Infrared Vision: Means they can see in dark places.

This is a quick overview of each race's stats and traits.

Race Str Agi End Int Wis Chr PTS Traits
Dark Elf 20 22 18 20 18 18 105

Infrared vision, 2 HP Regen, 10% Fizzle rate reduction

Drakeblood 21 22 19 12 10 20 102

+4 AC

Dwarf 21 19 22 17 18 16 105

+6 Base armour, 4HP Regen, Infrared vision, 7.5% spell damage negation.

Elemental 14 19 20 21 21 14 105

-4% MR

Elf 18 22 18 21 19 22 106

40% Fizzle rate reduction

Gnome 16 21 17 23 20 20 107

20% Fizzle rate reduction

Goblin 19 22 20 17 16 14 103

Infrared vision, -75% poison effect, 10% spell damage negation

Half Elf 19 21 19 20 18 21 105

15% Fizzle rate reduction, 2 stat points to +1 stat

Halfling 18 23 17 20 18 22 105

+1 AGI to dodge

Half Orc 24 19 22 14 12 14 101

2 HP/tick,

Human 20 20 20 20 18 20 105

2 stat points to +1 stat, 10% Fizzle rate reduction, -5% cooldown timer for potion/food use.

Saurian 22 22 18 14 12 14 100

+2 AC

Race Infomation

Dark Elf

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, lightning 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.

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.

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, due to their low END potential, but their good potential for high AGL and WIS/MR may offset this vulnerability.

Maximum statistics (114) - 105 usable Stat points
Str 20 Agi 22 End 18 Int 20 Wis 18 Chr 16
Other traits

2HP Regen, 10% Fizzle rate reduction, Infrared vision.

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 (Assassin, Barbarian, Bard, Knight, Monk and Ranger) due to their stat potentials in STR/AGL and CHR. 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.

Maximum statistics (104) - 102 usable stat points
Str 21 Agi 22 End 19 Int 12 Wis 10 Chr 20
Other traits

+4 Base armour.

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.

Maximum statistics (113) - 105 usable stat points
Str 21 Agi 19 End 22 Int 17 Wis 18 Chr 16
Other traits

+6 Base armour, 4HP Regen, Infrared vision, 7.5% spell damage negation.

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 also make very good Druids due to their high potential INT/WIS (this also makes them very resistant to magical attacks). Their high WIS offsets their lack of STR/AGL when (as a Druid) they are morphed; this combines well with their decent END. Their low AGL potential however makes them vulnerable to physical attacks and they have more trouble hitting with physical attacks.

Maximum statistics (109) - 105 usable stat points
Str 14 Agi 19 End 20 Int 21 Wis 21 Chr 14
Other traits

-4% MR.

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, due to their low END potential, but their good potential for high AGL and WIS/MR may offset this vulnerability. Their high AGL potential also means a good hit rate.

Maximum statistics (120) - 106 usable points
Str 18 Agi 22 End 18 Int 21 Wis 19 Chr 22
Other traits

40% Fizzle rate reduction.

Gnome

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.

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, due to their low END potential, 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.

Maximum statistics (117) - 107 usable stat points
Str 16 Agi 21 End 17 Int 23 Wis 20 Chr 20
Other traits

20% Fizzle rate reduction.

Goblin

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.

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.

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.

Maximum statistics (108) - 103 usable stat points
Str 19 Agi 22 End 20 Int 17 Wis 16 Chr 14
Other traits

Infrared vision, Poison resistance (-75% Poison Duration), 10% Less damage vs spells.

Half Elf

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.

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.

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.

Maximum statistics (118) - 105 usable stat points
Str 19 Agi 21 End 19 Int 20 Wis 18 Chr 21
Other traits

15% Fizzle rate reduction. Only uses 2 stat points to +1 a stat (usually it costs 5 stat points).

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.

Maximum statistics (118) - 105 usable stat points
Str 18 Agi 23 End 17 Int 20 Wis 18 Chr 22
Other traits

+1 AGI to dodge.

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).

Maximum statistics (105) - 101 usable stat points
Str 24 Agi 19 End 22 Int 14 Wis 12 Chr 14
Other traits

2HP Regen.

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.

Maximum statistics (118) - 105 usable stat points
Str 20 Agi 20 End 20 Int 20 Wis 18 Chr 20
Other traits

Only uses 2 stat points to +1 a stat (usually it costs 5 stat points). 10% Fizzle rate reduction. -5% Cooldown timer for potions/food use.

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 (Assassin, Barbarian, Knight and Monk) due to their high stat potentials in STR/AGL. 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.

Maximum statistics (102) - 100 usable stat points
Str 22 Agi 22 End 18 Int 14 Wis 12 Chr 14
Other traits

+2 Base Armor.