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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 |
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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 |
|
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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.
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STR -3
INT +2
WIS +3
DEX +1
CON -2
CHA +1
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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
|
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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.
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WIS -2
DEX +2
CON +3
CHA -4
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