| Humans are perhaps the most familiar race and are the standard for comparison for all other races.
A Human has no weaknesses in their capabilities to learn and master all forms of skills.
Though they are able to learn any skill, they are also not innately adept at any one in particular.
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| Dwarves are stout individuals with naturally powerful limbs and are commonly great line fighters as tower shields provide a great measure of cover for them.
While they may also learn any skill as humans do, they have a natural predilection for martial combat and are nearly impossible to knock from their feet.
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| The Quicken are often refered to by others as half men because of their stature. They are also sometimes called Swiftlings due to their incredible natural speed and agility.
Their stature also makes it difficult to master larger weapon styles. Their reach is overcome by their ability to work together in combat in an almost synchronistic fashion to deliver devastating results.
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| Sometimes called Giants, they are characterized by the long strides of their gait. Having a distinct advantage in battle to see over the conflict, they are often healers and battle strategists.
Like humans, they are capable of mastering any art form. Though most are peaceful, the warriors among their race are of course capable of weilding giant weapons with great proficiency.
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| Sometimes thought to be the "Dark Kin" of Elves, These night travellers prefer the comfort that darkness provides and are
rarely seen outside during the daytime. Thier dark complexions and affinity to darkness make it very difficult to find them
at night if they wish to remain hidden.
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| The reverse side of the Scurotsuma coin. Their pale skin is a stark contrast to their dark counterparts. Just as the dark kin prefer the night,
these creatures consider themselves refreshed and more powerful in the light of day. While they gain strength from the sunlight, they are not very
adept when it comes to being stealthy.
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| The Cursed-Ones. Thought to be a mixed breed of sorts between the Scurotsuma and Chiaras, these split-skinned people are comfortable in both
sunlight and moonlight. Chymerian are strangely resilient and something about their dual heritage allows them to displace certain attacks.
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| The Silenced race. The Scuras seem unable to speak or even produce sound. Though the true nature of their affliction is not known,
it is rumored that all of them at some point are capable of speech. They traditionally wear something to cover their mouths, usually
garments of ornate fashion, but the savages of the race sometimes have been known to stitch their mouths shut.
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| The most common of undead known to the living. Sometimes called Vampires, these undead have a seemingly unending hunger for fresh blood. They will feed on fallen victims until the point of the victim's death.
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| Their sunken faces and gaunt bodies give them a corpse-like look. A strange breed of undead believed to be formerly dead humanoids well into their decomposition phase that have somehow been preserved at that state and become reanimated walking dead.
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| The Frankenstein of the undead. These creatures are sometimes completely skeletal in appearance, but mostly comprised of various pieces of dead corpses.
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| Ghosts. These frail, lithe creatures are sometimes mistaken for spirits because of their transluscent skin and the way they seem to float when they move.
Due to their naturally frail physical form, they often avoid physical contact and prefer the powers of magic to deliver death to their enemies.
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| The Liche. (NOT A PC RACE) These creatures sometimes resemble Plagued but with the destinct difference that their eyes glow in the dark. Some glow red, others green.
It is said that there is some reason for the different colors, but no one seems to actually know what that reason is.
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| The Bear. This forest dwelling humanoid has great strength along with an even greater temper.
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| The Bull. (NOT A PC RACE) Also known for strength, this creature has great endurance in combat. Though normally level-headed and even tempered, Morlans always approach combat by attempting to assert their dominance.
It is wise not to leave two Morlans alone to find a solution to a problem as one of them could end up dead before either of them works to resolve the conflict at hand.
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| The Ram. These strong-willed creatures are rarely trusting of others and will take any advantage they can. Never turn your back on this creature on a Balteraan.
They are generally comfortable in mountainous regions, but like their forest dwelling counterparts they are also very short tempered.
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| The Bird. A delicate creature naturally in tune with the wind. The orsienne dislike conflict and tend to avoid it where possible.
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| Elves are a long-lived race of intellectuals and artisans. Having been one of the first races created, they have perhaps the longest lineage of the known world.
Some elves claim they share lineage with dragons while others insist they were first born of pure magic.
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| While Elves are the intellectuals, the Kalindrin are every bit the tribal warrior brethren to them. Decorated in tattoos of green and brown to reflect their warrior prowess,
they rely on their balance and precise to defeat their foes.
Their homes are in the trees among vines, ladders and rope-bridges. They also have strong religeous beliefs and worship Kali, whom they believe to be the god of their island.
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| Sometimes called Demon Elves, these reddish skinned creatures have the pointed ears of their Elven brethren as well as the horns of the Panadrian. They are excellent warriors and are seldom seen without their weapons and armor.
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| Charming and playful, these woodland creatures live upon the ground instead of in the trees like the Kalindrin of their island. People call these folk trixters and thieves because they never seem to lose a wager and their natural state of happiness seems unfounded.
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| These wolf-like creatures have a strong sense of brotherhood and are faithful to their own to a fault. They hold strong to a pack mentality.
What is good for one, is good for all but each must wait his turn. A pack is almost always comprised of five Wolfen and each has a specific role among them.
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| The stalkers, these feline creatures hunt as a pride similar to how the Wolfen hunt as a pack. All Drundarian are hunters and anyone is welcome to join a pride.
They are a proud race and have no patience for incompitence, which they view as weakness.
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| The Lizard-folk of Ocanna. They are adept at travelling through water, especially swamplike conditions. Their rough scales on their skin gives them a small measure of protection.
They are often tribal or clan oriented when it comes to community. Their tails ad balance to their natural fighting prowess.
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| The Merfolk of Ocanna. These aquatic humanoids are also very agile in water and they may even breath while underwater through the gills usually found on their necks or under their arms.
They seem to be somewhat adept at both magic and fighting, though few would claim to be warriors as they are a very peaceful race.
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| Like most of the inhabitants on Halven, Gru'ken speech is very gutteral and usually difficult to understand given their large protruding tusks.
They are not without intelligence as some might assume. In fact, they have many healers, or Shaman, among their better trained adventurers. Still, most rely on brut force to win battles.
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| These Troll-like people are also tribal in nature as well as territorial. They do have a great respect for nature and one another's property. Anything not marked or apparently owned though is up for grabs.
This even transffers to the females of their race. The women of their race do not travel without a male for fear of being taken by another regardless of tribe.
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| These slow moving hulks are sometimes called Half-Ogres due to their size and poor diction. Unlike their Gru'ken brethren, they are dim witted and slow. They make up for this disadvantage by being exceptionally strong.
Though most people wouldn't like travelling with one of these creatures because of their smell, having one on your side in combat is very well worth it.
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| The smallest of the Halven inhabitants, these dwarf-like creatures usually dwell in caves and don't venture out much after nightfall.
They are exceptional at figures and understanding the mechanics. They were the first to create a pulley system for water conveyance from the springs outside their home into the depths of the mountains.
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| The Grey Guardians. These winged, stone-skinned creatures are said to be the protectors of an ancient knowledge.
Similar to some undead, they have no metabolism.
They do not bleed, but crumble instead. Normal healing magics do not work on these creatures.
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| These Arcane tattooed humanoids are believed to be the creators of the Darkoné race, but there is no magical proof or evidence of this.
However, they do possess magic which specifically affects the Darkoné. Whether or not it is due to the belief that they are the creators,
the Darkoné have taken it upon themselves to act as guardians to the Cantoré.
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| Sand People. Their skin glistens with specs of sand and crystal. Each is born knowing the day they will die, which they call their Day of Dissolution.
After serving some form of worship, they willfully walk out into the sea and are returned to the ocean, which they deem their origin.
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| Aged tree-like people. These ancient people have a lifetime which spans upwards of 400 years. Every hundred years their form changes, so it is easy to tell which centennial they are in.
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| Arguably the closest descendants of the great dragons, these creature are seldom seen without a Seasonal, of which they are the guardians. Their scales give them a distinct advantage in combat, but it also makes it difficult for them to wear armor.
Their true intellect is not known as they aren't very talkative and mostly just follow their Seasonals, much like pets.
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| These beautiful creatures get their name from their distinct marking which change with the seasons. They are almost never seen without their Draconic guardian.
It is rumored that these creatures are linked by more than just a pet or guardian relationship, but they seldom engage in conversation on this matter so it is difficult to ascertain the truth of it.
While Souventis live for hundreds of years, Seasonals rarely live beyond the age of 40.
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| Spirit folk. Their pale skin and platinum hair make them appear almost see through, though they are quite tangible.
There have only been known to be females of this race and just as the Seasonals are thought to be bastardized Ancients,
so the Willows are thought to be Cursed Seasonals.
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Race Racial Skills
Select a Race above to see bonuses here.
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These are per event skills and do not reset.
Spent CP: 0
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Available Attribute Points: 0
Remaining Attribute Points: 0
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PROFESSIONS 1 Spent CP: 0
Once you reach 25 CP, you gain a Profession slot. Players do not have to select a Profession slot. You gain a second slot at 75 CP, a third at 150 CP and a final one at 250 CP.
Base Profession 2 CP
Fighter
Healer
Mage
Rogue
None
Fighter Professions 3 CP
Warrior
Paladin
Chancellor
Scout
None
Healer Professions 3 CP
Paladin
Vivimancer
Necromancer
Bard
None
Mage Professions 3 CP
Chancellor
Necromancer
Elementalist
Beguiller
None
Rogue Professions 3 CP
Scout
Bard
Beguiller
Apprentice
None
Warrior Professions 4 CP
Man-At-Arms
Crusader
Adjutant
Swashbuckler
None
Paladin Professions 4 CP
Crusader
Prelate
Templar
Monk
None
Chancellor Professions 4 CP
Adjutant
Templar
Tempest
Ranger
None
Scout Professions 4 CP
Swashbuckler
Monk
Ranger
Infiltrator
None
Vivemancer Professions 4 CP
Prelate
Devout
Confessor
Sage
None
Necromancer Professions 4 CP
Templar
Confessor
Channeler
Mystic
None
Bard Professions 4 CP
Monk
Sage
Mystic
Troubadour
None
Elementalist Professions 4 CP
Tempest
Channeler
Sorcerer
Illusionist
None
Beguiller Professions 4 CP
Ranger
Mystic
Illusionist
Trixter
None
Apprentice Professions 4 CP
Infiltrator
Troubadour
Trixter
Assassin
None
Man-At-Arms Professions 5 CP
Champion
Defender
Warmaster
Gladiator
None
Crusader Professions 5 CP
Defender
Hierophant
Advocate
Spy
None
Adjutant Professions 5 CP
Warmaster
Advocate
Magister
Kai
None
Swashbucker Professions 5 CP
Gladiator
Spy
Kai
Raider
None
Prelate Professions 5 CP
Hierophant
Cleric
Justicar
Disciple
None
Templar Professions 5 CP
Advocate
Justicar
Shadow Knight
Druid
None
Monk Professions 5 CP
Spy
Disciple
Druid
Artificer
None
Tempest Professions 5 CP
Magister
Shadow Knight
War Mage
Walker
None
Ranger Professions 5 CP
Kai
Druid
Walker
Hunter
None
Infiltrator Professions 5 CP
Raider
Artificer
Hunter
Agent
None
Devout Professions 5 CP
Cleric
Guru
Magi
Mentor
None
Confessor Professions 5 CP
Justicar
Magi
Shaman
Expositor
None
Sage Professions 5 CP
Disciple
Mentor
Expositor
Requiter
None
Channeler Professions 5 CP
Shadow Knight
Shaman
Archmage
Seer
None
Mystic Professions 5 CP
Druid
Expositor
Seer
Vindicator
None
Troubadour Professions 5 CP
Artificer
Requiter
Vindicator
Specialist
None
Sorcerer Professions 5 CP
War Mage
Archmage
Archwizard
Enchanter
None
Illusionist Professions 5 CP
Walker
Seer
Enchanter
ShadowMancer
None
Trixter Professions 5 CP
Hunter
Vindicator
ShadowMancer
Avenger
None
Assassin Professions 5 CP
Agent
Specialist
Avenger
Master
None
+1 Stamina
+1 Stamina, +1 Vitality
+1 Stamina, +1 Vitality, +1 Armor
+1 Stamina, +2 Vitality, +1 Armor
+1 Arcane
+1 Arcane, +4 Mana
+1 Arcane, +4 Mana, +1 Focus
+1 Arcane, +12 Mana, +1 Focus
+1 Arcane
+1 Arcane, +4 Mana
+1 Arcane, +4 Mana, +1 Focus
+1 Arcane, +10 Mana, +1 Focus
+1 Agility
+1 Agility, +2 Stealth
+1 Agility, +2 Stealth, +1 Agile Armor
+1 Agility, +5 Stealth, +1 Agile Armor
Profession Skills Spent CP: 0
Skills made available by selecting a Profession are listed here
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