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| Humans are the most common race in the realms of Might and Magic. They are not limited in their choice of profession, as they seem to adapt to anything and everything. They do not have any special abilities or attributes. They are...well....like you! Humans are the only race that can be Monks. |
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| Elves are fair woodland creatures, generally more aloof than the other races. Elves gain intrinsic infravision as well as immunities to sleep and charm magiks, but they have a frailty towards poisons. Elves are more in tune with magic than are the other races and are lighter on their feet, subsequently they make good mages and thieves. |
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| Offspring of the union of an Elf and a Human, this race retains the sturdieness of their human side and the elven affinity to magic. The human stock also gives half-elves a 50% chance to get a +1 to a prefered stat (class dependant). They also have a 30% chance at intrinsic infravision as well. |
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| Dwarves are stout short, dour people fond of precious metals. While their stubby little legs give them fewer movement points, they do regain it at a faster rate than normal. Dwarves hate goblinoids and have a tendancy to attack them on sight. They particularly despise orcs and sometimes become so overwhelmed with bloodlust that they cannot help but attack them. This hatred gives dwarves a +1 bonus to hit and damage when combatting a goblinoid. Dwarves are also trained defensive combat techniques when combatting giant sized opponents. Dwarves are somewhat magic resistant, and they distrust magic in general. They have a 20% chance of having a magical item they use not work. Dwarves make fierce warriors and powerful clerics. |
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| Halflings are short, stout folk, fond of eating, drinking and merriment. They live in smials and some have been known to possess infravision. Halflings are nimble and have the same paralysis and spell resistances as dwarves. Halflings are also somewhat resistant to poisons. |
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| Gnomes are similar to dwarves. While not as stout, they possess a similar magic tolerance which sometimes interferes with their ability to use magical items. Gnomes have infravision, and their hatred of the goblinoid races gives them advantages when fighting them. |
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| Veggies are a race of plantlike beings spawned from the depths of the Forest of Haon-Dor via a magical experiment of Quifael's. They are usually druids, and subsequently neutrally alligned, although other alignments do happen on occasion. Veggies thrive in the outdoors, but do not fair well indoors. They never need to eat, but do get thirsty. They are naturally able to go underwater, and they find it easier to cast spells when outdoors in the sunlight. Veggies are naturally less dextrous than other races, and have fewer movement points. They are immune to normal posions (no bonuses to deadly ones, though). |
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| This odd race seeks to extinguish the sun's light. They usually dwell far beneath the earth and rarely venture forth into sunlight. Mindflayers have the ability to tap into certain psionic powers. This gives them the ability to sense life, and detect invisible beings. They have tentacles which allow them to bore into the brains of their opponents and drain their magical energies away. This is a natural ability of the race that improves with the level of the character. Most other races despise this race, and most will charge them more for their services. |
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| Most drow that leave the Underdark are sick of this spider crap. These drow have emerged in an attempt to kill a certain Mr. Salvatore who is said to publish books about their darkest secrets. No one has found him yet... but the dark elves continue to search. They are a driven race, which explains their high level limits, but they are a very evil race and are shunned in a similar manner to mindflayers. |
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| Civilized remnants of the Skaven, these creatures rumored to be plotting to take over Midgaard. While few people take them seriously, people do keep a close eye on their belongings when rat people are about. Ratpeople excel in magic, consuming a mineral named warpstone to boost their magical powers. This mineral is scattered about the realm. Ratpeople are naturally resistant to mind control and poisons, and they sometimes sqeak while trying to talk. |
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| Half orcs are a rude race that excels in thieving and fighting. They are the only race capable of reaching 50th level in both those classes. Upon creation they have a 30% chance of gaining intrinsic infravision. Half orcs are tougher than most other races and heal faster. They are not well liked by most because of their rude manners. |
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| Every now and again a mortal in the realm falls prey to a Vampire's bite. While player vampires are unable to spread their disease, they suffer from being outdoors in the sun, but are more powerful at night under full moons. Vampires have an aversion to running water, but their bat forms seem immune to it. Vampires do not hunger for food in the manner that other mortals do. They hunger for blood. In order to feed, a vampire must be unarmed and attack lunch via the "bite" command. A vampire cannot feed if someone else is attacking them, or their lunch. They may access their bat forms via the "changeform" command. The bats become more powerful as the vampire increases in levels, but this power is defensive, not offensive. |
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| These noisy brutes are some of the fiercest fighters in the realms. They know no fear and are never wimpy. They eat an enormous amount of food, but renegerate hitpoints faster than other races. They have more movement that elves, an intrinsic +1 to damage, and an intrinsic -15 off of their armor class. They never get more than 3 practices per level, and some think they are funny to talk to. Oy, they are also able to fight beyond the point where other races reach exhaustion. Only ogres have the ability to go berserk in battle. Ogres can only become warriors. |
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| These frail winged folk sometimes enter the realms to perform good deeds. They are magical beings that have the intrinsic ability to detect invisible and sense magic. Fairies in the realms are rather large as far as fairies go. They are about halfling size. They are susceptible to fire based attacks, but they are resistant to cold based attacks. |
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| These large half-man, half-bull like creatures are extremely fierce fighters. Thanks to their bovine ancestry minotuars tend to be larger and stronger then most other races, but a certain lack of grace is also inherited. Minotuars tend to dispise other races, believeing themselves to be superior beings. hier arrogance and most often insulting attitude does tend to shade thier dealings with other people. |
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| Kenders are a race unto themselves. They are a short, quick witted people always ready with a barbed jest or to play a prank at another persons expense. They are a prideful people with an easy wounded dignity. They are proud of thier cat like ability to land on thier feet in any situation and of thier deftness of fingers. As kenders have absolutly no sense of private property, this deftness has been known to get them in a great deal of trouble from time to time. |
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| Draconians are reptile creatures. They have small scaly wings with which they use to float, but cannot use to fly. They originate from a dragon's egg, which has been altered by dark clerics, thus giving them their evil natures and scaly skin. They are fierce warriors, with a naturally tough skin, and can also be found as adept magic users. They have some resistantances to magic and also get an intrinsic -10 points to their armour class. |
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