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Wiki The World Races

Races

The twelve peoples you can start as, the two remort races, their stats, their abilities and what sets each apart.

You choose a race when you make your character. It sets your starting stats, how well you see in the dark, your height range, your racial abilities and the looks you can choose from. Twelve races can be chosen at creation. The shade and the dryad are remort races: a character becomes one only by remorting at level 100 (see Remorting).

The six stats other than luck add up to 80 for every race you can start as, spread differently. Luck sits outside that total. These are starting numbers, not instructions for how to play the character.

The peoples#

Remort races:

Starting stats#

Every character of a race starts with the same stats. Nothing is rolled: pick an elf and you get the elf below. The background you choose adds one more point.

Race STR AGI CON INT WIS CHA LUCK
Human 13 13 14 13 13 14 13
Elf 12 17 10 16 14 11 13
Dwarf 16 10 18 11 14 11 10
Gnome 9 15 11 18 14 13 17
Halfling 10 16 14 12 13 15 18
Fey 9 16 10 16 13 16 17
Pisca 10 14 12 17 15 12 12
Jackile 12 15 13 13 17 10 12
Scorpien 17 12 17 10 14 10 9
Catfolk 11 18 10 13 16 12 16
Goblin 12 18 17 11 10 12 17
Warrener 12 16 9 12 14 17 12

Dwarves start with the most constitution and warreners with the least. Scorpiens are the strongest, catfolk and goblins the most agile, gnomes the cleverest and jackiles the wisest. Warreners have the most charisma, and halflings the most luck. Humans are the most even.

A remort race is reborn with 84 points across the six core stats instead of 80; Remorting has their rows.

Goblin Dumb Luck lets luck stand in for intelligence in some checks, as long as the goblin's luck is the higher of the two.

Bodies#

Size affects what your character can wear and carry as well as how the world describes them. Age is where your character starts, not a limit.

Race Height Size Starting age
Human 5'3" to 6'3" Human sized 18
Elf 5'9" to 6'9" Human sized 110
Dwarf 4'3" to 4'11" Somewhat small 50
Gnome 2'11" to 3'11" Small 40
Halfling 2'8" to 3'6" Small 33
Fey 4'8" to 5'8" Human sized 87
Pisca 5'3" to 6'1" Human sized 18
Jackile 5'5" to 6'3" Somewhat large 16
Scorpien 5'7" to 6'7" Human sized 14
Catfolk 5'0" to 6'0" Human sized 19
Goblin 3'0" to 4'0" Small 12
Warrener 4'0" to 5'2" Small 16
Shade 5'5" to 6'3" Human sized 25
Dryad 5'5" to 6'1" Human sized 30

Within your race's range you pick one of five heights when you make the character, so a short elf and a tall halfling are both possible.

Seeing in the dark#

Every room has a light level, and each race sees clearly down to a different floor. Below it you lose detail, and far enough below it you see nothing. The number is the floor, so lower is better.

Race Low-light floor
Catfolk 3
Dwarf, Fey, Goblin, Jackile 5
Elf, Pisca, Scorpien, Shade 7
Gnome, Warrener 10
Dryad, Halfling 20
Human 25

Catfolk see in almost total darkness. Humans need the most light of anyone, which matters in caverns, sewers, catacombs and anywhere underground. A light source closes the gap for everybody.

Other differences#

Swimming. Elves, gnomes, goblins, halflings, humans, piscas, scorpiens and shades are natural swimmers. Dwarves, fey, jackiles, catfolk, warreners and dryads are not.

Natural weapons. Catfolk, goblins and jackiles have claws, scorpiens a stinger, dryads thorns, and warreners a powerful kick. Everyone else fights with fists when unarmed.

Injury. Most races bleed, and their condition is described that way when someone looks at them. Shades do not bleed; a wounded shade frays, fading at the edges, and its condition is worded that way throughout the game.

Gender. Dryads are always female. No other race has a gender rule.

Language. Every people has its own tongue. rsay <message> speaks yours: others of your race understand it, and everyone else hears only that you said something in a language they cannot follow. Every character also speaks Common, so nobody is shut out of talking to anyone.

Racial abilities#

Each race has a small set of abilities from level 1, whatever your class. They sit alongside class skills rather than replacing them.

Race Abilities
Human Second Wind: win back some health and endurance at once. Resolute Strike: a blow that cannot miss.
Elf Moonlash: holy damage, extra against undead. Digest: health and spell points back from a fresh meal.
Dwarf Stonefist: a heavy, stone-hardened punch.
Gnome Sparkblast: a burst of lightning around you.
Halfling Sling Shot: cheap, accurate ranged damage.
Fey Fey Lash: magic damage and a brief charm.
Pisca Tidal Pulse: a wave that knocks back everything nearby. Tidesurge: a wave at one target.
Jackile Feral Bite: piercing damage with an even chance of rabies, which deals damage over time.
Scorpien Venomsting: piercing damage and poison.
Catfolk Pounce: leap on a foe and rake with all four claws, with a chance to knock it down.
Goblin Ankle Biter: savage a foe's leg, with a chance to hobble it so it loses some of its attacks. Dumb Luck: luck stands in for intelligence while it is the higher.
Warrener Rabbit Kick: a flurry of kicks, with a fourth kick from level 50. Green Thumb: plants give up more to you when foraged, harvested, chopped or farmed. Light of Foot: a step sometimes costs less endurance.
Shade Mistwalk: a short-range teleport. Voidlash: dark damage that gets past some resistance.
Dryad Rootbind: roots hold a target in place. Thornlash: piercing damage and bleeding.

race lists your own abilities. racialemotes lists the emotes your race has on top of these, which are for flavor only. skills shows everything you can use, racial and class abilities together.

Choosing#

Weigh looks and culture alongside the stat table. No race is barred from any class. Starting stats make some abilities stronger, but guild entry follows the rules on the Classes page.