Races

RACES

## Barbarian

Barbarians are a hardy race that benefit from high strength and stamina. Living through harsh winters in Fenwoven has given them very strong ice resistance. Furthermore, their ice spells enjoy a solid passive bonus. Due to their strong cultural preference for clubs and mallets, they are most powerful wielding blunt weapons.

Classes-Monk, Rogue, Shaman, Warrior

## Dark Elf

Dark Elves are an evil race from Vedria that excel in a variety of roles. They boast strong blood and arcane resistance. They have the innate ability to leech health from all melee attacks and have a passive bonus to blood spell damage.

Classes-Cleric, Enchanter, Ranger, Rogue, Shadow Knight, Templar, Warlock, Warrior, Wizard

## Dwarf

Dwarves hail from Dunhoven, a mountainous region of Vandamor. They are a stout, loyal race with strong resistances to arcane and poison magic. Dwarves also have a bonus to defense and alteration.

Classes-Cleric, Crusader, Rogue, Warrior

## Gnome

Gnomes hail from Brindomir, a mountainous city on the eastern outskirts of Vandamor. Due to their extensive tinkering and scientific experimentation, they have high lightning resistance and are highly resistant to silence.

Classes-Cleric, Enchanter, Rogue, Shadow Knight, Templar, Warlock, Warrior, Wizard

## Half Elf

Half Elves possess an admixture of Humans and Wood Elf blood. They primarily dwell in Prentia, a city in western Vandamor. Half Elves share a strong resemblence to both of their ancestors, though their distinct qualities are clear on the battlefield. Half Elves enjoy a modest boost to all passive non-casting skills, making them a capable, balanced race ready for most situations.

Classes-Bard, Crusader, Druid, Monk, Ranger, Rogue, Warrior

## Halfling

Halflings dwell in Aspen Grove, a hamlet on the southern coast of Vandamor. They are a race of nimble pranksters with high agility and dexterity. Deft and nimble, Halflings enjoy a passive bonus to offense, dodge, and piercing weapons.

Classes-Cleric, Druid, Monk, Ranger, Rogue, Warrior

## High Elf

High Elves live in Kaedorn, a walled kingdom ruled by a monarchy for thousands of years. Despite their resemblance to Wood Elves, their strengths are in spellcasting due to their diligent study of magic. They regenerate magic faster than any other race and have a strong bonus to evocation spells.

Classes-Bard, Cleric, Crusader, Enchanter, Templar, Wizard

## Human

Humans are a fearless, intrepid race hailing from Edenberg, the imperial capital of Vandamor. Despite their balanced attributes, their fearless leadership is legendary throughout Vandamor. Humans are highly resistant to fear, have strong spirit regeneration, and a bonus to slashing weapons.

Classes-All

## Ogre

Ogres are a brutish race from the mountains of Agamor. Their exceptional stamina makes them formidable warriors on the front-line. They have a passive stun resist bonus which helps them fight back in the face of overwhelming odds, but they are weak against arcane magic. Ogres also have an innate bonus to conjuration spells.

Classes-Rogue, Shadow Knight, Shaman, Warrior

## Orc

Orcs hail from Gorgek, a city on an isolated peninsula of southern Vandamor. A brutish and fierce race, orcs have the highest strength among all races. Orcs do bonus physical damage to humanoids and are exceptionally skilled with two-handed weapons.

Classes-Monk, Shadow Knight, Shaman, Warrior

## Seraph

Hailing from the remote island city of Wexxen, the Seraphim live to serve and glorify Yentus, the God of Light. Generations of mental and spiritual development have made their bodies weak, but powerful otherwise. Their rigorous spiritual training has made them very resistant against arcane magic. Naturally gifted at spellcasting, Seraphs have a modest bonus to all passive casting skills.

Classes-Bard, Cleric, Crusader, Enchanter, Shadow Knight, Templar, Warlock, Wizard

## Wood Elf

Wood Elves are a race from the city of Artremia. Their knowledge of the great outdoors is unmatched, giving them strong archery, ice resistance, fire resistance, and lightning resistance. They also have a bonus to all fire, ice, and lightning magic spells.

Classes-Bard, Druid, Ranger, Rogue, Warrior

## Race Specific Bonuses

*What race is best/strongest?*

I would suggest just making the race that looks the most appealing to you, there may be certain race/class combos that are stronger but I wouldn't say you can "mess up" your character from your race choice. This also goes for how you allocate your starting points (if youre not sure you can always go stamina on any class! More hp is always good!)

The game is in EA so whatever is the "best" now might not be the best forever. If you really want to min/max I would recommend asking on discord under the class you want to play for what peoples favorite race is!

**Male**- resist ice/arcane +2

**Female**- resist blood/poison +2

**Barbarian**- 5 ice resist, 1hb/2hb +10 cap, Ice spell damage +7

**Dark Elf**- 3 arcane/blood resist, 5 lifesteal on hit

**Dwarf**- 3 arcane/poison resist, defence/alteration +5 cap

**Gnome**- 5 lightning resist, 15 silence resist

**Half Elf**- 5 all noncasting skills (weapon skills, dodge, parry, riposte, offense, defense)

**Halfling**- offense/piercing/dodge +10 cap

**High Elf**- evocation +10 cap, +2 mana regen

**Human**- 1hs/2hs +10 cap, +2 spirit regen, 15 fear resist

**Ogre**- MINUS 5 arcane resist, conjuration +10 cap, 25 stun resist

**Orc**- +10% bonus damage to humanoids, 2hs/2hb +10 cap

**Seraph**- evocation/alteration/conjuration +5 cap, +5 arcane resist

**Wood Elf**- 3 lightning/fire/cold resist, archery +10, Lightning/Fire/Cold spell damage +3