================ === === === === === ========= ====== Race STR INT WIS DEX CON HD (base) Infra ================ === === === === === ========= ====== Human 0 0 0 0 0+4 10 None Half-Elf 0 +1 -1 +1 -1 10 20' Elf -1 +2 -1 +1 -1 9 30' Hobbit -2 +2 +1 +3 +2 7 40' Gnome -1 +2 0 +2 +1 8 40' Dwarf +2 -3 +2 -2 +2 11 50' Half-Orc +2 -1 0 0 +1 10 30' Half-Troll +4 -4 -2 -4 +3 12 30' Dunadan +1 +2 +2 +2 +3 10 None High-Elf +1 +3 -1 +3 +1 9 40' Kobold -1 -1 0 +2 +2 8 50' Yeek -1-4 -1-4 -1-4 -1-4 -1-4 6 None Ent -8 -8 -2 -8 -8 +++ 11 50' Thunderlord -6 -6 -6 -6 -6 +++ 10 None Dragon -10 -10 -10 -10 -10 +++ 10 10' BlackNum +1 +2 -1 +1 +2 10 10' Damned Merfolk FUTHER ON - PLEASE CHECK DATA IN-GAME Barbarian ON CHARACTER CREATION SCREEN Black Dwarf Goblin Half-Giant Ogre Troll Orc Forest Goblin Dark Elf Werewolf Undead Vampire Enlightened Cambion Celestial Barlog Nephalem Gargoyle Golem Pixie ================ === === === === === ========= ======== ======
============ ====== ====== ===== ======= ====== ====== ===== Race Disarm Device Save Stealth Search Fight Bows ============ ====== ====== ===== ======= ====== ====== ===== Human 0 0 0 0 0 0 0 Half-Elf 2 3 3 1 3 -1 5 Elf 5 6 6 2 6 -5 15 Hobbit 15 18 18 4 6 -10 20 Gnome 10 22 12 3 4 -8 12 Dwarf 2 9 9 -1 2 15 0 Half-Orc -3 -3 -3 -1 -3 12 -5 Half-Troll -5 -8 -8 -2 -9 20 -10 Dunadan 4 5 -10 0 3 15 10 High-Elf 4 20 -20 0 10 10 25 Kobold 10 5 0 3 10 -5 10 Yeek 0 0 0 0 0 0 0 Ent -5 -16 20 -6 -2 15 5 Thunderlord -6 0 10 -16 -10 15 5 Dragon -16 -16 10 -16 10 15 -50 BlackNum 2 7 7 0 1 5 7 Damned Merfolk FUTHER ON - PLEASE CHECK DATA IN-GAME Barbarian ON CHARACTER CREATION SCREEN Black Dwarf Goblin Half-Giant Ogre Troll Orc Forest Goblin Dark Elf Werewolf Undead Vampire Enlightened Cambion Celestial Barlog Nephalem Gargoyle Golem Pixie ============ ====== ====== ===== ======= ====== ====== =====
Above you could see race tables. Please note that to get the total hit dice modifier, add the “race” and “class” numbers: for instance, a Dwarf Priest has a hit die of 11+2=13 (i.e. he will get 1d13 hit points per level, adjusted for constitution) and an XP modifier of 20+20=40%.
There are a lot of different races that you can choose to play in Tangaria. Each race has its own adjustments to a character’s stats and abilities. Most races also have intrinsic abilities.
Humans are.. humans. All other races are often compared to them. Humans are average at everything, allrounders with no special weaknesses or strengths. There are a lot of different kinds of humans live in Tangaria, but most of them are just common folk, which being mediocre became powerful in a certain way, as they don’t have drawbacks. No racial adjustments or intrinsics occur to characters choosing human, except overall vitality which raise if human became powerful adventurer.
Half-elves tend to be smarter and faster than a human, but not as wise or strong. Half-elves are slightly better at magic, disarming, saving throws, stealth and archery, but they are not as good at hand-to-hand combat. Half-elves are immune to dexterity draining, and have weak infravision.
Elves are better magicians than humans, but not as good at fighting. They tend to be smarter and faster than humans, though not as wise or strong. Elves are better at disarming, stealth, archery and magic, but they are not as good at hand-to-hand combat. They are resistant to attacks involving bright light, are immune to dexterity draining, and have fair infravision.
Hobbits, or Halflings, are very good at shooting, throwing, and have good saving throws. They also are very good at disarming and stealth; so they make excellent rogues, but prefer to be called burglars. They will be much weaker than humans, and not good at melee fighting. Halflings have fair infravision. They have a strong hold on their life force, and are thus resistant to life draining. Hobbits are very partial to mushrooms and can identify them when found.
Gnomes are smaller than dwarves but larger than halflings. They, like the halflings, live in the earth in burrow-like homes. Gnomes make excellent mages, and have very good saving throws. They are good at disarming and stealth. They have lower strength than humans so they are not very good at fighting with hand weapons. Gnomes have good infravision. Gnomes are intrinsically protected against paralysis and some slowing effects. Gnomes are excellent at using wands and staves and can identify them when found.
Dwarves are the headstrong miners and fighters of legend. Since dungeons are the natural home of a dwarf, they are excellent choices for a warrior or priest – or indeed, that combination of the two, the paladin. Dwarves tend to be stronger and tougher but slower and less intelligent than humans. Because they are so headstrong and are somewhat wise, they resist spells which are cast on them. Dwarves also have excellent infravision. They can never be blinded. Dwarves are excellent at digging, and can sense nearby buried treasure. They have one big drawback, though. Dwarves are loudmouthed and proud, singing in loud voices, arguing with themselves for no good reason, screaming out challenges at imagined foes. In other words, dwarves have a miserable stealth.
Half-Orcs make excellent warriors and decent priests, but are terrible at magic. They are as bad as dwarves at stealth, and horrible at disarming. Half-Orcs are, let’s face it, ugly. They tend to pay more for goods in town. Half-Orcs do make good warriors and rogues, for the simple reason that Half-Orcs tend to have great constitution and lots of hit points. Because of their preference to living underground to on the surface, half-orcs resist darkness attacks. They have fair infravision.
Half-Trolls are incredibly strong, and have more hit points than most other character race. They are also very stupid and slow. They will make great warriors and iffy priests. They are bad at disarming and stealth. They are so ugly that a Half-Orc grimaces in their presence. Half-trolls always have their strength sustained, and they regenerate quickly like other trolls. Unfortunately, this regeneration also requires them to eat more food than other races. They have fair infravision.
Dunedain are a race of hardy men from the West. This elder race surpasses human abilities in every field, especially constitution. However, being men of the world, very little is new to them, and levels are very hard to gain… their hardiness ensures that their constitution cannot be reduced. They have no infravision.
High-Elves are descended from those among the Elves who heard and answered the call from the Valar at the very beginning of time, before the sun and moon were made, and lived in the Blessed Realm for many thousands of years before returning to mortal lands. Because of this, they are far superior in terms of abilities when compared to their lesser Elven kindred. They can also see into the invisible world of ghosts and wraiths. However, they find the new experience even harder to come by than Dunedain. Like normal Elves, they resist attacks involving bright light. They have good infravision and can even see cold-blooded invisible creatures.
Kobolds are a race of small dog-headed humanoids that dwell underground. They have excellent infravision, and are intrinsically resistant to poisons of all kinds. They have good dexterity and constitution. However, they are weaker than humans, and also not noted for great intelligence. Furthermore, they are ugly, and not trusted in town. And while their constitution makes them tough, it still cannot prevent the fact that they are not the biggest of creatures, and have few hit points.
Yeeks are a race of small furry humanoids. Being weak and losing many childhood fights, they have learned the ability to float gently to the ground as they are very light, therefore they can fall like a feather. Also known as Weaklings, they have the lowest stats and hit points available to a race. Yeeks are average at everything and tend to go up levels much faster than any other race because of their very short life spans. No racial adjustments to skills occur to characters choosing yeek.
The Ents are a powerful race dating from the beginning of the world, eldest of all animals or plants who inhabit Arda. Spirits of the land, they were summoned to guard the forests of Middle-earth. Being much like trees they are very slow but strong and do not have to eat as often. As the Shepherds of the Trees, they can learn to sense the presence of others, such as animals at level 10, orcs at 15, trolls at 20, giants at 25, dragons at 30, demons at 35, undead at 40, all evil-minded creatures at 45, and even every minded creatures in a short range at level 50. At level 5 they learn to see invisible things. They accumulate experience very slowly. They make great fighters, priests and paladins. Unfortunately, as they’re made almost exclusively of wood, they’re also vulnerable to fire.
Thunderlords are an old and powerful race of dragon hunters. They have an intrinsic telepathic vision of all nearby creatures, the radius expands as they gain levels. At level 5, they can spot dragons anywhere on a level. They even gain intrinsic basic resistances, fire at 10, cold at 15, acid at 20 and lightning at 25. Thunderlords have tamed the Great Eagles of Middle-Earth and use them in their hunts. They need a very long time to gain experience, as both bird and man need to gain levels. They need to eat often. Thunderlords can fall like a feather from birth.
They are creatures legends are made of. Dragons have a great health, but need much more experience to advance in levels compared to humans. They have a bad stealth. They can fall like a feather and resist nexus intrinsically. The
Dragon race is a very special race. Dragons evolve physically as they gain experience. At level 1, they start as newborn dragons. At level 5, the color of their scales is revealed and they polymorph into a baby dragon of that color. At level 15, they polymorph into a young dragon. At level 25, they polymorph into a fully-grown dragon. At level 35, they become an ancient dragon. At level 45, they polymorph into a mighty wyrm. Finally, at level 50, they become an ancient wyrm. Dragons cannot wield any weapons; they get special melee attacks instead (biting and clawing) that increase in power as they gain levels. Dragons can play all classes except necromancer and shapechanger. Starting at level 5, Dragons are able to breathe their corresponding element, but using this ability costs them hit points. At that level, they also gain the innate resistances and abilities of their type.
They are also creatures legends are made of. They are average at everything and need much more experience to advance in levels compared to humans. Like Dragons, they evolve physically as they gain experience. At level 1, they start as regular hydras. At level 10, they gain an extra head and polymorph into a 2-headed hydra. At levels 15, 20, 24, 28, 32, 36, 40, 42, 44, 46, 48 and 50, they also gain an extra head to evolve finally into a 14-headed hydra. Hydras cannot wield any weapons, but get extra dice on their barehanded attacks as they gain levels. They can breathe several elements (poison, fire, acid) as they gain the corresponding head, and get the innate resistances and abilities of their type (which also means they are all vulnerable to cold and permanently aggravate).
High men who appear under the shadow of the Enemy. There are not as strong physically as Dunadains, but under the dark magic influence they developed certain skills which help them to survive: they feel ‘evil’ creatures from the distance.
An ancient race of immortal men; some calls them ‘highlanders’. Some consider their immortality as a curse rather than a blessing. Resistant to time; goon in regeneration and prevent life drain. But they dwell a ‘cursed’ life; more like existence. So their parameters degrade in time.
Human-like amphibious water-dwelling creatures, they prefer to stay in water but could tolerate surface too. They spend a lot of time in water and know how to communicate with water creatures and resistant to water damage. They are good in infravision, but digging isn’t really their big passion.
Wildlings… Gaunt and sinewy, covered with scars – they are silent warriors who dwells in far east. They are resistant to poison as they had to eat all kind of ‘food’ to survive in wildlands. And of course, they are fearless.
Of the people of Middle-earth, Dwarves are the most resistant to corruption and influence of the darkness. But it happened that some dwarven clans got under influence of the Enemy. And though these dwarves did not turned to evil entirely, but it did amplify greed and lust for gold and they’ve become Black Dwarves with the special ability – they are somewhat resistant to the ruination of disenhancement magic.
Goblins have a decidedly mixed reputation. They are almost always grinning, and more often than not you cannot tell whether or not they are eyeing you like a side of meat. They are as sturdy as Dwarves and are quite nimble making them good fighters, rogues, and mimics. Their nimble bodies allow them to fall gently when knocked down. Also being creatures of the night, Goblins have natural resistance to darkness.
There are a lot of rumours about giants, but rarely anyone saw one. But they exist. Huge size makes it hard for them to use teleportation magic thought. At the same time, they are protected from gravity effects, could stun their opponents and are very hard to kill.
Ogres are swamp trolls. Not bad in magical arts, as ogres practice their own, shamanic spell-weaving which makes them not so bad in magical arts as common trolls. Ogres sustain their intelligence even under big pressure.
Very strong. A bit slow, but very tough. Don’t fear poison (they eat literally everything, resistant to magical shards. Regenerate fast. Very healthy. Very hungry. Not too bright.. Thanks to their thick skin, they also get an (albeit quite small) bonus to armour class.
Orcs were created by Morgoth when he kidnapped elves and cruelly tortured them, twisting them into his primary foot soldiers. But not all orcs are pure evil, though all of them are resistant to darkness and poison.
Forest goblins not resemble their goblin nature too much. Indeed, some of them are quite kind and friendly, but some are cruel.. depends on the tribe. They are sneaky and fast, but not quite weak in term of physical strength.
Dark-Elves dwell below the surface in huge caverns of their underground city. The children are already drilled to become sworn enemies of most other races of the underground, and also of the hated Elves and High-Elves who live on the surface under the burning light of the sun. Overthrowing rivals by treachery and murder are acknowledged ways in their society, as long as noone is left alive who might bring charge against the victors. Dark-Elves are good fighters and sorcerors, but also decent priests. Dark elves are good fighters, could see invisible, resistant to darkness, but vulnerable to light magic.
Werewolf can polymorph into a horrific wolf-humanoid hybrid. They are feared as boogiemen to frighten naughty children; in reality it’s hard to say whether or not they deserve this sort of reputation. But they have to hide from universal hostility as they are often on the edge of the extermination when discovered. They feel animals from the distance could regenerate and resistant to dark. They don’t like light magic though.
Resurrected by a dark magic, they are not very pleasant looking, but quite alive. Resistant to nether and poison. They do not regenerate their wounds, although they are able to help them. Quite slow at first ‘mature’ undeads are able to move with normal speed. Susceptible to light magic.
These powerful undead creatues move out in the night to hunt living prey
and suck its blood to sustain themselves. Vampires resist darkness, but
are susceptible to light. They don’t actually need a light source, since they are able to determine their close surroundings even in complete darkness. This ability grows when the vampire rises in character-levels, starting at torch-wide radius and growing to lantern-wide radius already when reaching level 10. Vampires don’t regenerate, but they are able to restore their help with the blood of slain enemies. They resist time, poison, nether and darkness. Vampires are good fighters and decent mages. They don’t feel fear and got perfect infravision.
Enlightened (or the Maiar) – descendants of ancient powers, lesser spirits who are associated with one or more Valar, the greater gods. Not much know about them, except that it’s very hard to kill one of them. Being of divine origin they can shape themselves in fashion of elves or humans as they see fit, often acting as powerful wizards to guide elves and man by gaining their trust. Appearing in such shape, their abilities will seem somewhat superior in all aspects and they also possess infra-vision. Resistant to numerous effects and possessing god-like abilities, they are very slow on getting new skills though.
Cambion – corrupted spirits, servants of First Gods. They are the same kind as the Enlightened race but to the other side of power as they submitted to corruption of the promise of demonic powers. Resistant to chaos, they are able to control nexus vibrations and possess very powerful abilities. Chaos inside of them makes it almost impossible to control their will to achieve their own goals…
Celestials from other dimension.. Some people call them ‘angels’, but they are not kind and helpful (and they doesn’t have wings!), but a very cruel race which got their own goals which they would achieve no matter what. The only thing which saves the world from their roth is that there are not too many of them; most of them perished in Eternal war. Resistant to gravity, celestials could get rejoice with lightning when achieving a certain level of development.
Balrog – underground ancient ‘race’ or some would call them as a ‘force’. Main enemies of celestials, balrogs fought on Giants side to devastate dragons.. Not much of them left unharmed because dragons use not only fire (for which balrogs are immune), but other elements.. Those who survived that war though, become a terror for all races of Tangaria. Only past ages, Balrogs learned to control their roth.. and their appearance. So nowadays they learnt to appear in ‘human’ form; there are even rumours that in Middle-lands there is a balrog archmage who teach at Magic Academia. But it’s well-known that when balrog takes his true-form, he posses immense fire magic, which makes everything go mad around it, so creatures could ‘feel’ balrog presence from big distance, which makes this race hard to become unnoticed in the dungeons of Enemy.
Nephalem – example what could appear if celestial would make love to balrog. Amazingly it happens sometimes, so such creatures could be met.. very-very rare, but there they are. They live among us and we won’t know about it. Hey, maybe you are the one, with this twisted blood? They only way to test it is to become exposed to light and dark magic at once. Nephalem doesn’t fear both.
As gargoyles made from stone, they are resistant to fire, acid and electricity. It’s hard to harm them with shards magic. They do not fear poison and could levitate with the help of their inner magic.
Their weaknesses in certain slowness and also they can’t restore hitpoints and mana easily. They are good in infravision though and their stats can’t be reduced. Another problem is that it’s very hard for them to learn something new. But they are very powerful physically and it’s not easy to destroy them. They are wise, but not too really smart.. and in most cases quite ugly.
Golems are extremely strong, but a bit slow. They can not be paralyzed or poisoned. They could see invisible and good at digging. They are miserable in stealth, good at fighting and somehow resistant to malicious spell effects.
Pixies – wondrous tiny flying creatures who got fascinating magical powers. Not many mortals saw one as they are very fast and covert…
The Draconias are supremely powerful. They are telepathic from birth and gain greater telepathic abilities throughout their life. As dragons, they gain the natural resistance to fire, cold, acid, & lightning as they mature. However, they are none too wise and take a very long time to gain levels as both human and dragon must accumulate experience.