Humans are.. humans. All other races are compared to them. Humans are average at everything, allrounders with no special weaknesses or strengths. Due to their shorter life spans they rarely could become a real paragon, but they got an advantage: tending to go up levels slower than any other race, they can explore all kinds of dungeons without haste, searching for every hidden treasure. Humans do not have any infravision. 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.
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. They have fair infravision.
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. They can dodge melee attacks occasionally.
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.
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. 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 bad health. Yeeks are average at everything, but they have an important advantage – they are so pitiful that they do not aggravate others.
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. They make great fighters, priests and paladins. Unfortunately, as they’re made almost exclusively of wood, so they’re also vulnerable to fire. Ents can be completely silent if they stand still. They do not eat food, but got refreshments from drinking from magic fountains. Also ents could get some nourishment by drinking from any source of water, including rivers and lakes; though it will not make them full. Using water also somewhat helps them in healing wounds. Ents immune to polymorph. As the Shepherds of the Trees, Ents can create forest around themselves with
y key. They spend satiation to do it, but in time they need much less effort for growing trees.
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. Thunderlords have tamed the Great Eagles of Middle-Earth and use them in their hunts. They need to eat often to feed themselves and their eagle.
Thunderlords easily discovered by enemies as they sing their battle songs loudly and their eagle piercingly screams seeking for pray…
If you eagle falls to zero due to poison, cuts, or simply damage, it stays unconscious. Use wands of heal monster to cure unconsciousness.
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. 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 and some satiation. 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 (~ level 25), and get the innate resistances and abilities of their type. Hydras vulnerable to cold and permanently aggravate at medium distance.
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. They got some nourishment from drinking from magic fountains and even a bit from drinking from any open water, though it will not make them full. Using water also helps them in healing wounds.
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 rumors about giants, but rarely anyone saw one. But they exist. Huge size makes it hard for them to use full extension of 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 very fast. Very healthy. Very hungry. Not too bright, so they don’t get level feelings… 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 quite weak in term of physical strength. They can dodge melee attacks occasionally.
Dark Elves live in the south parts of forest behind Roaring Mountains. Some say that they live underground in caves and that’s why they got pale dark skin. It’s not truth, though they doesn’t have too much in common with ‘green’ elves who dwell in forests. Dark elves are hermits who take their spot at Roaring Mountains just recently.. just to survive. Not much of this folk left as for a long time they exterminate each other in families dissension. Dark elves are good fighters, could see invisible, resistant to darkness, but vulnerable to light magic.
Werewolves are strange folk who dwells to the east from Golden Forest on north. Ascetic people, victims of misterious curse.. or desease.. They can not hold their passion to wild life and nature. Some of them become to control it and even consider it’s as a gift. They have to hide from universal hostility as they are often on the edge of the extermination when discovered. Werewolf polymorphs into a horrific wolf-humanoid hybrid during night and become more terrible and powerful than ever before.. They could use their huge claws and teeth in battle to tear their enemies in pieces. They feel animals from the distance, could regenerate and resistant to dark. They don’t like light magic though.
During the night they sometimes can’t handle animal nature and howl on top of your lungs…
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.
Vampires live to the north from Honor Empire. Quite reasonable folk actually although most of races scared of them. Indeed.. They are very powerful, but not too many survived the Last War, which make them live quietly in their lands.. Vampires don’t regenerate, but they are able to restore their help with a blood of slain enemies. They resist time, poison, nether and darkness. They don’t feel fear, got perfect infravision and could read minds… Night creatures, they don’t like light and feel bad during the day hours; but still they can tolerate daylight, thought become weakened. Vampires don’t eat normal food.. they restore their thirst when they hunt humanoids in the dungeons. They can take form of vampiric mist to pass most of obstacles; also they are able to polymorph into bats.
Maiar – descendants of ancient powers. Not much know about them, except that it’s very hard to kill one of them. Resistant to numerous effects and possessing god-like abilities, they are very slow on getting new skills though. Another weak spot is that they receive their power not at once, but after they become experienced in this ‘mortal’ world.
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…
They can summon demon-slaves (‘y’) to serve them. Summoning ritual require some time and demonic’s blood as sacrifice.
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 upper medium distance, which makes this race hard to become unnoticed in the dungeons of Enemy.
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.
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.
Gargoyles are stone creatures which sometimes appear after magic storms, when arcane nexus vibrations animates rock. It’s very rare occasion, but for centuries it happened a from time to time, so you could meet gargoyles in Tangaria more often, than, for example, balrogs.
As gargoyles made from stone, they got high defense which increase during their life. It’s hard to harm then with fire, electricity, poison and shards. They could levitate with a help of their inner magic.
Their weaknesses is certain slowness. Also their stone skin vulnerable to acid. They are good in infravision though and their stats can’t be reduced. 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.
Some powerful wizards tried to make gargoyles with their magic, but they managed to create only ‘golems’ – by powering clay with their spellcasting, as it appeared that much easier to magically operate with clay, than with stone or rock. But I’ll tell you about golems another time..
Golems are extremely strong, but a bit slow. They can not be paralyzed, poisoned or feared. They could see invisible and good at digging. They are miserable in stealth, good at fighting and somehow resistant to malicious spell effects.
Golems don’t need food. But they consume fresh oil (can be found in flasks). You can drink oil by
_ key (while not standing on top of fountain).
Golems can’t move diagonally while in the dungeon (to move diagonally in town use 1-3-7-9). But they are able to build sand walls (‘y’ key).
Pixies – wondrous tiny flying creatures who got fascinating magical powers. Not many mortals saw one as they are very fast and covert… They can dodge melee attacks occasionally.
Please be careful – as pixie got very low strength – it could become very slow if you will take a lot of items in your inventory or use heavy equipment.
Ancient race of draconoids – people who could transform into dracons. Peaceful folk which was almost exterminated by titans during the ancient war. Only a few survived by hiding in high mountains caves. They are born as a tender as whelplings, very vulnerable.. but if they manage to survive to mature age – they become very powerful. They gain intrinsic basic resistances, fire at 10, cold at 20, acid at 30 and lightning at 40.
Titans or giants… Powerful as gods, imbued by thunder. The only reason that they didn’t conquer the world – their powers interupt spatial fields… So they can not use teleportation magic. One could start as a common hill giant, eventually becoming mighty greater titan… They loath dragons who were their mortal enemies from the birth of the world.
Nandor of Telerin descent.. Silvan Elves or Green-elves. They live in Lorien and Mirkwood. Very agile and skilled in combat. They could track animals from big distance. They don’t like digging and tunneling, preferring to run in the wild.
Creature of nature, eternally developing from basic elements. They could be enveloped by Fire, Cold, Electricity and even Acid. But only the most powerful elementals could combine powers of all masteries. Most powerful elementals prefer to stay in one place, settling in cozy caves.
Someone who still dwells at North… Norse.. Magical northmen barbarians. They specialize on hunting snow trolls so they know all their weaknesses. As they live on north where a lot
of undeads dwells, they also could feel unholy presense on certain distance. Their skin magically enhanced and protected from frost, but it makes them vulnerable to heat.
Has the body of a large horse topped by a humanoid torso, head, and arms. Powerful in battle and ardent in love, they appreciate most of all their freedom and independence. Their movement speed, wisdom and knowledge of nature gives them a lot of benefits in adventures. Also it’s widly known that you can not confuse centaur. Though they got disadvantage – it’s very hard for them to dig tunnels and also their hooves makes a lot of noice echoing in the dungeon passages. They are intensely proud and value honour.
Likes dark places… Most of intelligent spiders are also poisonous. Moving silently they could sneak up even to the most experience rangers. Some elder species could even
posses magical powers. Their main drawback is vulnerable cover and their legs are easy to cut off. They can weave spider web with
y key; though they spend satiation on it.
Mythical magic creatures. It seems some of them managed to get freedom and come to our world from other dimensions. They are very dangerous as their nature gives them raw magical power in almost unlimited qualities; thought this interfere with spatial fields, they can not use boots and restore fast which is vital for for surviving in our deadly world… But djinny don’t complain.
Djinns literally can make wonders (‘y’ key). But such magic not always bring good consequences as they don’t have full control on their wishes. Also they are so powerful that they don’t feel any danger in the dungeons and their magic interfere with magical devices making them hiccup a little.
Winged humanoids with nasty temper. Can not be blinded; mature species could become quite speedy and perilous.
Huge figure which got the body of a human and the head of a bull. Stubborn, but righteous, they won’t attack sleeping enemies – they hail them when at close distance. Prefering to live in mountain caverns, they don’t like strangers there. They are famours because of their strength and vitality.
One of the cave little folk. Always hungry, but not necessary evil. Most of them can not see as they do not have eyes, but some tribes come to the surface long time ago, where they partly adapted to it’s conditions.
Humanoids who got snake-like tails in place of legs. Their womans are exeptionally beautiful and known to be desired brides not only for their own kind. They crawl not too fast, but can not be stopped or paralyzed. They got lightning fast reflexes which gives them possibility to make an extra blow in the battle.
Chaotic mutation: humanoids with dog’s head. Likes ale and howling rude songs all day long. They enjoy eating rodents which provide to them additional nourishment when caught in the dungeons.
Reptilian humanoids who lives in southern bogs. They got outgrowths on their skin which gives them some extra protection. Quite mediocre in everything, they are known for possibility to regenerate fast; even in the battle. They like to eat ants, centipedes and other insects which provide to them additional nourishment when caught in the dungeons.
Mysterious creature woven out bright light. They do not speak, but use telepathy to transport their thought to other creatures minds. Though they do not possess ability to invade other’s minds unbidden, as their minds are very unadulterated; though mature wisps can feel presence of evil beings. They are quite bad in physical interaction which makes them quite loosy fighters, but they are very resistant to raw magic and even could become immune to light. At the same time they don’t move fast and prefer carry on
Imps – little mischievous tricksters with reddish skin. They do not fear fire, but don’t like frost. They came not from the hell, but from other dimension which were destroyed long time ago. Weak, but pretty fast and stealthy. From time to time they may teleport around, just for fun.. In time you will be able to ‘tame’ them, but at start they will jerk around putting you into different adventurous situations. Imps got high magic resistance.
💡 Imps can enter ‘Stealth Mode’ – to do so use
Magic emanation of dead who ought to stay in mortal world as bodiless spirits. They can not teleport on big range (eg from dungeon to town), but could move through walls. They can avoid melee attacks quite often.
Intelligent floating in air orb-shaped eyes. They got several tentacle eyestalks which gives the capacity to see in all directions at once. As they develop in time, they could get obtain magic powers.
As they develop in time, they could get obtain magic powers and able to fire rays which has various properties and can cause different effects.
Beholder’s conscious dwells on different realms which make them have hallucinations from time to time. More mature beholders got hallucinations very rare.
Gelatinous slimy creatures, they rarely appears to have mind and comprehension. You are the lucky exception. Oozes don’t have fixed shape, moving constantly from one appearance to another which makes them immune to paralysation and resistant to other negative effects like poison and acid; though vulnerable to electricity. Oozes mostly live in wet dungeons and caves and have a very wide variety of diet, so oozes get nourishment upon every enemy which was killed by it.
They cannot have ESP, but has excellent infravision and survivability. Oozes can duplicate themselves (‘y’ key) making themselves weaker, but its copies attack and distract enemies. At lvl 35 they are able to inflict acid attacks. They can pass doors by crawling under them.
================ === === === === === ========= ====== Race STR INT WIS DEX CON HD (base) Infra ================ === === === === === ========= ====== Half-Troll +4 -4 -2 -4 +3 12 30' 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' Halfling -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' Dunedain +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' Hydra 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 Maiar Demonic Balrog Celestial Nephalem Gargoyle Golem Pixie Draconian Titan Wood-Elf Elemental Frostmen Centaur Spider Djinn Harpy Minotaur Troglodyte Naga Gnoll Lizardmen Wisp Imp Wraith Beholder Ooze ================ === === === === === ========= ======== ======
============ ====== ====== ===== ======= ====== ====== ===== Race Disarm Device Save Stealth Search Fight Bows ============ ====== ====== ===== ======= ====== ====== ===== Half-Troll -5 -8 -8 -2 -9 20 -10 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 Halfling 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 Dunedain 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 Hydra 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 .Maiar .Demonic .Balrog .Celestial Nephalem .Gargoyle .Golem Pixie .Draconian .Titan Wood-Elf Elemental Frostmen Centaur Spider Djinn Harpy Minotaur Troglodyte Naga Gnoll Lizardmen Wisp Imp Wraith Beholder Ooze ============ ====== ====== ===== ======= ====== ====== =====
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.