Races & Sub Races (To Index)
Each race will have their own strengthens and weaknesses. They also have specific racial abilities that can further enhance their power or nature. Characters can only choose 1 ability for each level up.
The human are the most wide spread race throughout the realm. Being ambitious and tolerant, they have built a significant number of largest civilizations across the lands. The human are highly adaptive and variable, more capable enough to face and survive every situation than any other races.
Humans by general stand about 1.6 to 1.8m tall, with skin ranged from pink to brown. Their hair can be blond or black while the eyes are either green-blue range or black. They are often more charismatic and have easier time to accept ways of others or things unknown.
Racial Adjustment - Max charisma 15, other attributes max 10
Racial Abilities - Bonus Skill, Dual Class
Sub-races
- Demi Human
These are mix blood of human and other species that are not necessary humanoid races. Demi human often owns an exotic appearance and hold nature and power that resembles to their non-human parents.
Racial Adjustment - Max charisma 25, other attributes max 10
Cannot proficient in weapons & armors, Equipment strength requirement +3
Racial Abilities - Natural Power, Dual Class
-Symbol Bearer
Also known as “the chosen” for their special heritage at birth, they represent the rare pinnacle of the human race. Symbol bearers are naturally more powerful but slower in their learning and progression.
Racial Adjustment - Max charisma 15, other attributes max 10, can choose 2 attributes with no limit
Experience level adjustment +1, can only reach max level 40
Racial Abilities - Bonus Skill, Power of Symbol
Human Racial Abilities
Bonus Skill
Human characters are allowed to choose any 1 of their current capable level and receive 1 extra casting of their skills for each time they gain a level.
Dual Class
In each level up, Human characters will be able to choose to adapt and advance levels with a new class. Abilities of old class remains but are no longer progressive. The ability can only be chosen once.
Power of Symbol
By selecting this ability the character is granted an extra 1 point they can use to improve any of their attributes until the chosen area has reached its limit.
Natural Power
With each level up, the character can gain 1 cast of a chosen ability from the Nature Ability field. (That is adequate to current character LV)
Once ruled the vast rich lands of Pyromine in north, most of them retreated to northeast region. The Erudite is a noble and elegant species that holds excellent sense to art, magic and nature, each capable of their own special abilities.
Erudite usually stands around 1.7 to 2m tall. The Anthros, white Erudite have eyes and hair of blue-green range, with light pink skin. They are born with higher intelligence but weaker strength, and can live up to around 150 years.
Racial Adjustment - Max intelligence 15, max strength 10 other attributes max 15
Racial Abilities - Empower Skill, Grace
Sub-races
- Pure Erudite
Cursed by fate for their power once almost took them to the realm of divinity. The Pure Erudite are now a race with a sense of innocence and purity and are granted with beauty and talent by nature.
Racial Adjustment - Max intelligence / charisma 20. max dexterity/strength 10, max vitality 15
Suffers 2x morale loss effects
Racial Abilities - Grace, Divine Power
- Shadow Erudite
A rare stem of the Erudite which is said to be holding true power of the race. These noble but dark people are calculative and cunning, and prefer to do things in their shadowy ways.
Racial Adjustment - Max intelligence /dexterity 20, max strength 10, other attributes max 15,
Experience level adjustment +1, can only reach max level 40
Racial Abilities - Empower Skill, Shadow Power
Erudite Racial Abilities
Empower Skill
Erudite are able to combine effects of 2 skills they already learnt of same LV and field to create an unique new ability.
Divine Power
With each level up, the character can gain 1 cast of a chosen ability from the Divine Spell field. (That is adequate to current character LV)
Shadow Power
With each level up, the character can gain 1 cast of a chosen ability from the Travel Skill field. (That is adequate to current character LV)
Grace
This grants a special check of save vs. 80 for characters to avoid any form of harmful or negative effects from spells or abilities. Each selection of this ability increases the roll by 1 (starting by 10).
Strictly speaking the Nordian are supposed to be a stem of human race but they share little in common. The Nordian lived a barbaric culture until they adapted the ways of Zhankuram in recently decades. Often silent and take honor to be their value or even belief, they prefer to think and do things in a more straight forward manner and loathe cunningness or complex, shadowy ways.
Larger and stouter by standard, a Nordian can be up to 1.9 to 2.2m tall. Their immense strength grants natural potential in battle, although in life they are often short of charismatic qualities.
Racial Adjustment - Max strength 20, max charisma 10, other attributes max 15
Racial Abilities - Zeal, Skill Focus
Sub-races
- Wild Nordian
These are the origin form of Nordian who chose to stay on their barbaric ancestral ways. Though quite uncivilized and rough, they are more adapted to harshness and combat.
Racial Adjustment - Max strength / vitality 20, max intelligence / charisma 10, max dexterity 15
+5 cast time vs. non-fire skills
Racial Abilities - Zeal, Combat Power, Natural Shield - Entanglement
- War Nordian
The noble War Nordian are eastern Nordic inhabitants that are well known for their exotic sense of art and culture. More stout but smaller in size to other Nordian, they often are strong willed and ferocious.
Racial Adjustment - Max strength / dexterity 20, other attributes max 15,
+5 cast time vs. 3 chosen skill types,
Can cast skills while performing other actions
Racial Abilities - Skill Focus, Proficiency Focus
Nordian Racial Abilities
Zeal
Through this ability, Nordian can cast 2 abilities at once with half of combined cast time but cost an extra casting of abilities of same LV. Character can use this once per day for each time this racial ability is chosen.
Ability Focus
The Nordian can create a new ability by enhancing the effects of a skill they already learnt. Additional castings can be added by choosing this skill multiple times.
Combat Power
With each level up, the character can gain 1 cast of a chosen ability from the Combat Skill field. (That is adequate to current character LV)
Natural Shield - Entanglement
By placing point in this ability, the character will lose 1 casting of a chosen ability. And in return, able to block entanglement effects from abilities up to 2 times of total LV of sacrificed castings. The effect of this skill is automatic, and will eventually deplete but can be recharged to full by resting.
Proficiency Focus
Through each choice of this skill the character can gain 2x bonus and +1 max LV (up to +3) to a field of proficiency.
The Minol existed since prehistoric times and are strictly adapted to their ancient shamanic culture, living in small, shattered tribes. They only accept culture and values of their own and seen as strange lots by most others. Minol are often cunning but wiser than most other races.
Minol and human look similar although the Minol have a body size close to only a 12-year-old human, and are difficult for others to determine their age. Their immense natural vitality allows them to live up 500 years and stands better against most natural harm, although their weakness is the lack of dexterity.
Racial Adjustment - Max dexterity 20, max vitality 10, other attributes max 15
Racial Abilities - Quick Casting, Natural Shield - Damage
Sub-races
- White Minol
Unlike their shamanic cousins, the White Minol are mostly well adapted in cooperate and communicate with other races. They enjoy travel or adventure and are more resistant to certain harms by nature.
Racial Adjustment - Max dexterity 20, max vitality and strength 10, other attributes max 15
Natural Casting (No need to memorize skills beforehand.)
Racial Abilities - Natural Shield - Damage, Natural Shield - Disease
- Grey Minol
This tribe of Minol has always been lone travelers in their long history, seeking for meanings of nature and life, and perfecting their minds through training. They are silent and prefer no to deal with others.
Racial Adjustment - Max dexterity 20, max vitality 10, other attributes max 15
Max number of casting per level +3
Racial Abilities - Counter Skill, Natural Shield - Mind
Minol Racial Abilities
Counter Skill
Up to 1 casting of Counter Skill will be in the character’s skill list for each time it’s chosen in level ups. In which they can use to counter and neutralize 1 skill of any other characters.
Quick Casting
The Minol can make adapt and quickly casting (Turns to reflex cost 5) a skill they already learnt for a limited time per day. Additional castings can be added by choosing this skill multiple times.
Natural Shield - Damage
By placing point in this ability, the character will lose 1 casting of a chosen ability. And in return, able to block damage effects from abilities up to 2 times of total LV of sacrificed castings. The effect of this skill is automatic, and will eventually deplete but can be recharged to full by resting.
Natural Shield - Mind
By placing point in this ability, the character will lose 1 casting of a chosen ability. And in return, able to block mind affecting effects from abilities up to 2 times of total LV of sacrificed castings. The effect of this skill is automatic, and will eventually deplete but can be recharged to full by resting.
Natural Shield - Weaken
By placing point in this ability, the character will lose 1 casting of a chosen ability. And in return, able to block weaken effects from abilities up to 2 times of total LV of sacrificed castings. The effect of this skill is automatic, and will eventually deplete but can be recharged to full by resting.
Hardened Soul
Through this ability the character is granted a bonus of -2 vs. 1 (+1 per level) damage, harmful effects and durations to a certain limit. Additional points allow this ability to defend more harm.
Legend states that the Horis can be the descendent of the mighty ancient behemoths. They live a closely bonded social structure within deep woods or ancient sites. The Horis are mostly simple and benevolent by nature, and hold deep respect to balance of things.
Horis by look are more like beast-human hybrid with short furs covering their entire body. They usually stand 1.5 to 1.7m tall while their skin and hair color are mostly light to dark brown range, or simply pure black. They gain bonus in strength and dexterity but incurs penalty in intelligence.
Racial Adjustment - Max vitality 20, max intelligence 10, other attributes max 15,
Racial Abilities - Shape shift, Natural Strength, Animal Companion
Sub-races
- Silk Horis
Horis of this rare stem hold more resemblance towards ancestry of peaceful, benevolent species. They are naturally born less capable with conflicts and battles, but hold higher intelligence and wisdom.
Racial Adjustment - Max vitality / intelligence 20, max strength 10, other attributes max 15,
Racial Abilities - Animal Companion, Natural Shield - Magic, Shape Shift
- War Horis
A stalwart stem of the Horis race that master in combat and war, as they are born with a natural talent and strong hunting instinct. They are, however, often hindered by their self-rigid way of thinking.
Racial Adjustment - Max vitality / dexterity 20, max charisma 10, other attributes max 15,
Controllable when morale failure but unable to use items
Racial Abilities - Animal Companion, Natural Strength, Blood Ferocity
Horis Racial Abilities
Shape Shift
This grants a Horis the Shape Shift skill once a day, which turns them into a beast for up to 5 rounds. They gain a +7 bonus in strength, vitality, dexterity; +20 maximum hit points and can cast or even acquire abilities from Nature Ability field with half cast time.
Each time this ability is chosen it grants +1 max hit point, extra +3 rounds duration and gain new castings of Natural Ability (That is adequate to half of current character LV).
Animal Companion
Through choosing this ability, Horis learns the Animal Companion skill. This allows them to summon up to 1 enchanted creature with same stat but 50% LV to their side until slain. Characters are able to cast this once per day and gain a +1 cast for each time they choose this skill.
Natural Shield - Magic
By placing point in this ability, the character will lose 1 casting of a chosen ability. And in return, able to block magic effects from abilities up to 2 times of total LV of sacrificed castings. The effect of this skill is automatic, and will eventually deplete but can be recharged to full by resting.
Natural Strength
With Natural Strength, the character can gain a +1 bonus and +1 max LV (up to +5) to a chosen feat.
Blood Ferocity
Characters with this ability is able to gain bonus when enemies or their own hit points drop to 50% or less, in which they gain extra +3 attacks per round and +5 combat roll. For each point placed, the ability also grants a +1 damage per hit point that the character losses for up to 3 rounds.