[ Races ]

Human....... the generic race, with no inherent strengths or weaknesses.
Dwarf....... short, hardy and hairy; often cantankerous in personality.
Elf......... tall, thin and swift like the wind; close to nature and earth.
Halfling.... Short, quick and furry; mischievous and head-strong.
Pixie....... a winged race, small of stature and with keen minds.
Half-Ogre... tall, powerful and deadly in combat; the prototypical warrior.
Half-Orc.... large, squat and smelly; make exceptionally deadly warriors.
Half-Troll.. a constitution just short of god-like; a truly deadly race.
Half-Elf.... a mix of Human and Elf, possess the advantages of both.
Gith........ gaunt and long of limb, these astral beings naturally detect invis
Drow........ dark cousins of the elf, with a drawing to magic and battle.
Illithid.... psionic race that once held domain over most of the prime plane
Lizardmen... given to tribal living, stronger in mind than in body.
Gnome....... Demi-human creatures, well suited for magic and religion.
Centaur..... Half Human half Horse.
Kender...... Kleptomaniac
Tanarukk.... Race of tainted hell spawn that roam the world causing pain.
Tabaxi...... Cat like race, fast, agile, strong; below average intelligence
Shade....... Stalking from the darkness they as black in soul as the night
Aasimar..... Race of celestial blood.
Derro....... Evil and twisted race of half-human/half-dwarves

Lich........ Powerful spell casters who have become undead.
Half-Dragon. A mix of part dragon and human(normally).
Vampire..... Undead race that lives off the blood of others
Shadow...... Greater Shades, Incorporeal race full of dreadful hatred
Blessed..... A creature that has gained a special bond with its deity

Each race has a favorite class and whenever you gain a level in your favorite class you gain 1 extra practice. Humans and Half-elves do not have a specific favorite class; instead, their favorite class is whichever class is their prime class. Also, some races may be deficient in some classes, causing them to have a 10% penelty in experience.






[ Human ] : [ Top ]
In the beginning there were Humans, Elves and Ogres. Humans are the most numerous and the plainest race in the Realms. Although possessing no special abilities or bonuses, they are the most adaptable and flexible race and are able to assume any class. Humans are bipedal creatures with two arms and a round head. Their height, weight, eye and hair color vary greatly. It is rare to find any two who look exactly alike. In dark times Humans and Elves mated creating a new race, called half-elves. Humans and Ogres also mated creating the Half-Ogre race.
Allowed Classes: Mage Cleric Thief Warrior Vampire Druid Ranger Augurer Paladin Monk Bard Dragoon Barbarian Necromancer Psion Arch-knight Sentinel Ninja Assassin Dark-Knight Elementalist

Stat Modifications: NONE

[ Dwarf ] : [ Top ]
Dwarves are relatively short (in Human terms), stocky and powerfully-built creatures. Long-lived and extremely sturdy, they are known equally as well for their hardiness as for their cantankerous personalities. Their thick, stout frames lend them poor dexterity, but high strength and stamina. This race has produced some of the most renown fighters. Dwarves possess the inherent ability to see in the dark with infra vision. Dwarves average from four foot five inches and five feet tall, with dusky complexions and thick, fur-covered torsos and limbs. Both men and women proudly wear and take pride in their beards.
Allowed Classes: Cleric Thief Warrior Vampire Druid Ranger Monk Barbarian Sentinel Assassin Dark-Knight

Bonuses: CON: +2 HP: +4  Affected by: Infared
Penalties: CHA: -2 LCK: -1

[ Elf ] : [ Top ]
Slender creatures with an affinity for the woods and nature, Elves are distant cousins to the Pixies and share the intelligence and dexterity of the winged race to a lesser degree. With a lighter frame than Humans, what they lack in strength and stamina is made up for with their superior agility, both in thought and movement. Elves are capable in all classes, though they function poorest in the role of pure fighter. Most Elves prefer to stay close to nature, and many become druid-like. All Elves have the inherent ability to detect magic. The average Elf stands shorter than most Humans, being just under five feet. Most have fair skin and long, straight hair, though there are individual Elves who chose a darker life, reflected in their outward appearance of usually darker skin and very light hair.
Allowed Classes: Mage Cleric Thief Warrior Vampire Druid Ranger Augurer
Paladin Monk Bard Dragoon Psion Arch-Knight Ninja Elementalist

Bonuses: DEX: +2 MP: +10
Affected by: detect magic, infrared Resistant: sleep, charm
Penalties: CON: -2

[ Halfling ] : [ Top ]
Stout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled by a surprising determination makes them a curious (though somewhat underpowered) ally. Halflings have compact bodies and thick, long limbs, and usually have
very hairy feet. Eye color range from blue, brown, green, and any shade in between.
Allowed Classes: Thief Warrior Vampire Druid Ranger Barbarian Psion Ninja Assassin

Bonuses: DEX: +2 MP: +10 AC: -30
Affected by: detect evil, sneak
Penalties: STR: -2 HP: -3

[ Pixie ] : [ Top ]
Pixies are small Elfin creatures with gossamer wings. They are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often choose the calling of magic and excels especially in the arts of the Mage. The mind of the Pixie knows no equal. Pixies possess the obvious ability of flight. Pixies are slight of stature, standing less than four feet in height. Both their skin and hair color varies from among all the colors of the rainbow.
Allowed Classes: Mage Cleric Thief Druid Ranger Bard Psion Elementalist

Bonuses: DEX: +3 CHA: +3 MP: +40
Affected by: flying
Penalties: STR: -4 CON: -2 HP: -5
Susceptible: blunt

[ Half-Ogre ] : [ Top ]
The Half-Ogre is a result of breeding during the dark days with humans, when pure-blooded Ogres were known for raping and looting Human villages. As a result of this, the Half-Ogre stands from six to nine feet tall in height and is known for its muscle-packed body that can weigh from three to four hundred pounds. Most are relatively hairless, their bodies are covered with small, boney growths, and their disproportionately long limbs gives them a somewhat simian appearance. This offspring of humans and Ogres has inherited great physical abilities: an aptitude for aggression from its Ogre lineage, inherent infra vision to assist in traversing darkness, and though slightly smaller than pure-bred Ogres it nevertheless boasts an awesome strength. Being territorial, most Half-Ogres will readily engage in battle to establish superiority over any it encounters. All in all a race best suited for the role of pure fighter .
Allowed Classes: Cleric Thief Warrior Vampire Druid Ranger Barbarian Sentinel Assassin

Bonuses: STR: +3 CON: +2 HP: +5
Affected by: infrared Resistant: pierce
Penalties: DEX: -1 WIS: -1 INT: -3 CHA: -2 MP: -8

[ Half-Orc ] : [ Top ]
A recent mingling of Orcish and Human blood arising as the darker races have encroached further upon the remaining settled areas, most members of this half-blooded race are distinctly more Orcish than Human in both appearance and behavior. Large and dull of wit, with short but broad bodies, their poor mental and physical dexterity is offset by an iron constitution. Though some have dabbled in the sorceress arts due to their human influence, brute combat is is still the natural call which stirs in the soul of the Half-Orc. All Half-Orcs possess infra vision. Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually retain their wider bodies, longer, bowed limbs and heavier musculature. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes below a snout-like noses opens a maw filled with crooked fangs, dark skin emanating a rancid odor, their presence disgusts civilized races. Standing from five to seven feet tall and averaging two hundred pounds, an altogether fearsome race.
Allowed Classes: Cleric Thief Warrior Vampire Druid Ranger Dragoon Barbarian Sentinel Assassin Elementalist

Bonuses: STR: +2 CON: +1 HP: +5
Affected by: infrared
Penalties: INT: -2 CHA: -2 MP: -7

[ Half-Troll ] : [ Top ]
An intermingling (carried out in the darker lands of the Realms) of the blood of the Troll with that of Humans, the Half-troll is as deadly as it is hideous. Though considerably smaller than full-blood Trolls, the Half-troll often stands well over eight feet in height and carries over three hundred pounds on its heavily-muscled frame. Though naturally of low wisdom, the race was seriously imbued with a wicked intelligence and the ability to see naturally in the darkness. Half-trolls usually make poor pure magic users, and suffer from an unusually low dexterity. Yet their boundless energy and high intellect create one of the most cunning physical beasts of the Realms in experienced hands.Owing in part to the black blood which courses through their heavy veins, the heavily-scaled skin of the Half-troll ranges in color from a charcoal grey to a deep, blackish green. Half-trolls revel in the fright of their appearance, often wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to accentuate the effect.
Allowed Classes: Cleric Warrior Ranger Augurer Barbarian Sentinel

Bonuses: STR: +2 CON: +4 HP: +10
Affected by: infrared
Penalties: DEX: -2 WIS: -2 INT: -1 CHA: -4

[ Half-Elf ] : [ Top ]
These beautiful creatures are the result of the mixing of human and Elven blood. Though the resulting Half-Elf is not as intelligent as the pure- blooded Elf, nor as hardy as the full-blooded Human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. Their mixed blood enables them to gain the inerrant ability to see well in the darkness. Height ranges from each individual as they can be as tall as a normal Human or as short and thin as any elf.
Allowed Classes: Mage Cleric Thief Warrior Vampire Druid Ranger Monk Bard Dragoon Barbarian Arch-knight Sentinel Ninja Assassin Dark-Knight Elementalist

Bonuses: Affected by: infrared Resistant: sleep

[ Gith ] : [ Top ]

The Gith are a race descended from humans. Once long ago, they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves, stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma.They had yellowed skin and were very long of limb. Sunken eyes peered from yellowed sockets, now strangely capable of naturally detecting invisible things. The Gith race has split into three distinct groups recently. The good, the Githzerai, the selfish neutral, the Pirates of Gith, and the evil, the Githyanki.
Allowed Classes: Mage Cleric Thief Warrior Vampire Augurer Monk Necromancer Psion Arch-knight Ninja Assassin

Bonuses: DEX: +3 LCK: +1 HP: +3
Affected: detect invis
Penalties: STR: -1 CON: -1 INT: -1 CHA: -1

[ Drow ] : [ Top ]
Drow are the darker, more evil cousins of Elves. They were once part of the happy community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have black skin and white hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have innate infra vision with which to discern objects and living things in the absence of light.
Allowed Classes: Mage Cleric Thief Warrior Vampire Ranger Augurer Bard Necromancer Psion Arch-knight Ninja Assassin Dark-Knight

Bonuses: DEX: +2 INT: +1 LCK: +2 MP: +12
Affected: infrared, scrying Resistant: poison, sleep, magic
Penalties: STR: -1 CON: -2

[ Illithid ] : [ Top ]
The Illithid race travels far into the past, and no one really knows where, or how they came to be. They are a mystical race finely attuned to the magical arts. They have several natural abilities to detect parts of their surroundings, and also seem to bend the energy around them, sometimes even resisting harm from such infringements.
Allowed Classes: Mage Cleric Vampire Augurer Necromancer Psion Elementalist

Bonuses: WIS: +1 INT: +3 MP: +30
Affected by: detect magic, detect hidden, infrared
Resistant: energy
Penalties: STR: -2 CON: -2 HP: -5

[ Lizardmen ] : [ Top ]
Lizardmen are semi-aquatic, breathing air but often dwelling totally underwater. They are often noted to use underwater caves as their lair, and are typically found in swamps, marshes, and similar places. Members of this race band together in rough tribal form they are omnivores, and are likely to prefer human flesh to other foods. Due to this taste for humans, they suffer if their alignment strays too much towards the honorable side of the spectrum. This race, of course, has the innate ability to breath under water.
Allowed Classes: Cleric Warrior Druid Ranger Dragoon Barbarian Sentinel Elementalist

Bonuses: STR: +2 CON: +2 LCK: +1 HP: +3 AC: -30
Affected by: aqua breath
Resistant: slash
Penalties: DEX: -1 INT: -3 CHA: -2 MP: -8

[ Gnome ] : [ Top ]
Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Additionally, due to their familiarity with such lore, they tend to be more resistant to magics. They can, though, suffer tremendously from physical attacks. Gnomes usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well.) Gnomes are a short, stocky race, similar to their dwarven cousins. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle.
Allowed Classes: Mage Cleric Thief Vampire Druid Augurer Bard Necromancer Psion Elementalist

Bonuses: CON: +2 HP: +6
Affected: detect magic, infrared Resistant: energy
Penalties: STR: -2 Susceptible: fire

[ Centaur ] : [ Top ]
Half human, half horse, the centaur race have long been ones of strong arm, and strong heart. Having the strength to trample down enemies under hoof and spear, they can be a formidable foe, if not on the good side of a centaur. Centaurs like to wander the glades and forests of their homes, not wandering far in hopes to avoid confrontations.
Allowed Classes: Cleric Warrior Vampire Druid Ranger Bard Barbarian Sentinel Elementalist

Bonuses: STR: +2 CON: +2 HP: +5
Penalties: DEX: -1 WIS: -1 INT: -1 CHA: -1

[ Kender ] : [ Top ]
...those that know a true kender, wish they had not. These annoying jesters seem to get into trouble where ever they go. Some are prone to talking to much, and have more often than not had the experience of being tossed out of the local tavern. Though troublesome, these creatures always seem to have the best of luck.
Allowed Classes: Mage Cleric Thief Warrior Vampire Ranger Augurer Bard Psion

Bonuses: DEX: +2 LCK: +3 Affected by: sneak
Resistant: hold, fear
Penalties: STR: -1 CON: -1 WIS: -2 HP: -2

[ Tanarukk ] : [ Top ]
Native to the abyss, Tanarukks are violent, greedy, fickle, and perverse beings. Some are not satisfied with their own iniquity, and take pleasure in tempting mortals to become as depraved as they are. Tanarukks are ferocity personified and are best suited to straight fighting.
Allowed Classes: Mage Warrior Vampire Dragoon Barbarian Necromancer Arch-knight Sentinel Assassin Dark-Knight

Bonuses: STR: +2 CON: +3 HP: +10
Affected by: detect magic Resistant: fire
Penalties: WIS: -2 CHA: -3 LCK: -2
Susceptible: cold

[ Tabaxi ] : [ Top ]
These cat-like creatures are sure of foot, agile, and fast. What these beings lack in long term knowledge and quick wit, they surely makeup with their grace and stealth. The tabaxi have an affinity to circus performance, and many make a living as jesters and acrobats.
Allowed Classes: Cleric Thief Warrior Druid Ranger Monk Barbarian Ninja Assassin Elementalist

Bonuses: STR: +1 DEX: +2 CON: +1 HP: +2
Penalties: WIS: -2 INT: -2 MP: -5

[ Shade ] : [ Top ]
As black in soul as the night, known by the races of the realms only as shades, these lurkers of the dark are ever present, moving beyond the eye's range of sight through the darkness. As graceful in movement as the flow of liquid, shades are only limited by their lack of independent thought. Their general dislike of other races keeps them from gaining the benefits of the wisdom from the other individual races.
Allowed Classes: Mage Thief Warrior Vampire Necromancer Psion Ninja Assassin Dark-Knight

Bonuses: DEX: +3 Affected by: hide, passdoor
Penalties: STR: -1 WIS: -1 CHA: -1

[ Aasimar ] : [ Top ]
To carry out their responsibilities celestials sometimes spend great amounts of time in mortal realms. Being devoted and kind, they occasionally fall in love with mortals who then conceive Aasimar children. No matter the form, Aasimar are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature. Aasimar are often dismayed at the evil among their kin and take a stern, sometimes harsh view of base instincts or malevolent actions. Never truly fitting into any mortal society, Aasimars are usually loners and wanderers attempting to right wrongs wherever they can.
Allowed Classes: Cleric Warrior Druid Ranger Paladin Bard Dragoon Psion Arch-knight Sentinel Elementalist

Bonuses: WIS: +2 CHA: +2 MP: +5
Penalties: CON: -1

[ Derro ] : [ Top ]
Degenerate and evil human-dwarf crossbreeds who live in the Underdark, Derro are cruel and enjoy taking slaves and torturing surface dwellers (especially humans) to death. Their skin is white with bluish undertones, their hair is pale yellow, their staring eyes white with no irises or pupils. Males have mustaches but no beards.
Allowed Classes: Mage Cleric Thief Warrior Vampire Monk Barbarian Necromancer Psion Sentinel Ninja Assassin Dark-Knight

Bonuses: DEX: +2 CON: +4
Affected by: infrared Resistant: magic
Penalties: STR: -2 CHA: -4 Susceptible: energy

____________________________

These are several races that you cannot choose on startup. They are elite races and you can only become one of them after completing in game quests.

[ Lich ] : [ Top ]
Powerful spellcasters who have used their magical powers to unnaturally extend their lives by becoming undead, Liches are scheming and often thought insane by mortals.

Bonuses: WIS: +4 INT: +4 CHA: +2 HP: +10 MP: +100 AC: -75
Affected by: detect invis, detect magic, infrared
Resistant: cold, electricity, plus2, magic
Penalties: Susceptible: fire

[ Half-Dragon ] : [ Top ]
The child of a crossing of a dragon and one of the common races, Halfdragons are more formidable than their mundane ancestory, but their appearance betrays their heritage. Scale, elongated features, reptilian eyes, exaggerated teeth, and claws, sometimes even wings. As such, they are often shunned by society.

Bonuses: STR: +6 CON: +4 HP: +50 AC: -100
Special: Breath Weapon attack
Penalties: WIS: -2 CHA: -4 MP: -5

[ Vampire ] : [ Top ]
Blood suckers, vile, and usually come from a long line of generations extending into the past. Because of the life spans of a Vampire, knowlege they possess can be priceless.

Possibly as mysterious as the Vampires themselves.

[ Shadow ] : [ Top ]
Shadows, also known as greater shades, are an undead horror to all other inhabitants of the lands. These incorporeal mist-like beings are not fully understood since few have been able to communicate with them and survive to tell the tale. Shadows are an evil and aggressive race with a dreadful hatred of all that lives.

Bonuses: DEX: +5 LCK: +4 AC: -150
Affected by: sneak, hide, passdoor
Resistant: nonmagic, plus3, magic Discorporataion
Penalties: STR: -2 CON: -1 INT: -1 CHA: -3

[ Blessed ]: [ Top ]
Blessed creatures have a special bond to their deity. They are so in tune with the will of the god that they begin to take on characteristics of that deity. They are more resilient to many magical forms of attack and their force of personality, wisdom, and luck are improved by the great favor they have with their deity. Although, blessed generally come from the good deities, some of the most powerful and faithful followers of the evil deities are blessed.

Bonuses: WIS: +4 CHA: +4 LCK: +4 HP: +20 MP: +20 AC: -150
Resistant: poison, drain, sleep, charm, fear, plus1