UserManual > Races
Races
There are eleven different races that you may choose from, representing most of the speaking peoples found in Tolkien's books, plus Gnomes (note that these are not the Gnomes from Tolkien's books, where this is another name for the Elves known as Noldor) and Kobolds.
Races differ in vital statistics, and tend to be better at some abilities than at others.
Good races for new players are Dunedain and High-Elves (powerful but slow at gaining levels), and Elves and Dwarves (good abilities, not too slow at gaining levels).
- Human
- A flexible and adaptive race, they are common everywhere and found in much greater numbers than the other races. This means that humans are the 'baseline' for abilities: they have no special adjustments to stats, and no special strengths or weaknesses. This, combined with their solid hitpoints, makes them flexible but not powerful adventurers. They probably get the best prices in stores, on average. Humans may choose any class without disadvantage.
- Half-Elf
- The descendants of unions between Elves and Humans, Half-elves are more intelligent and dextrous than humans, and are slightly better at many abilities, but are not so strong, tough, or good at melee. Half-elves sustain dexterity inherently, and have some infravision. They may choose any class without disadvantage.
- Elf
- Known as the Elder Race, and as the First-Born, Elves are famed for their knowledge and craftsmanship. They are somewhat weaker, less wise, and less robust than humans, but have superior intelligence and strong magical abilities. They are fond of bows, somewhat weak in melee, and have some infravision. They sustain dexterity and resist light inherently. Elves are best off choosing to be warriors, mages, rogues, or rangers.
- Hobbit
- Hobbits are shy, retiring folk with enough good sense to share. They live in homes with circular entranceways built partially underground, and are the smallest of all the races. Although they are weak, have perilously few hitpoints, and are very poor at melee, all of their other abilities are extraordinary. Hobbits are highly intelligent, dextrous, and hardy, have innate infravision, and resist attacks on their life force. They should choose to be warriors, rogues (which they prefer to call burglars), and rangers.
- Gnome
- Gnomes are the pudgy pranksters of the dungeon; if they can kill something in a humorous way, so much the better. They may be small and ugly, but can outbargain and outwit just about anyone. They are among the frailer races, and not powerful in combat, but have solid basic abilities, are highly intelligent and dextrous, have innate infravision, and -- most importantly in game terms -- are immune to paralysation. A gnome is best suited to be a warrior, mage, priest, or rogue.
- Dwarf
- Dwarves are the headstrong miners and fighters of legend. They are strong, wise, tough, and have pretty good basic skills; although not very good at casting spells, they make excellent priests. Dwarves are quite good at melee combat, have innate infravision, and -- a major advantage -- can never be blinded. They do 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 aptitude for stealth. They are most apt to the life of a warrior, priest, or paladin.
- Half-Orc
- The bastard offspring of humans and orcs, half-orcs are ugly, strong, and have very bad attitudes. Their magic is a little suspect, as are most of their skills, but they know how to fight and can take as much damage as they dish out. Most other races dislike them and so they have a hard time in stores. Half-orcs have innate infravision and, like orcs themselves, resist darkness and its effects. They can become warriors, priests, or rogues.
- Half-Troll
- Half-trolls are built like blocks of granite; no other race can match their strength or recover hitpoints as quickly. Their hand-to-hand combat prowess is fearsome and they are amazingly tough. Unfortunately, they do poorly at almost everything else, are very noisy, need to eat a lot, and have a hard time in stores. Half-trolls will be bad at anything that requires heavy thinking. They have innate infravision and always have their strength sustained. They make powerful warriors and interesting priests.
- Dunadan
- Dunedain (the plural of Dunadan) are a race of hardy men from the West. This elder race surpasses the abilities of other humans in every field and has superior vital statistics. However, being men of the world, very little is new to them, and find experience levels very hard to gain... They can choose all classes, but arenot apt to be rogues,as Dunedain are too noble to stoop to petty crime (when a Dunadan turns to evil, he does it in a much bigger way). Their constitution cannot be reduced.
- High-Elf
- 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 long ages before returning to mortal lands. They are masters of all abilities, and are agile and intelligent, although their wisdom is a little suspect. No other race is quite as good at magic, and none is so skilled with missile weapons. High-elves are able to see the unseen, have good infravision, and have innate resistance to light. However, having lived so long and learnt so much, it is very hard for them to advance further. High-Elves are best becoming warriors, mages, priests, rangers, or paladins.
- Kobold
- Kobolds are a race of small dog-headed humanoids that dwell underground. They are dextrous and tough, but ugly, and have relatively few hitpoints. Kobolds can see in the dark better than almost any other race, are very stealthy, and -- their most important advantage within the game -- are intrinsically resistant to poisons of all kinds. They prefer to be warriors, rangers, rogues, or priests.
See Race Modifier Tables for details of differences between races.
