Starter Races

Starter Races

Starting races now start with customized gear instead of IC0 dagger/fire.
Stats is the base stat your character will add to each level, with the selected stat boosted. They are Strength, Dexterity, Intelligence, Wisdom, and Vitality

Human

Humans are average at everything. They start with some fundamental knowledge in all skills and can master every skill to a high level; however, they won’t be the best in any profession.

Starting items: Dagger, Fire Spell
Best Mastery: All (Start: 5 — Max: 80)
Stats: 20 Str / 20 Dex / 20 Ntl / 20 Wis / 20 Vit

Gnome

These dastardly little creatures excel at fire magic, so watch out, or they’ll scorch you!

Starting items: Shield, Fire Spell
Best Mastery: Fire (Start: 15 — Max: 100)
Stats: 15 Str / 10 Dex / 28 Ntl / 28 Wis / 19 Vit

Dwarf

Dwarves live in the mountains, often underground. They are very tough and are hard to kill. Dwarven skill with mining and metals is well known, and they have advanced knowledge of axes, being capable of mastering this weapon to the highest limit. Dwarves aren’t good at magic; however, their knowledge of heat gives them some resistance to fire.

Starting Items: Axe, Heal Spell
Best Mastery: Axe (Start: 20 — Max: 100)
Stats: 22 Str / 22 Dex / 16 Ntl / 14 Wis / 26 Vit

Fledgling

A vampire in the making, excelling at drain spells and others, but lacking in weapon skills. These are highly intelligent creatures, but they do not like garlic or sunlight!

Starting Items: Shield, Drain Spell
Best Mastery: Drain (Start: 15 — Max: 100)
Stats: 15 Str / 10 Dex / 16 Ntl / 27 Wis / 32 Vit

Half Elf

Unlike a pureblood Elf, they are not as adept at the bow but have a better balance of stats and masteries.

Starting Items: Bow, Arrow
Best Mastery: Bow (Start: 25 — Max: 90)
Stats: 21 Str / 32 Dex / 14 Ntl / 10 Wis / 23 Vit

Gargoyle

With the opening of the Demon Gate, people started gathering up there in huge numbers trying to vanquish these creatures of evil. One of the more intelligent demon races decided to start a permanent settlement in the Outworld. Gargoyles are both powerful mages, preferring the power of cold and air, and decent swordsmen.

Starting Items: Shield, Cold Spell
Best Mastery: Cold (Start: 15 — Max: 100)
Stats: 10 Str / 10 Dex / 27 Ntl / 23 Wis / 30 Vit

Angel

Believed to be the messenger of the Gods, there has recently been a sighting of Angels starting a settlement in Shimlar. While this is rumored to be a sign of some great battle approaching, the Angels are usually peaceful. Angels have intelligence beyond human understanding, and their celestial bodies can withstand some massive damage. While angels know all the skills by a fair amount, they won’t master any weapon beyond mediocrity, as they dislike close combat. They can master air magic to any extent.

Starting Items: Shield, Heal Spell
Best Mastery: Air (Start: 35 — Max: 115)
Stats: 16 Str / 14 Dex / 20 Ntl / 28 Wis / 22 Vit

Goblin

Goblins are small and quick. While having low life, they can be both good swordsmen and sorcerers. Goblins are shunned by most races, as they are very greedy and not trustworthy. They don’t have great strength, so mace type weapons and heavy armor aren’t very efficient for them.

Starting Items: Shield, Fire Spell
Best Mastery: Fire (Start: 15 — Max: 100)
Stats: 14 Str / 12 Dex / 28 Ntl / 22 Wis / 24 Vit

Troll

Trolls are a tribal race. They have a very high regeneration rate, which enables them to have the most vitality amongst the races of Shimlar. Trolls have great strength, too. Trolls are afraid of fire but can master some air-based magic. They can use all weapons efficiently, but don’t like axes much.

Starting Items: Mace, Heal Spell, Armor
Best Mastery: Axe/Sword/Mace (Start: 20 — Max: 85)
Stats: 24 Str / 18 Dex / 12 Ntl / 12 Wis / 34 Vit

Elf

Elves excel at being dexterious and the best at using a bow. Unlike their half-elf counterpart, they are very fragile

Starting Items: Bow, Arrow
Best Mastery: Bow (Start: 10 — Max: 125)
Stats: 5 Str / 40 Dex /  22 Ntl / 18 Wis / 15 Vit

Dark Elf

A tribe of elves that worships the Dark Gods. The Dark Elves were forced to live in the north, and that increased their strength. Being mad about power, they lost some of the elven wisdom, however still being more intelligent than a human. Dark elves are masters of the blades, being very quick and intelligent.

Starting Items: Sword, Fire Spell
Best Mastery: Sword (Start: 15 — Max: 100)
Stats: 20 Str / 26 Dex / 18 Ntl / 14 Wis / 22 Vit

Giant

Giants are enormous humanoids, living in the forests or plains. Their strength is outmatched, while their wits leave to be desired. Giants have minimal magical talents, and they can only master mace type weapons to a high level.

Starting Items: Mace, Heal Spell
Best Mastery: Mace (Start: 15 — Max: 100)
Stats: 32 Str / 20 Dex / 10 Ntl / 10 Wis / 28 Vit

A brief rundown of masteries can be found on the mastery tab, but starting masteries is what you start with, and max mastery is what the maximum you can reach with that class. Every five masteries adds power to your character.
More races are unlocked at higher levels.

To find out more information on higher-level races, use the command /races.

You can reincarnate at Royal University.

There is advanced info available for a more in-depth view regarding all the Races and their Stats.

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