Races: stats and bonuses
Dreamland is home to 23 different races, each with unique features, bonuses, and restrictions. The summary chart for all races is shown by help race table.
- Parameters: the base value of stats is measured against humans -- they have every parameter except charisma at 20. If a race's help says, say, +3 strength, that means you can raise this parameter through training and gear up to 23. Higher still is possible with class and rebirth bonuses. Read
help statsto learn more.
- Alignment: restrictions on the alignment of a race's representatives. Elves are typically good, svirfnebli are neutral, and so on.
- Size: the size of a typical member, from small kenders to huge giants. See help size for details.
- Vulnerability: damage from the given damage type or magic hurts noticeably more.
- Resistance: damage is noticeably reduced.
- Affects: permanent properties of a race. Flying races, for instance, don't need flight spells -- they fly always and everywhere. Same goes for infravision and other features.
- Racial abilities: skills or spells unique to this race, available regardless of the chosen class. Felars, for example, can curl up in their sleep.
- Bonus skills: some races handle certain skills exceptionally well thanks to their racial culture, regardless of the chosen class. Rockseers always handle magical wands well, and faeries can cast faerie fog.
