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Races

Your race is the first choice of a new run (see Your character). It does several things:

  • It changes your starting stats.
  • It gives you your eyes: the vision type you start with.
  • It sets how old you can be when you start.
  • It adds to your hit points.
  • It trains you in a skill or two. Humans instead get a little more in one of their class’s skills (see Skills).
  • It may give you a rank in a weapon skill or two, on top of your class’s.
  • It adds a few things to your starting kit: an elf’s waybread, a dwarf’s pick-axe, a halfling’s pipe. It also gives the everyday clothes and shoes of your folk where your class gives none (halflings go barefoot).
  • It may close a few classes to you: no drow paladins, no elven witches (see Who may take which).

The first table is what each race adds to your starting stats. The second gives its eyes, its starting ages, its hit points, and its weapon skills. A short description of each race follows.

Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.

RaceStDxToInWiPr
Elf−11d2+1−2+10+1
Half-elf0+10001d2
Human000000
Dwarf+1−11d2+20+1−2
Halfling−3+300+10
Gnome−20+11d2+1−10
Half-orc1d2+20+1−1d30−2
Goblin−2+1−1000
Drow01d2+1−2+10+1
Kobold−30−100−1
Lizardfolk+101d2+1−10−2
Duergar00+20+1−2
Ratfolk−21d2+1000−1
RaceVisionStarting ageHit pointsWeapon skills
ElfLow-light90–3002Long blades 1, Bows 1
Half-elfLow-light20–603Bows 1
HumanNormal16–354-
DwarfDarkvision40–1206Axes 1, Crossbows 1
HalflingNormal20–502Slings 1
GnomeLow-light40–1503Crossbows 1
Half-orcDarkvision14–306Axes 1
GoblinDarkvision10–302Short blades 1, Slings 1
DrowDarkvision100–4002Short blades 1, Crossbows 1
KoboldDarkvision6–201Spears 1, Slings 1
LizardfolkNormal12–505Spears 1, Thrown weapons 1
DuergarDarkvision40–3006Maces and clubs 1, Crossbows 1
RatfolkLow-light8–402Daggers and knives 1
  • Elf: Graceful and long-lived, keen of mind and eye but frail; elven eyes need little light.
  • Half-elf: Of two peoples and at home in neither: adaptable and charming, with some of the elves’ eyes.
  • Human: Short-lived, ambitious, and everywhere: no gift and no flaw.
  • Dwarf: Stout, stubborn folk of the deep halls: hard to kill, hard to hurry, and at home in the dark.
  • Halfling: Small, quick, and unflappable, with nimble fingers and quiet feet; no match for anything big.
  • Gnome: Small, tireless tinkerers and illusionists, curious about everything; they see well by little light.
  • Half-orc: Strong, tough, and sharp-eyed in the dark, but slow with letters and short on charm.
  • Goblin: Small, weak, and short-lived, but quick-handed, sneaky, and at home in the dark; goblins eat little.
  • Drow: The elves of the deep dark: graceful, sharp, and long-lived but frail, hard to poison, and dazzled by strong light.
  • Kobold: Small, scaly, and the weakest of all, but clever with traps and quick to spot them; kobolds live fast and die young.
  • Lizardfolk: Strong, tough swamp folk with scaly hides, cold-blooded and slow of wit, and alien to everyone else.
  • Duergar: The dwarves’ grey cousins of the deepest dark: tough, dour, and joyless, unbowed by loads and wise in stonework.
  • Ratfolk: Small, nimble scavengers of sewers and ruins: weak and shunned, but hard to sicken, and they eat anything, rotten or not.

The changes are added to the average score of 10, together with your gender’s, your class’s, and your birth sign’s. Most are plain numbers. A few are dice, rolled when you start: 1d2+1 is one or two, plus one (see How your stats add up). Your starting age is picked at random within the race’s range.

Races are not balanced against each other. Humans start with no gifts and no flaws. The others trade one strength for one weakness, or for two.

Halflings, gnomes, goblins, kobolds, and ratfolk are small, and carry three quarters of what the others do. Dwarves and duergar are not slowed or hindered by a load until they strain under it. See Burden.

Races need different amounts of food. Elves, drow, goblins, and kobolds need the least, halflings (second breakfast) the most. See Hunger.

The evil races

Six races start on the evil side of alignment. Goblins, kobolds, lizardfolk, and ratfolk start Callous; drow and duergar start Evil. Some are poor choices on purpose, and their levels come quicker for it (see Experience).

No creature takes your side because of your race. Hostile kobolds attack a kobold too. Good folk greet an Evil character coldly, but that comes from your alignment, not your race.

Strong light dazzles drow. Light is strong enough when the sun is well up under a clear sky, or a bright fire is close by; your own lantern alone is not enough. While the light on your own cell is that bright, you see nothing farther than ten cells and fight a little worse. The game tells you when it begins and ends, and the status bar shows Dazzled while it lasts.

Each race’s gifts and flaws beyond its stats, exactly:

RaceNatural armourResistsStrong lightDisease checksRotten food
Drow—poison 25 %dazzled from brightness 250: sees 10 cells, to-hit −1——
LizardfolkProtection 1 (scales)————
Ratfolk———+4eaten unharmed

Racial talents

Each race except the humans has talents that only it may pick, in the Racial tree. Humans get Versatile instead: one more talent at creation and at level 30.

RaceTalentNeedsEffect
DwarfDwarven resilienceToughness 14Poisoned eases 100 % faster; disease checks (catching, progressions) +2
DwarfStone sense—+4 to every check to find what is hidden on stone, searching and in passing; digging work a turn +25 %
ElfAgelesslevel 9hunger pace −20 %; a disease’s progressions come +100 % further apart
ElfElven accuracyBows 3threat range +1 with Bows
GnomeGem lore—item descriptions show what each gem is worth; the chance a find is a loose gem +100 % (anything found, and what creatures drop)
GnomeTinkererIntelligence 12the Disarm ability without Disable device (Dexterity alone)
Half-elfDiplomatPresence 11shop favour +10 % (before the cap); gold from quests +25 %
Half-orcFerocity—damage +2 with every attack while below a third of your hit points
Half-orcOrcish hideToughness 13Protection +1
HalflingLucky—a natural 2 on the attack roll is rolled again, once
HalflingSlingerSlings 2damage +1 with Slings; range +2 cells with launchers of Slings
HalflingSmall targetDexterity 13Dodge +1 against the attacks of creatures larger than you
HumanVersatilegiven, never pickedone more talent at creation; one more talent at level 30

See also: Classes, Horoscope, and Stats.