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RACES

The Races are as follows:



Humans


Humans are the most common race in the world; they make up the majority of Argonne's adventurers. Humans are strong, brave and fierce warriors. They can be powerful mages, skilled clerics, and marvellous pick-pockets. Humans may also train their primary stat(atrribute) higher than any other race.

Half-Elves


Half-elves, half human and half elven, are the most common of mixed races. Given the beauty, long life, and agility of their elven parent, they are also gifted with the strength of their human parent. However, they are considered 'Half-Elven' by humans, and 'Half-Human' by Elves, making them outcasts to virtually every city.


Elves


Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves are notoriously hard to spot, and so elven warriors and thieves recieve sneak and hiding automatically. They may also see in the dark with infravision.


Dwarves


Dwarves look like short men with long beards, and are usually very stocky and strong. Dwarves have great stamina, and are known for both their craftsmanship and their foul tempers. They are not as smart as humans, but are usually wiser, due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. They recieve the berserk skill for free (if warriors), and can see in the dark with infravision.


Kender


Kenders are the smallest race on Argonne; they stand no more than 4 feet and weigh between 80 to 100 pounds. They are best suited for the thief class, being extremely agile and clever. However, most Kender would be deeply offended if called a thief; they have a skewed view of "borrowing". In fact, their unique concept of personal property often gets them into trouble; if they see something that doesn't appear to be in use, they will pick it up (with every intention of giving it back to the owner once it has lost its appeal). Most other races naturally term this as "thieving", but kender see it as simple borrowing and are just curious about the world around them. Not only are kender skilled enough thieves to steal the clothes off of your back without your knowledge, but they sometimes find that things just 'tumble' into their pouches without realizing they took them.


Giants


Giants are the largest of the races, ranging from 9 to 12 feet in height (and Mota only knows how much they weigh). They are stronger than any other race, as one might guess. They aren't generally the brightest creatures on two legs, and their size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession.


SUPERRACES

(Secondary races, more powerful that you reach if you recreate your character after hitting level 51)


                              

Draconians


Often called 'lizard-men', Draconians were created after the eggs of the Dragons of Good were stolen by the minions of Takhisis, the Queen of Darkness, and were transformed into creatures of evil. The true colors of their skin are gold, silver, bronze, copper and brass. There are many kinds of Draconians, and each one dies in his or her own way (some explode, others turn to stone, etc.).


Vampires


Vampires are magnificent, undead creatures. Having been bitten by another vampire, they are forced to walk the world by night, drinking the blood of their victims. They are very robust and supernaturally strong, and they heal very quickly. However, they are alergic to sunlight, making it so that if a vampire went out into the sunlight, they would be seriously injured.

CLASSES

That is all the races for now. Now we move on to classes.



Warriors


Warriors are strong, ferocious soldiers, trained well in battle. Mainly skilled with the sword, warriors can use any weapon, may it be daggers, spears, maces, etc.. Although not trained extensively in magic skills, they are able to learn a few simple spells, but nothing too dificult.

Mages


Mages are spellcasters, and are skilled at the use of magical items. The most skilled of all classes at magic, mages have the advantage of honed mental skills but are also burdened with a weak physical ability. Also, they do not usually wield anything stronger than a dagger; all other weaponry skills must be learned by using a high number of creation points.

Thieves


Thieves are robbers, backstabbers, pick-pockets, and cut-throats, known for their covertness. They are especially skilled in swiping gold without their victim noticing; a good reason for a kender to choose thief as a class. Although they hide in the shadows, it isn't due to the fact that they are shy. They have the ability to wander around, hidden by darkness, making it easier to rob you of your cash and possessions. Also, thieves, although they don't necessarily excel at any particular thing besides stealing, have the widest range of skills available to them.


Clerics


Clerics, slightly similar to mages, are able to do some magic. However, they mainly deal with healing, rather than the combative spells of the mage (though their combative prowess is fair enough). In addition to healing and curing wounds, they have defensive spells, as well as benedictions, maladictions, weather spells and creation. Clerics are the most defensively oriented of all the classes, and they posess an impressive variety of protective magics.

SUPERCLASSES

(Secondary classes, more powerful that you reach if you recreate your character after hitting level 51)


Rangers


Skilled warriors of the woods, Rangers are expert with daggers and bows, and easily learn the dual wield skill. Rangers are gifted with the ability to ensnare their enemies in thorn-covered vines with the entangle spell, and they also have a spell that will bring a swarm of stinging, biting insects to impede their foes. They can also calm normally aggressive mobs so that they will not attack, and can encompass their skin in bark to protect them from their enemies. Rangers also have the advantage of tracking, as well as being able to forage for food and protect themselves with a special spell called "bark skin". They are silent, deadly opponents, even though they mainly work to protect the people and nature.

Paladins


Skilled and honorable warriors, Paladins are also exceptionally good at the protective magics (such as spirit armor, iron grip, restoration, dispel undead and holy fire). They also have the dual wield skill and can easily gain weapons other than sword with very little cost, making them extremely powerful in combat. Defenders of peace and justices, Paladins are mainly good.


Necromancers


The term 'Necromancer', or 'Dead Raiser' speaks for itself. Necromancers are powerful dark mages mainly practicing work on corpses, using spells such as power word kill, defy death, animate corpse, and other terrifying magic. More often than not, these characters tend to be aligned with evil rather than good and are also highly skilled at controlling and using negative energy. Like all mages, Necromancers have trouble learning weapons other than dagger.


Bards


Bards, adventuring ministrals and entertainers, are skilled in singing and playing various instruments. Their skills are so good, in fact, that they have been known to heal, comfort, nourish and even hypnotize their listeners. Bards are not wizards, but magical dabblers who pick up knowledge during their travels. Advanced bards are often able to study magical items to learn even more about the spells they contain. Bards can learn to use any weapons, although daggers and swords are more useful to them, as they are less cumbersome and noticable than the other weapons.



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