====== Subrace Info ====== ===== Dwarves ===== **Broadbeams**\\ * They have an increased chance to not panic after a flee. * Their armour will wear out at a greatly reduced rate. * They have a greatly increased bonus towards bashing exits. * A Broadbeam does not scare easily. They are less likely to be affected by fear in any way. * They are calm under fire and will receive an increasing parry bonus as their health drops low. **Firebeards**\\ * They are of an unforgiving temper and will receive an OB bonus when dealing or receiving a critical strike. * They have a natural bonus to the bash skill. This does not make practicing the skill less effective. * They also receive a small bonus towards bashing exits. * The firebeards are experts at keeping their weapons sharp and ready and will sharpen a blade faster than anyone else. **Longbeards** \\ * A Longbeard is hard to faze and they will recover quicker from stuns. * They have a sixth sense when it comes to finding hidden riches. * They have an average bonus towards bashing exits. * They have a bonus towards mining. ===== Elves ===== **Sindar Elves.**\\ * They can repair most armour to brand new on their own with the use of a cross-pein hammer. * They can un-equip shields in combat. * They have a natural affinity for Leadership. This does not affect practicing the skill. * The great Eagles will carry them further than anyone else. **Silvan Elves.**\\ * Silvan Elves have a natural affinity for missile weapons and surviving in the wilderness. This does not affect practicing the skill. * Silvan Elves are able to track significantly faster in forests. This bonus does not make practicing track less effective. * Silvan Elves are able to parry enemy blows slightly better compared to others races when wielding ranged weapons. * Silvan Elves are able to move through forests more easily, as if it were a trail, if the land is good and not gripped by the Shadow. Noldorin Elves * **Half-elves** * ===== Hobbits ===== **Fallohid Hobbits.**\\ * When led by a Fallohid Hobbit, other adventurers gets the full amount of travel points that they would get if they were not following someone. * When a Fallohid Hobbit follows someone, they still get the full amount of travel points that they would have gotten as a non-follower. * Fallohid Hobbits are well versed in herbs and herblores. They mix potions and brews with an increased proficiency equal to two herbal kit upgrades. * When smoking pipe-weed, a Fallohid Hobbit will never have a negative experience, and the chance for an especially gratifying experience is increased. **Harfoot Hobbits.**\\ * While everyone has a chance to scout without being noticed, the Harfoots are exceptional at this. * Thanks to their small size, the Harfoots have an increased chance to avoid being bashed. * Harfoots can escape combat slightly faster. * Harfoots have a reduced penalty when escaping from multiple opponents. **Stoor Hobbits.**\\ * Stoor Hobbits have a natural affinity for swimming. This bonus does not make practicing swim less effective. * Their stoutness grant them a bonus in the endurance skill. This bonus does not make practicing endurance less effective. * Their feet are especially leathery, making them more resilient to physical damage. ===== Men ===== **Beornings**.\\ * Forage. When a Beorning forages, he/she will search the surrounding area for anything edible or drinkable water. Foraging is only possible when metamorphed into a Bear. * Beornings start the game with a bonus in the Wilderness skill. This bonus does not make practicing Wilderness less effective. * Beornings are empowered by the presence of powerful, friendly bears. **Rohirrims.**\\ * Rohirrim who possess enough skill in Riding will never be thrown off by their mounts. * Rohirrim share a special bond with their mounts and will find them to be less stubborn. * Rohirrim are particularly skilled with spears while riding. * Rohirrim start the game with a bonus in the Riding skill. This bonus does not make practicing less effective. **Eriadorians.**\\ * Friendly inns throughout Arda treat them as locals when they rent. * They start the game with five bonus practice points. * It is easier for them to obtain Tharbad citizenship. **Dunadans**\\ * Dunadans have a natural sensitivity to evil, and have a natural passive ability like the Detect Evil spell. * Dunadans are friends of the Elves. They can pray to Rivendell without previously visiting it and will be welcomed in Lorien with considerably less effort than other men. * Dunadans are master swordsmen, and are able to defend themselves better with bladed weapons. * Dunadans have a natural affinity for Leadership. This does not affect practising the skill. * Dunadans are natural teachers. They will share a portion of their knowledge in ranger skills with their f ollowers who are not as proficient as they are. * Dunadans are excellent trackers. They will get a bonus to their ability to track as they become more well-rounded rangers. This does not affect practising the skill. **Black Numenoreans.**\\ * Black Numenoreans have increased mana regeneration and a decreased chance to backfire spells when under the Necromancer's darkness. * The Fell Beasts will carry Black Numenoreans further than anyone else. * Carried vials of poison and envenomed weapons will last twice as long for Black Numenoreans. * Black Numenoreans mix herblores that produce vials of poison with an increased proficiency equal to two herbal kit upgrades. ===== Orcs ===== **Tarkhnarb Orcs.**\\ * Tarkhnarb Orcs mix Orkish herblores with an increased proficiency equal to three herbal kit upgrades. * Tarkhnarb Orcs are tunnel born and have a natural affinity to climbing in caves, tunnels, and other familiar terrain. * When a Tarkhnarb Orc forms a link to the wraith-world through raise dead, it increases their mana regeneration and sharpens their awareness. The effect is slightly different for shadows and wargs. * Tarkhnarb Orcs' desire for bloodshed rises when encountering the forces of the West. **Morruhk-hai Orcs.**\\ * Uruk sun protection at level 21 (Identical to the Tarkhnarb). +OB in groups (Identical to the Tarkhnarb) * Wargriders; If they achieve a superb riding skill, they are less likely to fall from their mounts, and their mounts are less likely to refuse. * Snufflers; They have a greatly increased track skill when on foot. * Bloodlust: Encountering and fighting the Free People will temporarily increase their tracking skill. * It is rumoured that the Morruhk-hai have a special breed of wargs they ride into battle that will not carry any other Orc. * Certain wargs will come when called by a Morruhk-hai. **Zaugurz Orcs**\\ * They are able to move through snow more easily. ===== Trolls ===== **Cave trolls.**\\ * Cave trolls have slightly increased hit point regeneration. This bonus is increased when in a cave or tunnel. * Cave Trolls have huge bashes which may cause the victim to hurtle and collide with a nearby engaged target. **Hill trolls.**\\ * Hill trolls deal extra damage to stunned opponents when wielding a concussion weapon. **Mountain trolls.**\\ * Mountain trolls are highly efficient with battle rams, moving them with increased speed and reduced move cost. * Mountain Trolls will sometimes hit nearby targets with wild attacks when engaged in combat. * Mountain Trolls can shake trees, push boulders, drag corpses, open doors, and dig with increased speed and reduced move cost.