subraces
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.
subraces.txt ยท Last modified: 2022/12/14 01:26 by richardwortmann