Class & Race

Class Descriptions

The Mage is a spell caster who researches different aspects of the weave. They learn from a number of Schools of Magic, and inscribe various spells into their spell book. The Mage is the only class that can specialise in magic which grants powerful Tier IV spells. Base classes include Mage, Necromancer and Warlock, and also include the greatest number of specialisations. The Mage class has a wide application of skills and abilities, from damage dealing, mind control, debuffs, divination, and research and exploration. Mages are the most long-lived of all the classes.
The Monk has a mix of both Warrior and Rogue abilities with the contemplation of a Priest. Some Monks favour a more martial flair, with great leaps and kicks, and others a more focused mien, with various spells and transformations available depending on the deity chosen. The Monk class is a specialisation which can begun at level 1, with only four mastery-specialisations: the Holy Master, Mentat, Weapon-Master and Zen. Monks can utilise many Rogue abilities but do not usually have aptitude with the Fade and backstabbing. Monks tend to come from one of five monasteries: The Order of the Golden Eye, the Order of the Implacable Mind, the Order of the Immaculate, the Order of Quiet Repose, and the Order of the Gilded Feather.
The Priest can be a healer, a warrior-priest crusader, a surgeon, or a druid that communes with the fae. The base classes include Priest, Druid and Paladin. Priests are typically the only class to have any significant ability with healing (making them even more useful and feared than other worlds) particularly as there are little to no magical potions. Priests can choose a specific Deity on startup which grants them a specialised Free Ability aligned with that particular Divine. The Ability increases in power at specific levels. Priests also have significant debuff and combat abilities, so can play the role of both off-tank and support-caster.
The Rogue can be a travelling blade for hire, a jack-of-all-trades, a DIY specialist, and a romantic scoundrel or assassin. The base classes are Rogue, Pirate and Scout. The roles and skills of the Rogue are perhaps the most varied of any of the classes. A Rogue has a few basic advantages: an even increase to Health, Mana and Stamina, the possibility of learning a few Warrior Abilities and/or a few Mage Spells, depending on inclination and circumstance, and the ability to wear 8 rings at a time – other classes can only wear 4. Lastly Rogues can also have more than one location marked as “home” for respawn, and are thus very difficult to track down.
The Warrior can fulfill a number of roles, typically a melee fighter, but also a mercenary, an archer, a noble knight, a dedicated blade-master, a beast killer – the motivations can vary greatly. The base classes include Warrior, Knight and Barbarian, each with their own selective skills and abilities. Warriors and Barbarians in particular have the most health of all the classes and are also the only class that can gain Level 4 Weapon Specialisation – multiple times if desired. Other classes can only gain Level 2 (Mage) or Level 3 (Priest and Rogue) in Passive Weapon Ability. Warriors are the only class that can initially form groups.

CLASS BONUSES – SINGLE CLASS

Warrior:+40% Health+25% Stamina-25% Mana
Barbarian:+50% Health+30% Stamina-100% Mana
Priest:+30% Health +25% Mana
Paladin:+40% Health+10% Stamina+10% Mana
Mage:+15% Health-10% Stamina+50% Mana
Rogue and Monk:+20% Health+20% Stamina+15% Mana

CLASS BONUSES – HYBRID CLASSES

Warrior Priest:+40% Health +10% Mana
Warrior Mage:+30% Health +25% Mana
Warrior Rogue:+40% Health+10% Stamina 
Mage Priest:+20% Health +40% Mana
Mage Rogue:+20% Health+5% Stamina+30% Mana
Rogue Priest:+25% Health+5% Stamina+25% Mana

GENERIC CLASS DETAILS

Favoured Attributes

  • Warrior: Strength and Agility
  • Priest: Intellect and Charisma
  • Mage: Intellect and Charisma
  • Rogue: Agility and Luck
  • onk: Any except Luck
  • (All classes favour Vitality)
  • 5 Classes, 8 Sub-Classes, 27 Specialisations
  • Classes and Sub-Classes: Level 1
  • Class Specialisations: Level 60+

Warrior Class

  • [ Warrior, Barbarian, Knight ]
  • Specialisations
  • Warrior: Ranger (23) or Weapon-Master (26)
  • Barbarian: Chieftan (7) or Juggernaut (18)
  • Knight: Commander (8)
  • Hybrid Specialisations
  • Bard (3), Battle-Mage (4), Bounty-Hunter (5), Divine-Knight (12), Weapon-Master (26)

Priest Class

  • [ Priest, Druid, Paladin ]
  • Specialisations
  • Priest: Deva (11) or Healer (15)
  • Druid: Arch-Druid (2)
  • Chevalier: Paladin (22)
  • Hybrid Specialisations
  • Bard (3), Divine-Knight (12), Corrupted/Holy-Master (9), Merchant-Prince (21), Oracle (21)

Mage Class

  • [ Arcanist, Artisan, Summoner ]
  • Specialisations
  • Mage: Arcanist (1) or Golemancer (14)
  • Necromancer: Lich (19)
  • Warlock: Demon-Prince (10)
  • Hybrid Specialisations
  • Bard (3), Battle-Mage (4), Mentat (20), Oracle (21), Shadow-Master (24)

Rogue Class

  • [ Rogue, Pirate, Scout ]
  • Specialisations
  • Rogue: Gang-Lord (13), Jack-of-all-Trades (17), Weapon-Master (26)
  • Pirate: Captain-of-the-Sea (6)
  • Scout: Spy-Master (25)
  • Hybrid Specialisations
  • Bard (3), Bounty-Hunter (5), Merchant-Prince (21), Shadow-Master (24), Zen-Master (27)

Monk Class

  • Specialisation
  • Monk: Immaculate (16)
  • Hybrid Specialisations
  • Corrupted/Holy-Master (9), Mentat (20), Weapon-Master (26), Zen-Master (27)

Seelie Races

Beast Races (+10% Poison Resistance, +5% Health, +10% More Damage vs Beasts, Negative Dispositions, Beast Rage When Provoked)

Ashura – Feline
+5 Agility (+1 / 2 Levels), +10/20/30% Movement Speed, Night Vision, Hated by Elves, Cannot use bows, +5 Climbing, Rend 3/day

The feline race were once the would-be conquerors of Bel-Afron during the end of the third age. They came close to genocide of the high elves, when that race had become particularly insular… Now the Ashura are hated by almost all elves, and having been denied any permanent dwelling on the continent live in small villages called Felzirr. They dream of reclaiming their once proud Raja heritage, some perhaps hoping to re-connect with their cousins from across Huang’s Divide; the rulers of the Raja Dominion of Concordia. Asura make great warriors and rogues, and are particularly adept at the weapon-master specialisation. They have the best movement speed of all the races and therefore the greatest potential attack speed. A warrior-rogue hybrid is perhaps their most favoured class.

Beast Races (+10% Poison Resistance, +5% Health, +10% More Damage vs Beasts, Negative Dispositions, Beast Rage When Provoked)

Lupus – Canine
+5% Stamina, +5 Vitality (+1 / 2 Levels), -5 to All Statistics and Skills when Alone or in Small Groups (1-3), -10 to All Crafting, +5/10/15/20% Movement Speed when in a Group, +10 Tracking, Howl 3/day

The wolf-men predominantly inhabit the southwestern region of Bel-Afron, as caretakers of Southern Palatine. Politically they are seen to be “lap-dogs” to the human Imperium, though many if not most of the Wolfpack’s younger generation resent this blatant slur. Murmurings of rebellion and sovereignty have been seen to be brutally repressed, and not uncommonly from the Lupine elders as much as from the Palatine Imperium. The Lupus are known for fierce loyalty and group spirit but lack refinements in trades like crafting, construction and heavy industry.

Beast Races (+10% Poison Resistance, +5% Health, +10% More Damage vs Beasts, Negative Dispositions, Beast Rage When Provoked)

Orc – Porcine (Unseelie)
+5 Strength (+1 / 2 Levels), +10 Vitality, -5 Intellect, -5 Charisma (-1 / 3 Levels), Over-eating, -2 to Most Dispositions, Night Vision, Charge 3/day

Also known as boar-men, the large and brutal Orc race inhabits much of northern Bel-Afron. They are the least civilized of all the beast-races, and most inclined to kill first and ask questions later. An Orc can be found eating and drinking at any time of the day or night, and known to break off critical ventures for the sake of a good meal, or an interesting new culinary smell. The outcome of the renowned Six-Day-War, between Keraniae and the Sha’uum, turned from victory to defeat, when the Great Orc Shaman Mandurkka rebelled at having to skip yet another breakfast for the sake of defending the orc horde’s right flank. He ordered sautéed button mushrooms, truffles and garlic, with a side of smoked salmon and cream cheese… and to this day this dish is prized by all orcs as the “raison d’etre.” Orc’s are known for being both the best and worst of chefs, given their sense of smell is almost equal to that of the Lupus. They are also prone to obesity in old age, if they ever survive that long.

Beast Races (+10% Poison Resistance, +5% Health, +10% More Damage vs Beasts, Negative Dispositions, Beast Rage When Provoked)

Taurus – Bovine
+10 Strength (+1 / Level), +10 Vitality (+1 / Level), -5 Intellect (-1 / 3 Levels), -5 Charisma (-1 / 3 Levels), Cannot Progress Intellectual skills (50 Cap), Cannot Pass Level 50 until either Intellect or Charisma is over 50, +5/10/15/20% Movement Speed in Open Spaces, Slam 3/day

The sizable Taurean race, also called Quarai-Khan, inhabit some of the most dangerous wilds of Bel-Afron. They are a hardy and proud race, and not inclined to the trappings of civilization. Their culture moves slowly and changes little over long periods of time, and despite the racial derision for general Bovine “stupidity”, their warriors prize elegant poetry as much as the art of war. Their elite ballista wielders are feared by many, including those Kings of the Sky, the dreaded great-wyrms. Taureans live for approximately 100 years, as do most of the beast races.

Beast Races (+10% Poison Resistance, +5% Health, +10% More Damage vs Beasts, Negative Dispositions, Beast Rage When Provoked)

Vinar – Simian
+5 Agility (+1 / 2 Levels), +10 Luck, -5 Charisma (-1 / 3 Levels), Cannot learn other languages, -10 Bargaining & Persuade,+10 Climbing, +5 Pickpocket, Leap 3/day

The bulk of the Vinar nation inhabit southern Bel-Afron amongst the islands of Lankh. Small settlements around the Kelth jungle and Lake Karizoss are also known. Rumours of an even larger Vinar civilization within Yrfain and Hz’Uana are so far unverified. The monkey people are superficially fickle, yet also very intelligent and compassionate to those in need. The current Incumbent Lord Barraboss, rules out of Maha Lankh, an old citadel long abandoned by the semi-extinct Arhun nation of sea elves. It is rumoured that many artifacts have been uncovered there giving the Incumbant’s elite Wukongs the power of flight and other supernatural abilities.

Dwarf (+5% Stamina, +10% Knockdown and Slow Resistance, +5% More Damage vs Giants, +20% Resistance to Alcohol and Drugs, Dwarven Greed)

Burrow Dwarf – Foun
+5 Intellect (+1 / 2 Levels), +5 Agility, +5 Vitality, -5 Charisma (-1 / 3 Level) +5 Crafting, -1 to Most Dispositions, Aegis of Atropos 3/day or Bargain 3/day

Burrow Dwarfs, also known as the Burra, are known to be shrewd, or even harsh negotiators, but also prone to indifference to how something looks versus how it operates. For this reason they are said to all look like paupers even if they are not. In this they are considered somewhat similar to gnomes, although never as fastidious as the latter. They have no fixed civilization or locales, but tend to work alongside mountain dwarf communities of note. The Foun are the shortest lived of the dwarfs, reaching old age and death at 180-200 years.

Dwarf (+5% Stamina, +10% Knockdown and Slow Resistance, +5% More Damage vs Giants, +20% Resistance to Alcohol and Drugs, Dwarven Greed)

Dark Dwarf – Duarg (Unseelie)
+5 Agility (+1 / 2 Levels), +5 Strength, -5 Charisma (-1 / 3 Levels), -2 to All Dispositions, +5 Crafting, Aegis of Atropos 3/day or Shapechange 3/day

The dark dwarfs were said to originally stem from a large group of captured mountain dwarf slaves – experimental slaves that were bred by the Ochathid, and turned into monsters. True or not, the Duarg are now thoroughly evil, and show little remorse betraying any friend or endeavor for personal gain, no matter how slight. Coupled with their ability to change shape at will – also said to be a painful gift from their poisonous overlords – it is hard to trust a Duarg at face value, as the old Aurum proverb goes “As soon as you kick a Duarg in the ass, there’s his brother telling you how to kick him in the balls.” The Duarg mostly inhabit out of the way sections of the Inversion, as most of the unseelie races dislike them also. Duarg live for an unpredictable 200-500 years, their genetic makeup seems to be fundamentally unstable.

Dwarf (+5% Stamina, +10% Knockdown and Slow Resistance, +5% More Damage vs Giants, +20% Resistance to Alcohol and Drugs, Dwarven Greed)

Gold Dwarf – Aurum
+10 Vitality (+1 / 2 Levels), -5 Charisma (-1 / 3 Levels), +10 Crafting and Enchanting, Aegis of Atropos 3/day or Ironskin

Gold dwarfs are typically named for their blonde or ginger hair, though it rarely indicates a sunny disposition. Prone to moodiness and suspicion of outsiders, these dwarfs are somewhat taller and thinner than their mountain dwarf cousins. They are usually more at home deep inside a cave or mine than seen roaming the outer wilderness. They have excellent night vision and depth perception, and strangely enough, also make excellent pearl-divers. They have major communities at Ermin Deep and within the Inversion, one of the few Seelie races to survive and thrive in that environment. They also have a large community within Asadeena Bay and Tios’Asa, a part of the triumvirate of rulers there. The Aurum are renowned as enchanters, particularly for metal weapons and armour. Family lineages jealously guard gold dwarf enchanting secrets, and will hunt down and execute those trying to steal (or teach) such techniques.

Dwarf (+5% Stamina, +10% Knockdown and Slow Resistance, +5% More Damage vs Giants, +20% Resistance to Alcohol and Drugs, Dwarven Greed)

Mountain Dwarf – Ferroun
+5 Strength (+1 / 2 Levels), -5 Agility (-1 / 3 Levels), +5 Vitality, +10 Arms and Armour Crafting, Aegis of Atropos 3/day or Hone 3/day

Mountain dwarfs are considered the most personable of all dwarfs, though no less easy to insult if you have a mind. Dwarf pride is as wide as they are tall. They are not prone to dwell indoors or deep underground, unlike the Aurum, and enjoy camping on the slopes of a mountain or any rough terrain. Their main love of civilization is a good beer, and many a good miner has been said to travel out of his (or her) way to discover new recipes for brewing. They tend to have dark hair and a square body type, but make excellent, durable warriors and knights. Their main communities are in the north, at Gorliath Elbholme, on the slopes of the Gorn Mountains, and at Ermin Deep. Mountain dwarfs and gold dwarfs almost always ally, and intermarry happily. Mountain dwarfs live to a maximum of 350-400 years, as do their Aurum cousins.

Elf (+5% Mana, +5-10 Bonus Elf Skills, Opposing Skills Capped at 75)

Dark Elf – Inisyn Alfar (Unseelie)
+5 Intellect (+1 / 2 Levels), +5 Agility, Magic Resistance +10/15/20/25%, +5/10/15/20 Movement Speed Underground, +5 Climbing, -1 to Most Dispositions, -25% Accuracy and Dodge in Daylight, Ultra Vision, +1 Bonus Spell at each Tier, Fade 3/day

The dark elves are an expanding tribe of once rebellious high-elves, grown cunning and wicked in their pursuit of power. They have adapted to life below-ground, spurning nature and the Great-Tree. Instead they embrace trial-by-combat, power for its own sake, and dominance over all non-Inisyn. They are feared for their abilities, and within their own environment have unequivocal power over the elements. They have excellent abilities within all classes, except for druids and rangers. They make great battle-mages, assassins, and dark-knights. Currently they have a dominating presence within the Inversion, rivaling that of the Olbarr and Serpentium, and have their main external forces issuing from Sketh Zenizel, the Gelb Danachtor forest, and the spider forest Gack Aranck.

Elf (+5% Mana, +5-10 Bonus Elf Skills, Opposing Skills Capped at 75)

High Elf – Andas Alfar
+5 Intellect (+1 / 2 Levels), +10 Agility, -5 Vitality (-1 / 3 Levels), Night Vision, All Racial Skills Start at 25 – plus bonuses: Pick from Elven sublist – Weapons, Woodland lore, Magic lore etc, +1 Bonus Spell at each Tier, Mana-less cast 3/day

The high elves have gained and lost civilizations within their long and varied history. Once the slaves and body-guards of the Mer, they have long since thrown off those shackles. Known for being both aloof, insular and knowledgeable, they are currently at a high point of relative peace, prosperity and amicability. Not to say they are welcoming or warm to strangers, rather they tolerate their presence and accept the benefits of cross-collaborations. The high elven Unity out of Geras Anandiel is presently on poor terms with the human Imperium, in particular due the Palatine interference with the unseelie other and the disasters stemming out of Bann Orath and Aventine. High elves make both great mages, rogues and battle-mages, and are considered the most beautiful and elegant of all the races. Most high elves live within Randain and Geras Anadiel, but there are large communities within Erwanesse and Sharwanesse also. High elves are known to live to around 1000 years, the longest lived of all the known races, and more than a little proud of this fact – thus the title of “high”.

Elf (+5% Mana, +5-10 Bonus Elf Skills, Opposing Skills Capped at 75)

Moon Elf – Unathes Alfar
+5 Intellect, +5 Charisma (+1 / 2 Levels), -5 Vitality (-1 / 3 Levels), Night Vision, +5 to All Social Skills, -5 to all Physical Skills, -20% Accuracy in Daylight, +10% Spell Penetration and Spell Duration with all Mesmer Spells, Charm 3/day

Moon elves are not as long lived as their high elf cousins (averaging 700-800 years), and despite having particular abilities with mesmer talents – illusion, charm, persuasion and shadows – they are relatively well-liked and respected. They have a warmer disposition than high elves, and tend to be amicable and friendly to most races, other than the Asura and the Mer. They have a long history of hatred towards their old Mer overlords, and were instrumental in that races rapid demise. They have large communities within Asadeena Bay, the Gorn mountains, and the southern Udkarall mountains. They tend to prefer mountainous regions to forests, plains and valleys.

Elf (+10% Mana, +5-10 Bonus Elf Skills, Opposing Skills Capped at 50)

Sea Elf – Mer Alfar
+5 Vitality (+1 / 2 Levels), +5 Intellect, +5 Charisma, Water-breathing, +10/15/20/25% Movement Speed Underwater, -10% Movement Speed on land, -10% Dodge on land, can only learn “ancient” skills and abilities, +10% Bonus to All Spell Effects, Levitate 3/day, Land/Sea Transformation 3/month

The sea elf tribes began in the dim beginnings of the first age; they were the first bipedal creature to thrive in Memory. The Arhun civilization spanned the end of the first age and all of the second age (almost 6000 years) and came to a rather sudden and sad end, heralding the end of that age. They were the first beings to discover magic independent of the Gods; their mages were renowned for both improvisation and power. They are not the most long-lived of the elves, averaging between 400-500 years in old age. Over some centuries they became increasingly obsessed with immortality, and eventually pushed one step too far… Through the use of multiple spell-harmonics and a technique known as crystal weaving the Arhun Great Conclave created a massive esoteric ripple – granting all Arhun pure-breeds (over 75% of the nations people) biological immortality. Sadly, in but a few short years the repercussions of this immortality were revealed. Sterility. An irreversible pandemic of sterility. With the stark absence of newborns, given that all elves tend to adore their young, the Arhun nation turned inwards and collapsed. Despite all its magic, knowledge, and dominance of other cultures – including some seemingly impregnable deep-sea cities dotted within the ocean… they became near to extinct, with only rumours of powerful pure-breeds remaining, such as the Lich King Alridne Asa Bann.

Elf (+5% Mana, +5 Bonus Elf Skills, Opposing Skills Capped at 75)

Wood Elf (Dryad) – Andain Alfar
+5 Charisma (+1 / 2 Levels), +5/10/15/20% Movement Speed, Night vision, -20% Fire Resistance, Tree, Heart of Oak 3/day

Wood-elves are the most rare of all elves, at least they were until the genocide of the Mer. Having been born from the heart of a great-tree-spirit, each dryad can face particularly difficult trials when learning of the innate competitiveness of other races. This often includes misunderstanding sibling and family rivalries. A dryad is born with no perception of this kind of friction and tends to want to get along with all races and beings peaceably. Despite this drawback they are a hardy folk, and known for their physical prowess, particularly within their own forest realm. The Andain are said to be the elders of the sprite races, and are given particular reverence by most sprites and pixies.

Human (1 Extra Class Ability on startup, +1 Active and Passive Point)

City-folk – Hominis Urbs
+5 Bonus to Any One Attribute (+1 / 2 Levels)
+10 Bonus to any 2 Location Skills on startup
Can Learn Any One City Skill or Ability 20% Faster, or 20 Levels Before Requirements

Most humans are split between three political factions. The first is the greater Palatine Imperium in the west, ruling over the majority of the western coastline of the continent. Until recently the Imperium also included Aventine to the far east – that nation is now almost completely overrun with the scourge. The second faction is the Skaal Horde, roaming in the north amongst the ruins of old Keraniae. And lastly the remnants of said Keraniae, now mostly scattered around southern Bel-Afron and Asadeena Bay. The Keraniae Empire, also called the Capitilone Wolf, once threatened both the dwarf nation to the north and the high elven Randain to the south. After a long and brutal struggle they were eventually defeated at the end of the long and drawn out 50 Year War. This was one of the rare times elf and dwarf fought side by side, called the Aurum-Unity Compact – a treaty which stands to this day against the future rise of the Palatine. Humans excel at any venture other than perhaps negotiating with the other races. They make excellent craftsmen, warriors, priests and mages. And not a few cunning rogues and pirates, particularly from Skenireef and Yrfain…

Human (1 Extra Ability on startup, +1 Active and Passive Point, OR 1 Standard Racial Ability)

Half-Breed – Pars Genus
Half-Elf (human/elf), Shorty (human/dwarf), Half-Breed (human/beastman)
+10 Bonus to Both Primary Racial Attributes (+1 / 3 Levels for each), -5 Luck (-1 / 4 Levels), +10 Innovation, +10 Any One Skill, +10% Learning Rate to All Skills, +10 Level Bonus to Learning All Class Abilities, -2 to Both Racial Dispositions

As humans are the most powerfully fertile of all the races, they have been able to successfully breed with high elves, moon elves, dwarfs, and the beast races. However the offspring of such couplings are rarely if ever welcomed, and shunned as a reminder of impurity and infidelity. Despite the reactions of their racial peers, half-breeds have the greatest potential to learn multiple skills and abilities, as reflected in their greater gene pool. There are no known specific half-breed cities or communities, though it is rumoured that a faction of mixed shorties and half-elves have gathered within the Inversion. Most half-breeds can live to around 150 years, half-elven mages can live to 500 or 600 years.

Human (1 Extra Class Ability on startup, +1 Active and Passive Point)

Plains-folk – Hominis Campis
+5 Bonus to Any One Attribute (+1 / 2 Levels)
+5 Animal Lore, +5 Hunter-Gathering, +5 Farming, +10% Cold Resistance
Can Learn Any One Nature Skill or Ability 20% Faster, or 20 levels before Requirements

Most humans are split between three political factions. The first is the greater Palatine Imperium in the west, ruling over the majority of the western coastline of the continent. Until recently the Imperium also included Aventine to the far east – that nation is now almost completely overrun with the scourge. The second faction is the Skaal Horde, roaming in the north amongst the ruins of old Keraniae. And lastly the remnants of said Keraniae, now mostly scattered around southern Bel-Afron and Asadeena Bay. The Keraniae Empire, also called the Capitilone Wolf, once threatened both the dwarf nation to the north and the high elven Randain to the south. After a long and brutal struggle they were eventually defeated at the end of the long and drawn out 50 Year War. This was one of the rare times elf and dwarf fought side by side, called the Aurum-Unity Compact – a treaty which stands to this day against the future rise of the Palatine. Humans excel at any venture other than perhaps negotiating with the other races. They make excellent craftsmen, warriors, priests and mages. And not a few cunning rogues and pirates, particularly from Skenireef and Yrfain…

Human (1 Extra Class Ability on startup, +1 Active and Passive Point)

Sea-folk (Reefer) – Hominis Mare
+5 Bonus to Any One Attribute (+1 / 2 Levels)
+5 Sailing, +5 Survival, +5 Weather-lore, +10% Slow Resistance
Can Learn Any One Sea or Water Skill 20% Faster, or 20 Levels Before Requirements

Most humans are split between three political factions. The first is the greater Palatine Imperium in the west, ruling over the majority of the western coastline of the continent. Until recently the Imperium also included Aventine to the far east – that nation is now almost completely overrun with the scourge. The second faction is the Skaal Horde, roaming in the north amongst the ruins of old Keraniae. And lastly the remnants of said Keraniae, now mostly scattered around southern Bel-Afron and Asadeena Bay. The Keraniae Empire, also called the Capitilone Wolf, once threatened both the dwarf nation to the north and the high elven Randain to the south. After a long and brutal struggle they were eventually defeated at the end of the long and drawn out 50 Year War. This was one of the rare times elf and dwarf fought side by side, called the Aurum-Unity Compact – a treaty which stands to this day against the future rise of the Palatine. Humans excel at any venture other than perhaps negotiating with the other races. They make excellent craftsmen, warriors, priests and mages. And not a few cunning rogues and pirates, particularly from Skenireef and Yrfain…

Human

Wild-folk – Skaal
+5 Vitality or Strength or Agility (+1 / 2 Levels), +5 Vitality
+5/10/15/20% Movement Speed, +10 Riding, +5 Weapon Skill, -15 Intellectual Skills, Berzerkergang 3/day (Barbarian Class Only)

The Skaal are a loose conglomerate of people that have thrown off the trappings of civilization. A once peasant-based local race, they were long suppressed under the rule of the Capitoline Wolf, an invading force of Romans from Olde Terra. Most historians of note believe that the Skaal are in fact the only humans native to Memory. Due their harsh treatment under the heavy fist of the Keraniae, since the beginning of the third age, their active barbarism and brutality in recent times have declined most races from making any overtures of alliance or peace. The Skaal are renowned horsemen, bowmen, and elite berzerkergang furies. Most humans live until 100 years if left undisturbed, especially given the usefulness of healing spells, and the ameliorating effects of magic against diseases. But given the harsh and often violent lives of the Skaal, most rarely live this long.

Sprite (+20% Dodge, -20% Aggro, Strength Capped at 75)

Goblin – Cobalus (Unseelie)
+5 Agility (+1 / 2 Levels), -5 Strength, -5 Luck (-1 / 3 Levels), Night Vision, Fake Death 3/month, Identify 3/day

Goblins have two main traits that cause them to be disliked by other races: They breed like rats, and have the same penchant as rodents for getting into the most unlikely places and situations. They are very good at finding secrets, and wrecking complex plans of any design, whether for good or ill. For this reason many of the larger unseelie races use the Cabalus as scouts, cannon fodder and just general bloody mayhem. The Cabalus are easy to manipulate, bribe and threaten, but very very difficult to control over any long period of time. For a goblin, two or three days is about their maximum attention span. It is not these sprites are stupid by any measure, they can make decent mages, they are simply unlikely to be disciplined at following any known or regular patterns. Goblins get along well with gnomes and burrow dwarfs, and to a lesser extent with the taurus. Goblins are the shortest lived of all the races capping out at the grand old age of 50. The main Cabalus community is at Bolgas Dizzini and the surrounding lands on the eastern slopes of Eastmarch. The city has a staggering population of around 10-15 million goblins, though this has only ever been an estimate due to the rapid and rather constant rate of birth and death. The sheer quantity of goblins is a constant source of worry for the elven Unity, the latter taking particular care to ensure the goblins have much to occupy their attention.

Sprite (+20% Dodge, -20% Aggro, Strength Capped at 75)

Gnome – Gnomus
+10 Intellect (+1 / Level), -5 Strength (-1 / 3 Levels), -5 Charisma, Night Vision,  Ironskin, Scavenge/Construct 3/day

The gnome peoples are hardy, durable and capable of surviving in the most punishing environments. Due to their general affable nature, and willingness to see past most evils, they get along with almost all races, seelie and unseelie alike. They can in fact be disliked for this trait by the seelie races, but are also used as go-betweens and diplomats for this reason. Gnomes follow strict codes of law within their own communities and stick to the letter of all agreements even when their counterparts do not. They are also great innovators and engineers, having been instrumental in the construction of the Great Daffadh Dam and the purification citadels out of the Fingkal-Adge-Ernossi water processing plants. The gnomes have almost solely stemmed the tide of the corrupted waters of Lake Ix, and prevented the madness of the Unholy Eye spreading its foul waters. Gnomes have a great community around Daffadh Dam as a result, and are also the third of the rulers of Trios’Asa and Asadeena Bay. The other rulers of that triumvirate are the moon elves and gold dwarfs.

Sprite (+20% Dodge, -20% Aggro, Strength Capped at 75)

Pixie – Alacris
+10 Charisma (+1 / 2 Levels), +10 Agility (+1 / Level), -5 Vitality (-1 / 3 Levels), -10 Strength (-1 / 2 Levels), Strength Capped at 50, Flying (+33% Bonus Movement Speed), Fade 3/day, Blink 3/day, Mirror Image 3/day, Light (unlimited), +5/10/15/20% Elemental Resistance

Pixies are often flighty, fickle, and insecure. But they are also unfailingly kind to visitors, and enjoy another’s victories as much as their own. They will, however, defend their territories with a passion, and given their skills with flight and magic, they are incredibly hard to defeat within their own realm. Pixies also make great healers, rogue-scouts and rangers, but don’t tend to fare well in melee combat. They are also disinclined to travel outside their own districts, and usually only for specific purposes or at dire need. Their main communities are Belthain and Sharwanesse. Alacris tend to live for just over 200 years, although they don’t all produce young by same race coupling – though they can do so if they wish. They have a peculiar magical-symbiotic relationship with the Faunus and can produce young through a seed, grown in the soft palate, after some intentional passionate kissing of the opposite sex. Gnomish genealogists are still trying to discover the source of such magic, but so far can only conclude it is a result of the tendency for pixies to be 80% female, and sprites to be 80% male.

Sprite (+20% Dodge, -20% Aggro, Strength Capped at 75)

Sprite – Faunus
+10 Agility (+1 / 2 Levels), +5 Luck, -5 Strength, -5 Vitality (-1 / 3 Levels), Fade in Woodland 3/day, Frenzy 3/day, Blink 3/day

Many sprites are considered laughable or dismissive by the other larger races. Surprisingly however, teams of sprite warriors and pixie mages have proven to be highly effective at defending their territories where larger folk have failed. Lost Aventine and the territories of Sharwanesse and Erwanesse are a good case in point. The sprite tribes in the latter two regions have been defending their forests from both the great-wyrms to the north and the risen scourge in recent years, showing a cunning and durability their larger kin have been unable to match. There are also sizable sprite communities in Belthain, Jammain, and Asadeena Bay. Sprite skin tones vary between light blue, green and yellow, as do their pixie relatives. How they come by this skin pigmentation has had gnome and human genealogists puzzled for centuries. Most sprites live around 150 years. They have a particular dislike of dwarfs: there was a troubling period of history (during the second age) when male gold dwarfs were known to try and capture rare female sprites and attempt to breed with them and use their magic for enchanting and crafting purposes. Despite that this misunderstanding occurred a long time ago, the Faunus have not forgotten or forgiven.

Note I: Racial bonuses to an attribute (+5 or +10) can allow that character to exceed the normal level limit of 100 by the same amount.
Note II: Any Racial Statistic Debuff, such as -5 Charisma (-1 / 3 levels), applies a penalty to that attribute based on the rate of allocation: 1 /2 indicates every second point allocated is lost to the astral, 1 / 3 indicates every third point.

If the character is fortunate enough to have the racial debuff permanently removed (usually at the expense of another racial ability) then all prior lost attribute points will gradually be reapplied at a rate of 1/day.

Social Dispositions
Beloved Liked Friendly Accepted Neutral > Distrusted > Unfriendly > Disliked > Hated

Generally Disliked Races: Barbarian, Goblin, Dark Elf, Dark Dwarf, Burrow Dwarf, Orc, Asura
Generally Liked Races: Gnome, Dryad, Pixie, Lupus

Racial Enemies
Human: Undead, Lycan, Beast-men (except Lupus), Wyrm
Elf: Orc, Asura, Undead, Demon
Dwarf: Giant, Troll, Goblin, High Elf
Sprite: Wyrm, Anachran, Kikeliki, Dwarf
Beastmen: Lycan, Ochathid, Human, Elf

Memory and Earth – Player Transference

Caveat emptor! Once a race and class are chosen, they cannot be undone. Many skills and abilities can be changed throughout your progress in the world, but once your basic character is established there is no going back. Please read the following carefully:

  1. A player is encouraged to assume a (pre-generated) surname for the purpose of social integration and acceptance into the world of Memory. You can then choose to use (or not) the surname of this family.
  2. If the latter is chosen, a player is then considered obligated to that particular family or social group, called “noblesse oblige”. Failure to uphold the principles of this particular family group can have great negative impact on the players’ ability to interact with the world, and in worse case scenario can result in execution and perma-death.
  3. If a player is successful in completing certain family and social quests then the esteem of the family will gain the player added benefits.

Andromeda is Memory

  1. Memory is located in the Belusian Solar System, the heart of Andromeda galaxy. Andromeda was an Ethiopian princess from Greek mythology, her name also means “to be mindful, to remember”.
  2. Belusia has been the focus of demonic invasion, from a parallel dimension, the other.
  3. Through a wormhole in space, and linked to TerraNet, earth humans can now watch Belusia.
  4. Select earth humans can be digitally transferred there, a one way trip.
  5. It is believed that the Belusian and Terran solar systems have in fact been connected in some way for quite some time – with the most powerful magi from both regions having been long able to transfer themselves from one system to another – Hermes Trismegistos, Merlin, Baba Yaga, Reginald Scot, Rasputin
  6. The two cultures share some old languages and mythology, though in the particulars they greatly differ.
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