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The bonuses listed under each race are additions to your base skill caps. So if you are a Fighter with tactics as a primary, you would normally have a tactics cap of 120. However, if your Fighter was a Dwarf, who has a tactics bonus of 10, the cap would be 130.

Races with their home towns also have extra bonuses. They are able to sell their loot at an increased profit if they are in their home town. In addition, they also get increased skill advancement training if they log off at their home town inn.


The Daevan are the offspring of a celestial being and an abyssal creature, resulting in a child that is neither inherently good or chaotic. Due to their lineage, they are able to use either druidry or necromancy skills but not both at the same time. Due to their fear of others learning about their heritage, they have no home town and wander the world. Daevan have an innate ability to reduce druidry or necromancy skill points when casting the opposing class spell. For example, when casting druidry spells, they have a 33% chance to not lose any necromancy skill points.

Daevan have the innate ability of not losing the opposing skill on every cast if casting druidry or necromancer spells (normally, casting druid spells will reduce necromancy skill and vice versa).

  • Shapechange: horned beast
  • Bonuses: +10 Animal Lore, +10 Necromancy, +5 Meditation
  • Hometown: none


Known simple as 'Dark', not known is much about them. They did not originally start as a race as no one is born into the Dark. Instead, it is thought that a person is incorporated as Dark. They suddenly disappear during the day and are not seen again for a short time. When they are seen again, maybe in the same town or a town over, they are no longer what they were before. But their knowledge, fighting skills and even magic have all increased as they are able to defend themselves very well when provoked into fighting.

  • Shapechange: none
  • Bonuses: +10 Anatomy, + 10 Tactics, +5 Magery
  • Hometown: none


The Draugr are animated corpses who refuse to pass onto the next world. They have the unmistakable stench of decay and the flesh hangs off their bones. They exist solely to either guard their treasure, which is buried with them in their graves or to torment those who wronged them in life. They tend to take the ghostly shape of an animal or else they resemble the human they once were.

  • Shapechange: seal, bull, horse, cat, mummy, zombie, lich
  • Bonuses: +10 Necromancy, +10 Magic Resistance, +5 Poisoning
  • Hometown: none


Draconians are a race of beings with both humans and dragons in their blood. While they look like humans most of the time, draconians have inherited an uncanny ability to master magic from their dragon ancestors. They have also retained the ability to change their shape into the form of a smaller dragon (either a red or grey drake).

Draconians also tend to feel inexplicably vulnerable without the thick protective scales of their ancestors. To compensate for this, they have become very proficient in the use of shields.

  • Shapechange: drake, small draconian on two legs
  • Bonuses: +10 Magery, +10 Parrying, +5 Veterinary
  • Hometown: Asterial


The dark-skinned drow loathe life just as much as their elven cousins regard it. There are few professions in the violent, matriarchal society of the drow that are as respected as the assassin. Healers have their work cut out for them after an attack by a group of raiding drow, as nearly all drow warriors use poisoned blades.

Drow mages have also come to be feared throughout the lands, as they have learned to channel their hatred into the spells that they cast. Drow mages have the potential to do more damage with offensive spells than any other race.

  • Shapechange: no
  • Extras: pure white hair [given at barber]
  • Bonuses: +10 Invocation, +10 Poisoning, +5 Fencing
  • Hometown: Darktown or Har'oloth


The gaunt, emaciated duergar have always been insanely jealous of their dwarven cousins both for their strength and their skill with iron. Despite being expert miners that are always digging deeper and deeper into the earth, the cunning duergar have never been able to match the dwarves' skill in shaping the metal that they find. They do however take a childlike pleasure in picking the steel locks of dwarven chests and stealing what is inside.

In combat, duergar thrive on causing their enemies pain. As a result, they have mastered the use of blunt weapons that shatter bones and cripple their opponents.

Duergar get an internal +10 bonus when lockpicking treasure chests. If you have 100 lockpicking, it will act as if you have 110 lockpicking.

  • Shapechange: no
  • Bonuses: +10 Macefighting, +10 Tactics, +5 Magic Resistance
  • Hometown: Nildavellir


The will of a dwarf is as hard to break as the iron that they love to shape. Dwarves tend to be short (under 5 feet tall) and extremely muscular. The males of this race are extremely proud of their beards and would sooner cut off their hand than shave it off. They are distrustful of and often very blunt with strangers but are the most loyal of companions once you have earned their respect and friendship.

Dwarves are ferocious fighters, capable of doing more damage with any given weapon than other races. They also tread very carefully around magic because, unlike stone and iron, magic can not be shaped and molded with their hands and tools. This caution gives them added defense against the effects of harmful spells but does not hinder their ability to use magic themselves.

Because of their natural blacksmithing ability, dwarves get an internal +10 bonus when crafting blacksmithy items.

  • Shapechange: no
  • Bonuses: +10 Tactics, +10 Magic Resistance, +5 Healing
  • Hometown: Corinth


The slender, delicate-appearing elves of Valhalla are deceptively strong and extremely agile. Their keen eyesight gives them unmatched skill with the bow, which makes elves very good rangers. They love life, art, music and poetry, and with lives that span over centuries they have a great deal of time to spend mastering these things. It costs a great deal to hire an elven bard for a banquet, but most nobles find the experience more than worth it.

Elves revere life above all things, and will never take a life unless it is absolutely necessary. This deep respect for life has made elves proficient in the use of druidry, second only to the fey when dealing with this type of magic.

  • Shapechange: no
  • Bonuses: +10 Archery, +10 Musicianship, +5 Animal Lore
  • Hometown: Aylindril


Most of the playful and often mischievous fey care little for the other humanoid races of Valhalla. The magical fey are extremely close to nature and the wild creatures that inhabit it. As a result, fey make both excellent tamers and druids. Each fey also tends to have a particular fondness for a specific type of animal, which the fey can actually alter its shape to look like. The known 'shapechange' options for fey are as follows:

drider [terathan]
giant rat
giant scorpion
giant serpent
giant spider
great hart
ostard, desert
ostard, forest
ostard, frenzied

Fey only have one shape that they can shift into which does not change throughout the life of that fey.

The fey are by no means strictly 'kind' people. As the animals that they are aligned have very different personalities, so do the fey. Some take a great deal of pleasure in causing havoc among the other races. If their trouble-making gets them into hot water, fey have mastered the art of hiding and can disappear in the blink of an eye.

  • Shapechange: see above
  • Bonuses: +10 Animal Lore, +10 Taming, +5 Hiding
  • Hometown: Valles


Gnomes are distant relatives of the fey and at some point, left their fey cousins and the hidden fey valley. Gnomes are small, usually standing less than 4 feet tall with beards, similar to dwarves but more magically-inclined rather than a heavy fighter. They are a naturally-friendly, highly social and fun-loving people. They are tolerant of other races and usually mingle among the human towns.

  • Shapechange: no
  • Bonuses: +10 Invocation, +10 Hiding, +5 Healing
  • Hometown: none


Humans are by far the most prolific race on Valhalla, with a large number of cities where they make up the majority of the population. Compared to most of the other races on Valhalla, a human's life is short but full with ambition. Humans vary a great deal in their strengths and weaknesses as the humans of different regions have been forced to adapt to varying situations. The ease with which they adapt has remained constant however.

In an attempt to prolong their already short lives, human healers have become very skilled in the art. Their driving ambition and their ability to make quick decisions also make humans better than average leaders when compared to the other races.

  • Shapechange: no
  • Bonuses: +10 Leadership, +10 Healing, +5 Armslore
  • Hometown: Ashbenford


The lycanthrope are cursed beings who have been bitten or afflicted from another who has lycanthrope. When there is a full moon, they are forced to turn into a blood-thirsty creature with an appetite for blood. Other times, they are in their human form with a deep secret that no one must know. Those who are able to control their Lycanthrope are able to turn into their animal forms on will. Lycanthrope have no hometown as they are shunned and are often hunted by those who are afraid of them.

  • Shapechange: wolf (3 choices), bear, rat, tiger, imp, swamp dragon
  • Bonuses: +10 Magic Resistance, +10 Tracking, +5 Healing
  • Hometown: none


Orcs have been becoming more and more seen through-out the lands. This race has kept themselves hidden for many years in the darkness of the caverns. It seems they have chosen to roam the above ground now.

Their skill in Archery and Mace fighting is very well trained. Deadly to many who thought them weak. If you have not came across an Orc hunting party then you have not seen their tactics at work.

  • Shapechange: orc, orc with club, orc captain, orc scout, orc bomber
  • Extras: orc mask available [page for details]
  • Bonuses: +10 Archery, +10 Macefighting, +5 Healing
  • Hometown: Bogmoor


Vampirism is a curse that the people of Valhalla have been aware of for centuries, although lately it seems to have been spreading at an alarming rate. Forced to avoid the sunlight and existing for an eternity with an insatiable thirst for the blood of mortals, most find the so-called life of a vampire to be both a curse and an abomination.

The vampires however see their affliction as a blessing. They have been given a gift of immortality and a great deal of both physical strength and strength in the dark arts of necromancy. The taste of mortal blood fills them with an ecstasy that can not be experienced by the other races, and they have the ability to change their shape into that of a vampire bat or a wolf.

  • Shapechange: bat, raven, wolf
  • Bonuses: +10 Swordsmanship, +10 Necromancy, +5 Anatomy
  • Hometown: Impalenth