Click on any of the races listed below to jump to that section:
Human | Elf, High | Elf, Wild | Dwarf | Gnome | Halfling | Half-elf | Orc | Half-Orc | Kayden | Minotaur | Centaur
These are the generic playable races available in the Realm of Strife, all of which are part of the Third Creation, beings of Spirit, Substance, and Soul.

For descriptions and supplementary rules for specific racial based kingdoms, territories, nations, and more please refer to the History & Background information for The Continent of Gant or The Continent of Norlanin.

For tabular summary of racial bonuses, modifiers, and abilities, see Summary of Racial Bonuses.

Human


Of all the races that came to exist in the Realm of Strife after the downfall of the Third Creation, it is widely accepted that physically, Humans are truest to the the original form. However, their lifespan was cut drastically short compared to most of the other races. Humans are a versatile race, possessing the strength and mental capacity to take on a wide variety of roles and vocations. They are also by far the most numerous, with a tendency towards large family units and a heightened drive to reproduce. This is attributed by some to a natural instinct to compensate for their relatively short lifespans. Because of their large population and the belief that they are the closest approximation to the original physical form of the Third Creation, they are often used as a measure to compare other races.

Despite being considered the base humanoid species, humans do possess some of the most variety internal to their species; with height, weight, skin tones, hair color and other such features capable of varying drastically by region, climate, and blood lines. This variety is further encouraged by the fact that Humans can be found living almost anywhere, though they do tend to congregate together. Their societies can be incredibly primitive, organized by tribes or clans that tend to live in wilder regions, but they re also capable of building culturally sophisticated societies, with cities, kingdoms, and even empires stretching over vast territories.

It is said that all humans have a natural born fear of darkness and are never truly comfortable in the absence of light. As well, something within most humans seem to call out to the divine and Holy powers of Creation. There are many who believe that this is evidence that humans are descended from those in closest relationship with the Angels of the First Creation, thus explaining their affinity for Light and Holy powers. However, this certainly should not be confused with a propensity for good versus evil, as Humans are quite capable of both.

Humans are renowned for their ambition; they are capable of great acts of heroism, but also prone to deep character flaws. They are known throughout the lands as smooth talkers and quick thinkers, making them excellent merchants and traders, at ease plying their wares across vast distances on land and sea.

For information regarding some the more well developed Human civilizations see:Knight SkF - trimmed for KS.jpg

Affinity: Light/Sun Spirit Powers and Holy Faith Powers (+5% Critical Hit Chance)
Resistant to: none
Stat Modifiers:
STRENGTH
-
AGILITY
-
STAMINA
-
INTELLECT
-
WISDOM
-
DODGE
-
PERCEPTION
-
RESOLVE
-
INITIATIVE
-
CHARM
-
MOVEMENT
-
Racial Passive: Heroism, Versatile
Racial Secondary Skill: Haggler OR Sailor OR Tradesman (typically Carpentry or some other craft involving construction)
Initial Gold: varies by class from 105.0 to 300.0

Elf

Elves also retained most of the original humanoid form from before the Downfall, though they are typically taller and longer limbed that humans. Along with their lighter builds this gives their race an almost delicate appearance. Most telling of their features is their ears, larger than humans and coming to distinctive point, garnering elves the derogatory nickname of 'Knife Ears". While generally weaker than humans, they are superior in almost every other way, possessing a keen mind, quick reflexes, and a remarkable otherworldly beauty that seems to often catch the eye of humans in particular.

Elves have lifespans much long than any other race, thought to be proof that before the downfall, all of the Third creation possessed longevity of life. It is not unheard of for Elves to live for a thousand years before finally succumbing to the ravages of old age, though most elves will die of other causes long before reaching the natural end of their life cycle. As such, elderly Elves are rare and much revered. Elven children are also rare, for it is said that with so much time available to them relative to the other races, Elves seem to almost forget about the necessity of breeding in order to propagate their race.

Among Elves, there are two clear distinctions to be made, High Elf and Wild Elf.

Elf, High


The High Elves are those Elves who have used their long years to pursue art, literature, music, academics, law, and all the things that epitomize a highly civilized culture. They are expert craftsman and warriors, often spending the equivalent of an entire human lifespan simply training and honing their craft. Their historical records are some of the most complete archives, reaching back into ancient times, though always marked by a hint of racial superiority. Though they do not necessary look down on the other races as flawed and inferior, it must be considered that as a race they were exploring the higher mysteries of the cosmos and complexities of the mind and soul while humans were still discovering fire and developing spoken languages.

As some of the first peoples of the Third Creation to develop advanced societies most High Elven cultures are seen to be in their twilight, having grown to establish vast empires only to have slowly declined as other races, namely Humans, rose to dominance. What humans often seem to forget is that their own rise to dominance was likely only possible due to the sacrifices of the early Elven Kingdoms and Empires. For of all the Third Creation, Demons despise Elves most of all, perhaps because they are the most resistant to their corrupting influence, or even simply that they are said to still possess a measure of the angelic beauty of the Eternal Realm. Regardless, Elves and Demons have fought many long and destructive wars stretching far beyond the recorded histories of human kind. In many ways, High Elves have always been the sword that has kept the Demons at bay, sacrificing much to prevent them overrunning the Realm of Strife. Countless Elven Kingdoms have risen and fallen, with once great Empires now reduced to ashes, each owing its demise in some form to the demonic Abomination of Creation.

In modern times only two High Elven civilizations remain in the known world: the solitary and isolated City-State of Cailhast, once part of a great nation of Elves that covered most of the continent of Gant, and the Solastaris Elves of Norlanin, refugees from an unknown land carrying a foreboding secret as they are settle lands that once belonged to a vast empire of Elves in ancient times.

Affinity: Celestial/High Spirit Powers and Psionic Faith Powers (+5% Critical Hit Chance):
Resistant to: Natural (+5), Demonic (+5)
Stat Modifiers:
STRENGTH
-2
AGILITY
+1
STAMINA
-2
INTELLECT
+2
WISDOM
+1
DODGE
-
PERCEPTION
+2
RESOLVE
+1
INITIATIVE
+1
CHARM
+2
MOVEMENT
-
Racial Passive: Willpower, Light of Foot
Racial Secondary Skill: Tailor OR Runecraft OR Craftsman (typically Jewel crafting or some other craft that involves delicate or precise handiwork)
Initial Gold: varies by class from 144.0 to 320.0

Elf, Wild


Wild Elves share much in common with their High Elf cousins; size, stature, features, and long life spans. The commonalty ends there, however, for they possess a deep and almost spiritual connection with the natural world that is unique to their race and they are never willing to exploit it for the sake of advancing their civilizations. In many ways this has held them back as race, making them appear almost primitive to outside observers. This is not necessarily truesome Wild Elf civilizations are quite advanced in philosophy, art, and self governance, even building large empires and sprawling cities. There is always a marked difference between a Wild Elf settlement and any other, regardless of how primitive or advanced, for Wild Elves spend their long years shaping the environment around them to allow all living and growing things to live together in harmony. This doesn't mean they reject activities essential to the survival of any race, such as hunting or harvesting timber, but in doing so they recognize that they are just one part of the grand cycle of the natural world.

This philosophy tends to place Wild Elves at odds with the rest of the world, for most of the other races view themselves as the dominate form of life with an inherit right to exploit the natural world for their own benefit. Throughout the long history of the Realm of Strife, this has led to conflicts beyond counting, from small skirmishes to all out warfare.Though most Wild Elves tend to be reclusive by natural, they are quick to rise to the defense of their beloved forests and wild places of the world.

Wild Elves are most often found in tribal units, living as nomads within the deepest forests and most remote hills. When they feel their presence in a particular area has placed too much strain on the natural cycle of life they move on so that it may recover. When they do build permanent cities, they shape the very trees themselves into grand halls and sprawling terraces, so harmoniously designed that it can be difficult to distinguish them from the natural forest around thema most clever form of defense.

Being of Elven heritage, Wild Elves too have drawn the ire of Demons from the very beginnings of the Realm of Strife. By their nature they tend away from direct conflict, preferring to strike hard and fast and then melt away into the forest. In Norlanin this tactic has served the Wild Elves of the Emladrian Forest well for thousands of years. The Emladrian Collective is thought to be one of the oldest known civilizations still in existence and is highly sophisticated in its own right. Despite countless outside threats, the many tribes of the collective have united to preserve their way of life and the forest they call home.
RuneWeaver SkF Flt - trimmed for KS.jpg

In Gant, many tribes of Wild Elves also exist under the sprawling canopy of the Athelnon Forest, however they have never united in the same way as the Emladrian Elves. Many of the tribes still war among themselves, none more violently that the savage Sablewood Tribe, who are said to offer captive human sacrifices to their dark primal gods.

Affinity: Nature/Wild Spirit Powers and Primal Faith Powers (+5% Critical hit Chance):
Resistant to: Natural (+5), Demonic (+5)
Stat Modifiers:
STRENGTH
-2
AGILITY
+2
STAMINA
-2
INTELLECT
+1
WISDOM
+2
DODGE
+1
PERCEPTION
+2
RESOLVE
-
INITIATIVE
+1
CHARM
+1
MOVEMENT
+1
Racial Passive: Animal Speech, Light of Foot
Racial Secondary Skill: Hunter OR Herblore OR Leatherworker
Initial Gold: varies by class from 77.0 to 203.5

Dwarf


Dwarves are sometimes referred to as Children of the Stone, an apt description for this hardy race, tough and immovable as the rugged hills and mountain ranges that they live either on or under. While they are renowned for being gruff and short tempered, they are also fiercely loyal. It is said that a Dwarf never forgets a kindness shown to them, nor a grievance. This makes them a valuable friend and ally, but also an implacable foe.

Physically they appear almost half the height of the average human, but typically possessing the same mass. This makes them well muscled and broad of shoulder, renowned their strength and stamina, with a tendency toward slow movement and clumsiness at times. They often have a propensity for rotund bellies, though this could simply be due to their unquenchable thirst for ale and mead (or any kind of strong drink). Thick beards are prevalent among males, and usually have a strong cultural significance as well, being a sign of manhood, courage, wisdom, and experience. You can learn much about a Dwarf from the braids in his beard, as each one represents a significant moment in their such as a victorious battle or grand discovery. Even among Dwarven females, facial hair is common, though it is often trimmed or swept up into extravagant braided hair styles.

Dwarven lifespans are still considerably shorter than the long-lived Elves, but generally they live two to three times longer than humans. This gives them ample time to perfect their trades, and as such Dwarven craftsmanship is highly prized, particularly when it comes to metal and stone works. Ever a pragmatic race, their designs are predictable, following sturdy geometric patterns and valuing function over form.

With a natural affinity for the earth, Dwarves often make their homes underground, carving vast pillared halls and grand underground highways as they delve deeper into the earth in search of highly coveted precious metals and gemstones. Tales abound of hidden mines and long forgotten caches of untold riches beneath the mountains, drawing greedy adventurers below ground in search of the fabled wealth of the Dwarves. Of course none are as greedy as the Dwarves themselves, for as a race they are often born with an uncanny lust for all that glitters and sparkles. In some cases this has proven disastrous; as they delve deep they sometimes uncover the dens of vile subterranean creatures, or release unspeakable horrors from long forgotten prisons, or even unearth the leftover anomalies from the formation of the Realm of Strife, known as the Shards of Creation.

With vast kingdoms and empires beneath the surface, Dwarves are mistakenly assumed to be isolationists. This is not necessarily the case for their cultures' thrive on trade with outside world. Merchants are the most likely to be found aboveground, though entire Dwarven communities exist on the surface, for it is certainly much simpler to grow food and hunt game there. Having spent so much time underground, Dwarves have also developed a limited form of infravision that allows them some capability to see in the dark, a highly valuable skill for underground expeditions when a failing torch could mean certain death for other races. However, living with the constant presence of a rocky ceiling overhead does cause some Dwarves to be fearful of the sky when traveling aboveground. While this is viewed humorously by surface dwelling races, a profound fear of falling endlessly upwards into the great blue void of the sky is considered to be very reasonable for a respectable Dwarf.

While some would mock the Dwarves for their stature and strange ways, few can deny their wealth, influence, and power, particularly on the Continent of Gant. There the Dwarven Clans of the Spineback Mountains have forged a mighty underground nation known as the Kingdom of Angveldt, where all clans pledge unwavering loyalty to the High King.

RoS GuaLnF - Sepia.jpg
By comparison, the Dwarves of the continent of Gant are much diminished. Having once thrived both above and below the surface of Eastern Gant, they are now typically found living under the banner of the City-State of Ralgor. Even in Gant the Dwarves are undeniably powerful, for Ralgor is one of only a few City-States that was able to stand on its own through all the trials and tribulations that have shaped the lands.

In both continents, isolated clans of Hill Dwarves can be found. These Dwarves are said to be exiles from the mountains; whether this was a self-imposed exile or the outcome of losing some ancient war of the clans is highly subjective. As Dwarves are prone to holding grudges, it is best to avoid the topic altogether when visiting a Hill Dwarf community.

Affinity: Earth/Land Spirit Powers (+5% Critical Hit Chance):
Resistant to: Arcane (+10), Elemental (+15)
Stat Modifiers:
STRENGTH
+1
AGILITY
-1
STAMINA
+2
INTELLECT
-
WISDOM
+2
DODGE
-2
PERCEPTION
-1
RESOLVE
+2
INITIATIVE
-1
CHARM
-1
MOVEMENT
-1
Racial Passive: Infravision, Stocky
Racial Secondary Skill: Blacksmith OR Miner OR Craftsman (typically Stonemason or some other craft that involves working with stone, minerals, metals, etc...)
Initial Gold: varies by class from 122.5 to 323.8

Gnome


Text Description
Affinity: Earth/Land and Mana/Common Spirit Powers (+5% Critical Hit Chance)
Resistant to: Arcane (+5), Elemental (+10)
Stat Modifiers:
STRENGTH
-
AGILITY
-
STAMINA
+1
INTELLECT
+2
WISDOM
-1
DODGE
-
PERCEPTION
-1
RESOLVE
+1
INITIATIVE
-
CHARM
-1
MOVEMENT
-1

Racial Passive: Infravision, Under-sized
Racial Secondary Skill: Alchemist OR Engineer OR Animators
Initial Gold: varies by class from 126.0 to 259.0

Halfling


Text Description
Affinity: All Faith Powers (+5% Critical Hit Chance)
Resistant to: Arcane (+5), Demonic (+5)
Stat Modifiers:
STRENGTH
-1
AGILITY
+1
STAMINA
-
INTELLECT
-
WISDOM
-
DODGE
+1
PERCEPTION
-
RESOLVE
-
INITIATIVE
-
CHARM
+1
MOVEMENT
-
Racial Passive: Light of Foot, Under-sized, Thick Footed
Racial Secondary Skill: Cook OR First Aid OR Farmer
Initial Gold: varies by class from 121.5 to 249.8

Half-elf


Text Description
Affinity: Physical Ranged attacks/skills (+3% Critical Hit Chance)
Resistant to: Natural (+5), Demonic (+5)
Stat Modifiers:
STRENGTH
-1
AGILITY
+1
STAMINA
-
INTELLECT
-
WISDOM
-
DODGE
+1
PERCEPTION
+1
RESOLVE
-
INITIATIVE
-
CHARM
+1
MOVEMENT
-
Racial Passive: Outcast, Half-Breed
Racial Secondary Skill: Singer/Dancer/Musician OR Petty Thievery OR Haggler
Initial Gold: varies by class from 80.5 to 212.8

Orc


Of all the Third Creation, Greenskins were most affected by the Downfall. Named after their distinctly different skin pigments (typically but not always Greenish in colour), many suspect that they represent those among the Third Creation that were most heavily influenced and deceived by the Demons in order to bring about the Downfall, giving them vile degenerate forms, violent dispositions, and even reducing their intellectual capacity in many cases. While they are not actually Demonic beings, the influence that Demons have had on them sets them at odds with the rest of the Third Creation. Of the Greenskin races, none are as numerous or feared as the Orcs.

While not the largest of all the Greenskin races, they are undoubtedly larger, stronger, and tougher than any humanoid. History records accounts of Orcish raiders pillaging coastlines throughout the Realm of Strife for as long as the written word has existed, and their propensity for violence and slaughter is well-known. To most civilized races the Orcs are nothing more than a savage and disorganized horde, bent on sowing destruction and chaos. This reputation proceeds the Orcish tribes whenever they venture forth from their homeland, known as the Darklands. Their crude ships appear as if out of a nightmare, spewing forth a teeming mass of brutish warriors. With frightening zeal they ravage any settlements that happens to be nearby, sometimes driving further inland to take on larger more temping prizes.

In rare cases Orcs have been known to establish encampments of their own. For all their savagery they are a disorganized lot, prone to infighting and easily defeated if faced with a more numerous well coordinated army. Only in the wildest lands that lack organized military forces have any Orc encampments survived long enough to become established settlements. More often than not the Orcish raiders leave as quickly as they arrived, ships brimming with the spoils of war. In their wake they leave behind smoldering ruins and a rich harvest of death and sorrow. Perhaps worst of all is their reviled habit of leaving their seed within the womb of any woman unfortunate enough to survive.

These practices have branded all Orcs as mindless and uncivilized brutes. However apt this stereotype may be, it is not universally true, particularly among those tribes that live in isolated settlements in the wilds. Though these tribes usually remain primitive, they are capable of remarkable acts of kindness and mercy, in their own right. As individuals, some Orcs have even been known to act with honor and courage that would put other races to shame. But any Orc, no matter what tribe or background they come from, will always be feared and mistrusted by common folk, forever considered an enemy of civilization.
Orc.jpg

There is no denying the raw power of an Orc. Born into battle and conflict they are always at ease with a weapon in their hand. Some among themZealots and tribal Shamansfurther bolster their physical prowess with incredible and devastating powers. Heavily influenced by both the Void and Demons during the Downfall, they have a natural affinity for Shadow and Demonic powers; however, that same influence from the Abomination of Creation leaves them vulnerable to both Natural and Holy powers. Their size, savagery, and fearsome demeanor make them formidable opponents in single combat, highly prized as gladiators, and fetching a hefty price in the slave market. When massed into an army it takes considerable effort to halt their advance, as the citizens of the Northern Kingdom of Tolgatha are well
aware. For they have been holding back a dark tide of Greenskins for generations beyond counting, ever keen to spill out of the Darklands and consume all of Norlanin.

Affinity: Dark/Shadow Spirit Powers and Demonic Faith Powers (+5% Critical Hit Chance)
Resistant to: none
Weak to: Natural (-5), Holy (-5)
Stat Modifiers:
STRENGTH
+2
AGILITY
-
STAMINA
+2
INTELLECT
-2
WISDOM
-
DODGE
-
PERCEPTION
-
RESOLVE
+1
INITIATIVE
-1
CHARM
-2
MOVEMENT
-
Racial Passive: Savagery, Oversized, Thick-Footed
Racial Secondary Skill: Warmonger OR Warcry OR Combat Trainer
Initial Gold: varies by class from 70.0 to 170.0

Half-Orc


If Orcs are reviled for being true to their nature, Half-Orcs are all the more reviled and outcast from society as the product of that brutal Orcish nature. Born of the unnatural union of Orcs and Humanoids, they are not a true race of the Third Creation, but rather a by-product. They have no family or sense of belonging, for they are typically born as a result of Orc raiders raping human women, who then usually die in childbirth or simply disown their unwanted offspring. Half-Orcs have no place in either world, for among Orcs they are seen as weak in a society that respects only strength, and among humanoids they are seen as monsters to be feared or at best, pitied. This makes Half-Orcs solitary creatures, living on the outskirts of society, scrapping by in whatever way they can, and prone to wandering.

As a gift from their Orc fathers, they retain some of their size and strength, and most of their fearsome appearance, though their features are somewhat softened by their humanoid half. Likewise their humanoid heritage strips away some of the influence of the Demons that is bred into full-blood Orcs. Born into a hard life, no matter what path they take, Half-Orcs are always forced to defend themselves against prejudice and discrimination, usually physically. This makes them excellent Brawlers, and results in a natural inclination toward close combat, though they are certainly capable of more than that. In fact, if the social stigma of their existence could be overcome, in some ways they are a superior race, possessing the the strengths of both races with few of the weaknesses. Those smart enough to recognize this fact will often seek to employ Half-Orcs as bodyguards, for their loyalty can be ensured for a reasonable price and their fearsome presence persuades most to keep their distance.

Like any individual, a Half-Orc is capable of both heroism and villainy. With no society truly willing to lay claim to them, in some ways Half-Orcs are more free than most to forge their own destiny. Despite their outcast status in society, some Half-Orcs have gone on to achieve greatness, overcoming all obstacles and earning the begrudging respect of their peers, both on and off the battlefield.Zealot SkF - trimmed for KS.jpg

Affinity: Physical Melee attacks/skills (+3% Critical Hit Chance)
Resistant to: None
Weak to: Holy (-5)
Stat Modifiers:
STRENGTH
+1
AGILITY
-
STAMINA
+1
INTELLECT
-1
WISDOM
-
DODGE
-
PERCEPTION
-
RESOLVE
+1
INITIATIVE
-1
CHARM
-2
MOVEMENT
-
Racial Passive: Outcast, Half-Breed
Racial Secondary Skill: Brawler OR Bodyguard OR Petty Thievery
Initial Gold: varies by class from 66.5 to 161.5

Kayden


Often simply referred to as 'Birdmen', Kayden are a humanoid-avian hybrid race of average height and typical lean, slender build. With the exception of the large feathered wings protruding from their shoulders, the majority of their features resemble those of humans. There are several distinct differences, one being that their feet resemble those of a bird of prey, including razor sharp talons, from the knee down. Their facial features are sharp and angular, giving them a bird like appearance without actually having a beak. In place of hair their heads are feathered, with those same feathers running down their neck, into their wings, and across their entire back, culminating in a short feathered tail. Despite having wings, they do possess standard humanoid arms and hands, allowing them to wield weapons in much the same way as other humanoid races, though their armor is somewhat modified to fit their form.


The origin of the Kayden race is assumed to stretch back to original formation of the Realms of Strife. Kayden are thought to be the descendants of those among the Third Creation that were heavily influenced by the Realm of Storms. In the early days this influence transformed the Substance of the bodies. None can say for sure if this process occurred gradually over several generations or if when the first Kayden opened their eyes upon their new home they had already transformed. Regardless the wings, claws and feathers became their defining features, making them more at home high in the sky than on the ground.

The Kayden's ability to understand and wield Spiritual powers waned as time stretched on. Some believe that much of their innate spiritual power was lost, consumed in the transformation into their bird like form, but the influence of the Realm of Storms still lingers on in their species, particularly among the Druids of Vedren Roost.

In the native home of Kazan, a large Island found within the continent of Norlanin, the coloring of a Kayden's plumage identifies which Roost or clan they belong to. Most Roosts are very protective of their bloodlines and as such cross-breeding is uncommon, though not unheard of. Cross-breeding of Roosts can lead to a variety of rare and sometimes spectacular plumage coloring. They are typically a communal race, and deeply religious. Regardless of which patron god they or their roost may align themselves with, all Kayden revere the Sky in some form.Barbarian Rough.jpg

With keen senses and generally strong intuition, coupled with an aerial advantage over other races, Kayden make excellent archers. Despite being considered less intelligent and sometimes even savage by other races, they are well-known for their craftsmanship, which possesses a delicate and airy style that conceals considerable strength, not unlike their race itself. But perhaps the most well known export from the Kayden homeland is their liquor, widely regarded to be some of the strongest drink in all the land, making Kayden Brewmasters highly prized.

For more information on the Kayden Roosts: The Clan System of Kazan

Affinity: Air/Storm Spirit Powers (+5% Critical Hit Chance), Kick attacks/Skills (+3% Critical Hit Chance)
Resistant to: Elemental (+5), Natural (+5)
Stat Modifiers:
STRENGTH
-
AGILITY
+2
STAMINA
-
INTELLECT
-1
WISDOM
-1
DODGE
-
PERCEPTION
+1
RESOLVE
-
INITIATIVE
+1
CHARM
-
MOVEMENT
-
Racial Passive: Flight, Animal Feet
Racial Secondary Skill: Brewmaster OR Expertise Trainer OR Craftsman (typically fine wood-craft of some other craft requiring delicate or precise handiwork)
Initial Gold: varies by class from 73.5 to 194.3

Minotaur


Text Description
Affinity: Fire/Heat Spirit Powers (+5% Critical Hit Chance), Physical Melee attacks/skills (+3% Critical Hit Chance)
Resistant to: none
Stat Modifiers:
STRENGTH
+2
AGILITY
-1
STAMINA
+1
INTELLECT
-1
WISDOM
-
DODGE
-1
PERCEPTION
-
RESOLVE
+1
INITIATIVE
-
CHARM
-1
MOVEMENT
+1
Racial Passive: Bull Charge, Over-sized, Animal Feet
Racial Secondary Skill: Intimidator OR Combat Trainer OR Hunter
Initial Gold: varies by class from 84.0 to 222.0

Centaur


Text Description
Affinity: All Faith Powers (+5% Critical Hit Chance)
Resistant to: Arcane (+10), Elemental (+10), Natural (+10)
Stat Modifiers:
STRENGTH
+1
AGILITY
-1
STAMINA
+1
INTELLECT
-
WISDOM
+1
DODGE
-1
PERCEPTION
-
RESOLVE
-
INITIATIVE
-
CHARM
-1
MOVEMENT
+2
Racial Passive: Mule Kick, Animal Feet, Half Horse
Racial Secondary Skill: Hunter OR Herblore OR Warmonger
Initial Gold: varies by class from 105.0 to 300.0