dragon001 Races, Guilds, Alignments dragon002

Note: Races, Guilds, Alignments Data Table follows field name definitions.

Field Definition
Race The race you choose for your character is very important because it affects quite a few things, including what guilds you can join, what alignment you can be, how fast you learn, what your maximum natural statistics can be, how good you can see in the dungeon, how long you can hold your breath underwater and more. So that you may have a better idea of which race may suit your requirements the best, a brief summary and description of each race available in the game has been put together.
Alignment Good, Neutral and Evil represent the alignments the specified races can be.
Size The size of a character affects how they do in combat and in other situations. Larger characters tend to be harder to kill while the smaller characters are harder to hit.
Maximum Age Age is only an approximate indicator. There is a very small chance that a character could die before that age, but as one approaches the age listed, the chance of dying increases. Note: There are potions available for keeping character young, but on the upper levels of the dungeon finding them are rare.
Experience Factor The higher the number is the more experience is needed to make a level.
Breathing Ability Breathing ability is related to swimming underwater and determines how long the race can hold its breath (the higher, the better.)
Sight Sight affects how well the race can see in the dark and in general (the higher, the better.)
Resistance Percentages A character’s natural resistance to specific forms of attack and other hazards.
Statistics You may not permanently raise a natural stat more than the maximum listed or start out below the minimum statistic. However, certain equipped items will modify the stats higher (or lower).
Race Description A portraiture of the race.
Available Guilds An ‘X’ indicates that a character of the given race may join the listed guild. All characters are able to join the Artisan guild, but there are other requirements to join other guilds.
Guild Description A portraiture of the guild
Guild Crest Graphic of the guild’s crest
Average Hit points Average number of hit points received when making a level before reaching Maximum Level
Maximum Level Highest level at which Average Hit Range hit points are received. After reaching Maximum Level, only 1 or 2 hits will be received depending on the guild. Also see the advice given for Maximizing Hit Points. not yet added to site
Experience Factor The higher the number, the more experience required to make a level.
Quest Parameter The percentage chance that a character will be assigned a quest after making a level, requiring the quest to be completed before making the next level.
Maximum Attack/Defense The level at which you will reach the maximum Attack and Defense modifiers for that guild.
Maximum Attack/Defense at Level 300 Attack and defense levels at Level 300 in the guild.
Statistics Minimum required statistic level for joining specific guild
Alignment Alignments that are allowed to join specific guild
Abilities Guild teaching of specific skills. Scale of 1-12 with 12 being the best.
Extra Swings One thru Five Lists the guild Level when extra swings are acquired
Penalties Multiple guild penalty. Affects amount of Experience Points and Gold required for leveling in that guild.
Guild Titles Name given by guild when the listed level is obtained.



Race Alignment Size Maximum Age Experience Factor Breathing Ability Sight Ability Resistance Percentages Strength Intelligence Wisdom Constitution Charisma Dexterity Race Description Available Guilds
Fire Cold Electrical Mind Disease Poison Magic Stone Paralysis Drain Acid Minimum Start Maximum Start Maxed Minimum Start Maximum Start Maxed Minimum Start Maximum Start Maxed Minimum Start Maximum Start Maxed Minimum Start Maximum Start Maxed Minimum Start Maximum Start Maxed Artisan Warrior Paladin Ninja Villain Explorer Thief Barbarian Magi Sorcerer Warlock Cleric
Dwarf Neutral Small 275 5 1 7 45% 80%     50% 50%   40% 50% 90%   4 19 24 3 18 23 6 19 24 4 19 24 2 16 21 4 18 23 Dwarves are very curious creatures, always poking at chests, injured characters, and carcasses. Neutral in nature and stockier than most races, Dwarves are found in quite a number of guilds, ranging from Warriors to Warlocks. They are also fairly resistant to the elements (Fire, Cold, etc.). While they are not avid swimmers in any way, the Dwarf has excellent eyesight in the dungeon. X X       X X X     X X
Elf Evil Small 450 7 1 6       50%     80%         2 14 19 7 21 26 7 20 25 2 15 19 4 18 23 4 19 24 Elves are the magic-users of the game. Small and slender, most Elves become Magis, Sorcerers, Clerics or Wizards. They are excellent spell-casters and can live longer than any other race. They are not, however, very good at fighting with weapons and have a low constitution. Elves also have a natural resistance to Magical and Mind attacks, and have fairly good eyesight. Because of their lack of physical strength, there are some items (which require great strength) that Elves can never use X         X     X X X  
Elf Good Small 450 7 1 6       50%     80%         2 14 19 7 21 26 7 20 25 2 15 19 4 18 23 4 19 24 Elves are the magic-users of the game. Small and slender, most Elves become Magis, Sorcerers, Clerics or Wizards. They are excellent spell-casters and can live longer than any other race. They are not, however, very good at fighting with weapons and have a low constitution. Elves also have a natural resistance to Magical and Mind attacks, and have fairly good eyesight. Because of their lack of physical strength, there are some items (which require great strength) that Elves can never use X   X     X     X X X  
Elf Neutral Small 450 7 1 6       50%     80%         2 14 19 7 21 26 7 20 25 2 15 19 4 18 23 4 19 24 Elves are the magic-users of the game. Small and slender, most Elves become Magis, Sorcerers, Clerics or Wizards. They are excellent spell-casters and can live longer than any other race. They are not, however, very good at fighting with weapons and have a low constitution. Elves also have a natural resistance to Magical and Mind attacks, and have fairly good eyesight. Because of their lack of physical strength, there are some items (which require great strength) that Elves can never use X         X X   X   X X
Giant Neutral Very Big 225 7 3 4 50% 50% 50%   50% 50%   25% 50% 50%   10 24 29 3 17 22 3 17 22 8 18 23 2 15 20 4 18 23 Giants live for one thing - slicing a monster in two with one blow. Known for their brutal ways and having the advantage of being over eight feet tall, they make the best Warriors one can find. The only guilds to accept them are the Artisan, Explorer, Barbarian and Warrior guilds. Because of their size and bulk, Giants are resistant to most forms of attack, including Fire, Cold and Electrical. Poison and Disease don't seriously affect them either. Giants can see a little better than Humans, and can breathe underwater a little longer as well. X X       X   X        
Gnome Evil Normal 315 7 3 2       40%       25% 25% 25%   3 17 22 6 19 24 6 19 24 3 18 23 8 23 28 6 18 23 Being very charismatic and possessing a slight resistance to Mind attacks, Gnomes make excellent Magis. Mostly good by nature, Gnomes are usually found in the Magi, Cleric and Paladin guilds. Gnomes don't have very good eyesight, but can hold their breath for a fair amount of time. X       X X   X X X    
Gnome Good Normal 315 7 3 2       40%       25% 25% 25%   3 17 22 6 19 24 6 19 24 3 18 23 8 23 28 6 18 23 Being very charismatic and possessing a slight resistance to Mind attacks, Gnomes make excellent Magis. Mostly good by nature, Gnomes are usually found in the Magi, Cleric and Paladin guilds. Gnomes don't have very good eyesight, but can hold their breath for a fair amount of time. X   X     X     X X    
Gnome Neutral Normal 315 7 3 2       40%       25% 25% 25%   3 17 22 6 19 24 6 19 24 3 18 23 8 23 28 6 18 23 Being very charismatic and possessing a slight resistance to Mind attacks, Gnomes make excellent Magis. Mostly good by nature, Gnomes are usually found in the Magi, Cleric and Paladin guilds. Gnomes don't have very good eyesight, but can hold their breath for a fair amount of time. X         X X X X     X
Human Evil Normal 100 3 1 3                       4 17 22 4 18 23 4 18 23 6 17 22 5 18 23 6 18 23 Considering that 99.9% of all Demise players are Human, you should be able to relate to this race pretty well. They have no natural resistances, but are the most versatile of all races and are allowed in every guild. They have the shortest life span, but are the quickest learners. They also cannot see very well in the dungeon, or hold their breath very long under water. X X   X X X   X X X X  
Human Good Normal 100 3 1 3                       4 17 22 4 18 23 4 18 23 6 17 22 5 18 23 6 18 23 Considering that 99.9% of all Demise players are Human, you should be able to relate to this race pretty well. They have no natural resistances, but are the most versatile of all races and are allowed in every guild. They have the shortest life span, but are the quickest learners. They also cannot see very well in the dungeon, or hold their breath very long under water. X X X X   X     X X X  
Human Neutral Normal 100 3 1 3                       4 17 22 4 18 23 4 18 23 6 17 22 5 18 23 6 18 23 Considering that 99.9% of all Demise players are Human, you should be able to relate to this race pretty well. They have no natural resistances, but are the most versatile of all races and are allowed in every guild. They have the shortest life span, but are the quickest learners. They also cannot see very well in the dungeon, or hold their breath very long under water. X X       X X X X   X X
Ogre Evil Big 250 6 5 5 75% 75%     50%     50% 75% 75% 15% 8 21 26 2 16 21 2 16 21 10 20 25 4 18 23 5 16 21 Sometimes known to be socially boring, Ogres are bulky and hairy, and make good Warriors and Barbarians. Since their constitution and resistance to such elements as Fire and Cold are so high, they are very hard to kill, but their low intelligence is quite often their downfall. However, their sight and breathing abilities are almost unmatched. X X           X        
Ogre Good Big 250 6 5 5 75% 75%     50%     50% 75% 75% 15% 8 21 26 2 16 21 2 16 21 10 20 25 4 18 23 5 16 21 Sometimes known to be socially boring, Ogres are bulky and hairy, and make good Warriors and Barbarians. Since their constitution and resistance to such elements as Fire and Cold are so high, they are very hard to kill, but their low intelligence is quite often their downfall. However, their sight and breathing abilities are almost unmatched. X X                    
Ogre Neutral Big 250 6 5 5 75% 75%     50%     50% 75% 75% 15% 8 21 26 2 16 21 2 16 21 10 20 25 4 18 23 5 16 21 Sometimes known to be socially boring, Ogres are bulky and hairy, and make good Warriors and Barbarians. Since their constitution and resistance to such elements as Fire and Cold are so high, they are very hard to kill, but their low intelligence is quite often their downfall. However, their sight and breathing abilities are almost unmatched. X X           X        
Saris Neutral Normal 325 8 2 8     90% 90%       90%     90% 4 17 22 4 18 23 3 18 23 6 17 22 4 17 22 10 23 28 The Saris, which are distant relatives of the Elves that have shifted to a more human-like race, are extremely dexterous and are mostly found in the Thief's guild. They also make marginal spell-casters and are almost completely resistant to Electrical and Mind attacks, and have the best eyesight in the game next to the Troll. X         X X   X   X X
Troll Evil Normal 285 6 6 9         45% 45%     45% 65% 25% 8 20 25 4 18 23 2 18 23 5 18 23 2 16 21 7 20 25 A cross between an Ogre and an Elf, Trolls are strong and swift creatures that possess a few natural resistances and have the best combination of eyesight and breathing abilities of any race. Making excellent Ninjas and Barbarians, they are quick to take up sides (either Good or Evil), but can sometimes be found as Neutral. Due to the aggressiveness in relation to their alignment, many guilds will not allow them. X     X X     X        
Troll Good Normal 285 6 6 9         45% 45%     45% 65% 25% 8 20 25 4 18 23 2 18 23 5 18 23 2 16 21 7 20 25 A cross between an Ogre and an Elf, Trolls are strong and swift creatures that possess a few natural resistances and have the best combination of eyesight and breathing abilities of any race. Making excellent Ninjas and Barbarians, they are quick to take up sides (either Good or Evil), but can sometimes be found as Neutral. Due to the aggressiveness in relation to their alignment, many guilds will not allow them. X     X                
Troll Neutral Normal 285 6 6 9                       8 20 25 4 18 23 2 18 23 5 18 23 2 16 21 7 20 25 A cross between an Ogre and an Elf, Trolls are strong and swift creatures that possess a few natural resistances and have the best combination of eyesight and breathing abilities of any race. Making excellent Ninjas and Barbarians, they are quick to take up sides (either Good or Evil), but can sometimes be found as Neutral. Due to the aggressiveness in relation to their alignment, many guilds will not allow them. X           X X        
Yeti Evil Normal 175 4 8 3 35% 35% 35% 50%     40%   90% 65% 50% 7 19 24 4 18 23 4 19 24 3 15 20 2 14 19 4 20 25 Yetis are huge masses of walking fur and muscle, and are descendants of the mountain-like Yeti of legend. Possessing a great deal of natural magic, they make excellent magic users. However, because they are so ugly, they cannot easily charm some monsters, and their life span is almost as short as a Human's. They also have a pretty good resistance to certain forms of monster attacks (e.g. Poison, Disease). The best at breathing underwater (and nobody has quite figured out why), the Yeti has fair eyesight. X X     X X   X X X    
Yeti Good Normal 175 4 8 3 35% 35% 35% 50%     40%   90% 65% 50% 7 19 24 4 18 23 4 19 24 3 15 20 2 14 19 4 20 25 Yetis are huge masses of walking fur and muscle, and are descendants of the mountain-like Yeti of legend. Possessing a great deal of natural magic, they make excellent magic users. However, because they are so ugly, they cannot easily charm some monsters, and their life span is almost as short as a Human's. They also have a pretty good resistance to certain forms of monster attacks (e.g. Poison, Disease). The best at breathing underwater (and nobody has quite figured out why), the Yeti has fair eyesight. X X       X     X X    
  Guild Description Artisans are very quick learners, even though they do not try to learn many different abilities. Being good fighters and moderate thieves, Artisans are often found roaming the upper levels of the dungeon. Every new member of the Artisans guild is taught how to use the general Te-Waza fighting technique with their hands in case they are caught without a weapon. The Warriors guild will have nothing to do with the teachings of magic, but are unmatched in brute fighting ability. Being the quickest to learn how to Critically Hit their opponent, they are very good fighters and can use some of the best weapons found in the dungeon. Known as the '(Vain)Glorious Guild', Paladins are downright egotistical when it comes to stories about defeating monsters and saving parties from death and destruction. Despite the self-centered, yet revered teachings of the guild, Paladins are excellent fighters (and learn how to score Critical Hits), are pretty good at healing themselves and others, and usually have many creatures offering to follow them into battle. Ninjas are quite often referred to as Dark Assassins and can use almost all weapons, including their hands. Ninjas are also the only guild that can use the advanced Te-Waza hand fighting techniques that are rumored to exist in the form of magical items. Since a Ninja desires quickness, they are very specific about the items they use. Ninjas are not allowed to wear most types of armor and other items. Ninjas posses the skills of Critically Hitting and Backstabbing their opponents, along with moderate thieving skills. Villains are fallen Thieves and Barbarians who have decided to go their own way in the teachings of fighting, thieving, and magic. One of the most feared guilds in the realm, Villains don't care how they kill their enemies, they just make sure it happens (and usually enjoy it in the process). Possessing the abilities to Critically Hit and Backstab, Villains are taught in the arts of disarming traps and make sure they collect any valuables they can find. Because of the evil nature of the guild, Paladins will have nothing to do with Villains. The Villains, for some reason, don't see to be upset over this fact... Explorers are very good at moving through the dungeon, avoiding pits with levitation, teleporting and locating lost characters. Except for their ability to teleport their enemies into solid rock (which doesn't always work), Explorers have no access to damaging or healing magic -- but they do well with a weapon in hand. They are also the best at mapping the dungeon and detecting any types of ‘anomalies’ they may encounter in the depths. Thieves are taught from day one about collecting treasure -- one of the reasons being that the guild makes sure to get its fair share. Skilled in opening chests, grabbing the loot and running, Thieves often lack fighting skill, but make up for it with their nasty Backstabbing abilities. Thieves also have the best magical ability to open any type of sealed or locked container. A Barbarian is a cross between a Warrior and a Thief, but lacks the fine skills taught by those individual guilds. A Barbarian can backstab like a Thief, can be other than neutrally aligned, and can use a few more items than a Thief. They are also fairly good at collecting treasure and have access to some of the Thief's magical spells for opening containers. When it comes to fighting, Barbarians are known for their frenzy-like techniques which can (and quite often do) lead to their honorable death. Though they lack the destructive powers of a Sorcerer, Magis makes up for it by having the ability to control powerful monsters to act as companions. They are also fairly adept at killing monsters with a small blade and curing players, though putting a corpse back together is beyond their abilities. A Sorcerer lacks the fine mental control and deep concentration of a Magi while in combat, and therefore, their spells tend to rip monsters apart instead of charming them. Even though they lack the general healing spells that are taught by other guilds, Sorcerers have the best ability with protection and resistance spells. Warlocks are very good at many things, including killing monsters and teleporting themselves or their party around the dungeon. They are the 'general practitioners' of the magic-using guilds, having the widest variety of magical abilities. The best at healing, Clerics are also very good at killing monsters with a wide variety of damage and kill spells. Clerics are valued members of any party, since they can fix almost any physical problem, including stoning and death.
Guild Crest
Average Hit Points 5 6 5 4 4 4 3 4 3 2 2 2
Maximum Level 30 26 29 25 26 27 21 29 27 29 38 28
Experience Factor 8 16 19 21 21 18 15 18 27 27 30 32
Quest Parameter 10 10 15 20 15 10 5 10 5 5 5 5
Maximum Attack/Defense Guild Level 200 450 430 465 440 430 400 525 475 475 625 475
Maximum Attack Amount 175 260 221 255   208 158 179 208
Maximum Defense Amount 175 283 255 255   252 204 203 252
Maximum Attack Amount at Level 300 175 200 177 192 196 166 141 141 77 76 68 94
Maximum Defense Amount at Level 300 175 218 204 215 196 201 171 170 144 147 145 150
Strength 1 14 14 14 14 12 9 12 6 7 10 8
Intelligence 1 6 9 10 13 13 12 8 12 14 18 14
Wisdom 1 6 9 8 8 13 8 8 13 13 18 14
Constitution 1 10 8 8 12 10 5 10 8 12 12 10
Charisma 1 4 16 6 4 4 5 4 12 5 8 8
Dexterity 1 8 12 16 16 12 16 15 13 10 14 14
Good X X X X   X     X X X  
Neutral X X       X X X X   X X
Evil X X   X X X X X X X  
Thieving 5 2 2 7 6 3.5 9 7.5 2 2 2 2
Backstabbing       2 4   9 5        
CriticalHit   9 5 5 1 3            
MultipleSwings   5 2 8 3     1        
Fighting 7 12 10 10 8 9 6 8 5 5 5 5
Perception 3 2 3 6 4 9 5 3 3 2 2 2
Language 1 3 4 2 5 6 3 2 7 7 8 6
Extra Swing One   46 50 28 53     59        
Extra Swing Two   162 192 60 243     268        
Extra Swing Three   578   131                
Extra Swing Four       387                
Extra Swing Five       629                
Penalties 1.000 2.000 2.375 2.625 2.625 2.000 1.875 2.000 3.375 3.375 3.750 4.000
Guild Title Level 1 Vagrant Bravo Guard Apprentice Rascal Apprentice Footpad Rogue Apprentice Alchemist Prophet Apprentice
Guild Title Level 10 Drifter Soldier Sentry Student Knave Journeyman Sneak Scrounger Enchanter   Diviner Medic
Guild Title Level 20 Vagabond Fighter Defender Mentor Trickster Guide Pickpocket Forager        
Guild Title Level 30 Wanderer Mercenary     Scoundrel Searcher Trickster Acquirer Charmer Sorcerer   Benefactor
Guild Title Level 40 Traveller     Teacher Miscreant Tracer Cutpurse Plunderer     Soothsayer  
Guild Title Level 50 Wayfarer Swordsman Protector   Criminal   Robber   Conjurer Necromancer    
Guild Title Level 60 Rover     Instructor   Hunter Swindler         Altruist
Guild Title Level 70   Duelist     Ruffian     Pillager   Element Mage Theurgist  
Guild Title Level 80 Pioneer   Sentinel     Navigator Shyster   Illusionist      
Guild Title Level 90   Gladiator   Assassin Convict         Fire Master   Healer
Guild Title Level 100 Pilgrim   Guardian     Explorer Convict Ransacker     Thaumaturgist  
Guild Title Level 120   Combatant Knight Ninja Murderer Infiltrator Criminal   Magician Master Of Electricity   Shaman
Guild Title Level 130 Journeyor                   Wizard  
Guild Title Level 140   Hero   Master Ninja   Adventurer Thief Marauder        
Guild Title Level 150 Voyager   Champion   Villain       Mage Earth Shaker   Magus
Guild Title Level 160   Swashbuckler       Delver Racketeer       Adept  
Guild Title Level 170                   Master Sorcerer    
Guild Title Level 180   Master Hero Paladin Shogun Evil Being Questor Kingpin Mugger Spellbinder      
Guild Title Level 190 Nomad                   Master Wizard  
Guild Title Level 200   Swordsman       Seeker Master Thief         Raiser of the Dead
Guild Title Level 210     Master of the Guard   Master Villain              
Guild Title Level 220 Master Nomad     Weapons Master       Barbarian        
Guild Title Level 230   Warlord       Master Seeker     Arch Mage   Master Adept  
Guild Title Level 240             Master of Shadows     Master of Elements    
Guild Title Level 250                       Master Healer
Guild Title Level 260                 Master of Magic      
Guild Title Level 280       Death Master                
Guild Title Level 285               Lead Barbarian        


Email Sortiri

Link Button Home Link Button Perry's Fish Tales Link Button Anita's Avenues Link Button Linda's Lessons Link Button Photo Album Link Button The Dogs' House Link Button