<race>
  <name>Ogre</name>
  <text>Ogres are the strongest of all civilized races in Karigor. But for all their power, they clearly lack in accuracy, and will often miss in combat allowing the frightened enemies to escape. And run they will, when Ogres use their ability to cast “Fear” on their opponents. Ogres just shouldn't forget to bring enough food to still their enormous appetites. They lead a simple life in the desert of Etanasfeld, but they do have a healthy curiosity, and own a special amulet that helps them to disarm traps with greater success. Many Ogres are loners, and choose careers as shipcaptains on the Sea of Mist, or as Thieves or Assassins. A particularly brave Ogre, however, may be promoted to Giantling, and gain the second ability of “Deflection” to deal with counter-attacks.</text>
  <item>Amber Charm|of Deft</item>
  <title>
    <name>Ogre</name>
    <hp>30|20</hp>
    <sp>0|0</sp>
    <stats>21,11,15,7,11,11</stats>
    <resist>10,0,0,0,0,0,0,0,0,0</resist>
  </title>
  <title>
    <name>Giantling</name>
    <hp>40|30</hp>
    <sp>0|0</sp>
    <stats>21,11,15,7,11,11</stats>
    <resist>15,0,0,0,0,0,10,0,0,0</resist>
  </title>
</race>
<race>
  <name>Troll</name>
  <text>The Trolls of S'Fauni are extraordinarily tough, and despite their slowness they are simply very, very hard to kill, not in the least because of their ability of spontaneous “Regeneration”. When it comes to fighting, Trolls will be pushed to the front line. Even though they are easily distracted, Trolls, who can be pleasant company as a friendly Bard, will usually become fierce warriors. The dream of every Troll is to be awarded the title of War Troll, after a particularly great quest, and learn to overcome their slow speed by using their second ability “Berserk”. Their hobby is fixing broken things and that’s why each Troll owns an amulet of repair.</text>
  <item>Amber Charm|of Tinkering</item>
  <title>
    <name>Troll</name>
    <hp>28|16</hp>
    <sp>2|4</sp>
    <stats>15,11,21,11,7,11</stats>
    <resist>0,0,10,0,0,0,0,0,0,0</resist>
  </title>
  <title>
    <name>War Troll</name>
    <hp>36|24</hp>
    <sp>4|6</sp>
    <stats>15,11,21,11,7,11</stats>
    <resist>0,0,15,0,0,0,5,0,5,0</resist>
  </title>
</race>
<race>
  <name>Human</name>
  <text>Karigor's most populous race is the Human race. As the most balanced race among the others, they have built their empires on trade. Every human carries an amulet to boost their merchant skill. All Humans have the “Leadership” ability to improve their effectiveness in combat, whereas their extreme luck offers some protection against magic and traps. Humans are prone to develop religious and superstitious ideas, which often causes arguments among themselves, especially if Saints and Necromancers are facing each other. Sometimes it also makes them afraid of certain types of creatures. A Human's highest aim in life is to become a Noble. That title grants them their second ability of “Diplomacy” which allows them to meddle even more in everybody's affairs.</text>
  <item>Amber Charm|of Business</item>
  <title>
    <name>Human</name>
    <hp>26|12</hp>
    <sp>4|8</sp>
    <stats>11,11,11,11,11,21</stats>
    <resist>0,0,0,0,10,0,0,0,0,0</resist>
  </title>
  <title>
    <name>Noble</name>
    <hp>32|18</hp>
    <sp>8|12</sp>
    <stats>11,11,11,11,11,21</stats>
    <resist>0,0,0,0,15,0,0,0,10,0</resist>
  </title>
</race>
<race>
  <name>Vampire</name>
  <text>Is one born a Vampire, or is one chosen? A visit to their settlements in the Typhon Expanse could perhaps answer that question. Fact is, that Vampires have unique powers and abilities. Each vampire, already quick in combat, can call upon themselves a “Bloodlust” that makes them extremely dangerous, especially at night. In the full light of the day, however, Vampires are somewhat vulnerable. When Vampires successfully pass the Predator test, they learn the ability of “Levitation” which saves them from a lot of harm. Vampires that want to become a spellcaster don't have it easy, but their interest in Alchemy, for which they posses an amulet, can make it worth the effort.</text>
  <item>Amber Charm|of Essences</item>
  <title>
    <name>Vampire</name>
    <hp>24|8</hp>
    <sp>6|12</sp>
    <stats>11,7,11,15,21,11</stats>
    <resist>0,0,0,0,0,10,0,0,0,0</resist>
  </title>
  <title>
    <name>Predator</name>
    <hp>28|12</hp>
    <sp>12|18</sp>
    <stats>11,7,11,15,21,11</stats>
    <resist>0,0,0,0,0,15,0,0,0,10</resist>
  </title>
</race>
<race>
  <name>Elf</name>
  <text>The children of Timberfall, Elves, are legendary when it comes to archery contests – there’s nobody else in Karigor who strikes as accurate as they. Many Elves later decide to become rangers – grandmastery at archery and perception, and the fact that each Elf carries an amulet of perception makes this decision easily understandable. Others are more inclined to further their magic skills. Elves are often invited to come along on a trip because of their specialty of “Foraging”, and the fact that they have trouble swimming under water tends to be overlooked. Experienced Elves may receive the much wanted title of Sentinel. The Sentinel's second ability “Cloak” affects teh entire party and makes them even more popular.</text>
  <item>Amber Charm|of Ambient Unison</item>
  <title>
    <name>Elf</name>
    <hp>22|4</hp>
    <sp>8|16</sp>
    <stats>11,15,7,21,11,11</stats>
    <resist>0,0,0,10,0,0,0,0,0,0</resist>
  </title>
  <title>
    <name>Sentinel</name>
    <hp>24|6</hp>
    <sp>16|24</sp>
    <stats>11,15,7,21,11,11</stats>
    <resist>0,0,0,15,0,0,0,10,0,0</resist>
  </title>
</race>
<race>
  <name>Genie</name>
  <text>Genies form an intelligent and generally forthcoming race, who have made their home in Goetia. They are born to be spellcasters: their magic attribute is the highest among all the races in Karigor. Genies, by nature already hardly earthbound, are eager to learn the secrets of flight to offset the awful handicap of not being able to wear boots. Until then, they have to make do with their first ability of “Telekinesis”. Although some Genies turn to mischief, most endeavour to accompany groups of adventurers, and seek the honorable title of Companion, which gives them the powerful ability of “Possession” to mess with a foe's mind. Each genie also carries an amulet that helps them to identify uncommon and possibly dangerous items.</text>
  <item>Amber Charm|of Assessment</item>
  <title>
    <name>Genie</name>
    <hp>20|0</hp>
    <sp>10|20</sp>
    <stats>7,21,11,11,15,11</stats>
    <resist>0,10,0,0,0,0,0,0,0,0</resist>
  </title>
  <title>
    <name>Companion</name>
    <hp>20|0</hp>
    <sp>20|30</sp>
    <stats>7,21,11,11,15,11</stats>
    <resist>0,15,0,0,0,0,0,5,0,5</resist>
  </title>
</race>
