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Baalskar
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Baalskar's Territories
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Peoples of Baalskar
BAALSKAR'S RACES

Humans
tend to be the physically strongest race of the humanoid Players in Baalskar.  They make good Warriors and Soldiers.  They tend to have higher Life, Strength, Health, Hold Attack & Damage Attacks.  Some of their weaknesses include that they do not have Infravision and that they tend to have lower Intellects than Elves & Dwarves for example.

Elves prefer to dwell in forests and are often lighter, thinner, slightly shorter than and not as strong as their Human counterparts.  However they tend to be more agile and thus better at dodging missiles such as arrows and thus have higher Agilitys compared to other humanoids.  They also make excellent archers.  Elven arrows have a higher Missile Attack and Damage Attacks than standard Arrows which are utilized by Human Soldiers & Archers.  Most Elves spend a great deal of time in academia studying the arts, music & magic when they are not honing their combat skills thus they tend to have higher Intellects.  In addition they also have Infravision, which allows them to see normally in dark encounter areas unlike their Monster Elf counterparts which do not have Infravision but instead have higher Intellects.  Elves tend to have lower Life, Damage, Strength, Health & Hold Attack ratings.

Dwarves prefer to dwell in mountain or rocky areas and make sturdy, noble Warriors although they are quite shorter and stockier than their Human counterparts.  Although they are not as agile as Elves they are somewhat stronger although not as strong as Humans.  Thus they have higher Strength and Hold Attack ratings than the Elves although these ratings are lower than their Human counterparts.  They have lower Agilitys than Elves although equal for the most part to Humans.  Dwarves study their crafts intensely such as stone working, metal craft and mining thus they tend to have higher Intellects.  They also are very proficient at throwing hand axes as these missile weapons which are more deadly than standard arrows used by Human Soldiers & Archers.  In addition they have Infravision, which allows them to see normally in dark encounter areas unlike their Monster Dwarf counterparts which do not have Infravision but instead have higher Intellects.  Overall Dwarves tend to have lower Life, Damage, Strength, Health & Hold Attack ratings.

Halflings prefer to dwell in areas ripe for farming and gardening such as green plains or hilly areas with good soil suitable for harvest.  Halflings are quiet folk and keep mostly to themselves.  Some of them however grow bored of the common Halfling life and leave their somewhat secluded lifestyle in search of new opportunities and adventure.  Halflings are much shorter than Humans, typically half their size.  Thus all of their Attack & Defend ratings are low when compared to the other Players.  The advantage to using Halflings is that they are usually only Class 1 Players and are small (Size = 1) in size whereas Humans and other humanoid Players are at least a Class 2 Player and medium-sized (Size = 2).  Having some smaller Players in combat can allow a team greater flexibility which will be described later.


MONSTER RACES

The Monsters have their share of races to choose from as well such as Orcs, Goblins, High Elves, High Dwarves & Troglodytes are some of the major Monster races available to the Monster Team.

Orcs tend to be the physically strongest race of the humanoid Players for the Monsters, similar to the Humans for the Fellowship Team.  Orcs lust war and will battle anyone, even if the odds are overwhelmingly against tem.  Just like Humans they make good Warriors and Soldiers.  They tend to have the higher Life, Strength, Health, Hold Attack & Damage Attacks although they have lower Intellects than Elves & Dwarves.

Humans are quite similar to Orcs in terms of their ratings, but certainly not in terms of their appearance.  Humans can also be utilized by the Monsters' Team since unfortunately not all Humans are good. 

High Elves prefer to dwell in large cities with universities to pursue their love of knowledge and academia and have no particular need or interest in forests unlike the common Elves.  Of greatest interest to most High Elves is the study of magic, along with medicine, agriculture and philosophy.   They are also lighter, thinner, and shorter than many of the more common races similar to their common Elf counterparts.  High Elves are extremely evil however and are always searching for new, sophisticated civilizations to conquer and rummage in their lust for acquiring new knowledge, technologies and intelligence.   They are referred to as High Elves due to the high Intellect resulting from their years of intense studies.  They do not have Infravision however like common Elves.   Unlike common Elves they are not any more agile than Humans since most of their time is spend in cities and not pouncing about the forest; thus their Agility ratings are nothing extraordinary.  However they still make excellent archers since they are able to handle Elven Arrows being Elves themselves.  Elven arrows have a higher Missile Attacks and Damage Attacks than standard arrows which are utilized by Human Soldiers & Archers.  High Elves generally tend to have lower Life, Damage, Strength, Health & Hold Attacks.

High Dwarves also prefer large cities with universities like their evil High Elven friends (that's right friends) to pursue their love of knowledge as well.  They love building their vast cities in mountainsides to help offer protection from enemies. Most of their evil cities are located in the Blood Red Mountains which are south of Zemogar.  Their educational interests primarily lie in science and engineering, with a particular love for developing advanced weapons & war machines such as rapid-fire catapults.  Other areas of interest include architecture, mathematics and warfare.  High Dwarves crave constant war and conquest similar to the Orcs.    They are referred to as High Dwarves due to their high Intellect like the High Elves, however they have low Agility, Strength, Healths compared to common Dwarves and do not have Infravision.  In general High Dwarves tend to have lower Life, Damage, Strength, Health & Hold Attacks.  High Dwarves and High Elves have a strong alliance and often fight side-by-side. 

Goblins prefer to live in suburban areas surrounding great Orc cities.  Often these suburbs are decrepit, rat-infested catacombs wrought with disease and poverty.  Goblins are extremely fond of Orcs and desperately try to win their affection and acceptance.  Orcs on the other hand do not care much for goblins but commonly take advantage of them by using them to do their dirty work.  Goblins, like the Halflings, are much shorter than Humans & Orcs, typically half their size.  Thus all of their abilities are low when compared to the other Players.  The advantage to using Goblins is that they are usually only Class 1 Players and are small (Size = 1) in size whereas Orcs or Humans or other humanoid Players are at least a Class 2 Player and Medium-sized (Size = 2).  Having some smaller Players in combat can allow a team greater flexibility which will be described later.

Troglodytes are short, subterranean dwellers who often spend their entire lives underground, although some tribes are known to emerge during the night searching for new caves with more resources.  Rumored to be an old Halfling race that retreated underground from a great enemy and too terrified to resurface, the true origin of Troglodytes remains a mystery.  Their strange language cannot be understood and appears barbaric to most races.   They often live in vast catacombs or forgotten dungeons and are always searching for new sources of food and water.  Troglodytes have Infravision and thus have the advantage in combat against Humans in their dark, underground hideaways.  On the other hand Common Elves & Dwarves, who also have Infravision, are stronger than Troglodytes and thus have the combat advantage.  Most of the Troglodytes' abilities are low when compared to the other Players due to their smaller size.


PLAYER TYPES

Now let's look at the different types of Players.  While many of these Players are humanoids (Human, Orc, Elven, Dwarven, Goblin or Halfling), there are also non-humanoid types.  Non-humanoid Players include Dragons, Creatures, Flyers and Beasts.  While non-humanoid Players can provide some unique and sometimes powerful combat skills, some advantages of using humanoid Players include that they are often qualified Steed Riders and can utilize Magic such as Rings and Potions.  There are three major types of Fellowship Players; Fighters, Specialists & Steeds.


THE FIGHTERS

Fighters
are the primary combatants.  Their job is to ruthlessly attack their enemies until they are all destroyed.  Fighters bring muscle and brute force to the battle.  Thus Fighters generally have high Life, Damage, Health, Strength and Hold Attack ratings.  Weak areas for Fighters are lower Intellect & Agilitys.  A Player's Intellect is very important since it helps them defend against paralyzing Mind Spells. 

Warriors are the strongest and most powerful humanoid fighters and love to fight in combat.  They have a Warriors Attack special ability which allows them to either attack one Player at full Damage or two adjacent Players for half damage each.  However, they do not get any Missile Attacks such as arrows during the Missile Turn.  They have the highest Life, Damage, Strength, Health and Hold Attacks of the humanoid Players.  However they tend to have lower Agility and Intellects due to less education.  Warriors can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.

Soldiers are the most versatile, well-trained and educated humanoid fighters.  In addition to getting a reasonable Damage Attack they also have a Missile Attack special ability which allows them to fire one missile (i.e. arrow) at their opponents during the Missile Turn.  Although their Damage Attack is not as high as other fighters, Soldiers possess a very balanced set of attribute ratings with good scores in all categories including Life, Damage, Agility, Strength, Health, Intellect & Hold Attack.  In particular their Agility and Intellects tend to be higher than most of the other Fighters.  Soldiers can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.

Dragons are fierce fighters who have a Dragon Breath special ability which allows them to distribute their Damage from their fire breath in any manner upon a specified number of adjacent opponents.  Dragons are as strong as Human Warriors except they can NOT utilize Magic and are NOT qualified Steed Riders.  Although they have high Life, Damage, Strength, Health and Hold Attacks they have lower Intellects.  Good Dragons include White, Blue & Cave (Infravision) Dragons, whereas evil Dragons include Red, Green & Black (Infravision) Dragons. 

Beasts are the undisputed strongest and most powerful Fighters in their Class level.  Although they have no special abilities per say they have the highest Life, Damage Attack, Strength, Health & Hold Attacks.  They do have their disadvantages which include the lowest Intellect (after all they have the smallest brains) and often low Agility scores.  The low Intellect allows them to be neutralized with lower Class Mind Spells, which are described later.     Beasts can NOT utilize Magic and are NOT qualified Steed Riders.

Creatures are also strong and most powerful Fighters in their Class level with higher Life, Damage Attack, Strength, Health & Hold Attacks than Human Warriors although lower than Beasts.  Their Intellect is higher than Beasts but lower than Human Warriors.  As mentioned earlier a low Intellect allows a Player to be easily neutralized with lower Class Mind Spells, which are described later. Overall Creatures are more powerful than Humans but not quite as powerful as Beasts for their Class level.  Creatures can NOT utilize Magic and are NOT qualified Steed Riders.


THE SPECIALISTS

Specialists
are combatants with specialized training or a special skill in a specific area.  Their skills can be very important if not pivotal in winning a battle along with the Fighters.  Some examples of Specialists include Spellcasters, Archers, Assassins, Poison Attackers such as Spiders, Chargers and Flyers.  Specialists in general have lower Life and Damage Attacks since they have less combat training than Fighters and more specialized training.  Their other ratings vary greatly depending on their specialty. 

Spellcasters are not only the most important type of Specialist; they are certainly the most important Player.  Both Teams are only allowed one Spellcaster which can greatly aid the Team in their battle with their ability to cast a myriad of both offensive and defensive Spells.  Once the Spellcaster is slain whatever remaining non-cast Spells a Team has left cannot be used.  Thus Spellcasters need to be protected at all costs.   Spellcasters have the highest Intellects since they spend their life studying magic and other academia.  However since their life tends to be "less physical" the have very low Life, Damage, Agility, Strength, Health & Hold Attacks.  Spellcasters can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.

Archers have a Missile Attack special ability provides them with two missiles during the Missile Turn, unlike Soldiers who only get one Missile Attack.  Thus they can give their team a quick start at trying to eliminate some of their foes very early in the game.  They spend most of their training firing missiles and less with hand-to-hand combat tactics.  Therefore they have lower Life, Damage, Strength, Health & Hold Attacks than their Soldier counterparts.  However they have higher Agilities as required to be an Archer.  Archers can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.

Crossbow Fighters are similar to Archers in that their Missile Attack special ability provides them with one very powerful missile (Crossbolt) during the Missile Turn, unlike Soldiers who only get one much less powerful missile (Arrow).  Thus they can give their team a very powerful start at trying to eliminate one of the largest foes very early in the game.  Like the archers they spend most of their training firing missiles and less with hand-to-hand combat tactics.  Therefore they have lower Life, Damage, Strength, Health & Hold Attacks than their Soldier counterparts.  However they have higher Agilities as required to be an Archer.  Archers can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.

Assassins are extremely quick and nimble killers who rely on speed and accuracy to eliminate their opponents.  They possess a Missile Attack in which their target must Dodge Missile or die.  Even though these attackers are not using missiles during Combat Turns, their attacks are so quick and directional that they are treated like missiles.  Most assassins wield only a small dagger in which they use in an effort to slit their unsuspecting victims' throats.  As a result their regular combat Damage Attack is low.  They of course spend most of their practicing their deadly trade and less with combat training.  Therefore they have lower Strength, Health & Hold Attacks than their Soldier counterparts.  However their Agility is very high as needed for their skill although their Intellect is low.  Halfling & Human Assassins have a reasonable education and spend a great deal of their time training in local Assassins' Guilds.  They can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.  Pixie Assassins prefer to dwell mostly in wooded areas although they can be found in marshes as well.  They prefer terrain which provides cover so that they can surprise their targets.  Most Pixies make great Assassins since they tend to be pranksters and love to prey on unsuspecting victims.  In addition they are naturally quick plus the fact that they have wings which help provide extra speed.  Although Pixies have small wings they are not considered to be true Flyers.  Pixies tend not to fly high and upwards but instead across and from side to side mostly to accelerate their speed for improved strikes against opponents.  These Players spend nearly all of their time honing their deadly skill and generally are not educated.  Thus their Intellect is lower than Halfling or Human Assassins.  However their Missile Attack is deadlier than their Fellowship counterparts.  They can NOT utilize Magic because of their great hate and fear of Magic.  Also they despise steeds and rely on their own feet and wings for transportation thus they are NOT qualified Steed Riders.

Hold Attackers use choking, crushing and squeezing tactics to suffocate or slay their opponents.  They possess a Hold Attack in which their target must Break Hold or die.  Most Hold Attackers rely solely on their hands or natural crushing method for assaulting their victims.  As a result their regular combat Damage rating is low since they tend not to wield any weapons.  They also will generally have lower Life, Agility & Health than their Soldier counterparts.  However their Strength is very high as needed for their skill although their Intellect is low.  Monks are the Hold Attackers for the Fellowship Team.  They are religious servants who occasionally stray from their meditation and solitude to assist Fellowship Teams in their quests.  They are extremely well trained in hand-to-hand combat and prefer to attack without normal weapons like swords.  Monks can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.  Snakes are the Hold Attackers for the Monster Team.  They prefer to dwell mostly in wooded areas although they can be found almost anywhere.  Of course Snakes make great Hold Attackers due to their well-known constricting ability they use to crush and suffocate their victims.  Snakes are obviously uneducated thus their Intellect is lower than Monks.  However their Hold Attack is deadlier than their Fellowship counterparts.  They can NOT utilize Magic for obvious reasons and they certainly are NOT qualified Steed Riders (after all you do need legs to mount a Steed).

Poison Attackers utilize the natural killing power of poison to eliminate their opponents.  They possess a Poison Attack in which their target must Survive Poison or die.  Most Poison Attackers rely solely on their poison's ability to slay their victims.  As a result their regular combat Damage rating is low since they tend not to wield typical combat weapons such as swords (although many utilize daggers).  They also will generally have lower Agility, Strength & Hold Attacks than their Soldier counterparts.  However their Health is very high due to accidental exposures to poison which have helped them build up a stronger than normal immunity to poison.   However their Intellect is low as they tend to be less educated.
Halfling & Human Poison Assassins are the Poison Attackers for the Fellowship Team.  Most have a nominal education and spend a great deal of their time learning poison application and delivery techniques.  They can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.  Spiders are the Poison Attackers for the Monster Team.  Like the Snakes they prefer to dwell mostly in wooded areas although they can be found almost anywhere as well.  As expected Spiders make great Poison Attackers due to their well-known venom they use to slay their victims.  Spiders are obviously uneducated thus their Intellect is lower than Halfling & Human Poison Assassins.  However their Poison Attack is deadlier than their Fellowship counterparts.  They can NOT utilize Magic for obvious reasons and they certainly are NOT qualified Steed Riders (although it would be cool to see a Spider trying to mount a Steed).

Magic Attackers are a special Class of Players that relies on some sort of magical ability to attack their opponents.  They possess a Magic Attack in which their target must Resist Magic or die.  Magic Attackers rely solely on their arcane ability to slay their victims.  As a result their regular combat Damage rating is low since they tend not to wield typical combat weapons such as swords.  They also will generally have lower Agility, Strength, Health & Hold Attacks than their Soldier counterparts.  In addition their Intellect is low since they are either uneducated or they have given up on academia after acquiring their deadly magical powers.  Warlocks are the Magic Attackers for the Fellowship Team.  Many Warlocks are failed Spellcasters who gave up the arduous task of learning Spell craft and succumbed to the easier skill of delivering magical damage directly in hand-to-hand combat.  Their Intellect is also low since they abandoned their quest for knowledge early in their life.  They can utilize Magic and are qualified Steed Riders for steeds which can support their Player's Size.  Undead are the Magic Attackers for the Monster Team.  They are magically resurrected corpses, usually strong Warriors slain in battle, which will wonder aimlessly about if their master have either deserted them or were slain.   Being magical in nature, Undead make great Magic Attackers by using their supernatural powers.  Undead are obviously mindless thus their Intellect is lower than Warlocks.  However their Magic Attack is deadlier than their Fellowship counterparts.  They can NOT utilize Magic and they are NOT qualified Steed Riders.

Chargers have a Charge Attack special ability which allows them to "charge" an opponent and consequently attack them during the Missile Turn.  This gives a Team a quick strike capability and method to eliminate opponents very early in the game.  Chargers tend to be quicker and thus leaner than their Fighter counterparts thus they have lower Life, Damage, Strength, Health & Hold Attacks although their Intellect tends to be similar.  Due to their quickness they have high Agilities.  Chargers can NOT utilize Magic and are NOT qualified Steed Riders.

Flyers have a Fly Attack special ability which allows them to fly over the Battle Line, which is the imaginary line drawn between the two teams Primary Front Lines, and attack Players on the Back Line if they choose to do so.  Players on the Back Line are normally placed in that region in an effort to protect them from battle and ultimately from death.  This is an enormous special ability since Flyers have the ability to threaten very key Players, such as the opposing Team's Spellcaster, at will.  Thus most of the Flyers' abilities are extremely low; Life, Damage, Strength, Health, Hold Attack (if any) & Intellect.  However most Flyers have high Agilities; they are naturally quick combatants.